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Credits

World and Game Design : Bard Bloom and Contributing Artists:


Victoria Borah Bloom Eugene Arenhaus: back cover, 4, 53, 62, 98, 107,
Editorial Assistance: John Eisinger, Kim Liu, 120, 122, 124, 126, 128, 130, 132, 134, 144, 197
Toivo Voll Klyph Bohm: 84, 119
Layout: Jeanette Dietrich Blair Bryant (Pickalock): 141, 195
Playtesting: Maria Bastone, Klyph Bohm, Mark Dave Bryant: 21, 64, 156, 160, 221
Chu-Carroll, John Eisinger, Scott Gosik, Andrew Brenda DiAntonis: 164
Hauptman, Gary Kogan, M. C A. Hogarth, Paul Jeanette Dietrich: borders
Keyser, Kim Liu, Regan Pylman, Amelia Terhune, Tess Garman: 6, 107, 187, 192, 196, 265
Sam Weber, Joel Woodman Megan Giles: 39
Cover Art: Mike Raabe, Eugene Arenhaus M.CA. Hogarth: 9, 25, 89, 102, 105, 109, 113,
Art Liaison: Maggie C. A. Hogarth 116, 136, 140, 202, 203, 212, 218, 223, 228, 230,
Logo Design: Kim Liu 239, 242, 252, 253, 254, 262, 263, 280, 308
S. Kalff: 54, 59, 66, 80, 88, 101, 153, 165, 172,
Special Thanks to... 182, 184
.. .our families, for good genetics and unconditional Christine Klunder: 43, 157, 166, 173, 205, 263,
support 308
.. .FurryMUCK, for practice wearing other skins Laurelin Lyubov: 246
...Athene, Brigid, and the Undine's Cove, for Cara J. Mitten: 52, 243
strength, inspiration, and magick Raven Molisee: 268
...Mike Alexander, Claire Curtis, Watts Martin, Laura Pierson: 17, 26, 29, 171
Susan and William Field, John Snead, Liz Connors, Anna Joy Pieruccini: 70, 147, 238, 297
the Washington University Anthropology Dept., Mike Raabe: front cover, 14. 19, 23, 27, 30, 33, 37,
Wayne Harbert, and Jack Vance 41, 319
.. .and to all the grownups who still know how to David Reiss: 100
play. Jen Sabado: 45, 256, 266, 269(2), 270, 271(2),
274 (2)
In loving memory of Lawrence S. Borah. Marie Tary: 10, 49, 51,163, 169, 180, 194, 212,
229, 248, 255, 262, 265, 272, 278
Visit us on the Web at www.world-tree-rpg.com Mel. White: 61, 79, 92, 190, 192, 220, 293
T. Wills: 35, 50, 57, 85, 94, 95, 137, 149, 161, 165,
The Padwolf logo and Padwolf Publishing are registered trademarks
of Padwolf Publishing Inc.
174, 176, 177, 180, 191, 193, 257, 260, 263, 264,
267, 269, 270, 283
World Tree © 2000 Bard Bloom and Victoria Borah Bloom. World Conrad "Lynx" Wong: 13
Tree and the World Tree logo are trademarks of Bard Bloom and
All art is © the individual artists and used with permission.
Victoria Borah Bloom. All rights reserved. No part of this book may
be reproduced or transmitted in any means electronic or mechanical,
including recording, photocopying or by any information storage and
retrieval system, without the written permission of the copyright hold­ Padwolf Publishing Staff:
ers. Players may reproduce the character worksheets for personal use
only
Editor-in-Chief: Diane Raetz
Vice President: Stuart Weinberg
This is a work of fiction. No similarity between any of the names, Senior Editor: Marie Perry
characters, persons, situations and/or institutions and those of any pre­ Creative Director: Neil Peter
existing person or institution is intended and any similarity which
may exist is purely coincidental.
Second Printing, PAD 1001
I'Miwolf Publishing Inc., 457 Main Street, # 384, Farmingdale, NY,
11715, wwwpadwolf.com. ISBN: 1-890096-10-5
Table of Contents
Prelude: Into the Verticals. 4

The World Tree 6

The People 12

Interlude: Flokin and the Baker. 54

The Adventuring Life 56

Civilization 66

Ketheria: Birthplace of Civilization 82

Interlude: Azliet's Longhouse 102

"Can We Play Yet?". 104

Creating a Character. 108

Attributes + Skills. 136

Combat. 148

Magic. 172

Spells. 204

Advantages and Disadvantages. 250

Bestiary and Herbal. 266

Gamemastering World Tree 280

Appen dices. 298

Indices 312
Into the Verticals
[As told by the Cani healer Azliet to her family]
One of my patients -1 can't tell you who - is a pregnant Cani woman. She's been doing poorly for weeks, and eventually
she gave me the story of why. Her puppy's father isn't her husband or her mate. I can't tell you who he is either, but he's
not at all the same breed as her or her family. She's worried it'll be obvious when the puppy is born with the father's
jowls and browny-black fur. She had talked to the ritual mage Loukhen about a Purebreed Puppy spell. He demanded a
grace of Kvarse that her mate had found a few years ago, half as payment and half as blackmail. My patient wouldn't
steal it, and certainly couldn't ask her mate for for it, and she was fretting herself raggy and sick.
She knows where her mate found the grace, not far away in the Verticals, and thought there'd be another one there now.
Somehow I promised her that I'd go and bring it back. Hraff tried to talk me out of it, it's dangerous and I'm no adventur­
er to just trot out to the Verticals to bring back a bit of treasure that's worth more than my patient could pay. Well, I
guess I am. I did.
I only told Hrajf and Lantien. I couldn't tell the rest of you. Cani talk to Cani, you have no reason to be loyal to someone you
don't even know who she is, and pretty soon her family would hear the story. Hrajf and Lantien both wanted to come help me. I
didn't let them. If I was going to get killed by something horrible and spiky, I want them to raise my, our, puppies.
Walking off the edge of the world isn't something you do alone, not if you're just a healer. I grabbed Orkozarmon the
Terrible, the Rassimel with the very ringy tail who was in all my Corpador classes. He's always said he wanted to go
adventuring. So I talked him into doing it, now, with me.
He was the only friend who'd come, so I went to the Fox in Flames to find some professional adventurers. There were
three likely-looking people there: a Rassimel with a sparky staff leaning against the wall, a Sleeth dozing by the fire, and
a Khtsoyis playing darts with a couple scarred-carapaced Herethroy.
So I talked to the Rassimel, who introduced himself as Sir Mellona, a High Mage of the order of Crimson Flower
Wizards. I told him the story. He scowled like the guttering sun, and said "I have more worthwhile things to do than pro­
tect an adulteress from the consequences of her crime. "
The Sleeth got up and stretched, she almost tore up a floorboard with her claws. She prowled up to me and licked her
huge fangs. "You talk so loud, I happen to overhear. A Cani wants companions to the Verticals. No glory because it is
the big secret. No pay because nobody pays. No treasure because it goes to a scoundrel ritual mage. "
I was so scared. I just nodded. I was hoping to get out of the Fox in Flames with all my fur on, never mind the Verticals.
She turned to look at Sir Mellona. "And no High Mage because he only protects who he wants. Brail I go with youl It
is a long time since I see the Verticals. Almost as long a time as I am turned away from Crimson Flower Wizards. Also
I think Herobash will come. "
The Khtsoyis slithered a tentacle over around the leg of my chair and pulled himself over. "What's my partner ... getting
me ... into now?" Sir Mellona snorted and left the inn with his tail curled arrogantly back.
The Sleeth grinned. "I am Rrengra, fire mage, good with Fire Flower even if Crimson Flower order does not want a
Sleeth. Herobash they do not want either, but he is clever enough not to ask them. He is not so clever other ways, so
mostly I talk for both of us. He is good with clubs though. Rrai, you do not pay us for helping you, but maybe you buy us
lunch at least?"
I bought a huge tureen of pocker soup for her, and a dozen sausages for Herobash and a pot of tea for me. I wasn't hun­
gry. Rrengra said, "You do not pay us in lozens, because there are no lozens on this trip. But always a healer has a way
to pay adventurers. " I told her that I can bind spells, and she continued, "Then we will come with you for the right num­
ber of bound healing spells. Always we will use them. " We dickered for a bit, and I promised to supply them with four­
teen Heal the Awful Wound spells: two days' work, but no money.
Five days later the four of us set off, following my patient's directions. You should see the edge of the Flats sometime!
It's a horizontal hill, flat-topped as a ruler, going farther than you can see to either side. As you get close, there aren't
many trees or bushes. The soil is sparse, and the world-bark is poking through. The hilltop itself is all world-bark. It's so
steep, I was panting by the time we got to the ridge.
Then I looked off the branch for the first time. The Verticals are, well, almost vertical. They slope out like a very steep
hill for a while, then get steeper. Eventually they have to curve back under. I couldn't see that far. The top of the ridge is
bare world-bark on both sides, but ten feet down there's moss, the brightest green moss that I've ever seen, running to
forever both ways along the world-branch.
Ten feet after that the Verticals' trees start. They stick off the World Tree, like the pegs in the coat rack in the hallway.
The first ones are scrawny, little things with twisted leaves all cupped upwards to catch the rain. Further down they don't
stay little; they're a sideways jungle of monstrous trees and looping vines and brilliant flowers.
Rrengra and Herobash and Orkozarmon and I just looked for a few minutes. Then Rrengra jumped straight off the edge
of the world! I wasn't expecting it -1 just yelped! Herobash put a tentacle on my muzzle, and grunted, "Don't bark ... if
anyone's there ... we don't want ... them to hear." I nodded and he let go of me. By then Rrengra had done a Sleeth twist
and spell and landed crouched on a big banchunk tree. She was sniffing around, ears pricked up. Then she waved a paw.
Herobash said, "It's safe ... go now ... sit on.... my tents." He made a basket for me out of two tentacles and curled a
third one around my shoulder. He waved his two clubs, "Hero-club ... and Bash-club ... keep you safe!"and we drifted
down like feathers falling. And then...
The Apple of Light: A Creation M y t h A c c a n a x , w h o w a n t e d to start t h e action q u i c k l y a n d w a s b o r e d
The gods found a sun in an apple in the realm of their birth, with all t h e w o r l d m a k i n g , d a w d l e d a r o u n d for a t i m e a n d t h e n
and decided to make a world for it to light. The god Virid made m a d e a horde o f sloppily constructed but truly dreadful things.
a seed and planted it in a sea of becoming, and the World Tree T h e n each of the gods m a d e a species or t w o of people, the
grew to its present size and shape by the night of the first day. prime species, a n d set t h e m o n the world t o live. T h e p r i m e s are
The seven Creator Gods thought all night, and the next day each the focus o f the gods' attention, a n d o f this book's attention as
one brought ten thousand kinds of new animals and plants, and well. T h e theologists say they know what the gods m a d e the
hung them upon the World Tree. Five of them dreamed good world for, b u t t h e r e a r e m o r e t h e o l o g i e s t h a n l e a v e s o n t h e
peaceful dreams, but Gnarn dreamed adventures and Accanax W o r l d Tree. T h e g o d s t h e m s e l v e s s a y n o t h i n g clear.
had nightmares; and so it is with the world.
Then the creator gods brought their friends to see the world ARBOLOGY
that they had made, and it was much admired. But Birkozon P r i m e scientists h a v e studied the World T r e e itself for thou­
said, "The World Tree is beautiful and vast, and we admire it s a n d s o f y e a r s , a n d k n o w a g r e a t d e a l a b o u t it.
much. But it is empty of word and song, of thought and poetry. The World Tree has many trunks, which are presumed to be
Make people to live upon it, and then we shall admire it twelve connected. T h e cartographers can see hundreds of trunks,
times much!" Hren Tzen replied, "How may people live without s p a c e d tens o f t h o u s a n d s o f m i l e s apart, a n d g u e s s at millions of
gods beneath them? Come dwell on the World Tree with us: if t r u n k s t o o distant or o c c l u d e d t o s e e . O n e trunk is called t h e
you support the Nouns, we shall support the Verbs, and then all m a i n t r u n k : it i s t h e t a l l e s t , it i s t h e c e n t r a l a x i s o f t h e u n i v e r s e ;
may admire the world eighty-four times much!" And Birkozon p r i m e s w e r e c r e a t e d n e a r it. K e t h e r i a , t h e n i n e b r a n c h e s a r o u n d
said, "I shall!", and eleven other gods joined him. the t o p o f t h e m a i n trunk, is t h e c e n t e r o f p r i m e civilization. T h e
Then each of the creator gods went home and thought all night m a i n t r u n k is a b o u t t w o h u n d r e d m i l e s in d i a m e t e r ; t h e o t h e r s
again, and the next day each one brought a new prime species are similar o r smaller. Primes estimate that the trunks are
to the world; but Accanax had had nightmares again, and so all b e t w e e n t h r e e m i l l i o n a n d six h u n d r e d m i l l i o n m i l e s l o n g , if
he brought were the Khtsoyis. So Reluu helped Accanax that they a r e finite.
day, and together they made the Gormoror as another prime T h e World Tree's m a i n b r a n c h e s g r o w in clusters: between
species. five a n d t w e l v e b r a n c h e s g r o w i n g i n a ring f r o m a t r u n k . (A
The gods put all the people they had created onto the topmost b r a n c h i s c a l l e d " m a i n " i f it i s c o n n e c t e d t o s o m e t r u n k - n o t n e c ­
branch, and let them do what they would. And the people built essarily the main trunk.) T h e main branches are some fifty
homes, and cleared the forests, and farmed in the soil, and miles wide a n d tens of thousands long.
fenced out the verticals-beasts, and explored strange places, and
made wise laws, and did all the things of the world.
— Herethroy tradition
T h e w o r l d is a n i m m e n s e tree, s o b i g that in t h o u s a n d s o f y e a r s
the p r i m e species h a v e only e x p l o r e d a small part o f its outer
r e g i o n s a n d b a r e l y a n y o f its d e p t h s . Its m a i n t r u n k s a r e p e r h a p s
t w o h u n d r e d m i l e s i n d i a m e t e r a n d tall b e y o n d k n o w l e d g e ; its
greater branches are tens o f miles wide and tens o f thousands o f
m i l e s l o n g , a n d its l e a v e s a r e large a n d thin; t h e r o o t s , if t h e r e
are any, a r e u n k n o w n . C o m m o n life d w e l l s o n t h e flat u p p e r
sides o f the World Tree's branches. T h e surface of the World
T r e e i s b a r k , c o v e r e d w i t h a s o f t s o i l rich i n h u m u s a n d t e e m i n g
with plants a n d lesser trees.
Seven gods created a n d populated the World Tree. T h e w h o l e
thing w a s Virid's idea, so s h e graciously m a d e lots o f plants a n d
not m u c h else. M i r c a n n i s a n d R e l u u f o l l o w e d suit, m a k i n g all
the domesticated beasts and the like. Hren Tzen and
Pararenenzu got excited and created m a n y eccentric things, most
of which h a d to get tucked into t h e corners a n d o d d places o f t h e
World Tree. Fierce Gnam made a collection of monsters.
S i d e b r a n c h e s a n d t w i g s s p r o u t off the m a i n b r a n c h e s , u s u a l l y top b r a n c h e s of t w o o t h e r trunks, in the sunlit regions like the
two side branches from t h e s a m e p l a c e , at r o u g h l y a 6 0 ° a n g l e a r e a o f their c r e a t i o n . S o far t h e y h a v e l a r g e l y s h u n n e d the d e e p ­
to t h e b r a n c h . M a i n b r a n c h e s h a v e side b r a n c h e s e v e r y f e w h u n ­ er regions o f the tree. T h e r e are n o n - p r i m e civilizations else­
d r e d m i l e s . T e r r a i n is m o u n t a i n o u s and wild near the forks, w h e r e on the tree.
w h e r e t h e W o r l d T r e e ' s b a r k is r o u g h . Side branches are gener­ The nine topmost branches of the main trunk are called
ally shorter a n d n a r r o w e r than m a i n b r a n c h e s . K e t h e r i a : a rich s c a t t e r i n g o f c i t y - s t a t e s a n d s m a l l p r i n c i p a l i t i e s ,
World branches are not entirely straight; the typical branch has g r o u p e d in a tricky labyrinth of alliances. P r i m e s h a v e built a
a gentle angle every t w o or three t h o u s a n d miles. T h e y are usu­ p l a t f o r m all t h e w a y a r o u n d t h e m a i n t r u n k , h a l f a m i l e w i d e ,
ally level, or a n g l e d very slightly up. with houses and buildings along the edge. The main trunk of the
A few branches are not like this: angled sharply u p or d o w n , W o r l d Tree is starting to s p r o u t s o m e n e w b r a n c h e s a t h o u s a n d
twisted into spirals, b r o k e n b y s o m e u n i m a g i n a b l e force, a n d so miles o v e r h e a d , w h i c h will s h a d e K e t h e r i a at s o m e point.
on. P e o p l e live there anyway. T h e n e x t f e w layers o f b r a n c h e s are similar to K e t h e r i a in cli­
T h e W o r l d Tree's b r a n c h e s are r o u g h l y s e m i c i r c u l a r in cross- mate, though less populated. A s you descend, the world-leaves
section; the tops are slightly concave. The edges of the branch­ s t a r t t o b l o c k the s u n , a n d t h e c l i m a t e g e t s c o o l e r .
es are s o m e t i m e s c r a g g y a n d m o u n t a i n o u s , s o m e t i m e s h a v e a T w e n t y or t h i r t y b r a n c h e s d o w n , m u c h o f t h e s k y is h i d d e n ,
smooth shallow ascent to a sharp cliffs edge. The branches a n d d a y s are fairly d i m . T h e w e a t h e r is cooler, s o m e i m p o r t a n t
slope slightly d o w n towards the trunk. M o s t branches have two p l a n t s d o n ' t g r o w v e r y w e l l , a n d there a r e m o r e m o n s t e r s o n the
or t h r e e rivers f l o w i n g a l o n g their l e n g t h t o w a r d s the trunk, fed verticals. There are m o r e verticals; s o m e parts of the world-
by rainfall a n d springs. M o s t of the civilized parts of the world b r a n c h e s g r o w at angles, c u r v e d a n d gnarled. T h e l o w e s t p r i m e -
live o n t h e t o p s o f t h e b r a n c h e s . T h e w e a t h e r at the t o p o f the c i v i l i z e d b r a n c h is f o u r d o w n ; t h e l o w e s t k n o w n b r a n c h w i t h a s
tree is t e m p e r a t e . T h e soil is a d a r k a n d fertile h u m u s . There m u c h a s a p r i m e t o w n is s i x t e e n d o w n .
are h i g h m o u n t a i n s a n d valleys, ripples in the World Tree's bark, T h i r t y o r f o r t y b r a n c h e s f u r t h e r d o w n , the W o r l d T r e e i s m u c h
b u t b y i n l a r g e t h e f l a t s a r e r e a s o n a b l y flat. different. T h e sky cannot b e seen directly, save through occa­
The Verticals are the trunks and sides of world-branches: sional g a p s in the Tree's l e a v e s , t h o u g h there is hazy, indirect
cliffs, d o z e n s o f m i l e s h i g h , c o v e r e d w i t h h o r i z o n t a l spongy l i g h t in t h e d a y t i m e . T h e a i r is c o l d , a n d s o m e b r a n c h e s a r e c o v ­
trees. T h e y a r e the w i l d e r n e s s , t h e n e a r l y u n c o n q u e r a b l e fron­ ered with eternal ice. Strange plants a n d animals live there,
tier. I n s o m e p l a c e s t h e W o r l d T r e e ' s b a r k is r o u g h a n d r i d g e d , great fecund glacier-forests of plants that s o m e h o w are nour­
and t h e r e a r e p l e n t y o f nearly-flat p l a c e s for s m a l l g r o u p s of i s h e d b y ice a n d g r o w in s h a d o w . S o m e n e w g e o g r a p h i c a l fea­
primes to live: bandits, odd cults, solitary w i z a r d s and hermits, t u r e s arise: g r e a t rifts in t h e b a r k o f t h e W o r l d T r e e , vast c a n ­
and other eccentrics. T h e rest of the Verticals are m o r e vertical: kerous nodules on branches, some of them h o l l o w a n d full o f
jungles of trees and vines, with few prime inhabitants but m a n y d a r k water, folds a n d w a v e s in the b a r k that h i d e i m m e n s e c a v ­
creatures and monsters. erns of darkness, branches w h e r e the g r o u n d writhes with tiny
U n d e r n e a t h t h e b r a n c h e s , t h e W o r l d T r e e is s t r a n g e , w i l d , a n d f l a m e s , o r w h i c h are c o v e r e d b y p a p e r - t h i n v a s t w o r m s t e n m i l e s
dangerous. S o m e kinds of plants grow there, tenacious firmly- wide.
rooted things that d e v o u r the very World Tree bark that they F e w p e o p l e h a v e explored deeper than that and c o m e b a c k to
hang from, somehow finding w a y s to live despite the lack of t e l l the t a l e . B u t the W o r l d Tree g o e s o n for h u n d r e d s or thou­
light a n d rain. T h e creatures that live there are w i n g e d , m a g i c a l , s a n d s o f b r a n c h e s further, at least.
u n c a n n y , a n d d a n g e r o u s ; it i s a b a d t h i n g w h e n t h e y c o m e u p t o
the Flats. ASTRONOMY
The World Tree's leaves are hundreds of miles long and T h e s k y o v e r t h e W o r l d T r e e is c l u t t e r e d . T h e r e a r e a lot o f
dozens w i d e , and rippled like o a k leaves. T h e y mostly grow things up there, a n d e v e r y t h i n g b u t the s t a r s c a n b e s e e n e v e n
from smaller side branches, and even there they are sparse and during the daytime. T h e sky is a v e r y terrestrial b l u e b y day, a
let a g r e a t d e a l o f l i g h t t h r o u g h t h e g a p s . T h e y b l o w a n d s h a k e v e r y d a r k b l u e - g r e e n b y night. T h e air is perfectly clear, aside
w i t h t h e w i n d s . O n c e i n a w h i l e a l e a f f a l l s off, t u m b l i n g s l o w ­ from the occasional cloud, and the stars and other celestial bod­
ly d o w n h u n d r e d s o f m i l e s t o t h e b r a n c h e s b e l o w , t h e p l a y t h i n g ies c a n b e s e e n clearly.
of the air e l e m e n t a l s , or a b i g j o b for the air- and p l a n t - m a g e s o f T h e s u n is a r o l l i n g c r y s t a l g l o b e . It c i r c l e s t h e s k y o n a n i n v i s ­
the dwellers o n the b r a n c h below. P r i m e s d o not generally live ible track far a b o v e the t o p o f the W o r l d Tree. It t a k e s e x a c t l y
o n the l e a v e s , n o r e v e n v e n t u r e o n t o t h e m . I n d e e d , v e r y few t w e n t y - s e v e n d a y s to g o a r o u n d the sky. In Ketheria, t h e sun's
t h i n g s live there at all. t r a c k is 7 2 ° f r o m v e r t i c a l , o r 1 8 ° from horizontal.
Prime civilization does not k n o w w h a t the roots of the World E a c h m o r n i n g , at t h e i n s t a n t o f d a w n , a r i p p l i n g w h i t e flame
Tree are like. P e r h a p s t h e T r e e is r o o t e d in s o m e l a r g e r w o r l d , starts in the b o t t o m of the sun. T h e flame takes the w h o l e m o r n ­
or in the p a l m of Virid's h a n d . P e r h a p s t h e r e is n o b o t t o m , a n d i n g t o fill t h e s u n : s o m e d a y s it s p r e a d s q u i c k l y , s o m e d a y s it
the Tree g o e s o n forever. P e r h a p s it i s o t h e r w i s e . s t r a g g l e s slowly, o r b u m s w i t h o u t s p r e a d i n g for a l o n g w h i l e ,
m u c h like a cloudy m o r n i n g terrestrially, and suddenly flares
PRIME TERRITORIES up. A t the t i m e w e call n o o n - a l w a y s exactly a third o f a d a y
M o s t of the prime-civilized parts of the World Tree are near after dawn - the fire finally fills the whole of the sun.
the top o f the tree, with no m o r e than four or five branches S o m e t i m e s it s p i l l s o u t : f l a r e s t h a t l i c k u p f o u r o r five t i m e s t h e
b e t w e e n t h e m a n d the o p e n sky. T w o dozen branches are com­ sun's height, or drips of burning sunfuel that pours d o w n below
pletely civilized b y p r i m e s ; another thirty or forty are partially the visible horizon. T h e s u n ' s fire w a n e s for t h e s e c o n d t h i r d o f
civilized. The primes have spread tens of thousands of miles the day: s o m e t i m e s d y i n g to e m b e r s b y the h o u r after noon,
outwards across the top of the tree, and started colonies on the sometimes burning brightiv until nearly evening. A t the instant
o f s u n o u t - a l w a y s exactly two-thirds o f a d a y after d a w n - the
s u n ' s fire g o e s o u t . T h e n i g h t is t h e final third of the day; the DIRECTIONS
e x t i n g u i s h e d s u n - g l o b e o n l y d i m l y s e e n , a n d t h e n o n l y w h e n it There are three sensible choices of directions on the World
c a t c h e s the l i g h t f r o m the o t h e r c e l e s t i a l b o d i e s . Tree. Cartographers and educated people prefer t r u n k direc­

T h e s e v e n C r e a t o r G o d s s i t i n the s k y m o s t o f t h e t i m e , r a r e l y tions. Trunkward is t h e d i r e c t i o n t o w a r d s t h e m a i n trunk.

m o v i n g . R e l u u appears as a spiky silver crown, s o m e t i m e s with O u t w a r d is t h e o p p o s i t e o f t r u n k w a r d . R o l l w a r d is p e r p e n d i c u ­

a v e r y C a n i - l o o k i n g f a c e o r e y e s u n d e r it. M i r c a n n i s a p p e a r s a s lar to trunkward, in t h e d i r e c t i o n t h a t t h e s u n r o l l s : c l o c k w i s e a s

a green-silvery m o o n , ringed with nine bright rings. Gnarn s e e n f r o m a b o v e . R o l l ' g a i n s t is t h e o p p o s i t e o f r o l l w a r d .

a p p e a r s a s a j a g g e d , shifting b o l t o f l i g h t n i n g ; or, if she's in a b a d C o m m o n people use walking directions. Trunkward often


m o o d , a s c o w l i n g H e r e t h r o y in formal clothing. Virid appears as isn't t h e d i r e c t i o n that y o u ' d start w a l k i n g to get to t h e main
a sprig of leaves a n d berries, in bright silvery colors. S h e often t r u n k , s o it's o f t e n n o t a v e r y u s e f u l d i r e c t i o n . You could be on
h a s n i n e b r i g h t rings, i n t h e s e v e n c o l o r s o f the r a i n b o w a n d t w o a s i d e b r a n c h , o r o n a m a i n b r a n c h w i t h a b e n d i n it, o r a b r a n c h
others, w h i c h exist n o w h e r e else. A c c a n a x a p p e a r s as a clot of connected to a different trunk. The direction w a l k w a r d (or
darkness; if he's in a g o o d m o o d , w h i c h i s r a r e , h e is shot i n w a r d ) is t h e d i r e c t i o n y o u ' d w a l k to g e t t o y o u r b r a n c h ' s t r u n k ,
through with silver filigree. H r e n T z e n appears as a Zi Ri with and walk'gainst (or outward) is the opposite direction.
bright scales, surrounded b y four bright rings. Pararenenzu has Walkward and walk'gainst generally go along the axis of the
n o fixed s h a p e , b u t u s u a l l y s o m e t h i n g w i t h f o u r - w a y r a d i a l s y m ­ b r a n c h . T h e w o r d s "rollward" a n d "roll'gainst" are used for the
metry, like a four-pointed star of leaves or a four-armed starfish. perpendiculars to w a l k w a r d and walk'gainst, as well as the per­
pendiculars to trunkward and outward; b e careful w h e n you're
Vast n u m b e r s o f stars (over eighteen t h o u s a n d are known)
getting directions.
h a v e b e e n scattered o v e r the night sky. T h e y h a v e n o particular
p a t t e r n , n o r any u n i f o r m i t y o f c o l o r . M o s t a p p e a r a s u n t w i n k l i n g Celestial directions are determined b y the positions of the

d o t s , b u t s o m e are h i g h l y i r r e g u l a r i n s h a p e Very few of them gods, especially Reluu and Hren Tzen because they do not

m o v e o n their o w n . T h e y are far a w a y , b e h i n d all t h e other fea­ move. W e t r a n s l a t e t h e d i r e c t i o n o f R e l u u a s " N o r t h " ; it t r a d i ­

t u r e s o f t h e s k y , a n d are b e l i e v e d t o b e o n t h e i n s i d e s u r f a c e o f t i o n a l l y g o e s at t h e t o p o f m a p s w r i t t e n i n c e l e s t i a l d i r e c t i o n s .

the World Tree's universe. Primes have never visited them. S o u t h is a w a y f r o m R e l u u ; E a s t is to t h e r i g h t a s y o u f a c e R e l u u ,


a n d W e s t i s t o t h e left. H r e n T z e n is 3 0 ° n o r t h o f w e s t . P e o p l e
The Hollow Moon: Dim and metallic, pock-marked and
o n l y u s e c e l e s t i a l d i r e c t i o n s w h e n t h e y h a v e t o ; e.g. w h e n they
s c a r r e d , w i t h a h o l e t o r n t h r o u g h t h e m i d d l e , the t o r o i d a l H o l l o w
are traveling b e t w e e n branches or describing the w h o l e uni­
M o o n drifts a n d t u m b l e s i r r e g u l a r l y in t h e far r e a c h e s o f t h e sky,
verse.
a v o i d i n g t h e o t h e r c e l e s t i a l b o d i e s a s b e s t it c a n . Some people
s a y t h a t , w h e n t h e H o l l o w M o o n i s l a r g e s t and s h o w i n g i t s o p e n ­ Fortunately, up and d o w n are the same directions everywhere
i n g , that g a t e s t o o t h e r w o r l d s are o p e n a n d the b a r r i e r s o f t h e in the k n o w n u n i v e r s e .
u n i v e r s e a r e t h i n , a n d t h a t it is a t i m e o f d a n g e r a n d ill f o r t u n e .
O t h e r s s a y that w h e n it i s l a r g e s t , g o o d f o r t u n e p o u r s f r o m it;
a n d w h e n it i s c l o s e d , s o a r e t h e g a t e s o f l u c k . It m o v e s q u i c k ­
l y f o r a c e l e s t i a l b o d y ; i f y o u w a t c h it f o r a q u a r t e r - h o u r , y o u
w i l l s e e t h a t it h a s c h a n g e d p o s i t i o n .
T h e Silver M o o n : A small silver globe, the h o m e of the T i m e -
god Kaimiri. It is m a d e o f m e t a l l i c silver. It is f a i r l y n e a r t h e
World Tree; m o r e than o n e sky pilot has flown there.
T h e Star-Serpent: A glittering swirl of star-mist that coils and
slithers a r o u n d in the sky: s o m e t i m e s faster than the Hollow
M o o n , s o m e t i m e s n o t m o v i n g for a m o n t h . T h e stars shine
b r i g h t e r after t h e Star S e r p e n t h a s p a s s e d o v e r t h e m . F o r the last
t e n o r t w e n t y y e a r s , it h a s s e e m e d t o c h a s e t h e H o l l o w Moon
a r o u n d the sky.
T h e Fencers: T h r e e small beings like animated trees, scurrying
around all over the sky, dueling each other with swords.
O c c a s i o n a l l y t h e y s t o p a n d m o v e a s t a r from h e r e t o t h e r e . T h e y
have no obvious purpose.
M o s t s c h o l a r s a g r e e t h a t t h e v i s i b l e p a r t o f t h e s k y is a d o m e
over the World Tree. S o m e m e a s u r e m e n t s conclusively say that
the border of the universe is t e n m i l l i o n m i l e s a w a y from
Ketheria, a n d s o m e conclusively say ten million times ten mil­
lion. T h e scholars don't a g r e e o n the entire s h a p e o f the universe
cither. S o m e s a y it is a s p h e r e w i t h t h e W o r l d T r e e r o o t e d at t h e
b o t t o m ; s o m e s a y a s p h e r e w i t h t h e W o r l d T r e e r o o t e d at the
center; s o m e say a n infinite parabolic d o m e , w i t h the World Tree
going d o w n forever; and s o m e say other things. T h e gods are
cryptic about these matters.
COMMON MATERIALS
Fick up a handful of soil, let it spill through your fingers, stir
it with the tip of a claw. What do you see? A thousand flecks of
humus: scraps of leaves, roots of moss, arken bark, twigs and
chips and less identifiable detritus. A glob of sticky fresh amber
the size of a seed. Thirty-eight grains of twinkling sand. The
shell of last spring's grub; the fragments of a chick's thighbone
where a striewulf crunched it; an egg of a crawling beetle. A
shard of blue shell streaked with translucency, erstwhile home to
the chatterjay now objecting to you standing there. A scrap of
charred wood, all that now remains of the great arken tree
struck by lightning a century ago. The prickled, two-pronged
seeds of tomorrow's wildflowers. Gleaming off-white scraps of
the meng knife blade you broke last week. A living dot of a spi­
der, too small to see you or greet you in the common tongue. The
relics of all past days; the garden of all future days; tidbits of all
the stories that ever were.
—from an essay by Rastomil Wolner Estranou, spiritual natu­
ralist.
The most c o m m o n materials on the World Tree are plant and
animal: w o o d , paper, amber, cloth; leather, horn, bone, w o o l ,
and gut. A m y r i a d s p e c i e s a r e u s e d : t e s c a l o t e w o o d is g o o d for
s h i e l d s , m e e c h is g o o d for c u p s , a n d s o o n . T h e y are processed
in c o u n t l e s s w a y s , m a n y o f t h e m m a g i c a l . For example, leather
treated with fireproofing spells is t h e b a s i s for m o s t c o o k w a r e .
They h a v e as w i d e a range as m o d e r n terrestrial materials,
including high-tech plastics, but the style and applications are
rather different.
Glass, ceramics, metal and stone, are rare on the World Tree.
T h e s t r o n g e s t c h e a p m a t e r i a l is m e n g n u t s : s m a l l n u t s , a b o u t t h e
size o f a hazelnut, with extremely tough flesh. Meng nuts
s h a p e d into k n i v e s c a n h o l d a n e d g e , for a w h i l e at least; a m e n g
k n i f e c a n c u t l e a t h e r o r w h i t t l e m o s t w o o d , t h o u g h it w i l l r e q u i r e
regular sharpening. M e n g w o r k i n g is u s u a l l y d o n e b y s o f t e n i n g
nuts ( m a g i c a l l y o r b y b o i l i n g in c a u s t i c s ) to t h e t e x t u r e o f soft
c h e e s e , s c u l p t i n g it, a n d l e t t i n g t h e m h a r d e n . M e n g is u s e d for
m a n y t h i n g s t h a t i r o n i s t e r r e s t r i a l l y , i n c l u d i n g t o o l s and m e l e e
w e a p o n s ; b u t it i s n o t a s s t r o n g a s i r o n . M e n g e d g e d w i t h i r o n ,
or m a g i c a l l y h a r d e n e d glass g i v e d e c e n t s t r e n g t h for a n afford­
able price.
Scholars are sure of those numbers. B y Kvarse's suggestion,
MAGIC seven H e r e t h r o y families k e e p careful count, and c o m p a r e their
M a g i c is p l e n t i f u l o n t h e W o r l d T r e e . S p o n t a n e o u s m a g i c , t h e b o o k s of d a y s each year. O n e or another o f t h e m has b e e n off
improvisation of simple b y a d a y o n l y t h i r t y t i m e s in all t h a t t i m e ; t h e f a m i l i e s t a k e t h e
s p e l l s , is l e a r n e d i n c h i l d ­ c o u n t i n g as a sacred trust. The Silver Carapace family, w h o m
hood as naturally and unre- K v a r s e first s u g g e s t e d t h e r e c o r d i n g t o o , h a s a c h r o n i c l e o f t h e i r
markably as talking or v i e w o f all o f h i s t o r y : a p a g e d e v o t e d t o e a c h day, at least
walking. Pattern magic, d e s c r i b i n g t h e w e a t h e r in K e t h e r i a .
w h i c h primes l e a m as they
Smaller units of time continue the scheme. D a y s are divided
become adults, achieves
into twenty-seven equal parts (translated "hours", and close
m o r e c o m p l e x effects m o r e
e n o u g h to a terrestrial hour), each part into twenty-sevenths
dependably. Every adult
(translated "minutes" even though they're about t w o terrestrial
has half a dozen pattern
minutes long), and so on. D a w n , t h e first h o u r o n W o r l d T r e e
spells and enough cley,
c l o c k s a n d the official b e g i n n i n g o f the W o r l d T r e e day, is t h e
magical force, to cast them.
i n s t a n t t h a t t h e s u n first c a t c h e s fire. N o o n , t h e t e n t h h o u r , i s t h e
Some have a great deal
t i m e t h a t t h e s u n is full o f fire. S u n o u t , t h e n i n e t e e n t h h o u r , is
more. The recent invention of bound magic, pre-packaged
t h e i n s t a n t w h e n t h e s u n ' s fire g o e s o u t .
spells w h i c h go off u n d e r fixed c o n d i t i o n s , is h a v i n g social
T h e n i g h t is o n l y n i n e h o u r s l o n g , h a l f a s l o n g a s t h e d a y .
i m p l i c a t i o n s that are still e c h o i n g t h r o u g h o u t p r i m e civilization.
M i d n i g h t , h a l f p a s t t h e 2 2 n d h o u r ( t h a t i s , 22:131/2), is not
More specialized and more highly trained m a g e s provide p o w ­
m a r k e d b y a n y v i s i b l e a s t r o n o m i c a l e v e n t . It is a c o s m o l o g i c a l -
erful, e l a b o r a t e s e r v i c e s t o t h o s e w h o c a n pay.
ly a n d m a g i c a l l y significant t i m e , as d a w n a n d n o o n a n d s u n o u t
M a g i c is t h e b a s i s for p r i m e t e c h n o l o g y a n d civilization. are. T h e m o m e n t of midnight m a k e s s o m e people nervous - and
S p e l l s w h i r l letters p a i n t e d o n l e a v e s f r o m city to city, t h e fastest not just the uneducated and superstitious - and not just because
m a i l s e r v i c e available in m o s t r e g i o n s . Smiths create the iron it c a n n o t b e r e p r e s e n t e d e v e n l y i n h o u r s a n d m i n u t e s .
and silver they forge, o u n c e b y ounce. Sentient wax-sculpting
spells seal the h o l l o w tree t r u n k s u s e d to s u p p l y w a t e r in cities.
Wizards build city walls of rivers or serpents or flame to w a r d
SEASONS
Around the middle of Chirreb every year, I start wishing I
o f f m a r a u d i n g h o r r o r s f r o m the V e r t i c a l s . M a g i c i s e v e r y w h e r e ,
could get just one little teeny weather report from the future.
as m i r a c u l o u s and u n r e m a r k a b l e as electricity o n Earth.
Three years ago I guessed right. Bought me a load of heavy
wool parkas with ulon-fur around the face. It was a cold
TIME Surprise that year, 'n I sold each and every one before three days
D a y s are grouped into m o n t h s of twenty-seven days: a natural were out. Next year I tried the same again, but it was a hot
n u m b e r , a s it i s t h e p e r i o d o f t h e s u n r o l l i n g a r o u n d i t s t r a c k i n Surprise 'n I had to put 'em on sale come true winter to move
t h e sky. Weeks are nine days long, exactly three w e e k s to a 'em. Last year I gamble on hot Surprise with three crates of
month. Years are nine months long, 243 days, following the swimming suits 'n a load of beach umbrellas. All I sold was one
1
cycle of the seasons. Three years form a month-of-months, 27 umbrella. Now here it is, fifth of Lage already, 'n I'm wishin' I
months. M o n t h - o f - m o n t h is a n i m p o r t a n t unit o f t i m e . People knew which way t'jump. Fur hats, or straw hats?
have bigger parties on their third, sixth, ninth, etc. birthdays
- Durmund oa Dijankler, owner of the Dijankler Clothing and
than on the non-multiples of three.
Fashion Shop in Treverre
The next largest unit of time is t h e month-of-month-of- W e describe the seasons as they are in the top of the World
months, 27 month-of-months, 81 years World Tree or about Tree, w h e r e m o s t p r i m e s currently live. T h e y are different else­
fifty terrestrial. M o s t p e o p l e start to realize that they're getting where.
old, o n their month-of-month-of-months birthday. Not that Spring is t h e first two months of the year: Trandary and
many people reach two month-of-month-of-months. Hispis. Temperatures are cool, averaging 60°F, a n d the w e a t h e r
This s c h e m e c o n t i n u e s on, in g e o m e t r i c a l units m a i n l y used is u s u a l l y c a l m . P l a n t s start g r o w i n g enthusiastically; the first
by historians. A four-way month, a month-of-month-of-month- crops, greens and flowers a n d berries, c o m e in m i d - s p r i n g .
o f - m o n t h s , is 2 , 1 8 7 y e a r s W o r l d T r e e , a b o u t 1,500 terrestrial. T h e first d a y o f s p r i n g is C r e a t i o n D a y , a h o l i d a y c o m m e m o ­
T h e W o r l d T r e e is c o m i n g u p o n i t s s e c o n d f o u r - w a y month r a t i n g t h e c r e a t i o n o f t h e first p r i m e s . I t is traditionally celebrat­
now. T h e first d a y o f p r i m e c r e a t i o n w a s o n e f o u r - w a y month, ed b y c h e e r i n g a n d d a n c i n g a r o u n d bonfires in fields at d a w n ,
25 month-of-month-of-months, 19 month-of-months, six t h e n a H e r e t h r o y - s t y l e v e g e t a r i a n feast at m i d d a y , f o l l o w e d b y a
months, and eleven days ago, as of the time of writing. That's s u b s t a n t i a l a r r a y o f d e s s e r t s c r e a t e d b y m a g i c . F i r e w o r k s o r illu­
1,037,540 days: 4 , 2 6 0 World Tree or 2,850 terrestrial years old. s i o n - w o r k s at night are a frequent p o p u l a r addition.
S u m m e r is t h e t h i r d a n d f o u r t h m o n t h o f t h e y e a r : T h o r y a n d
Lage. T e m p e r a t u r e s are w a r m , a v e r a g i n g 8 0 ° F ; t h e w e a t h e r is
calm broken with occasional thunderstorms. Plants burgeon.
F i r s t A u t u m n i s t h e fifth m o n t h o f t h e y e a r , c a l l e d C h i r r e b .
T e m p e r a t u r e s are springlike on the average, t h o u g h the w e a t h e r
is m o r e e x t r e m e . T h i s is h a r v e s t - t i m e .
S u r p r i s e is t h e s i x t h m o n t h o f t h e year, c a l l e d O i x o r s i m p l y
This makes the World Tree's year 2/3 as long as a terrestrial year. All years in this book S u r p r i s e . S o m e t i m e s t h e e n t i r e m o n t h is v i c i o u s l y h o t ( 1 0 0 ° F or
are World Tree years. m o r e b y d a y ) , a n d s o m e t i m e s it is b i t t e r l y c o l d ( 0 ° F o r l e s s ) .
W e a t h e r is u n p r e d i c t a b l e and u n p l e a s a n t ; a n o m a l o u s k i n d s of tals c a n s p e a k t h e g o d s ' t o n g u e as well.
w e a t h e r are n o t r a r e e n o u g h . S m a l l e r p l a n t s die o r b e c o m e q u i ­
e s c e n t ; larger o n e s lose their l e a v e s in c o l d s u r p r i s e , or p r o t e c t Pronouns
t h e m s e l v e s in h o t surprise. S p e c i a l i z e d s u r p r i s e - p l a n t s s p r o u t in M a n y people on the World Tree are not male, female, or
h o u r s , b e a r s e e d s a n d fruit in d a y s , a n d die w h e n the m o n t h neuter. In English, w e use alternative pronouns for the other
ends. T h e p l a n t s o f c o l d s u r p r i s e a r e p a r t i c u l a r l y o d d (by ter­ g e n d e r s . " Z i e " i s the n o m i n a t i v e p r o n o u n , l i k e " h e " o r " s h e " f o r
restrial s t a n d a r d s ) ; t h e y live a n d g r o w d e s p i t e b e i n g frozen solid. s o m e o n e w h o is n e i t h e r m a l e n o r f e m a l e , o r w h o s e g e n d e r is
Primes adapt to the season. In hot Surprise, most primes do u n k n o w n . " Z i r " i s t h e p o s s e s s i v e ( " h i s " , " h e r " ) a n d the o b j e c t i v e
what they can to avoid the heat: Orren swim constantly, ("him", "her"). N e u t e r p e o p l e a r e referred to a s "it". T h e p r o ­
Rassimel sleep days and work nights, Zi Ri, fire-resistant, are nouns used in actual World Tree languages typically g o b y
e v e n m o r e s m u g t h a n u s u a l . In c o l d S u r p r i s e , p r i m e s a v o i d t h e species rather than gender.
cold. G o r m o r o r w e a r short kilts a n d l o n g p e l t s a n d s c o r n t h e
w e a t h e r ' s w o r s t ; C a n i s n u g g l e u p t o g e t h e r in their l o n g h o u s e s ; Translation
Sleeth s e e k s h e l t e r in cities. W e h a v e taken great liberties in translating World Tree w o r d s
into English. W o r l d Tree m o u t h s are quite different from human
S e c o n d A u t u m n is t h e s e v e n t h a n d e i g h t h m o n t h s o f t h e y e a r :
ones: longer, n a r r o w e r cavity, longer tongue, less flexible lips,
Consimbs and Hivvem. Temperatures are cooler then first
2
canine teeth, a n d s o o n . S o m e c o m m o n h u m a n sounds ("b",
a u t u m n , and w e a t h e r is u s u a l l y g e n t l e . T h e e i g h t h m o n t h is
"p", "v", " f ' ) a r e impossible for W o r l d Tree natives. Some of
often q u i t e p l e a s a n t , k n o w n as a "Gift-Fall". A few k i n d s of
their common sounds (growls, hisses, clicks, over-resonant
plants start g r o w i n g i m m e d i a t e l y o n t h e e n d of S u r p r i s e , living
vowels), humans can't pronounce recognizably. In extreme
and d y i n g b y the start o f winter.
cases, like "Cani", w e ' v e s i m p l y t h r o w n o u t a n u n p r o n o u n c e a b l e
W i n t e r is t h e n i n t h a n d last m o n t h o f t h e y e a r : N i v v e m . It is
word and used something sensible in English.
cold ( a b o u t 30°F), a n d often s n o w y . M o s t p l a n t s d i e or lose their
S i n c e t h e transliteration is s o poor, w e d o n o t w o r r y a b o u t t h e
l e a v e s . T h e W o r l d T r e e itself d o e s n o t d r o p its l e a v e s in w i n t e r ­
phonetics. Translated words are pronounced as in English, or
time.
w h a t e v e r l a n g u a g e they l o o k l i k e t h e y ' r e w r i t t e n i n .
In other places, w e translate World Tree concepts into similar
LANGUAGES terrestrial concepts. T h e h o r s e s t h a t p r i m e s ride a r e n o t t e r r e s ­
Everything created o n the World Tree k n o w s a c o m m o n lan­
trial h o r s e s : o n e c o m m o n v a r i e t y h a s a b e a k a n d s o m e feathers.
g u a g e . T h e c o m m o n t o n g u e is v e r y p r i m i t i v e : a b o u t t w o t h o u ­
W e could call them "epory": a reasonable interpretation o f the
sand w o r d s , without even past a n d future tenses o f verbs, or plu­
w o r d in s o m e Ketherian dialects, w i t h the s a m e vowel-stop-
rals o f n o u n s . N o n s e n t i e n t c r e a t u r e s k n o w t h e full common
vowel-liquid-vowel pattern, and some resemblance to Indo-
t o n g u e b u t c a n ' t u n d e r s t a n d m o s t o f it - t h e y ' l l l o o k m o r e i n t e r ­
E u r o p e a n w o r d s . W e prefer to call t h e m "horses". W e consider
ested if y o u speak in c o m m o n to t h e m , a n d if they're obedient
that t h e r e is p l e n t y o f W o r l d T r e e v o c a b u l a r y already, a n d that
they'll r e s p o n d better if y o u s h o u t " N o ! " i n c o m m o n t h a n in
w o r d s that c a n b e directly translated into English without losing
other languages.
much, should be.
T h e c o m m o n t o n g u e isn't g o o d e n o u g h for a real l a n g u a g e .
There are a dozen families o f languages, a d o z e n languages in
each family. T h e languages in a family are a s different as
French a n d Spanish a n d Italian; l a n g u a g e s in different families
are a s different as English and French. Travellers far from
h o m e m a y h a v e l a n g u a g e or dialect difficulties. World Tree lan­
g u a g e s aren't as wildly different as English a n d M a n d a r i n a n d
X h o s a , b e c a u s e they're all b a s e d o n t h e innate c o m m o n l a n g u a g e
and h a v e a c o m m o n origin four thousand years a g o . Ketherian,
a n y o f t h e three closely related l a n g u a g e s s p o k e n in K e t h e r i a , is
the highest-status language throughout prime civilization.
World Tree languages k e e p m a n y features o f the c o m m o n lan­
guage. T h e y rarely h a v e plurals: all w o r d s a r e like " s h e e p " in
E n g l i s h . W h e n the n u m b e r o f t h i n g s m a t t e r s , t h e y u s e a n a u x i l ­
iary w o r d : " o n e Cani", "several Cani", " t w o Cani", a n d so on.
T e n s e s a r e u s u a l l y f o r m e d w i t h a u x i l i a r i e s a s w e l l : "I d i d r u n " ,
instead o f t h e inflected "I r a n . "
There a r e s o m e other, unrelated l a n g u a g e s in ( m i n o r ) u s e o n
the World Tree. Sleeth have a n elaborate silent language o f ges­
tures, n o m o r e detailed as the c o m m o n language except in mat­
t e r s o f h u n t i n g ; o t h e r s p e c i e s c a n l e a r n t o u n d e r s t a n d it, b u t o n l y
p e o p l e i n S l e e t h s h a p e c a n s p e a k it. K h t s o y i s h a v e a s i m i l a r b u t
simpler and ruder language of gestures. Certain non-prime
species have their o w n languages not related to the c o m m o n
tongue as well. T h e gods speak a n intricate language like noth­
ing o n the World Tree a m o n g themselves. Kvarse gave a primer
-The different species' organs of articulation are somewhat different. Rassimel and Orren
of the gods' tongue to some scholars in Ketheria, so a few mor- voices are hard to tell apart, but the other species are generally easy.
We had quite nearly gotten out of the city gate when I saw the I caught Brithefila's eye. "Poor Count Rupercon will have to
telltale gleam in Lady Brithefila's eye. Many people might be wait somewhat longer, I fear, good Lady Brithefila. And I dare­
satisfied with the first two hundred magical knick-knacks, but say you won't be wanting this one for your collection, until ...
the passion of a Rassimel with a collection burns as hot as a unless ... we can somehow tame it to be less than utterly fear­
Cani's love for family or an Orren's love for whatever it is this some. " I took a closer look at the spell now curling lazily
week. "Oh, but this seems particularly fine, Lejathrazha!" she around us. "And hopefully it won't collect us before we do. "
said to me, turning to look at a peddler's wares, and somehow
avoiding spilling a drop of consimmon juice. This b o o k describes the World Tree, and the people that live
I didn't care much for the look of the peddler: a lazy river-bum o n it: t h e i r s e v e r a l s p e c i e s , t h e i r l i v e s a n d w o r k s , t h e i r w i s h e s
of an Orren just barely urbane enough to pick the pondweed out and deeds, the magic they use, the creatures w h o oppose or
of his fur, most likely, selling a few odds and ends his wives and assist t h e m , their seven-and-twelve gods.
husbands had fished out of Lake Laicrane. I caressed the It is i m p o s s i b l e t o d e s c r i b e fully t h e r a n g e o f b e h a v i o r for a n y
fringed silken summer breeze with my wings, gliding further on. p r i m e species. W e give the stereotypes, ideals, and preferences:
"I would like this matter finished sooner, Thefi." that C a n i are social and Sleeth are solitary. O f course s o m e C a n i
"Ah, honored Rassimel, great ZiRi, behold, behold!", chirped a r e l o n e r s a n d s o m e S l e e t h a r e s o c i a l , b u t t h a t is u n c o n v e n t i o n ­
the Orren. "Many wonders do I have which you must buy!" He al b e h a v i o r .
sounded foreign, which pleased me even less. F o r c o m p a r i s o n , if w e d e s c r i b e d terrestrial h u m a n s in t h e s e
"Oh, don't be so dour, Lejathrazha! Count Rupercon can wait t e r m s , w e w o u l d c o u n t all h u m a n s as a s i n g l e s p e c i e s - t h e p h y s ­
an extra hour to get his loan. Your spellweave will take us to the ical a n d cultural differences b e t w e e n a typical w h i t e A m e r i c a n
last guttering flame of today's sun. 'Tis we are doing him the m a n and a typical !Kung hunter-gatherer w o m a n are minor com­
favor, and he the nobleman who flouts us and flouts us 'til the pared to the differences between a Herethroy and a Cani. We
day he needs us so bitterly. I'm in not such a rush as to ruffle w o u l d say that h u m a n s are social, egotistical, a n d rarely m a k e
my tail one bit for him, and you have all the time on the Tree." p l a n s for the l o n g term. O n the w h o l e this d e s c r i p t i o n is true,
There was no denying any of that, nor any hurrying her along. but there are plenty of individual h u m a n s w h o are antisocial, not
I hissed, "Only one wonder or two, Thefi, if it please you." My egotistical, and only concerned with the long term. Don't expect
wings half-cupped the wind like a lover to be jilted, and I stood the World Tree stereotypes to b e any m o r e accurate about an
on the air over the peddler's shoulder and saw what had caught individual. But they do paint a decent picture of the species.
Brithefila's attention. There, amid the rongon tusks and fish-
quills and saltshakers was a talisman as bright as an ember of
fire to the magic sense. The Prime Species
The Orren crouched to pick it up. "Only one wonder, great Zi
Species Creator God Appearance % Pop.
Ri? Then this must be that wonder!" He opened the flask, and
a rich, complex, potent sensation spread across the plaza. I Cani Reluu Dogfolk 24
craned my neck. Inside the flask was a small gnarl of wood in
Gormoror Reluu & Bearfolk 0.2
the shape of a crude hideous sneering face, three knots for eyes,
Accanax
iridescent fragments of a shattered flower inlaid in a fivefold
spiral that carried the fiercest of magics. The talisman had Herethroy Vnid Cricketfolk 35
Ruloc and Mutoc, Illusidor, Pyrador and Locador, coiled in
Khtsoyis Accanax Floating air-cephalopods OA
twisted patterns redolent with sweet spices, crawling curved
sparks as fierce as the gaze of a hunting Sleeth. And beneath Orren Pararenenzu Otterfolk 19
that, where only an enchanter could tell, was a low leaden slith­ Rassimel Mircannis Raccoonfolk 22
ering, as aware of me as I of it.
Sleeth Gnarn N o n - anthropomorphic OA
"Seven gods staring in the heavens! Where did such a thing as
panthers
that come from?", I yelped, alarmed ambery flames dancing
over my tongue. The Gormoror guards at the gate looked over, ZiRi Hren Tzen Small dragons <0.01
sleepy curiosity turning to alarm, and even a few of the wall's
snakes seemed to notice. Brithefila came closer to spilling her
juice. The Orren turned to me, "Is it not both potent and mag­
nificent, great Zi Ri?"
CANI
I'm a Cani woman, of course. My own name is Azliet. I am of
the lineage Tharassa; my family is Antorron, and I'm of clan
Halyn, auxiliary clans Coryn and Powyn.
I know you asked about me and me alone, but more than half
my life is bound up with my lovers and family and children and
friends. My husband is a sweet spotted man named Hraff
Antorron, who often holds affan in the feasts and banquets. My
mates are Cheknou and Krae Antorron, and my sister-sister is
Lantien Antorron. My older son is Tarkienu, who takes after me.
My younger pup, the one over there with white-dappled fur and
his head sniffing around for sausages, is Breyf. A Rassimel
namedDwaven was my best teacher and sponsor in the Healers'
Guild. I am bound by life-debt given and life-debt paid to a
Sleeth woman named Rrengra; I call her friend, but never in
range of her clever ears. I know many other people, as friend
or daughter or nurse or customer or many other things, but you
are not Cani and would not sit still for the telling of their lives
with mine.
When I was seven, my mother Thivie - now dead - called me
her wild puppy. I had balanced five bone forks with a spell, one
on top of the other, all resting on top of the watch-lizard; I had
taken affan in the invention of new songs among the children; I
had gotten stuck in a qualm-tree searching for glirries. She was
right, though I tried to be as ordinary a person as ever I could
after that. I married my eleven dear ones when I was twenty-
eight. Tarkienu was born a year and a half after that, with my
whole class in midwifery at the Healers' Guild attending me.
The next year I was anointed as a healer. Two years after that,
Breyf was born in a small peaceful room with only Krae and
Lantien present, and nobody complaining they couldn't see.
But I was still wild. My brother Wreffen was even wilder. He
fled from his girlfriend's parents - he pleased her more than he
pleased them, or so I understand. When he leapt from the bal­
cony, the roses tore his arm. I could not heal the wound myself
by morning, and he did not want mother to know. I forged a
note, signing Dwaven's name, which got a bound spell from the
Guild's emergency supplies to heal it. I thought I was secret
about it; but three days later Dwaven awarded me affan in the
writing of prescriptions, which is no Rassimel thing to do.
Wildness has followed me more closely since then, as if a god
had tied it to my tail. Recently a patient of mine was pregnant
with a child outside the permitted degree of her marriage. She
had worked hard to conceive it, and played hard too I suppose,
and did not wish to lose it. She would have paid for a spell to
make sure the baby looked like her, so that her family would not
suspect. The ritual mage demanded a precious thing from her
that she could not give. Somehow I found myself recruiting a
Sleeth - Rrengra - and two other people, and traipsing over the
side of the world to find the ritual mage's fee.
I have climbed through the sideways trees. I have seen a jack
o'hooks hurl my childhood friend off the world; it would have
flung me, had Rrengra not been speedy with the conjured flames.
I have fought scawn with spear and spell, and when my com­
panions were near dying I somehow persuaded the scawn to
spare us and even bring us to the gash where world-sap pours
into space. And I returned with the grace-of-Kvarse and saved
my patient the fury of her family.
And that is how I hold affan in matters of wildness.
•• Azliet. a healer in Treverre
Cani are very social, almost obsessively social. They natural­ neously. For e x a m p l e , the Cani w o m a n Azliet h a s Hraff as her
ly f o r m p a c k s , families, a n d n a t i o n s . R u l e r s are m o r e often C a n i husband. H e will teach her children Cani etiquette and choofing
than not, because Cani tend to care about political p o w e r m o r e (described b e l o w ) , preside at their c e r e m o n y o f maturity, and
than the other species. generally b e responsible for raising t h e m e v e n if h e wasn't the
Cani are instinctively loyal. W h e n a C a n i h a s b e e n in s o m e father. She has C h e k n o u and K r a e as her m a t e s ; they or Hraff
g r o u p f o r a f e w w e e k s , h e w i l l b e l o y a l t o it. I t w o n ' t n e c e s s a r ­ w i l l f a t h e r h e r c h i l d r e n , a n d w i l l t a k e H r a f f s p l a c e w h e n h e is
ily o v e r r i d e h i s o t h e r loyalties - C a n i a r e b y n e c e s s i t y e x p e r t s at n o t a r o u n d . S h e has h e r c h i l d h o o d friend L a n t i e n as h e r "sister-
b a l a n c i n g c o n f l i c t i n g l o y a l t i e s - b u t it is t h e r e a n d it i s r e a l . This sister", special female friend a n d g u a r a n t e e d ally in d o m e s t i c
is o n e o f t h e e s s e n t i a l f e a t u r e s o f t h e C a n i c h a r a c t e r ; d e n y i n g it d i s p u t e s . S h e h a s s e v e n o t h e r C a n i a s h o u s e - p a r m e r s ; s h e is
o r v i o l a t i n g it is a s a b h o r r e n t t o C a n i a s f r a t r i c i d e a n d i n c e s t a r e friendly w i t h all o f t h e m , c l o s e t o m o s t o f t h e m .
to h u m a n s . C a n i are particularly effective in situations in w h i c h T h e d o z e n o f t h e m will live t o g e t h e r in a l o n g h o u s e , a n d p r o b ­
l o y a l t y is i m p o r t a n t , i n c l u d i n g b a t t l e s a n d c o o p e r a t i v e adven­ ably cooperate on business and child-rearing as well. E a c h of the
tures. dozen will h a v e a similar constellation o f especially close ties: a
A s a d v e n t u r e r s , C a n i w o r k m o r e effectively in stressful situa­ spouse, a couple of mates, a sister-sister or brother-brother or
t i o n s w h e r e l o y a l t y is c r u c i a l , s u c h a s fighting alongside a group two. A n y t w o p e o p l e in t h e h o u s e h o l d w i l l h a v e at least a m a t e
t o w h i c h t h e C a n i is l o y a l . Cani can claw and bite s o m e w h a t in c o m m o n . D i v o r c e - e v e n a h u s b a n d and wife leaving a long-
effectively: rarely a g o o d c h o i c e in battle, b u t s o m e t i m e s better h o u s e t o g e t h e r - g o e s a g a i n s t C a n i loyalty, a n d is r a r e a n d a m a z ­
than being unarmed. C a n i h i d e is t o u g h , a n d c o u n t s a s light i n g l y painful for e v e r y o n e i n v o l v e d .
armor. C a n i h a v e an excellent s e n s e o f smell, b o t h in p r e c i s i o n C a n i w o m e n usually b e a r o n e child at a time. F a m i l i e s fre­
( t h e y c a n tell t w o b r o t h e r s o f a n y s p e c i e s apart, b y s m e l l ) a n d quently plan their pregnancies so that several children are born
acuity (they can catch scents two or three days old, w h e n weath­ in the l o n g h o u s e at r o u g h l y the s a m e t i m e . W e translate the Cani
er permits). M o s t importantly, Cani h a v e friends and relatives, w o r d for this as "litter", e v e n t h o u g h litter-mates are related b y
l o t s o f t h e m , a n d c a n u s u a l l y g e t h e l p w h e n t h e y n e e d it. marriage of their parents, not b y blood. Cani children thrive best
in litters, h a v i n g a collection o f e q u a l p e e r s from birth.
Appearance O u t s i d e t h e l o n g h o u s e , C a n i find o t h e r w a y s t o o r g a n i z e t h e m ­
C a n i are dogfolk: fairly h u m a n b u t furred b o d i e s , fairly c a n i n e selves. T h e r e are nine clans of Cani, vast loose associations
h e a d s . T h e i r h e i g h t r a n g e s f r o m u n d e r five f e e t t a l l t o w e l l o v e r which span world-branches. Clan membership is hereditary
six, their size from s c r a w n y to i m m e n s e . M o s t h a v e s h o r t fur t h r o u g h the m o t h e r ' s l i n e . T h e clans h a v e their h e a d q u a r t e r s in
almost everywhere, longer around the neck and tail; some K e t h e r i a , a t t h e t o p o f t h e W o r l d T r e e , a n d are s t r o n g e s t t h e r e .
breeds h a v e m a n e s or long head-fur as well. Their fingers are T h e father's c l a n is i m p o r t a n t , a n d t h e g r a n d p a r e n t s ' c l a n s a r e as
a bit stubby, a n d tipped with blunt non-retractile claws that the well. S o , e a c h C a n i is a n a u x i l i a r y m e m b e r o f t w o o r t h r e e
w e l l - g r o o m e d k e e p filed t o a h a l f - i n c h . T h e i r legs and feet are clans. Clans are e x o g a m o u s : a m a n m a y not father children o n
fairly h u m a n . There are roughly equal n u m b e r s of male and w o m e n of his clan. M e n sometimes change clan to circumvent
f e m a l e C a n i . T h e d i f f e r e n c e s b e t w e e n the s e x e s a r e n o t r e a d i l y this restriction, generally to their father's or grandparents' clans
seen b y other species, though they are readily smelled b y Cani in w h i c h t h e y are auxiliary m e m b e r s .
(and Sleeth, w h o don't care). B o t h sexes have eight breasts:
Social organizations w h i c h are intermediate in size include
v e r y flat if t h e C a n i isn't b r e a s t - f e e d i n g a c h i l d t h a t m o n t h , l a r g ­
c i t i e s , e x t e n d e d f a m i l i e s , g u i l d o r o t h e r trade o r g a n i z a t i o n s , and
er b u t still s m a l l b y h u m a n s t a n d a r d s if t h e y a r e b e i n g u s e d .
a v a r i e t y o f c l u b s and t h e l i k e . Families are rather like small
C a n i w e a r a w i d e variety o f clothes, a l w a y s careful to k e e p clans, though they cut across clan boundaries; there are tens of
t h e i r t a i l s u n c o v e r e d d o w n t o the b a s e . T a i l p o s i t i o n a n d s u b ­ thousands of Cani families. Cities a n d g u i l d s aren't all C a n i ,
tleties o f scent are i m p o r t a n t social cues for C a n i , a n d C a n i are though the people w h o organize them and run t h e m are fre­
social b e i n g s a b o v e all else. Given a chance, Cani wear many quently Cani.
d e c o r a t i o n s : earrings, fur-ties, b o w s a n d r i b b o n s , j e w e l r y , spells T w o C a n i w h o m e e t f o r t h e first t i m e a n d w a n t t o b e f r i e n d l y
t o c o l o r t h e i r fur in s u r p r i s i n g p a t t e r n s , a n d s o o n . S t y l e s c h a n g e will try to find s o m e social connection b e t w e e n themselves.
frequently; m a n y Cani follow the trends carefully. S o m e connections are easy; m e m b e r s h i p or auxiliary m e m b e r ­
s h i p i n t h e s a m e c l a n i s t h e first t h i n g t o c h e c k . Other connec­
Social Structure tions, like having g o n e to the s a m e school or sharing a c o m m o n
C a n i p r e f e r t o l i v e in l a r g e g r o u p s . A t y p i c a l a r r a n g e m e n t is a friend, w o r k almost as well. If that fails, t h e y c a n try t h i n g s as
g r o u p m a r r i a g e : a d o z e n or s o m a i n a d u l t s , all their c h i l d r e n , a n d tenuous as h a v i n g relatives or friends with the s a m e name.
several of their parents and grandparents, sharing a longhouse. C o n n e c t i o n s b a s e d o n n o n - s o c i a l m a t t e r s are the last choice.
C a n i d o not n e e d or like privacy. T h e h o m e will h a v e four o r five T w o Cani would rather justify their solidarity on the basis of
large r o o m s - gathering r o o m , b e d r o o m , kitchen, workroom, their m o t h e r s b o t h being friends o f A z l i e t ( e v e n t h o u g h it's t w o
plus smaller rooms for storage and the occasional required d i f f e r e n t A z l i e t s i n d i f f e r e n t c i t i e s a n d b o t h k n o w it) t h a n o n t h e
m o m e n t a l o n e . T h e g a t h e r i n g r o o m is l a r g e , w i t h a s h a l l o w p o o l fact t h a t t h e y ' r e in t h e s a m e a d v e n t u r i n g g r o u p a n d their lives
o f w a t e r at o n e e n d for b a t h s a n d c h i l d r e n ' s g a m e s , a large fire­ d e p e n d o n their absolute trust in each other. After a few w e e k s
p l a c e a t t h e o t h e r w i t h a s u p p l y o f p r e s e r v e d m e a t n e x t t o it f o r together the C a n i loyalty instinct will take hold, a n d the fiction
q u i c k s n a c k s , c h a i r s a n d c u s h i o n s for sitting o r l y i n g on, a b i g about Azliet can be "discovered" and laughed about without
c l e a r s p a c e w i t h a s h o r t w a l l a r o u n d it f o r c h i l d r e n , a n d a g r e a t w e a k e n i n g the f r i e n d s h i p .
deal o f light.
Cani generally marry early - except m a n y would-be adventur­
ers. T h e r e are s e v e r a l d e g r e e s o f m a r r i a g e , all e n t e r e d s i m u l t a ­
Raliet are women's names, a n d n o Cani would ever suspect oth­
Affan and Choofing
erwise.
C a n i a r e v e r y c o n s c i o u s o f afran, "situational status" - that is,
w h o is d o m i n a n t in a given situation. F o r e x a m p l e , in a h o u s e ­ Other n a m e s are mainly used within small social circles; e.g.,

h o l d o f w e a v e r s , t h e a f f a n - w e a v e r w i l l m a n a g e affairs w h i l e t h e a newly-inducted tailor might get a n a m e only used b y Tailors'

family is at w o r k w e a v i n g . W h e n a customer c o m e s in, the Guild members during meetings.

affan-bargainer will h a v e affan d u r i n g t h e n e g o t i a t i o n s . When Cani given names are fairly short and straightforward.
the day's w e a v i n g is over, others will h a v e affan in matters o f Powerful people, wizards in particular, take longer, more
c o o k i n g , c h i l d c a r e , a n d the e v e n i n g ' s e n t e r t a i n m e n t . Affan impressive names based o n the original: e.g., when Cabir
applies everywhere from great leadership to a handful of chil­ b e c a m e the m a i n lord o f Telney, h e r e n a m e d h i m s e l f Cabirzon.
d r e n w a l k i n g d o w n t h e street. Clan leaders a n d heads of Cani The nine Cani clans are of approximately equal size a n d
n a t i o n s h a v e affan i n g o v e r n m e n t - t h o u g h p r o b a b l y n o t in c o o k ­ i m p o r t a n c e . E a c h c l a n h a s i t s o w n s t e r e o t y p e , a s a c c u r a t e a s the
ing in their o w n h o m e s . Children's concerns are simpler, choos­ h u m a n stereotype that red-haired people are volatile. A classic
i n g w h e r e t h e g r o u p is g o i n g a n d w h a t they'll s i n g o n t h e w a y . Reffen is a p l e a s a n t s c o u n d r e l , b u t t h e r e a r e a s m a n y classic
Reffen types in Clan M n o r r y n or P o w y n as Reffen. Some Cani
A f f a n i s d e c i d e d b y r i t u a l i z e d c o n t e s t s c a l l e d choofs. T h e urge
get seriously involved in clan politics. M o s t Cani just u s e clan
to c h o o f is instinctive. A n elaborate set of customs has grown
m e m b e r s h i p as o n e o f the w a y s to b e friendly with other Cani.
u p a r o u n d c h o o f i n g , c o d i f i e d i n t h e c l a s s i c Wreffen's Rules of
T h e n i n e c l a n s w e r e c h o s e n o n t h e first d a y t h a t t h e C a n i w e r e
Choofing. F o r example, every m o n t h the affan-cook can be
created: they are the n a m e s of the nine families into w h i c h the
c h o o f e d ; the a f f a n - c o o k a n d t h e c h a l l e n g e r s e a c h m a k e some
first Cani joined together.
d e l i c a c y c h o s e n b y t h e a f f a n - c o o k , and w h o e v e r m a k e s it b e s t i s
affan-cook after that. C h o o f i n g the greater offices c a n only b e
d o n e r a r e l y - c l a n l e a d e r s c a n o n l y b e c h o o f e d e v e r y five y e a r s
Cani Clans
(and then only b y close relatives), leaders o f nations every three.
C h o o f i n g in lesser m a t t e r s is continual. Juveniles will choof Clan Clan Symbol Stereotype
each other every w e e k about fashion, choice o f song, choice o f Name
friends, a n d a d o z e n other matters, in a constant struggle for
Denn R e d t r e e b e a r i n g fruit Cheerful companion
prestige.
There are t w o particularly Cani emotions associated with Coryn Stylized Nendrai Worthy follower, w h o s e
choofing, which have n o precise h u m a n counterparts. The win­ presence honors the leader
n e r o f a c h o o f e x p e r i e n c e s saluffan, a feeling of loyalty a n d pro­
Halyn Cani hand, fingers spread Sympathetic, empathetic
t e c t o r s h i p o f t h e l o s e r ; i t p r e c l u d e s h u m i l i a t i o n o r i n j u r y o f the
loser for a time. T h e loser experiences the dual emotion o f deffu, healer
a loyalty to the winner, an acceptance o f the loss, a n d sense that Scholar and poet
Ham Crossed dagger and
the loser's p r o p e r place h a s b e e n determined; the loser even h a s
feather
a substantial m e a s u r e o f pride, if h e did w e l l in the contest.
T h e s e e m o t i o n s fade after a d a y o r t w o , a n d t h e loser m a y seek Cam C a n i tail h e l d high, E a s y to anger, a n d fierce
r e v e n g e , b u t they a r e q u i t e s t r o n g a t t h e e n d o f t h e c h o o f . Even wreathed in flame
in the m o s t bitterly contested choofs, matters o f clan leadership
or fighting o v e r a l o v e r , the c o n t e s t a n t s w i l l b e a t p e a c e a n d Reran Three candles held in a Seeker; opener of the ways
actually h a p p y with t h e result for that time. Occasional Cani Cani hand
suppress these emotions and thereby earn the horror and con­
Reffen Three goblets Pleasant scoundrel
tempt o f their entire species.
Powyn Stylized bird wearing Noble and honorable
C a n i a r e a r g u a b l y the d o m i n a n t s p e c i e s o n t h e W o r l d Tree.
T h e y aren't especially powerful individually, c o m p a r e d to the necklace
mighty Gormoror or clever Rassimel or ancient Zi Ri -but Cani
Mnorryn Sun disk with three rings Commander, general
w o r k together m u c h better than any of the other species except
for t h e p a s s i v e H e r e t h r o y . A Cani fighting a Gormoror of com­
parable training will likely lose. B u t w h e n a tribe o f G o r m o r o r
get a n n o y i n g , the C a n i r e s p o n d in force - a n d t w o h u n d r e d Cani Clans H a l y n a n d C a m are traditional enemies, d u e to a long
fighting thirty G o r m o r o r will w i n resoundingly. If that isn't a n d sordid history o f raids, thefts, m u r d e r s , a n d b i c k e r i n g that
enough, Cani are excellent at m a k i n g alliances with other started in the second century. Most Halyn and C a m individuals
species a n d nations. don't g e t i n v o l v e d in t h e feud b e y o n d t h e o c c a s i o n a l s n i d e c o m ­
ment.
Cani Names and Clans
Cani usually h a v e lots o f n a m e s . Four names are in common
use: a given or personal n a m e , a family n a m e representing the
p e o p l e t h e C a n i is m a r r i e d t o , a lineage n a m e r e p r e s e n t i n g t h e
mother and her ancestors, a n d a clan n a m e (one o f the nine
clans). Personal n a m e s for m e n a n d w o m e n d o n o t overlap:
llrone, Wreffen, a n d Trust are men's n a m e s , Thiane, Fiarel,
f r i e n d s w h o w i l l c o m e t o their a i d .
Art and Literature Cani loyalty can get perverted in several w a y s . T h e w o r s t is
Cani literature tends towards tragedies about Cani with con­
group reinforcement. A Cani alone might think of some heinous
flicting loyalties. S o m e t i m e s they are glorious, w h e n the pro­
crime, a n d dismiss the idea. A Cani a m o n g a dozen might think
tagonist m a n a g e s to resolve the conflicts at s o m e great self-sac­
o f t h e c r i m e , m e n t i o n it, h a v e t h e g r o u p d i s c u s s it, a n d d e c i d e t o
rifice; s o m e t i m e s they are m e r e l y sad, w h e r e t h e protagonist's
d o it - p e r h a p s s p l i t t i n g t h e b l a m e , p e r h a p s p e r s u a d i n g e a c h o t h e r
greatest efforts a r e u n r e w a r d e d . T h e w r i t i n g is t e n s e a n d repeti­
t h a t it i s n ' t a c t u a l l y h e i n o u s .
t i v e , a n d m o s t n o n - C a n i find C a n i l i t e r a t u r e u n e n d u r a b l e . A r t i s
Cani have a good deal o f control over the focus o f their loyal­
n o t a m a j o r C a n i c o n c e r n , b u t C a n i a r t is e a s y t o u n d e r s t a n d .
ty instinct. A Cani noble might decide to b e loyal to the entire
O n e exception is scent-sculpture, w o o d e n sculptures infused
r e a l m , d o w n t o t h e l o w l i e s t s u b j e c t ; s u c h a n o b l e w i l l rule f a i r l y
with patterns of odors; only Cani and Sleeth can perceive them
and kindly. Another Cani noble might well decide to b e loyal to
as t h e artist intended.
a small group o f family a n d friends; such a noble will rule
u n j u s t l y a n d e x p l o i t the r e a l m - a n d f e e l e v e r y b i t a s c o m f o r t a b l e
Diet a s t h e first a b o u t i t .
C a n i a r e o m n i v o r e s , b u t n e e d a fairly large a m o u n t o f
C a n i t e n d t o b e v e r y p o s s e s s i v e , and s o m e w h a t t e r r i t o r i a l .
meat. They prefer to eat t w o or three times a day: o n e or
T h e y are n o t q u i t e a s g r e e d y f o r t h i n g s t h a t t h e y
t w o small m o r n i n g or n o o n meals, with several carefully-
d o n o t o w n as h u m a n s - at least, they a r e m o r e
prepared dishes that c o m p l e m e n t each other well, a n d a
moderate in w h a t they w a n t at a given time -
h u g e e v e n i n g m e a l o f simple food, w h e r e e v e r y o n e eats
b u t t h e y are f e r o c i o u s i n d e f e n s e o f w h a t t h e y
as m u c h as they c a n a n d then goes to sleep.
t h i n k they o w n , o r w h a t t h e y think they ought
Visitors to Cani households should take warning.
to o w n . Cani families feud for generations
Cani have no concept of "unpleasant taste" (or
over a village o r a n artifact: o n c e e a c h h a s
"unpleasant smell", for that matter), a n d at least o n e
h e l d it f o r a f e w y e a r s , b o t h t h i n k t h e y o w n it,
d i s h is likely t o b e f e r m e n t e d o r s p i c e d b e y o n d n o n -
and neither m a y be willing to compromise.
Cani endurance. (Would-be poisoners should not take
Cani love and hate deeply
this as encouragement. Cani c a n taste as well as
and passionately. They
they smell; they
often inherit loves and
will likely take
hatreds from their par­
one bite, say
ents and great-grand­
"Delicious, but the
parents. Alliances between fami­
fermented gorrix does
lies or countries are stable and
n ' t quite cover the slun-
enduring; feuds are bitter a n d
der poison.", a n d then the
last for centuries.
poisoner will have a pack
of upset Cani to deal
with.)
;

Variation
There are many
Cani also u s e a great deal of
breeds of
perfume, often blending a dozen
C a n i ,
kinds to g e t a scent that says
including
just the right thing. Cani per­
analogs of many
fumes have a considerably wider
r e a l a n d p o s s i b l e b r e e d s o f terres­
range than terrestrial ones,
trial d o g s , f o x e s , a n d w o l v e s . Some
t o p u t it n i c e l y . One
breeds of Cani have manes or stripes, as
of the most favored
w e l l . It is a m a t t e r o f s o m e p r i d e t o b e o f a
Cani perfumes is
distinctive named breed, especially one
codelieth, which
associated w i t h a n important family. Cani
has a spicy carrion
families will occasionally w o r k to cultivate their
scent that only Cani
appearance, b e i n g careful a b o u t w h o sires children
like. F o r t u n a t e l y it's
on w h o m , or using Purebreed P u p p y spells, o r marrying
rare and very expen
within the breed.
sive.

Cani Opinions of Other Species


Moral Attitudes C a n i : C a n i l i k e t h e m s e l v e s b e s t o f a l l the s p e c i e s . T h e y c o m ­
Cani are naturally loyal.
m u n i c a t e b e s t a m o n g t h e m s e l v e s , s i g n a l i n g w i t h s c e n t a n d tail
T h e y c a n b e g o o d friends a n d excel
and ears in w a y s that most others cannot sense or appreciate.
lent allies, noble leaders and
T w o C a n i c a n a l w a y s find a r e a s o n t o l i k e e a c h o t h e r ( a n d u s u ­
reliable followers. T h e y c a n be
ally o n e to dislike each other as well). It m u s t a l w a y s b e c l e a r
very helpful, realizing what
w h i c h C a n i h a s affan in a g i v e n situation, though.
you need and supplying it.
G o r m o r o r : Cani admire Gormoror heroism a n d bravery, but
They have huge net­
c o n s i d e r t h e m rude a n d v u l g a r .
works of relatives and
H e r e t h r o y : C a n i are slightly friendly to Herethroy. The two
s p e c i e s h a v e little in c o m m o n , t h o u g h C a n i a d m i r e Herethroy
m u s i c a n d r e s p e c t their labor. I'm a member of Tangle's Troop, in the city guard ofTreverre.
K h t s o y i s : C a n i h a v e n o particular respect for K h t s o y i s . They I'm usually partnered with Virend or Candlewave, and when we
are g l a d e n o u g h to h a v e K h t s o y i s g u a r d s , o r c o m r a d e s in a d v e n ­ go by fours it's usually Ancellax and Haniet or Boilerman.
ture, but they will rarely h a v e t h e m as friends. Khtsoyis h e n c h ­ Tangle runs the troop, of course. My parents are working out a
m e n w h o live u p to Cani standards of loyalty are rewarded; marriage for me, probably to one of the younger Tomarvarry
those w h o d o not are scorned. brothers. That'll be a nice step up for me, and I like 'em both
O r r e n : C a n i l i k e O r r e n s e c o n d - b e s t o f all t h e p r i m e s . The well enough. Virend's gonna be one of my mates. Oh, I'm named
Orren have a secret advantage: Orren m u s k smells good to Cani, Mirrien. I'm not very important in Treverre, not yet.
w i t h a solid friendly smell. E v e n w i t h o u t that, the t w o w o u l d get Tangle's Troop does outside-the-gates. We're not the bored
a l o n g fairly well. O r r e n c a n b e as s o c i a b l e a s C a n i , at l e a s t for people in leather armor, collecting passage-tax and poking in
a while. wagons for smuggling, caught sleeping when the cyarr come
R a s s i m e l : Cani respect Rassimel, and frequently take t h e m as raiding! We ride the roads near Treverre, and stomp the forests
dear friends. C a n i are a bit disturbed b y the R a s s i m e l attitudes to and slog the marshes too.
each other, and cannot see h o w R a s s i m e l endure the solitude that Oh, lots of stories I've got. It's a big danger job, let me tell
the R a s s i m e l prefer. C a n i h a p p i l y live in the s a m e cities as you! Last week Virend and I heard the Whattellbee farmers talk­
Rassimel. ing about goats never coming home and worried danger, so we
S l e e t h : Cani generally d o not like Sleeth, though Cani who looked around. Zoof! Right there, a churshash, a venom bear!
actually k n o w Sleeth m a y c o m e to respect t h e m a n d s o m e t i m e s Standing between two arken trees, blood dripping off its face!
love them. Cani require an affan-holder in every situation; We hightailed it out of there, let me tell you, and came back with
Sleeth consider the whole concept repugnant. Cani children six of us, heads full of plans and quivers full of arrows with
m u s t n e v e r p l a y with Sleeth children: C a n i children c h o o f early, bound Fire Flowers. Even so Boilerman got splashed with some
a n d Sleeth children learn to h u n t early, a n d w h e n a p u p p y chal­ of the blood after the thing was dead, and we had to knock him
lenges a kitten the p u p p y will often e n d up m a u l e d or killed. out before he disemboweled me in the poison-rage.
Sleeth, alone a m o n g the p r i m e species, can perceive Cani social But that's part of the job. I'm as good a swordswoman as you '11
cues; Cani are offended that the Sleeth ignore them. Cani are find outside a knighthood, and a fair shot with a bow, and good
disgusted by Sleeth self-centeredness. However, a Cani w h o has enough with paralysis and healing spells. I can follow a bon-
m a d e a Sleeth friend will be impressed b y the Sleeth's intensity stable's scent three days old, I can scare a Gormoror in a growl­
of loyalty. ing contest, I can talk a kyrex out of a tree! I'm a right good
Z i R i : C a n i a r e a little a w e d b y Zi R i . C a n i w h o try to w o r k member of Tangle's Troop, and proud to be.
w i t h Zi R i for a n y l e n g t h o f t i m e are u s u a l l y slightly a n n o y e d at — Mirrien Id, Town Guard
the Zi Ri's frequent unwillingness to accept leadership, either of
or by the Zi Ri - but Cani will put u p with that kind of behavior
from Zi Ri m u c h m o r e readily than from Sleeth.
GORMOROR
This isn't about me, it's about my uncle Anamurgin. He was a
hero of the Karnaps, but he quarreled with the chieftainess over
honors in song, and we left the tribe and moved to Orzonway
city. Anamurgin was on the city guard for a while, then in the
private guard of the priest Halthlua. By this time he was fairly
old, slowing down, and my cousin and I were almost grown up.
Then he was cursed with a really nasty rotting transformation in
his legs. The priest and the spellweaver tried hard, but the best
they could do was stop it from getting worse, and that not every
day. All one leg and half the other were a stinking mess, and
nothing but a god could keep him alive more than a year more.
Well, he was most cast down at dying a weed-death, stinking
in bed, with no song to sing of it to his kinsfolk. But about that
time Mhennu the ogre-worm had come to plague the caravans
around Orzonway. We made treaty with five adventurers to help
my uncle fight Mhennu. And a careful treaty it was, too; it takes
time and clear words before Cani and Rassimel understand
Gormoror glory.
So off we went to fight Mhennu. My cousin Tharmiax couldn't
bear to watch and not fight, so I went to see the deed and write
the song. They rigged my uncle a battle-chair, straps around
his waist and shoulders, and one of the mages made it fly.
Oh, it was a glorious fight. My song doesn't do it justice. The
two Rassimel jumped in and out, leaving spells on Mhennu's
hack. The Zi Ri sent fires. The Orren fencer poked little holes
in its sides and zipped away when it got annoyed. The Cani
mage flew my uncle in.
And my uncle - my uncle was as he was at the height of his
career, flying chair or none. He set his sword ablaze with the
balefires, not caring that they would eat his hands, and he
hewed away at Mhennu, and Mhennu spat black lightnings at
him and sprayed him with putrid corrosion. He cut Mhennu's
left eye off, and it fell into a pond and burned all the water away.
Mhennu's stench set the battle-chair on fire.
Then Mhennu staggered -1 think the Orren had struck a death­
blow, but the Zi Ri healed Mhennu so fast I could never tell - and
the Cani mage sent my uncle, the mighty Anamurgin, right to the
beast's face, into its very jaws. And my uncle's sword split
Mhennu's glutinous skull, and Mhennu's huge jaws closed on my
uncle's neck, and they both died.
Then we burned my uncle and the beast on the same pyre, and
went home to feast Anamurgin, who died a wood-death, who
died in bravery and might as he had lived.
— Dolminhane, Gormoror warrior
G o r m o r o r are great brawny ursine barbarians, concerned with v i v e are h e r o e s in the e y e s o f all the G o r m o r o r w h o hear, a n d
glory and plunder, fighting and feasting. T h e y w a n t to " j u m p up s o m e t i m e s n o n - G o r m o r o r as well.
a n d d o w n u n t i l t h e w o r l d - b r a n c h s h a k e s " , a s t h e i r s o n g s h a v e it: Relations between bands are based on enjoyable violence:
t o i m p r e s s the w o r l d w i t h t h e i r h e r o i s m , o r d i e t r y i n g . allowing plenty of opportunity to get glory, a n d trying to avoid
A s adventurers - and most are adventurers n o w and then - a c t u a l h a t r e d . B a n d s r a i d e a c h o t h e r , o r fight i n o r g a n i z e d s e r i e s
G o r m o r o r are t o u g h . W h e n t h e y are i n t h e h e a t o f b a t t l e , t h e y of duels between Gormoror of approximately equal strength.
c a n stand a n d continue fighting for m a n y s e c o n d s w i t h w o u n d s T h e b a n d s that raided and d u e l e d each other last y e a r will invite
that w o u l d incapacitate a lesser warrior - and they're consider­ e a c h o t h e r o v e r for h u g e feasts and e x c h a n g e s o f extravagant
ably m o r e d a n g e r o u s during that last stand. T h e y w o u l d be hard gifts.
t o kill e v e n w i t h o u t that. They are natural warriors, with dan­ G o r m o r o r b a n d s are e x o g a m o u s . A cub's parents should be
gerous claws a n d teeth, hides like leather armor, a n d an instinct married, a n d o f different bands. T h i s c u s t o m is t a k e n v e r y s e r i ­
for battle. W h e n a G o r m o r o r gives his Word of Honor, he will o u s l y ; v i o l a t i n g it u s u a l l y r e s u l t s i n b o t h t h e p a r e n t s a n d t h e c u b
keep it or suffer terrible and permanent consequences. being severely punished.
G o r m o r o r are s l i g h t l y r e s i s t a n t t o m i n d c o n t r o l a n d a l c o h o l .
Gormoror Names
Appearance G o r m o r o r typically have a single personal n a m e , usually long
G o r m o r o r are h u g e a n d shaggy, with features like bears. Their and bombastic: Alsonmerax, D r o m e r a n d o s , Tallionric. Names
hands are halfway to paws, their fingers tipped with large claws. d o not generally c o n v e y g e n d e r ("Just look at the face," say the
T h e y w e a r as little c l o t h i n g as p o s s i b l e ; often as little as a b e a d ­ G o r m o r o r ) or other social information. W h e n t w o G o r m o r o r in
ed loincloth. T h e y often w e a r barbarous decorations: b o n e s and the area have the s a m e n a m e , one or both will get a descriptive
s k u l l s t i e d i n t h e i r fur, a n d s o m e t i m e s t h e e a r s o r t a i l s o f t h e i r suffix: " K a v a n k a x o f the D e a t h - M o r k s " , " B o r y b e r o s , S l a y e r o f
slain opponents. the G r e e n Nendrai", or less-impressive ones like "Mjollinax the
Unlike the other p r i m e species, G o r m o r o r are sexually dimor­ Younger" or "Brimalnior the Grey[-Furred]". Often the two peo­
phic: m e n a n d w o m e n c a n b e told apart at a glance, e v e n b y n o n - ple with the s a m e n a m e will fight t o s e e w h o g e t s t o u s e it
Gormoror. M e n are taller (6-7 feet) a n d m o r e ursine. Women unadorned.
are shorter (5'6" - 6'6"), m o r e enduring, and have more human G o r m o r o r tribes h a v e n a m e s as well: the D e a t h - M o r k s , the
features. In particular, men's muzzles are m u c h larger than Barkano, the Thabiant Storm.
w o m e n ' s , and m e n are flat-chested. T h e w o m e n tend to be e v e n
t o u g h e r t h a n t h e m e n , and h a v e b r e a s t s l i k e h u m a n w o m e n . The Literature and Arts
personality differences are smaller than the physical ones. G o r m o r o r stories are long, bloody, and heroic. G o r m o r o r poet­
r y is r i c h l y t e x t u r e d , with c o m p l e x rhythm and alliteration, but
Social Structure n o t u s u a l l y r h y m i n g . G o r m o r o r arts are h o m e m a d e crafts o f n o
G o r m o r o r live in small b a n d s o f thirty to eighty people. They great quality.
prefer the freedom of the margins of society, often on the
Verticals, close e n o u g h to the Flats to raid farms a n d trade with Diet
c i t i e s . ( T h e m o r e p o w e r f u l the c i v i l i z a t i o n , t h e m o r e l i k e l y t h e G o r m o r o r e a t a l m o s t a n y t h i n g , a n d l o t s o f it. T h e i r c o o k i n g i s
G o r m o r o r a r e t o trade r a t h e r than r a i d . ) E a c h b a n d has a chief, n o t t h e m o s t s u b t l e : m e a t r o a s t e d o v e r a fire w i t h s o m e honey
w h o holds his position b y present strength or past heroism; the s l o p p e d o v e r it, o r s t e w e d w i t h fruit, is a b o u t t h e h e i g h t o f c u i ­
p o s i t i o n is a l w a y s p r e c a r i o u s , t h o u g h f e w l e a v e t h e chiefdom s i n e . T h e y g e t g r a i n a n d b r e a d m a i n l y b y r a i d i n g , a n d r e g a r d it
alive. a s a d e l i c a c y , e v e n w h e n t h e y ' r e in cities w h e r e it's c h e a p and

G o r m o r o r b a n d s are brutal, in a friendly w a y . M a l e G o r m o r o r readily available.

fight constantly, in a vicious variant o f Cani choofing, biting and


clawing each other until blood flows. Women cannot fight this
Psyche and Etiquette
G o r m o r o r try to live o n a g r a n d heroic scale. T h e y try to b e
w a y , l a c k i n g t h e l a r g e m u z z l e ; t h e y fight w i t h k n i v e s . M e n c o n ­
generous, e v e n to their e n e m i e s . It is b a d f o r m t o m i s s a n o b l e
s i d e r it u n d i g n i f i e d t o b e k n i f e d , t h o u g h t h e y h a v e n o o b j e c t i o n
fight, e v e n if it's d o o m e d .
to biting w o m e n . The argument about whether weapons can be
used on fellow tribesfolk is a n e t e r n a l g e n d e r c o n s t a n t for In practice, m o s t Gormoror don't live up to these ideals.

Gormoror, rather like terrestrial arguments about leaving the toi­ They'll avoid awful fights, claiming they're not noble enough or

let seat d o w n . that the fight is t o o e v e n , o r c i t i n g a p r o m i s e t o s o m e o n e e l s e .


Each tribe has a few authentic heroes, w h o d o live u p t o the
G o r m o r o r r o m a n c e is a s t e m p e s t u o u s a s p o s s i b l e , full o f d e c ­
ideals - the chief o u g h t to b e the m o s t heroic. T h e rest of the
larations of eternal love, terrible betrayals, tumultuous reconcil­
t r i b e is j u s t h e r o i c e n o u g h t o m a i n t a i n t h e i r s e n s e o f h o n o r , m o s t ­
i a t i o n s , d u e l s o f h o n o r , and s o o n . A f t e r a f e w y e a r s o f r o m a n c e ,
ly b y safe a n d profitable heroic d e e d s like r a i d i n g e v e r y y e a r or
m o s t G o r m o r o r settle d o w n in heterosexual couples and raise
three. /
c u b s , a n d k e e p t h e t e m p e s t s d o w n t o t w o o r three a y e a r .
G o r m o r o r e t i q u e t t e is r o u g h a n d d e m o n s t r a t i v e . Concealing
G o r m o r o r w a n t to b e heroes. T h e y raid anyone they can -
your feelings m a k e s you look manipulative or dishonorable. If
o t h e r G o r m o r o r b a n d s , o r H e r e t h r o y villages, o r if t h e y are e s p e ­
y o u ' r e o f f e n d e d , the b e s t t h i n g y o u c a n d ^ i s t o c h a l l e n g e y o u r
cially b r a v e , cities o f C a n i a n d R a s s i m e l . T h e y try to kill a few
o f f e n d e r t o a fight; y o u p r o b a b l y w o n ' t b e ( i n j u r e d t o o m u c h , a n d
people a n d snatch a lot o f treasure, and then get a w a y before
y o u ' l l g a i n r e s p e c t f o r it. P a s s i o n a n d s p o n t a n e i t y a r e i m p o r t a n t :
t h e i r e n e m i e s a r r i v e i n f o r c e ; t h i s is s o m e h o w c o n s i d e r e d h e r o ­
violent acts like ripping your clothes or destroying your valu­
i c . O c c a s i o n a l l y t h e y fight i n l a r g e r fights, g o i n g after the m o s t
a b l e s in s o r r o w , o r g i v i n g i m p r e s s i v e gifts i n j o y , o r g i v i n g g r e a t
nwful m o n s t e r s o r the greatest C a n i k n i g h t s . T h e few that sur­
b e a r - h u g s at t h e v e r y least. C o m p o s i n g i m p r o m p t u s o n g s in the
G o r m o r o r style, r h y t h m i c and alliterating, will earn y o u respect. Gormoror are required to keep their w o r d of honor: a require­
T h e r e are m a n n e r s to b e o b s e r v e d in social fighting. It's b a d m e n t e n f o r c e d b y a little bit o f G o r m o r o r n a t u r e , a n d a great deal
f o r m to m a i m or kill y o u r o p p o n e n t , and especially b a d f o r m to of Gormoror culture.
kill b e y o n d the skill o f the local h e a l e r s to r e v i v e . If y o u do G o r m o r o r d o n o t give their w o r d o f h o n o r lightly. W h e n the
s o m e t h i n g l i k e t h a t , t h e r e a r e n ' t m a n y p e o p l e w h o w i l l fight y o u , w o r d o f h o n o r i s g i v e n , it i s g o o d f o r m t o g i v e i t a s a n a l l i t e r a t ­
w h i c h , if y o u a r e G o r m o r o r , w i l l r u i n y o u r social life. ing verse (as Dakanerax's oath to protect Schranie, above), end­
I t ' s g o o d m a n n e r s t o h a v e a n a p p r o x i m a t e l y e v e n fight - w h i c h ing w i t h "I give m y w o r d o f h o n o r " , but in a p i n c h a n y phrasing
m a y m e a n taking off y o u r armor, or u s i n g a p o o r w e a p o n . It's w i l l d o . G i v i n g a w o r d o f h o n o r is n o t a n a c t o f m a g i c .
insulting to give u p too m a n y a d v a n t a g e s , like giving u p b o t h O n c e g i v e n , t h e w o r d o f h o n o r is i r r e v o c a b l e a n d a b s o l u t e : n o
armor and weapon when giving up just one would make the excuses, no weaseling, no tricks or evasions. If Dakanerax
fight even. s w e a r s to p r o t e c t S c h r a n i e forever, h e m u s t p r o t e c t S c h r a n i e for­
It i s g o o d m a n n e r s , w h e n y o u r o p p o n e n t is b e a t e n , t o a l l o w e v e r or suffer t h e c o n s e q u e n c e s . K e e p i n g t h e o a t h is a m a t t e r of
t h e m to surrender without dishonor. Often y o u will catch their d e e d s , n o t o f intent. If D a k a n e r a x is k i d n a p p e d , d r u g g e d , para­
eye, and then throw d o w n your weapons, hug your opponent, lyzed, a n d tied up, a n d Schranie is attacked, then h e h a s broken
exclaim loudly about h o w that w a s the best fight o f y o u r life, t h e o a t h a n d t h a t is that. Changing circumstances do not change
a n d g e t t h e m a beer. B e s u r e y o u r o p p o n e n t is b e a t e n w h e n y o u t h e o a t h : S c h r a n i e c a n n o t r e l e a s e h i m f r o m it. ( A m o r e careful
d o t h i s , o f c o u r s e , o r y o u ' l l g e t s t a b b e d i n t h e g u t a n d find y o u r ­ and less heroic G o r m o r o r might h a v e s w o r n to protect Schranie
s e l f i n c l o s e c o m b a t - b u t t h a t ' s w h y it's a n h o n o r a b l e w a y t o e n d in h e r quest, or do something else that limits the oath.) If
a fight. Schranie tricked D a k a n e r a x i n t o t h e o a t h i n the first p l a c e , a n d is
t h e v i l e s t c r i m i n a l o n the e n t i r e W o r l d T r e e , h e i s s t i l l t r a p p e d .
The Gormoror Word of Honor M i n d - m a g i c can c o m p e l G o r m o r o r to s w e a r binding oaths, or
Fierce falls the foeman's fury, break them. If the wizard Z a r Z e n g Z a v puts a M e n t a d o r spell
Surely Schranie shall be shielded on Dakanerax and compels him to attack Schranie, then
By my blood and bone and body. D a k a n e r a x has broken his word. Reluu and Accanax did grant
I give my word of honor. the G o r m o r o r a certain degree of resistance to Ruloc Mentador,
— Dakanerax s oath to protect Schranie so the w i z a r d will h a v e a hard time getting the spell to w o r k - but
i f it d o e s , D a k a n e r a x i s i n s e r i o u s trouble. Gormoror have no
special resistance to other kinds o f M e n t a d o r magic. Z a r Z e n g
Z a v m i g h t c h o o s e to m a k e D a k a n e r a x forget about his oath
Variation
B r e e d s o f G o r m o r o r i n c l u d e a n a l o g s o f t h e v a r i o u s sorts o f ter­
(Destroc Mentador), or change his memories o f exactly what h e
restrial bears, a n d sloths a n d b a d g e r s as well. G o r m o r o r c a n b e
swore (Mutoc Mentador). Unfortunately for Dakanerax, h e
dark green or green-brown, as well as m o r e familiar ursine col­
must abide b y his original oath - even if he doesn't k n o w about
ors. Tribes tend to b e mainly o n e breed or another.
it, o r m i s r e m e m b e r s it. G o r m o r o r h a t e a n d f e a r m i n d - m a g e s
more than most people do.
Gormoror Opinions of Other Species
A G o r m o r o r w h o h a s n e v e r b r o k e n a w o r d o f h o n o r is in t h e
C a n i : G o r m o r o r like C a n i - t h e y t h i n k C a n i a r e cute, if a little
s t a t e o f gavm hau. M o s t G o r m o r o r a r e c a u t i o u s a b o u t g i v i n g
small, a n d e v e n frequently get crushes o n them. T h e y don't
their w o r d s o f honor, a n d so m o s t - perhaps 9 0 % - are in g a v m
s e e m to m i n d their frequent defeats at the h a n d s of o v e r w h e l m ­
h a u . It i s c o w a r d l y t o a v o i d e v e r g i v i n g y o u r w o r d o f h o n o r .
i n g a r m i e s o f C a n i ; i t ' s p a r t o f t h e f u n o f fighting. T h e y don't
M o s t G o r m o r o r h a v e g i v e n it o n c e o r t w i c e b y t h e t i m e t h e y a r e
u n d e r s t a n d t h a t t h e C a n i t a k e it s o s e r i o u s l y .
adults, u s u a l l y w i t h s i m p l e s h o r t - t e r m v o w s like "I shall s h e d a n
G o r m o r o r : G o r m o r o r are fond of each other, e v e n t h o u g h
enemy's b l o o d b y tomorrow's nightfall!" on t h e evening before
t h e y fight a l o t . T h e m o r e fighting, t h e c l o s e r the f r i e n d s h i p .
a raid.
H e r e t h r o y : G o r m o r o r think that Herethroy villages are g o o d
A G o r m o r o r i n g a v m h a u m a y find h i m s e l f t r a p p e d , b o u n d b y
places to plunder. T h e y don't care a bit for Herethroy feelings o r
an oath to d o s o m e awful deed, or b o u n d b y t w o oaths w h i c h
rights, a n d not m u c h m o r e for Herethroy lives.
c a n n o t b o t h b e followed. T h e r e is o n e h o n o r a b l e w a y t o g e t o u t
K h t s o y i s : G o r m o r o r like Khtsoyis, too. T h e y m a k e great spar­
o f s u c h a m e s s : gavm hakk teraw, h o n o r - s u i c i d e . T h e G o r m o r o r
ring parmers.
c o m p o s e s a p o e m in t h e best alliterative G o r m o r o r style explain­
O r r e n : G o r m o r o r are rarely impressed b y Orren: Orren are
i n g t h e trap a n d d e c l a r i n g t h a t t h e r e i s n o w a y o u t i n l i f e , a n d
rarely heroic. Even w h e n they are heroic b y deed, they are not
t h e n kills h i m s e l f as best h e c a n . E v e n if this b r e a k s a n oath, the
heroic in attitude.
G o r m o r o r ' s reputation is considered unstained. This is a
R a s s i m e l : G o r m o r o r t h i n k R a s s i m e l a r e effete s n o b s , a n d g e n ­
G o r m o r o r social c o n v e n t i o n only. If t h e suicider is b r o u g h t b a c k
t o life, h e w i l l b e a n o a t h b r e a k e r i n all r e s p e c t s . A successful, erally don't like them. If a Rassimel s h o w s s o m e kind o f hero­
unresurrected g a v m h a k k terau is a hero's deed. i s m , t h e n the G o r m o r o r w i l l s u d d e n l y g e t v e r y i m p r e s s e d a n d t r y
to m a k e t h e R a s s i m e l a friend for life.
G o r m o r o r w h o b r e a k their w o r d o f h o n o r a r e in t h e state o f
S l e e t h : G o r m o r o r like Sleeth: g o o d h u n t i n g c o m p a n i o n s , a n d
gavmkjorok, m a r k e d b y a p s y c h i c blotch. T h e m a r k is subtle:
g o o d allies against civilization. They are regularly distressed
o t h e r s p e c i e s h a v e t o l o o k c l o s e l y t o s e e it, a l t h o u g h G o r m o r o r
w h e n S l e e t h t u r n t a i l a n d run f r o m b a t t l e . B u t t h e y a l w a y s g i v e
usually c a n if they look. A G o r m o r o r in g a v m k j o r o k ought to
the Sleeth m o r e chances.
perform a dramatic visible penance. A t t h e v e r y least, t h e
Zi R i : Gormoror are impressed b y Zi Ri. They m a k e excellent
p e n a n c e requires n o t g r o o m i n g o r b a t h i n g for t h e entire year.
M o s t G o r m o r o r a d d to t h e p e n a n c e : living w i t h t h e cattle, refus­ adversaries, and good guests.
i n g t o e a t m e a t , d o i n g t h e tribe's f o u l e s t j o b s . T h e p e n a n c e is ...Then keening came the cyarr cry
humiliating and unpleasant, not heroic. A G o r m o r o r in Through wending wood and winding path
g a v m k j o r o k is unfit t o b e a h e r o , a n d e v e n t h e g r e a t e s t d e e d s "With spears we stab, with snaps we stun
will b e tainted. Very f e w G o r m o r o r a r e in g a v m k j o r o k at a n y Ten thousand warriors in our wrath!"
g i v e n t i m e : p e r h a p s o n e in t h r e e h u n d r e d .
S o m e t i m e s a G o r m o r o r in gavmkjorok will refuse to perform Bremnarra bristled, bearing down
t h e p e n a n c e ; e.g., i f h e w a s t r i c k e d i n t o b r e a k i n g t h e l e t t e r o f h i s Upon the bravesome cyarr band.
w o r d o f h o n o r b u t m a i n t a i n e d t h e spirit o f it. R e f u s i n g t o d o His warriors, with unswerving will
p e n a n c e is a dreadful act, w h i c h befouls t h e w h o l e species, a n d Fast footsteps followed, near at hand.
t h e r e f u s e r ' s k i n s f o l k w i l l c l a m o r t o b e t h e first t o p u n i s h h i m .
G a v m k j o r o k lasts a b o u t a year, after w h i c h t h e p s y c h i c b l o t c h Then swords did slash, and rapiers rang
f a d e s . T h e G o r m o r o r i s t h e n i n t h e s t a t e o f gavm fenjosk: less With sanguine songs in terr'ble tunes
h o n o r a b l e t h a n before, b u t a g a i n c a p a b l e o f honor. T h e r e is n o And hearts-blood poured herzinion-hot
visible sign o f being in g a v m fenjosk instead o f g a v m h a u , b u t And horr'ble howls rose to the moons...
m o s t G o r m o r o r c a n tell: a y e a r o f g a v m k j o r o k , like a y e a r in
s o l i t a r y c o n f i n e m e n t , l e a v e s s o m e traces o n t h e p e r s o n a l i t y . --From Bremnarra at the Battle ofJanfiar Wood, composed for
About 1 0 % o f G o r m o r o r are in g a v m fenjosk. Bremnarra by his cousin a few weeks later.
In s o m e m a t t e r s , b e i n g in g a v m fenjosk is a l w a y s inferior to
being in g a v m h a u . In m o s t tribes a G o r m o r o r in g a v m fenjosk
cannot participate in matters o f justice, tribal honor, or m a k i n g
treaties. ( A l s o , G o r m o r o r in g a v m fenjosk d o n o t h a v e t h e
o p t i o n o f g a v m h a k k t e r a u , h o n o r - s u i c i d e ; t h e i r h o n o r is a l r e a d y
s t a i n e d . T h e y m a y still p e r f o r m t h e a c t , b u t it is c o n s i d e r e d a
further blotch o n their honor.) I n m o s t other matters, g a v m fen­
josk is j u s t a p a r t o f t h e G o r m o r o r ' s s t o r y : a g r e a t h e r o i n g a v m
fenjosk m i g h t well o u t r a n k a r e s p e c t a b l e w a r r i o r in g a v m h a u .
HERETHROY
I'm Twinwhistle, of Treverre. Sure, I'm an adventurer: grow
mushrooms. Don't laugh. These are special mushrooms, van-
terelles and oriscas and blue mandaras. Honestly I can't taste
the difference from regular black-turbans and trompes-de-miel,
but Cani can, and Cani with money most certainly can.
Importing them from Zaereia, two branches down, was an
adventure by itself. Getting my family to let me have the wine-
caves was a worse adventure. My family owns spice orchards
on the roll'gainst shore of Lake Laicrane. My grandcomother
tried to make wine, but it didn't work very well. The caves are
still there, with broken barrels, as a monument to my family's
foolish experiments, which is why I ultimately got permission to
use 'em. I've been growing fancy mushrooms for four years now,
and I've got two dozen restaurants and two noble houses who
want weekly orders. Plus sales in markets and such. I'm break­
ing even and a bit more, which is not bad for a specialty veg­
etable. Planning to export dried mushrooms to Barency next
year.
Honest truth is, I'm cheating - this year. I took a week here and
a week there and went off with some friends of mine, a Zi Ri who
wanted to clear out a mine, some people dealing with some
criminal who attacked someone at his own wedding. I'm a big
strong man, good farm stock, and my carapace is hard as steel,
and I know which end of a spear to stab with. This year that
covered the difference between profit and loss. Next year I won't
need to.
— Twinwhistle, Herethroy farmer-adventurer
Herethroy are stereotypically farmers b y nature: calm, quiet, attitude a n d condition to procreate; zie also forms and carries the
close to the soil a n d to g r o w i n g things. T h e y prefer to live in egg. T h e co-lover does not contribute a n y genetic material to the
s m a l l , q u i e t v i l l a g e s , w o r k i n g the f i e l d s i n t h e d a y , s i n g i n g i n o f f s p r i n g , t h o u g h z i e is c o n s i d e r e d t h e m a i n p a r e n t , t h e m o t h e r .
chorus until late each night. Their favorite luxuries are not Both-females are able to act as either females or co-lovers,
ostentatious: they love fine cloth in simple patterns and calm t h o u g h n o t at the s a m e time.
c o l o r s , e l e g a n t p o t t e r y , d e l i c a t e s w e e t fruit w i n e s . M o s t other Co-lovers are considered the attractive sex. Males are some­
species consider t h e m mildly friendly and a bit dull. w h a t prized because they are scarce. F e m a l e s are considered
N o n e o f t h i s is t r u e o f t h o s e w h o g o a d v e n t u r i n g , o f c o u r s e . strong and c o m m o n , rather the opposite of co-lovers; they tend
T h e few w h o c h o o s e to b e warriors are d a n g e r o u s foes, fighting to h o l d political power in m o s t villages. A n y two or more
with s w o r d a n d spear a n d shield or foar d a g g e r s at o n c e , a n d Herethroy can enjoy the equivalent of heavy petting, though
protected by their own chitin as well as ordinary armor. g r o u p s o f all c o - l o v e r s a r e less satisfying t h a n o t h e r c o m b i n a ­
Successful Herethroy adventurers have gold traceries and bright tions. Herethroy regard two-person sex play as harmless, some­
rubies inlaid into their chitin, and are impressive indeed. Their w h a t a d o l e s c e n t fun. A m a r r i e d H e r e t h r o y w o m a n c o u l d well
extra l i m b s give t h e m a d v a n t a g e s at m a n y things, from fighting ask h e r h u s b a n d o r c o - m a t e to t a k e c a r e o f t h e c h i l d r e n for a n
to running to climbing. evening so she could go play with another m a n ; they might tease
h e r a bit, b u t n o t h i n g w o r s e . T h e full t r i o o f m a l e , f e m a l e , a n d
Appearance c o - l o v e r is c o n s i d e r a b l y m o r e i n t e n s e , s e x u a l l y a n d e m o t i o n a l l y ,
H e r e t h r o y a r e tall (six to s e v e n feet, 120 - 180 p o u n d s ) a n d and almost always fertile. Relationships with other species
graceful, and covered with shining chitin. T h e face is flat, require imagination and patience as well as affection, a n d great
a l m o s t h u m a n except for the antennae, a n d the eyes are bright m a g i c if children are desired, but they d o h a p p e n occasionally.
and brown. T h e y h a v e six limbs: t w o o f t h e m a l w a y s legs, t w o A fertilized H e r e t h r o y f e m a l e p r o d u c e s a s i n g l e e g g , w h i c h is
a l w a y s a r m s , a n d the m i d d l e s e t u s a b l e a s e i t h e r . T h e t r u e - h a n d s g i v e n t o t h e c o - l o v e r f o r final m a t u r a t i o n . T h e e g g h a t c h e s five
are s m a l l a n d s o m e w h a t delicate, c o v e r e d in soft skin, l o o k i n g o r s i x m o n t h s later. Young Herethroy require and get constant
as if they're w e a r i n g g l o v e s o v e r chitin. T h e f o o t - h a n d s are larg­ attention, usually from the entire village. H e r e t h r o y rarely try to
er, t h e fingers spreading like their toes, a n d covered in soft bear children outside villages. Should a female b e a r an egg in a
chitin. T h e b o d y is n a r r o w - w a i s t e d , s o that the H e r e t h r o y stand p l a c e w h e r e it c a n ' t b e p r o p e r l y t e n d e d w h e n it h a t c h e s , s h e w i l l
up straight or bend to run o n four legs like a centaur. The s m a s h it w i t h a s m a l l r i t u a l .
a b d o m e n e n d s in a short thick s e g m e n t e d tail, like a string of Visible Herethroy gender differences are unobtrusive. Males
p e a r l s t h a t s t a r t s o f f the s i z e o f a b a s k e t b a l l a n d d e c r e a s e s t o a are a bit smaller, a n d are m o r e likely to h a v e straight-striped
grapefruit. T h e feet are large, w i t h s p r e a d i n g h o o f l i k e t o e s . carapaces. F e m a l e s are the largest; frequently their stripes are
H e r e t h r o y m o v e like walking deer or horse: slow, s m o o t h ges­ flared at o n e e n d or t h e other. C o - l o v e r s are i n t e r m e d i a t e in size,
tures. T h e y talk in light, lilting voices, a l m o s t singing even a n d tend to h a v e w a v y stripes. B o t h - f e m a l e s a r e h a r d t o tell
w h e n they're just chatting. T h e y w e a r c l o t h i n g , a s fine a s t h e y from females or co-lovers. These clues are unreliable;
c a n afford, or g o n a k e d to s h o w off the d e c o r a t i o n s o n their cara­ H e r e t h r o y can g u e s s e a c h other's g e n d e r as accurately as h u m a n s
paces. can. C a n i a n d S l e e t h c a n tell b y scent, t h o u g h b o t h - f e m a l e s c o n ­
Herethroy are w a r m - b l o o d e d , despite appearances. T h e y have fuse t h e m . O n l y o b s e r v a n t m e m b e r s o f o t h e r s p e c i e s c a n tell
s o m e i n t e r n a l b o n e s , e s p e c i a l l y i n their a r m s a n d l e g s . A t e r r e s ­ Herethroy genders.
trial b i o l o g i s t m i g h t e v e n w a n t to call t h e m v e r t e b r a t e s , since Herethroy families are entire villages. M o s t village Herethroy
they h a v e spines a n d ribs (albeit fused to the carapace). are s e x u a l l y c o n s e r v a t i v e . M a l e s , b y c o m m o n c u s t o m , b e l o n g to
t w o breeding trios; females to o n e ; co-lovers to o n e or t w o .
Social Structure Both-females are anomalous and uncomfortable in Herethroy
H e r e t h r o y prefer to live in villages that are too small to n e e d society. T o l e r a n t v i l l a g e s t r e a t t h e m a s c o - l o v e r s - w h i c h a r e in
m u c h s p e c i a l o r g a n i z a t i o n : fifty o r a h u n d r e d p e o p l e . T h e w h o l e shorter supply than females, and considered m o r e attractive -
village acts like a large e x t e n d e d family, sharing a m a z i n g vege­ a n d e x i l e t h e m if t h e y a c t l i k e f e m a l e s . ( A d i s p r o p o r t i o n a t e n u m ­
tarian s m o r g a s b o r d s each evening, then discussing things that ber of Herethroy adventurers are both-females.) Less tolerant
n e e d to b e d i s c u s s e d a n d s i n g i n g t o g e t h e r for h a l f t h e night. T h e v i l l a g e s s i m p l y kill b o t h - f e m a l e s at birth.
a d u l t s o f the v i l l a g e h a v e e q u a l w e i g h t i n c o n v e r s a t i o n , t h o u g h
most villages have a few elders w h o have earned extra respect. Names
T h e e v e n i n g s o n g s are the social a n d spiritual center o f the vil­ Herethroy true n a m e s are long, repetitive, meaningless, and
lage. T h e evening starts with a short h y m n to Virid a b o u t the s o u n d g o o d w h e n s u n g in the right r h y t h m b y H e r e t h r o y . T h e r e
glories of growing things; the words are the same every night are no c o m m o n Herethroy n a m e s ; there p r o b a b l y aren't two
a n d e v e r y w h e r e o n t h e W o r l d T r e e , t h o u g h t h e y h a v e b e e n set to Herethroy with the s a m e n a m e alive. Herethroy use n i c k n a m e s
every World Tree musical style. T h e n one of the village priests socially; their true n a m e s are m a i n l y for special o c c a s i o n s , w e d ­
sings a section o f their H y m n of Creation (there are a few d o z e n dings and funerals and comings-of-age, and are s u n g rather than
v a r i a t i o n s o n the H y m n o f C r e a t i o n ) ; t h e e n t i r e H y m n t a k e s a spoken.
year to sing, o n e section each night. T h e r e s t o f t h e e v e n i n g is H e r e t h r o y n i c k n a m e s tend to be simple. M a n y are descriptive:
mostly secular music, ranging from epics that take months to R e d s p o t probably has a p r o m i n e n t red spot on zir carapace. For
sing to shorter w o r k s c o m p o s e d o n the spot. variety, t h e s e n i c k n a m e s m a y b e g i v e n in different W o r l d T r e e
Herethroy h a v e three (or arguably four) g e n d e r s : m a l e s ( 2 0 % ) , l a n g u a g e s , w h i c h in this b o o k are translated into different terres­
females ( 5 0 % ) , co-lovers ( 3 0 % ) , a n d both-females (rare). A co- trial l a n g u a g e s : A r c o n e g r o ( b l a c k c u r v e ) , M a i n v e r t ( g r e e n h a n d ) ,
l o v c r is r e q u i r e d t o g e t a m a l e a n d f e m a l e i n t o t h e a p p r o p r i a t e Braithdu (speckled black). Nondescriptive nicknames tend to be
herbal: Treeset, G r e e n s w i r e , Eyebright.
Nicknames are not necessarily descriptive. T h e famous but
reclusive criminal m a s t e r m i n d R e d m a s k o n c e w a l k e d o u t o f an
iiinbush b y a m o b w h o didn't realize that h i s face w a s actually
pale g r e e n . T h e m a s k i n t h e n i c k n a m e w a s t h e r e d s c a r f o v e r h i s
face d u r i n g h i s first r o b b e r y .

Literature and Arts


Herethroy sing, all kinds of songs from epics that take a m o n t h
of e v e n i n g s to perform, to quick ditties composed in o n e
moment, s u n g t h e second, a n d forgotten t h e third. T h e substan­
tial p i e c e s a r e w r i t t e n b y w h o l e v i l l a g e s . Other species find
s o m e o f t h e f a v o r i t e s u b j e c t s t e d i o u s : t h e full h i s t o r y o f a v i l ­
lage, w i t h e a c h h o u s e - r a i s i n g and crop of a thousand years
remembered.

Diet
H e r e t h r o y are strict herbivores b y b i o l o g y ; they c a n digest
m i l k a n d e g g s , b u t n o t m e a t o r fish; t h e y a l s o c a n n o t d i g e s t r a w
root v e g e t a b l e s . T h e y prefer to eat o n e huge meal a day, in the
evening, c o m p o s e d o f a d o z e n o r s o different dishes. T h e uni­
v e r s a l H e r e t h r o y s t a p l e s a r e plue, a sticky spiced porridge of
g r o u n d h o s h g r a i n , a n d tarrissy, a salad of pungent leaves in
long t h i n s h r e d s . E a c h H e r e t h r o y v i l l a g e h a s its o w n distinctive
style o f p l u e a n d tarrissy, a k e y s i g n o f t h e village's identity.

Psyche and Etiquette


Herethroy are usually calm, to t h e point of placidity. When
they a r e e x c i t e d , t h e y t r y n o t t o s h o w it. In villages, they are
conservative a n d collective. T h e y resist c h a n g e to the existing
order, e v e n if t h e c h a n g e w o u l d b e for t h e better. F e w villagers
are w i l l i n g t o a c t o n t h e i r o w n , o r e v e n e x p r e s s a s t r o n g o p i n i o n ;
any issue as m i n o r as m a k i n g another chair for t h e village m u s t
be b r o u g h t o u t for d i s c u s s i o n a n d c o n t e m p l a t i o n at t h e e v e n i n g
gathering. ( C y n i c s s a y this is b e c a u s e v i l l a g e life is s o d u l l that
they h a v e to m a k e the least thing exciting.) A p p r o v a l or disap­
proval is expressed in the mildest o f w a y s : a Herethroy might
say, " T h e i d e a is g o o d " t o m e a n p a s s i o n a t e s u p p o r t , o r "It i s a n
idea w h i c h is g o o d " to m e a n p a s s i o n a t e opposition. These
phrases are developed over generations; even Herethroy from
t h e n e x t v i l l a g e o v e r l i s t e n i n g i n h a v e l i t t l e i d e a w h a t is g o i n g o n
until t h e d e c i s i o n is a n n o u n c e d .
H e r e t h r o y w h o h a v e left t h e v i l l a g e a r e m u c h different. Once
they realize their f r e e d o m , t h e y m a y react wildly. M a n y start off
extravagantly willful a n d obstinate, a n d take t h e m o s t ridiculous
risks casually. M o s t o f t h e m c a l m d o w n after a f e w m i s a d v e n ­
tures, t h o u g h rarely to t h e point o f p r o p e r H e r e t h r o y calm.

Variation
Herethroy features resemble crickets, mantises, or beetles.
There are a thousand Herethroy breeds, differing in coloration
and details o f feature. Differences between breeds are m o r e
e x t r e m e than for other p r i m e s ; m a n y b r e e d s l o o k like different
species. Herethroy m a y or m a y not care about matters of breed.
Villagers tend to b e conservative, preferring their o w n breed to
all o t h e r s . C i t y d w e l l e r s t e n d t o b e less c o n c e r n e d .

Herethroy Opinions of Other Species


C a n i : H e r e t h r o y g e t a l o n g w i t h C a n i , w i t h o u t p a r t i c u l a r fric­
tion o r trouble, if w i t h o u t a n y great affection.
G o r m o r o r : T h e p e a c e f u l H e r e t h r o y a r e baffled b y a n d fearful
of t h e w a r l i k e G o r m o r o r . T h e y h a v e little in c o m m o n . In some
places G o r m o r o r raid Herethroy, and there the Herethroy hate
them; i n o t h e r p l a c e s t h e y d o n o t , and t h e r e t h e H e r e t h r o y a r e
glad e n o u g h to trade with t h e m .
Herethroy: Herethroy like their fellow villagers very well
i n d e e d , in g e n e r a l . T h e y l e a m t o like o t h e r H e r e t h r o y fairly fast.
Adventuring Herethroy make them nervous, though.
K h t s o y i s : Herethroy don't like Khtsoyis very much. Khtsoyis
h a v e little r e s p e c t for H e r e t h r o y traditions, a n d are as likely to be
cheating or robbing the Herethroy as helping them.
O r r e n : Herethroy and Orren have amicable relations on the
w h o l e : O r r e n are peaceful e n o u g h for Herethroy. T h e m o r e con­
servative Herethroy find the Orren enthusiasm and volatility
rather disturbing.
R a s s i m e l : H e r e t h r o y h a v e little in c o m m o n with the city-
d w e l l i n g R a s s i m e l . W h e n t h e y d o m e e t , it's u s u a l l y c o m m e r c i a l
- the Rassimel trading f o r H e r e t h r o y p r o d u c e - a n d it's u s u a l l y
c o r d i a l e n o u g h . W h e n t h e y d o m a n a g e t o find s o m e b a s i s f o r a
friendship, they can be quite close.
S l e e t h : Herethroy on the w h o l e don't like Sleeth. Sleeth often
steal H e r e t h r o y a n i m a l s , a n d h a v e a r e p u t a t i o n ( m o s t l y false) for
hunting Herethroy people. Sleeth are dangerous predators with
n o respect for H e r e t h r o y rights.
Z i R i : Herethroy admire and are impressed b y Zi Ri. W h e n a
Zi Ri visits a H e r e t h r o y village, there are constant festivals, a n d
a great deal of storytelling and feasting.

I am Sir^ Bloodslash of Cavamber, knight of the Order of


Incandescence, Protector of Upper Snappyham and Lower
Snappyham and Green Willow, and almost a thousand of my own
species living in those three towns. Two dozen other titles, some
of them long and impressive to hear, but those are the ones that
matter. I usually fight rapier and shield and quarterstaff a nice
conservative style that works beautifully for defense. I've also
got a good hand with the Cruel Ice Fairy spell, for a vicious
expendable little water elemental by my side - someone to be
aggressive when I'm being defensive. I once fought the
Gormoror hero Alvorix to a standstill with that combination.
Once in a while I use three rapiers and a shield: damned awk­
ward, but with that many points usually something hits.
I'm a middle-ranked knight, which is about the limit of my
ambition. Another town or two would be just fine. Much beyond
that and I'd be into the airy upper realms of the Order of
Incandescence, where those long impressive titles start being all
that the great knights care about - titles, and how Incandescence
defeated Radiant Spire but lost to Red Chitin. Out here, with the
edge of the world two miles from Lower Snappyham, with the
occasional nrex or ice-bat wandering into my towns'fields need­
ing killing, I can see what really matters.
It's the villages I protect that count: farmers and tanners, eld­
ers and children, trees and hosh fields and goats and slink-chick­
ens. I keep a thousand Herethroy safe, me and four helpers, and
if we charge a high fee for it, well, we're the Order of
Incandescence and we're better trained and better armed, more
disciplined and more experienced than five adventurers picked
out of some tavern in a slimy part of town somewhere.
Bloodslash is a co-lover. In zir order, all Herethroy (below the higher ranks) get the
— Sir Bloodslash, Herethroy knight same title. There are two other titles, differing only in a vowel sound: one for Cani, one for
everyone else. Giving different titles on the basis of species (rather than gender as might
be done terrestrially) is fairly common. It may or may not imply any preference or preju­
dice.
KHTSOYIS
I'm Dancing Wow. Wowdle Hempenfroth for real, but only m'aged mother calls me that. Dancing Wow. Best Khtsoyis dancer onna
whole branch.
I work for Egnoster Chesewick. When I say "work" I don't mean any particular kind of work. I just, well, work. One week I'll be
loading crates up with carved little wooden boxes. Next week I'm makin' sure nobody bothers Egnoster. Week after I'm workin' the
Gray Goose, drumming a little three-club dance music on the heads of guys had too much to drink.
Best story I've got? This crazy Rassimel guy Halamoon, he gets into this big fight with this Cani family. Somehow he gets howly
poison, greases up this ugly metal knife real good, enchants it like the dashitzie, and sends it off to Valen Antorron wrapped like a
birthday present. But Valen lives, see, and now Halamoon has a thousand Cani choofin' t'see which one can roast his tail up first.
So Halamoon holes up in this old place in the Verticals. Brick walls, old traps, solid magic. Hires a bunch of us to guard him. He's
one scary Rassimel, y'know? Won't let us drink a thing 'til we're off duty. Got to have all the traps made and all the traps armed, and
if you wanna go out get a breath of air it's such a shouting as you've never heard about getting past the traps.
So we're in there, bracing for this big fight. Cani get this Zi Rifire wizard t'come, and this big Herethroy guy with a curly magic
horn spear, all kinds of scary people. Here we are with mostly these Orren guys, they don't have the best character you've ever seen
if you ask me and I should know, and Halamoon, and me. Bracing for this big fight, like we're in some kind of trouble.
And y'know what? The Cani 'n Zi Ri, they buy us out. That's right. They buy us out. Five hundred lozens each not to fight a battle.
And the Orren get their way paid to go to Barency. So we get our wages for the time we was there from Halamoon, then we go get
the five hundred from the Zi Ri, then off we go. I'd've given anything to see the look on Halamoon's face! Anything but the five hun­
dred, yah.
-- Wowdle Hempenfroth, Khtsoyis tough
Khtsoyis (pronounced "Kut-SOY-iss") are the most monstrous ish b a n d s - half a d o z e n K h t s o y i s , p l u s a few children. Ihey pre­
of the p r i m e species: floating heptapods, brutish and strong. fer to live in civilized p l a c e s , often in the e m p l o y o f s o m e o n e
T h e i r p a s s i o n s are c o a r s e a n d v i o l e n t : a d a y s p e n t d r i n k i n g a n d , w h o needs their special talents.
c l u b b i n g p e o p l e t o d e a t h is a d a y w e l l - s p e n t . T h e y are stupid K h t s o y i s h a v e n o particular instincts or p e r s o n a l i t y traits to
but tricky. T h e y can hide, quiet a n d unseen, c h a n g i n g their color make them trustworthy. They tend to be petty criminals.
for c a m o u f l a g e ; w h e n t h e y c a t c h y o u , t h e y c a n c l u b y o u with H o w e v e r , their creativity and ambition are limited, and their
three c l u b s at o n c e , or d r a g y o u into t h e air a n d d r o p y o u . If y o u crimes tend to be spur-of-the-moment muggings and intimida­
blast t h e m with a spell, they will heal themselves. A t the best, tions. This, by some perversity o f fate, m a k e s them more
they are good-natured toughs; they k n o w their place - and their a c c e p t a b l e in civilization t h a n the Sleeth, w h o are considered
p l a c e i s p o u n d i n g y o u r e n e m i e s flat. A t t h e w o r s t , t h e y a r e l o w - intellectually and emotionally capable of doing almost anything.
g r a d e c o m m o n c r i m i n a l s p o u n d i n g y o u flat. T h e y a r e at t h e b o t ­ So, Khtsoyis find e m p l o y m e n t w h e r e strength, violence, stu­
t o m o f c i v i l i z e d s o c i e t y , a n d l i k e it t h a t w a y . pidity, a n d levitation are valued. Rich people and nobles in
M o s t Khtsoyis live on the Flats and m a k e their living violent­ m a n y p l a c e s find it w o r t h w h i l e t o h a v e a f e w K h t s o y i s g u a r d s ,
ly, a s thugs or gangsters or guards or police or adventurers. A in liveries o f cloth and a m b e r floating at attention a r o u n d their
f e w live in the Verticals a n d m a k e their living as bandits or mansions. B a n k s and bars hire Khtsoyis guards. Khtsoyis w h o
worse. w a n t to w o r k harder m a k e excellent stevedores, g r a b b i n g h u g e
boxes and floating them around. Most Khtsoyis are reasonably
Appearance loyal to p e o p l e w h o p a y a n d treat t h e m well.
Khtsoyis are floating heptapods: seven five-foot tentacles Khtsoyis enjoy fighting with w o r d s as m u c h as with clubs, and
u n d e r a b a g l i k e e g g - s h a p e d b o d y - h e a d t w o to t h r e e feet in d i a m ­ in t h e s a m e w a y . T h e y s h o u t c r u d e insults at e v e r y o n e , and
e t e r . T h e y h a v e five e y e s , o n s h o r t e y e s t a l k s j u s t a b o v e t h e t e n ­ expect the s a m e in return. It is h a r d t o a n g e r a K h t s o y i s by
t a c l e s ; they c a n s e e u p a n d d o w n , a n d a r o u n d i n a l l d i r e c t i o n s . words alone.
Khtsoyis have two mouths. T h e e a t i n g m o u t h is at t h e j u n c ­ K h t s o y i s r o m a n c e is f a i r l y l i m i t e d i n s c o p e . Khtsoyis make
ture of the tentacles, with seven big rough beak-teeth covering p a s s e s at e v e r y o n e , r e g a r d l e s s o f s p e c i e s , g e n d e r , o r p l a u s i b i l i t y ;
some small disgusting-looking tendrils and organs inside which few but other Khtsoyis respond favorably. (Even if o n e is
are u s e d for eating, excretion, a n d r e p r o d u c t i o n . Khtsoyis gen­ attracted b y the e m b r a c e o f m a n y tentacles, a n affair w i t h a
erally k e e p t h e e a t i n g m o u t h c l o s e d . T h e t a l k i n g m o u t h is l i k e a Khtsoyis will rarely help one's social standing.) Khtsoyis usu­
slash o n the side o f the b a g , u s e d m a i n l y for talking. T h e t o n g u e ally find other Khtsoyis mates eventually; their marriages are
of the talking m o u t h can taste and smell, though badly even by about equal parts mutual affection a n d m u t u a l violence.
h u m a n standards. K h t s o y i s c a n b i t e a v i c t i m a n d insult h i m at K h t s o y i s are born singly a n d live, as tiny cute one-inch h e p ­
the same time. t a p o d s w i t h a p r o p e n s i t y for w a v i n g t o o t h p i c k s . P r e g n a n c i e s a r e
T h e ears are small and hidden on the bag. Khtsoyis voices are about two years long, but do not inconvenience the mother.
l o w a n d gravely, a n d t h e y p a u s e for b r e a t h e v e r y f e w words.
Khtsoyis weigh about a hundred pounds, or would if they Names
w e r e n ' t levitating. T h e i r skin is s m o o t h a n d w a r m , a n d as t o u g h Khtsoyis generally have two names, a personal n a m e followed
as g o o d leather. T h e tents h a v e concealed suckers: places w h e r e by a family name: Blawzer Rankscraffle, Squirns
smooth skin can stretch to be a suction cup. T h e y m a y change Cratchmenard, Wex-wex Peersmackett. Many Khtsoyis use
their skin color at will, to a n y dull color. n i c k n a m e s ( K i l l c l u b , W h o n g , P i n e a p p l e s ) , w h i c h t h e y c h a n g e if
Khtsoyis levitate. T h e i r p o w e r o f l e v i t a t i o n i s n o t m a g i c a l ; it t h e l a w s t a r t s t o c a t c h u p t o t h e m . S u r p r i s i n g l y , it o c c a s i o n a l l y
is s i m p l y a p r o p e r t y o f l i v i n g K h t s o y i s b o d i e s . They may float works.
in p l a c e indefinitely, e v e n in t h e p r e s e n c e o f a m o d e r a t e wind.
T h e y m a y drift a r o u n d s l o w l y ( h a l f o f t y p i c a l b i p e d walking
Literature
Khtsoyis literature, on the whole, consists of uninspired exag­
s p e e d ) w i t h t h e s a m e m i n i m a l effort that b i p e d s exert to walk.
gerated stories of fighting, mating, plundering, eating, and
T h e y c a n m o v e m o r e q u i c k l y w i t h m o d e r a t e m e n t a l effort, b u t
drinking. They sometimes c o m e u p with very creative n a m e s
on their o w n they are usually slower than bipeds. They can pull
for their w e a p o n s .
t h e m s e l v e s f r o m t e n t - h o l d to t e n t - h o l d at running speeds when
the terrain permits.
Intellect
K h t s o y i s h a v e t w o g e n d e r s , m a l e a n d f e m a l e in equal num­ K h t s o y i s h a v e a reputation for b e i n g stupid, b u t they're not as
bers. K h t s o y i s c a n tell the g e n d e r of other K h t s o y i s b y small stupid as their reputation w o u l d suggest. T h e y are, on the aver­
differences in appearance and personal style, and Cani and age, a bit less intelligent than the other p r i m e species, but if o n e
Sleeth c a n b y scent; o t h e r s p e c i e s rarely l e a m to tell. c o u l d a r r a n g e a c o m p l e t e l y h o n e s t test, the difference w o u l d b e
W h e n they a r e p l a y i n g , t h e y w e a r ridiculous outfits: swaths of barely large enough to measure. And, of course, half the
cloth like extra tentacles, belts and hats o n their body-heads, Khtsoyis are above the Khtsoyis average, and s o m e o f t h e m are
gaudy amber tentacle-rings, and their own color-changing quite smart indeed.
p o w e r d o i n g s o m e t h i n g b i z a r r e u n d e r n e a t h it a l l . W h e n t h e y a r e Khtsoyis generally act stupider than they actually are. M o s t of
h u n t i n g o r a d v e n t u r i n g , t h e y w e a r little b u t a h a r n e s s . t h e m w o u l d n ' t get a n y a d v a n t a g e in s e e m i n g smart. P r i m e soci­
e t y i s a l r e a d y u n c o m f o r t a b l e w i t h K h t s o y i s a r o u n d ; i f it w a s
Social Structure g e n e r a l l y a c k n o w l e d g e d that K h t s o y i s w e r e a l m o s t a s i n t e l l i g e n t
Khtsoyis are adaptable. Their psyches are as boneless as their
as Sleeth, that w o u l d just increase the prejudice.
b o d i e s , a n d t h e y c a n s q u i r m i n t o the o d d c o r n e r s o f w h a t e v e r
A c t i n g s t u p i d is a k i n d o f d e f e n s e , a m e n t a l p r o t e c t i v e c o l -
s o c i e t y t h e y find t h e m s e l v e s i n . I n t h e w i l d , t h e y l i v e i n s m a l l ­
oration a n a l o g o u s to K h t s o y i s color-shifting. Nobody bothers R a s s i m e l : Khtsoyis don't care m u c h for Rassimel. They're not
calling in K h t s o y i s w i t n e s s e s , they're d u m b a n d u n r e l i a b l e - a n d m u c h fan. They'll w o r k for R a s s i m e l if t h e R a s s i m e l p a y well.
M) K h t s o y i s r a r e l y h a v e t o t e s t i f y a g a i n s t e a c h o t h e r . Nobody Sleeth: Khtsoyis are a bit nervous o f Sleeth. Sleeth are al­
suspects that H e r o b a s h c a n m a k e a n y plans, so he doesn't have ways sneaking aroand. They're kind o f like Khtsoyis, except
to - o r h e c a n w o r k o n a p r i v a t e l o n g - t e r m p l a n w i t h o u t a n y o n e they're smart. Yetch.
being the wiser. Z i R i : Khtsoyis mostly like Z i R i . They're always a bit sus­
p i c i o u s t h a t t h e Z i R i a r e h a v i n g a j o k e a t their e x p e n s e t h o u g h .
Diet
Khtsoyis eat almost anything, preferably in h u g e quantities: a
Khtsoyis c a n e a t t w e n t y p o u n d s o f food at a sitting, b a r e l y s h o w I run the Thieves' Guild in Treverre. The name is ironic. We
it, a n d b e b a c k a t r e g u l a r w e i g h t b y t h e n e x t e v e n i n g . T h e y d r i n k are not a guild, though we enjoy a few guild-like perquisites. We
e v e n m o r e than t h e y e a t , f o a m y b i t t e r b e e r s a n d t h i c k s t i c k y n a r ­ do not steal from citizens of Treverre, just from foreigners.
cotic tea. T h e y c a n g o for w e e k s o n a q u a r t e r o f t h e food that Neither do we shit in our own beds. Mainly we steal from foreign
o t h e r s p e c i e s n e e d , a n d suffer n o ill effects. merchants who deal miserly with Treverran merchants. The city
guard knows us - knows me in particular - and we frequently
Moral Attitudes help foreigners retrieve their
Khtsoyis are m o r e evil than good, b u t n o t very d e v o t e d to lostments, for a modest and
cither. T h e y t e n d t o b e g r e e d y reasonable fee.
and selfish; they enjoy fight­
I would say that a third of
ing, a n d m a n y e n j o y torture
the professional thieves in
for i t s o w n s a k e . T h e y give
Treverre are in my organiza­
their loyalty casually, a n d they
tion. Most of the rest work with
usually don't bother to change
Styvie or Amaraxco or Thunt or
it. They rarely have a n y
the Honest Man. The remainder are
grand plans. If Khtsoyis
scum who steal from their neighbors to
fall among reasonably
buy their bread and dried fish; when we
good companions, they
find such, we beat them or give them
will be reasonably
to the city guards.
good; if they fall
I, personally, started out as
among evil compan­
a city guard. I resigned be­
ions, they will quite h a p ­
fore there were any questions
pily b e evil. D o n ' t e x p e c t
about my nighttime activities - which, as it
a lot o u t o f y o u r average
happens, I was not doing. But there is only
Khtsoyis, and y o u won't be
so far an ambitious Khtsoyis
disappointed.
can advance in the city
guards.
Variation And yes, I c'n bant the cant,
Khtsoyis tend to look more y'know, broad as any shoggy onna
similar than most other spe­ branch. And I c'n club you down and
cies. There are variations of puskyou up and pancake you out flat
head-shape and arrangement of as the dashitzie, y'runky little fur-
tentacles. S o m e Khtsoyis have a covering ball, so never lisp or whisper I'm
of short spikes o n their heads. Khtsoyis do too proud t'be Khtsoyis just 'cause I
not, i n g e n e r a l , p a y m u c h attention to this. c'n talk up the fine fancy talk t'th'fine
fancy lumperclumpers.
Khtsoyis Opinion of Other — Egnoster Chesewick. Khtsoyis
Species crime lord

C a n i : Khtsoyis usually like Cani. N o t for


a n y g o o d r e a s o n , e x c e p t m a y b e that t h e y m a k e
good bosses.
G o r m o r o r : K h t s o y i s l i k e G o r m o r o r the b e s t o f a l l
the p r i m e species: both o f t h e m love to fight. Main
problem is, the G o r m o r o r care w h o wins t o o m u c h .
H e r e t h r o y : Khtsoyis think Herethroy are ugly a n d
annoying, a n d w i s h they wouldn't sing all the time. N o i s y bugs!
K h t s o y i s : K h t s o y i s like K h t s o y i s pretty well. They know
w h a t fun is.
O r r e n : Khtsoyis like Orren for about three days. O r r e n k n o w
h o w to party. T h e n the Orren g o d o s o m e t h i n g else. That's a
pain.
ORREN
I'm Dragonlace: an Orren woman every inch of me, and a few
inches that aren't part of me anymore. I study at the Academy of
the Glorious Sun. This term I'm concentrating on Pyrador and
Enchantment. I got interested in Pyrador when I was working a
bit with this fire-mage Zi Ri guy. Pyrador is really interesting.
Working with fire isn't a bit like working with water (last term I
studied Aquador a lot). You might think they were similar
because they're both so intangible andfluidly, so un-alive and so
forceful, but they're not. Aquador is slow and sleepy. It doesn't
want to do anything. It'd really rather just lie there and pour
downhill. Just think of some huge old vegetarian anaconda, it's
like that.
Pyrador, now, that's quick and exciting. And dangerous. It
won't sit still. It'll reach out with flickery red arms and catch on
you, if you let it and maybe even if you don't. It's sneaky and
quick and tricky. They say the fire god is like a cat, 'cause it's so
cruel, but I'd say Flokin's a weasel instead, all quick and tricky
and sharp.
Oh, and the Enchantment. You see I don't have much of a left
arm. I lost it at Valen's birthday party. Valen had this enemy,
you see, at Hellestew - my enemy too, since I'd made him cry
milk for a week - and he sent us this package with a dagger, all
poisonous and with a nasty Mentador spell on it. A friend of
mine had to cut off my arm to keep me from dying of poison.
Much ouch.
Anyway, I want to make myself a new arm! Not just some
healer's trick to get my old arm back and cost me a year's
tuition, but a whole new enchanted arm. Made out of water. I've
been thinking of fire, how that'd be a quicker trickier arm, but
picking things up is kind of the point of an arm don't you think?
Water can be solid enough. And I've got a way to do it so that I
could put a live fish inside. Professor Hastrobaldus said it
would be too hard for a student to do, but Ifound a sneaky trick
and I got a Grace of Merklundum. So I'm doing this arm for my
term project next semester. Convenient and original and quite
the mark of a sorceress of note.
— Dragonlace, Orren sorcery student
Orren are otterfolk, shape-shifting water-people. O n land, with hands, s o they c a n w o r k m o r e effectively under water.
they a r e h u m a n o i d otters ( o r ferrets, rats, m i c e , b e a v e r s , o r t h e Partial changing takes m o r e attention than completely resisting
like). I n t h e w a t e r , t h e y s h r i n k , t h e i r l i m b s s h o r t e n a n d t h e i r fin­ c h a n g i n g , b u t still isn't v e r y h a r d .
gers w e b , a n d they t a k e t h e actual s h a p e o f otters, large o r small. Orren usually wear loose, flowing clothing that flows around
Orren are smart a n d enthusiastic. Their enthusiasms are as them like water: skirts, cloaks, w i d e tunics. Tight clothes,
variable a s their shape, or the w a t e r they love. A n Orren m i g h t revealing the outlines o f the body, are considered provocative;
collect shells w i t h a Rassimel's fanaticism o n e w e e k , trade t h e t h e w e a r e r is likely t o g e t s o m e m i x t u r e o f t e a s i n g a n d flirting.
whole collection for a f e w cantrips t h e n e x t w e e k , then forget W h e n they're working near water, they generally prefer clothes
about grafting t h e m a n d j o i n s o m e cult for a f e w days, then give that c a n b e taken off quickly - s o m e o n e shouts "Splash time!"
up o n t h e w h o l e t h i n g a n d take t w o w e e k s off t o g o fishing. a n d all t h e O r r e n strip a n d dive into t h e water, a n d t h e last per­
That's t h e s t e r e o t y p e , at least. It's certainly true that O r r e n p i c k son in gets chased a n d tickled. M a n y Orren d o enjoy formalwear
up n e w t h i n g s v e r y q u i c k l y , a n d m o s t s w i t c h i n t e r e s t s f r e q u e n t ­ ( w h e n they're a w a y from t h e water): elegant elaborate suits o f
ly. They're generally playful, wild, easygoing, a n d casual, in fine cloth, complicated white wigs, magical sparks o n their
some combination. S o m e are m o r e easygoing than enthusiastic, whiskers, and so on.
s p e n d i n g t h e i r w h o l e life fishing, sleeping, singing, a n d being
river-bums. O t h e r s s p e n d t h e i r w h o l e life i n a m a d r a c e from Social Structure
interest t o interest, starting a different n e w h o b b y e a c h week, O r r e n often live in small families, clustered in small villages.
always excited about something. M a n y balance these tenden­ F a m i l i e s c o n s i s t o f a b o u t 2 - 4 a d u l t s a n d 1-5 c h i l d r e n . Orren
cies, j u g g l i n g a d o z e n o r so m a j o r h o b b i e s , a l w a y s d o i n g s o m e ­ w h o live in families share t h e u n a v o i d a b l e responsibilities o f
thing different f r o m last w e e k b u t t h e s a m e a s last year. life, t a k i n g c a r e o f t h e c h i l d r e n , t e n d i n g t o b u s i n e s s , writing

O r r e n a r e fairly friendly o n t h e w h o l e , in a casual w a y . T h e y thank-you notes - the things that might b e neglected for a w e e k

b e c o m e reasonably g o o d friends w i t h e v e r y o n e in t h e area w h o ' s or t w o w h e n o n e individual gets too interested in something

willing - b u t don't miss them t o o m u c h w h e n they leave. n e w . F a m i l y m e m b e r s t r u s t e a c h o t h e r d e e p l y w h e n it c o u n t s .


(Nobody should trust an Orren t o o m u c h about unimportant
A s adventurers, Orren have a f e w useful advantages. When
things, but they d o w o r k at the important ones.) They might or
s t r e s s e d , t h e y o f t e n e n t e r a wild rush o f f r e n e t i c a c t i v i t y , m o v i n g
m i g h t n o t b e lovers, parents o f the children in the family, busi­
very quickly and very inaccurately. Orren can influence
ness partners, or a n y o f the other things that c o m m o n l y g o with
shapeshifting spells cast u p o n them: w e a k e n i n g ones they d o n o t
marriage elsewhere. O r r e n families a r e l o n g - t e r m , b u t fluid;
want, strengthening ones they d o want. Orren are hard to hold
members m a y come and go every few years, although many
(in w r e s t l i n g ) , b u t relatively e a s y t o k n o c k o u t . T h e y a l s o m o v e
families last a lifetime o r m o r e .
a bit faster than m o s t other bipeds.
Orren love children dearly: their o w n , other Orren's, other
Appearance primes', or even baby animals. T h e more responsible ones make
T h e O r r e n l a n d - f o r m is otterfolk: fairly h u m a n b u t furred b o d ­ g o o d parents, cautious b u t allowing their children to l e a m or
ies, o t t e r l i k e h e a d s , b i g t a p e r i n g tails. They range from about explore. T h e less responsible ones m a k e g o o d crazy aunts a n d
four a n d a h a l f t o six feet tall. T h e y h a v e c o a r s e b r o w n fur a b o u t uncles.
two inches long, touched with t h e Orren's natural oil, w h i c h usu­ T h e a r c h e t y p a l O r r e n village is s m a l l , a f e w d o z e n families,
a l l y l i e s flat o n t h e O r r e n ' s b o d y . T h e i r s c e n t i s m u s k y a n d c o m ­ spread along the edge of a lake or both banks of a river.
fortable. M o s t O r r e n h a v e a f e w m a r k i n g s , spots o r stripes o f Everyone fishes: e n o u g h fish t o e a t , e n o u g h t o t r a d e . Half the
white or gold or black. Their fingers are long and strong, with Orren don't d o m u c h b u t fishing, s w i m m i n g for fun, lying in the
short b l u n t c l a w s at t h e tips. Both sexes have working nipples sun, p l a y i n g m u s i c with m o r e e n t h u s i a s m than skill, a n d b e i n g
and suckle the children. Their m o r e intimate parts are internal, river-bums. " N o h a r m in that," t h e Orren say, "so long as every­
c o n c e a l e d w h e n t h e O r r e n is n u d e : a g o o d t h i n g , b e c a u s e O r r e n one's happy." T h e rest will pick u p o d d interests, bits of magic
often are. A dozen clues give away the Orren's gender: the a n d craft a n d lore a n d w h a t n o t : m a k i n g m o r e m o n e y , traveling
s h a p e o f h i p s a n d b e l l y , t h e tilt o f t h e e y e s , t h e c u r l o f t h e tail. to other parts o f the world-branch, and so on. This kind o f Orren
Orren eyes are bright and b r o w n ; their whiskers longer a n d village doesn't have any kind of formal leadership. They'll meet
stiffer t h a n a n y o t h e r p r i m e s p e c i e s . Their ears are small a n d every f e w m o n t h s as necessary to organize for projects, like
round, a n d c a n b e flattened at will. T h e i r tails are long, r e a c h ­ d r e d g i n g t h e river.
i n g a l m o s t t o t h e g r o u n d , a n d t a p e r f r o m a w i d e flat b a s e t o a O r r e n living in m i x e d - s p e c i e s cities a r e a bit sharper - b e c a u s e
pointy tip. the lazier Orren will usually g o live in a river-village, w h e r e the
A n Orren's water form looks like a smaller, aquatic version of fishing is b e t t e r a n d t h e c o m p a n y i s all O r r e n . City Orren take
the land form: O r r e n w i t h ferret styling l o o k like furry water- a b i t o f R a s s i m e l s t y l e , a n d a b i t o f C a n i s t y l e , a n d m i x it w i t h
snakes. It's n o t a m a j o r c h a n g e , e x c e p t in size. T h e i r a r m s a n d village-Orren style. They'll always k e e p a few interests sim­
legs shorten. Their hands a n d feet become paws, webbing m e r i n g a r o u n d , t h e y ' l l a l w a y s b e t h e first t o p i c k u p n e w i d e a s o r
between the toes. They get sleeker a n d more streamlined. Their styles that s h o w u p in t h e city - b u t they'll also b e sure to w o r k
o i l y f u r s h e d s w a t e r , a n d t h e i r e a r s l i e flat w h e n t h e y s w i m . at t h e i r j o b s , a t least m o s t o f t h e t i m e .
Orren w h o d o not wish to change to land- or water-form can Orren are considered the most balanced of the prime species:
resist t h e c h a n g e easily, w i t h o n l y a little attention. Dumping not as fanatical as Rassimel, n o t a s influenced b y personal mat­
w a t e r o n O r r e n w a r r i o r s w i l l d i s t r a c t t h e m a t o u c h m o r e t h a n it ters as Cani, m o r e active than Herethroy, m o r e honest than
would non-Orren, but they won't turn to water-form and drop Khtsoyis, m o r e peaceful than Sleeth or Gormoror, m o r e under­
their w e a p o n s . standable t h a n Z i R i . O r r e n frequently w i n d u p in offices w h e r e
O r r e n c a n also change partially - typically taking a n otter form b a l a n c e is i m p o r t a n t : a s j u d g e s a n d o t h e r m i n o r a n d m e d i u m -
level officials; they k n o w h o w to b a l a n c e h u m o r a n d serious violence a n d glory, w h i c h f e w O r r e n care about. Orren tend to
ness, societal a n d personal needs, m e r c y a n d justice. enjoy G o r m o r o r bards, though.
H e r e t h r o y : T h e r e is n o natural b a s i s for a n y s t r o n g relation­
Names ship b e t w e e n Orren a n d Herethroy, neither strong friendship n o r
Orren n a m e s tend to b e wild a n d playful. T h e r e aren't m a n y strong enmity. T h e O r r e n count this a s a g o o d thing. They'll b e
c o m m o n Orren names. M a n y concern water (Ripple, Wavey, friendly with H e r e t h r o y w h e n the Herethroy are around, a n d n o t
Sanssasplash) or activity (Jig, C h i p - C h o p C h i m n e y ) , but others w o r r y a b o u t it w h e n t h e y ' r e n o t .
are s i m p l y f a n c i f u l ( P l e n t y w i t t y , F r i p p i n , M a b r a d o r ) . Orren are K h t s o y i s : O r r e n don't particularly like Khtsoyis. T h e y don't
r e a s o n a b l y l i k e l y t o g e t b o r e d o f t h e i r n a m e a n d c h a n g e it, u s u ­ have m u c h in c o m m o n . Khtsoyis like picking o n Orren, espe­
ally w i t h o u t telling y o u . O r r e n officially h a v e family n a m e s that cially the small w e a k ones.
don't change, but don't count o n t h e m responding to them. It's O r r e n : Orren like Orren very well. Orren k n o w when to get
usually polite to ask, "Are y o u the Eelpool w h o used to be wild, and w h e n to relax.
named Handrabank?". R a s s i m e l : O r r e n generally like Rassimel, b u t those friend­
ships are a bit more troubled than Orren-Cani friendships. Orren
Art and Literature h a v e q u i c k i n t e n s e b u r s t s o f i n t e r e s t ; w h e n they m a t c h u p w i t h
O r r e n literature is t h e m o s t p o p u l a r o n W o r l d Tree. If s o m e ­ the Rassimel's long-term intense obsessions, the t w o are the
o n e likes a n o t h e r s p e c i e s ' w r i t i n g , it's p r o b a b l y O r r e n w r i t i n g . closest o f friends. W h e n t h e Orren's interests c h a n g e , t h e rela­
T h e r e isn't a species-specific style - e x c e p t that O r r e n tend to tionship ends, or nearly - to b e renewed w h e n the Orren gets
write short stories. M o s t Orren don't have the psychic distance interested in that topic again, o r at least is w i l l i n g to talk a b o u t
t o finish w r i t i n g a n o v e l . it.
S l e e t h : R i v e r - b u m O r r e n g e t a l o n g w i t h Sleeth fairly well;
Diet they'll share h u n t i n g a n d casual c o m p a n y , trading stories a n d
O r r e n are o m n i v o r e s . T h e y ' r e p e r f e c t l y h a p p y o n a d i e t o f fish
songs, sleeping in the sun. M o r e serious Orren tend to distrust
a n d w h a t e v e r f r u i t s a n d w a t e r - w e e d s they c a n g a t h e r ; b u t t h e y ' l l
Sleeth. Sleeth h a v e e x a g g e r a t e d versions o f all t h e w o r s t O r r e n
eat a n y t h i n g that t h e other p r i m e s eat. O r r e n eat a lot, a third or
personality traits, p l u s a vicious streak that scares t h e relatively
half again what Cani or Rassimel need. Orren aren't that partic­
peaceful Orren. Sleeth kittens sometimes hurt Orren pups, w h i c h
ular about w h e n their meals are; they'll usually eat three or four
upsets t h e O r r e n greatly.
times during the day.
Z i R i : Orren aren't as impressed with the Zi R i as most of the
o t h e r s p e c i e s a r e - or, at least, O r r e n d o n ' t a c t v e r y impressed
Moral Attitudes
even if they are impressed. T h e y usually treat Z i Ri with the
Orren sometimes don't care, a n d sometimes care about minor
s a m e k i n d o f e a s y f r i e n d s h i p and a g r e e a b l e n o n - r e s p e c t t h a t t h e y
topics fanatically a n d shiftingly. T h e y are rarely prejudiced,
treat a n y o n e else. S o m e Zi Ri enjoy this. S o m e h a t e it.
usually willing to s e e all sides of a matter. T h e y are often will­
ing t o d r o p w h a t they're d o i n g a n d h e l p o u t for a w e e k o r t w o in
a worthy (or worthless) cause. They're friendly a n d moderately
helpful without being demanding, or requiring some careful I'm Marika! This is my son Ripple! Right now we're adven­
argument o r elaborate social connection. T h e y don't have any turers!
innate active moral issues: nothing like Sleeth cruelty or I've done all kinds of things before that. I used to bind spells
Khtsoyis criminality or Gormoror violence. at the fair. I did special packages, like a hairstyling spell and a
But they're also not very committed. After a w e e k or two, smell-nice spell and a contraceptive spell. That sold really well!
they'll g e t b o r e d a n d stop helping - e v e n if t h e p r o b l e m isn't I got bored with working the fairs, so I married Hashmy, and we
solved. T h e y don't keep promises very well, especially minor fished for eels and river-glistens in the lakes around Troutany
promises. T h e y are erratic correspondents. Tappa, and had my first two children, and were gloriously
happy. I had a little catering business, too. When the children
Variation were six and eight, I started working on the side, copying spells
T h e standard O r r e n is otterlike, b u t there are breeds that cover out for this spellseller in Rare. Then, let's see, I married
a range including seals, beavers, weasels, a n d even ferrets. Frippin, and had Ripple and his older sister Jade, and Hashmy
Individuals with unusual styling are m o r e common t h a n for married Arkathia. I worked for a while doing art with Arkathia,
m a n y other species, w i t h surprising colors or stripes. Orren but she only wants to do art that nobody can understand, and I
rarely worry about breeds. think that's silly, so I wound up taking care of her daughter too
while she was carving faces in logs and filling their eyes up with
Orren Opinions of Other Species feathers and fishbones.
C a n i : O r r e n like Cani, especially at first. Orren will happily Then I got a letter from my grandmother Ilex. She's up in
m a k e friends with Cani, enjoy visits with each others' families, Ketheria, two branches away right at the top of the tree, and she
play with each others' children. After a while, Orren-Cani wants to see Ripple for awful secret scary reasons. Oh, and she
f r i e n d s h i p s run i n t o t r o u b l e . T h e Cani will want to m a k e the sent along a magic sword. No chance I'm going to just put my
friendship deeper, s o m e kind o f intense loyalty. T h e Orren don't ten-year-old son on a skyboat and tell him to go to Ketheria!
naturally have that depth o f friendship. E a c h pair o f friends Well, Frippin bought me a Cruel Ice Fairy spell as a going-away
finds s o m e w a y t o w o r k it o u t - usually w i t h t h e O r r e n feeling a present, and I strapped that sword on my hip just as if I'd ever
b i t p r e s s u r e d , t h e C a n i a b i t u n - l o v e d , and e a c h r e c o g n i z i n g t h e used one in my life, and I hooked up with some other people try­
other's side. ing to get to Ketheria in a hurry, and off we went!
G o r m o r o r : Orren tend n o t to like Gormoror. Gormoror crave —Marika, Orren adventuress and mother
RASSIMEL
I'm Canvidere - Canvidere Olldm, from Treverre. I've got a
shop on Old Owl Street, a little place between Nor berry's bak­
ery and the-restaurant-that-changes-every-year-or-two. I'm a
taxidermist. I'm most famous for the time I stuffed a venom bear
for Countess Shelvida Cannes. More than one famous noble­
man had to get dry pants after it got out of its cage, let me tell
you! Of course the Countess and I had planned the whole thing.
She bought me the spell-of-animation-of-stuffed-animals espe­
cially for the occasion.
Most of my specimens aren't quite so active as that one.
Usually they don't do more than raise their heads and growl at
intruders, or cuddle up to you on a cold morning. They're all
very good work, and the prices are very reasonable for very
good work.
Oh, yes, I can supply the specimens as well as stuff them. Not
everything! I won't go hunting a nendrai or a jack o'hooks for
you! But I did track down a whole remorshka for Garamatio,
the grandson of Duke Marnio, over in Ovirucci. Don't think that
he had a clawtip in the hunting of that huge-thing-with-the-
burning-tail between the stairs in his forest lodge! I'm quite
proud of that hunt, actually-if-you-must-know. Garamatio
offered me a flat fee for the taking and the stuffing, so I just hired
one friend and one student from Hellestew Academy. I brought
nine stuffed scorpion-dogs and that spell I got from Shelvida.
The three of us sat in trees, and tangled the remorshka up in
vines and paralyses and honey and all. The dogs fought 'til their
stuffing was lying in piles all over the glade, and their hides
were burned. Then we had to come down and finish the fight
ourselves. Careful so as not to crack the shell beyond repair. It's
not every hunter that blunts his sword to take on a remorshka,
let me tell you!
Oh, but of course I keep the best specimens for myself. Not
that there's room for a remorshka in my little-apartment-over-
the-bakery-oven, but have you ever seen a blossomary look this
realistic in real life? Beautiful, simply beautiful, even-if-I-do-
say-so-m'self.
Now, what was it you were interested in, again?
— Canvidere Olldm, Rassimel taxidermist
Rassimel are clever, obsessive raccoon-folk. A stereotypical rich collector w h o sponsors adventurers to g o to r e m o t e regions
R a s s i m e l h a s a s i n g l e p a s s i o n in life, a n d d e v o t e s all a v a i l a b l e for o b s c u r e tasks; the s i n g l e - m i n d e d w i z a r d w h o invents and
t i m e a n d e f f o r t t o t h a t p a s s i o n - b e it a s g r a n d a s e x p l o r i n g n e w casts m i g h t y spells out o f curiosity and devastates the country­
w o r l d - b r a n c h e s o r d e f e n d i n g a city, o r as m u n d a n e a s r a i s i n g a side. M o s t o f the street crazies o n the World Tree are Rassimel
family or t e n d i n g a g r o c e r y store, or as bizarre as collecting w h o pursued their obsessions past practicality without having
skulls or visiting every inhabited world-branch. t h e m e a n s f o r it.
As adventurers (or otherwise), Rassimel have the fewest In practice, Rassimel are not quite so focused. Children are
i n n a t e a d v a n t a g e s o f t h e p r i m e s p e c i e s . T h e i r m a i n a d v a n t a g e is interested in everything. Young adult Rassimel h a v e half a
substantial, though: they l e a m m u c h faster t h a n a n y o n e else. dozen interests, including the m u n d a n e ones of their jobs, and
Since they typically concentrate on one topic, Rassimel make t h e y s w i t c h a r o u n d a m o n g t h e m , k e e p i n g a n i n t e r e s t in t h e i r j o b ,
up m o s t of the World Tree's experts. Zi Ri, immortal, can learn their current lover, and a h o b b y or two. A s they get older, they
m o r e in a t h o u s a n d y e a r s t h a n a R a s s i m e l c a n in a h u n d r e d : b u t tend to n a r r o w their circle of interests.
the Zi Ri are rare, and Rassimel are c o m m o n . T h i s is n o t t o s a y t h a t R a s s i m e l a r e i s o l a t e d e c c e n t r i c s . They
R a s s i m e l a l s o r e c o v e r q u i c k l y f r o m p o i s o n : n o t fast e n o u g h t o are very social eccentrics. W h e r e there are Rassimel, there are
do a n y t h i n g about quick-acting poisons, but if a p o i s o n doesn't clubs. R a s s i m e l with the s a m e interests will m e e t to chatter
kill t h e m in t w o h o u r s they'll b e fine. about their c o m m o n interests, chattering about the minutia of
their shells o r v e g e t a b l e s until all h o u r s o f t h e n i g h t . It's v e r y
Appearance friendly a n d a m u s i n g .
R a s s i m e l are f a i r l y h u m a n , f o u r t o five a n d a h a l f f e e t t a l l , w i t h Rassimel families are very loose. C o u p l e s are t o g e t h e r for a
a mixture of raccoon. Their m u z z l e s are short a n d compact, their w h i l e - p e r h a p s a f e w y e a r s , p e r h a p s a l i f e t i m e . W o m e n s t a y fer­
ears s m a l l a n d r o u n d , their fur short, their tails l o n g . The clas­ tile their entire lives, a n d prefer to h a v e their c h i l d r e n several
sic R a s s i m e l is c o l o r e d in b l a c k a n d w h i t e , w i t h a b l a c k m a s k y e a r s apart, or at t h e v e r y least to g i v e the c h i l d r e n t o t h e fathers
a r o u n d their eyes a n d r i n g e d tail. T h e differences b e t w e e n m a l e s to rear.
and females are r o u g h l y the s a m e as for h u m a n s .
T h e y h a v e short blunt finger- a n d t o e - c l a w s . T h e y h a v e n o cir- Names
c a d i a n r h y t h m s , n o p a t t e r n t o w h e n t h e y are a w a k e o r a s l e e p ; Rassimel typically have two or three names. Given names
they c a n stay a w a k e for a d a y o r t w o or three, until they w a n t to tend to be many-syllabled words: Albomanthy, Mescherine,
sleep, then sleep as l o n g as they like; they are as likely to b e Tosquinet, Corycavy. W h e n t h e s e are t o o h e a v y for social use,
a w a k e i n t h e n i g h t a s i n the d a y . they are abbreviated to s o m e part: Brithefila m i g h t b e called
They almost always wear clothes and other decorations. Many "Brith" or "Thefi". Rassimel given names convey imperfect
a r e d e t e r m i n e d l y c r e a t i v e and i n d i v i d u a l i s t i c a b o u t t h e i r a t t i r e , hints a b o u t g e n d e r a n d fur color: m o s t p e o p l e n a m e d M e l a n c t h e
c o n c o c t i n g b i z a r r e c o s t u m e s for t h e m s e l v e s : v a s t f e a t h e r e d tur­ are black-furred w o m e n , a n d the rest h a d parents w h o liked the
bans and tail-streamers, spangled ear-crests, jeweled fur-clips. name.
O t h e r s don't care v e r y m u c h , a n d w e a r a s i m p l e kilt or tunic T h e other n a m e s m i g h t indicate family ties (Jagraton Ver-
without jewelry. s h a n c e is p r o b a b l y r e l a t e d to O c i e n t e V e r s h a n c e ) , something
a b o u t the R a s s i m e l ' s i n t e r e s t s ( P a r i f f a k y A r g e n t u m i s p r o b a b l y
Social Structure a jeweler), something about a famous ancestor (Stargentry oa
Rassimel are very civilized a n d very urban; only an eccentric S h a l i u n is p r o b a b l y a d e s c e n d a n t o f t h e f a m o u s scholar-mage
Rassimel would theam o f living o u t s i d e a city. T h e y typically Shaliun), or other things. Rassimel generally only c h a n g e their
live in a l o o s e association: a d o z e n or t w o in a b u i l d i n g w i t h last n a m e s , a n d that o n l y at m a r r i a g e s , c o m i n g o f a g e , o r o t h e r
many small rooms. A few of t h e m will tend to h o u s e h o l d mat­ i m p o r t a n t life e v e n t s .
ters, c o o k i n g and cleaning and child-rearing, paid b y the rest of
t h e p e o p l e i n the h o u s e h o l d . T h e stereotypical Rassimel's r o o m Literature and Art
is p a c k e d w i t h i n t e r e s t i n g o b j e c t s s t a c k e d from floor to ceiling, R a s s i m e l t e n d to b e c o m e e x p e r t in a t o p i c a n d t h e n w r i t e a b o u t
all v e r y n e a t l y , b u t n o b o d y b u t t h e o w n e r c a n find anything. it - g e n e r a l l y l o n g d r y s c h o l a r l y b o o k s f u l l o f m i n u t e details
Wealthier Rassimel have houses or mansions of their own, with about small topics. T h e o t h e r experts in the topic find these
as m a n y p e o p l e as they c a n afford as servants o r clients living books fascinating, but then, the other experts are usually
with them. R a s s i m e l t h e m s e l v e s . R a s s i m e l art is e l a b o r a t e a n d finicky; they
The stereotypical Rassimel is obsessed with something. spend m o r e time painting a leaf than a w h o l e tree.
Practical Rassimel are obsessed with their jobs. A Rassimel
greengrocer has probably personally checked each cabbage and Diet
p e a r in h i s s h o p , a n d h a s p r o b a b l y b e e n in the s h o p for h o u r s n o Rassimel are omnivores, though m a n y don't eat m u c h meat
matter w h e n you get there. A Rassimel j u d g e r e m e m b e r s every other than crunchy insects. Their cuisine tends to b e complicat­
d e t a i l o f e v e r y c a s e s h e ' s e v e r tried, a n d a h u g e a m o u n t o f r e l a t ­ ed - too complicated, say their Cani guests, w h o get confused in
ed law, and reads old c a s e - b o o k s over breakfast. Less practical the dozens of flavors Cani can taste and their Rassimel hosts
R a s s i m e l - a n d t h e stereotypical R a s s i m e l w o u l d like to b e less cannot. If a m e a l doesn't e n d w i t h fruit - at least a h a n d f u l of
practical - have less practical obsessions: collecting rare sea dried berries - the R a s s i m e l are not satisfied. T h e y prefer to eat
shells or animal skulls or wines, inventing eccentric spells, f o u r o r five m e a l s e a c h d a y .
s e n d i n g expeditions to far-off w o r l d - b r a n c h e s , a n d so on. There
are s o m e stereotypes w o r t h y o f note: the d e v o t e d n o b l e m a n or
a d m i n i s t r a t o r d o i n g h i s b e s t t o rule h i s t e r r i t o r y p e r f e c t l y ; t h e
I am called Mescherine. I am a research scholar in enchant­
Moral Attitudes ment at Hellestew Academy: an odd little position, halfway
Rassimel can be devoted to an abstraction, a profession or between a senior student and a junior faculty member. When
h o b b y or ideal, as intensely as Cani are to a family or social real faculty are sick or busy, I teach classes in this or that. Most
group. S o m e t i m e s this w o r k s well: a Rassimel administrator of the time, I am free to pursue my research.
devoted to superb administration, or a shop-keeper to keeping a I'm interested in the state of consciousness of the elemental
superb shop. S o m e t i m e s it w o r k s b a d l y : a w i z a r d d e v o t e d t o gods, especially Merklundum, the god of Water. He's asleep, of
finding the m o s t destructive spell possible, or a warrior to con­ course, snoring away in a cave somewhere on the main trunk.
quering a world-branch with no particular intent of doing any­ But what, exactly, does that mean, in terms that a prime can
t h i n g w i t h it a f t e r w a r d s . understand?
So I've designed an experiment to compare his degree of con­
Variations sciousness with that of Flokin, the god of Fire, who is definitely
Raccoon-styled Rassimel are the m o s t c o m m o n and the clas­ awake. We work with substances which are strange cases of
sic, b u t a b o u t a third o f R a s s i m e l h a v e other styling. Squirrel, water or fire: how does a spell work differently on rain or vodka
s k u n k , l e m u r , and t a r s i e r a r e r e a s o n a b l y c o m m o n , a s a r e a d o z e n than on pure water, say, or on smoke or light than pure fire.
other arrangement of spots, stripes, and rings. Some Rassimel [Several pages of magic theory and experimental design omit­
are f e l i n e , b u t t h a t i s c o n s i d e r e d u g l y a s it m a k e s t h e m look ted.]
Sleeth-like. F u r c o l o r is also quite variable; p i n k s , p u r p l e s , a n d
Anyway, actually doing the experiments has been more work
even metallics are far from u n k n o w n . Some Rassimel care a
than it should have been. As you can see, the series of experi­
great deal about appearances; others d o not.
ments will require the cooperation of one small-to-medium-size
elemental from each god. We tried working with a spell-made
Rassimel Opinions of Other Species elemental, but that only got us to complexity-5, the lowest grade,
C a n i : R a s s i m e l generally like Cani. T h e y get a bit frustrated
where none of the gods pay any attention. No good, that. We
when the C a n i refuse to obsessively chatter about matters of
needed two natural, live elementals, one of each.
c o m m o n interest after a f e w h o u r s , a n d t h e y get p e r p l e x e d w h e n
I wound up rounding up a few senior students of applied sor­
Cani try to include them in Cani family matters, but on the
cery and stomping around in the woods and swamps for three
whole the t w o species enjoy each others' c o m p a n y and work
weeks, slogging from pool to pool. We turned up half a dozen
well together.
minor spirits that couldn't help us, and another quarter-dozen
G o r m o r o r : Rassimel don't care m u c h about Gormoror, one
that wouldn't. Finally Ghost Face In The Deep Pool (a pond
w a y o r the o t h e r .
elemental, Rexaquatica troneisi caudasis, and rather a gentle­
H e r e t h r o y : R a s s i m e l , at best, c o n s i d e r H e r e t h r o y to b e like
man when he woke up fully) agreed to help us for a bit if we
R a s s i m e l w i t h a different obsession: s o m e respect, n o personal
would expel a river-gunch (Vultundia hastrobaldensis, I believe,
contact. T h e y a r e g l a d t h a t s o m e o n e is w i l l i n g t o d o t h e f a r m ­
or maybe cumbledonia) who had decided that his pool made a
i n g , s o that the R a s s i m e l t h e m s e l v e s d o n ' t h a v e t o l i v e o u t s i d e
good mating-puddle. Oof. Three students against a river-gunch.
t h e c i t i e s . A t w o r s t , t h e y c o n s i d e r H e r e t h r o y t o b e s e r v a n t s , fit
We got away, though, and arranged a trick to lure it halfway to
o n l y for o r d e r i n g a r o u n d ; the fact that H e r e t h r o y often o b e y the
Barency. Dragonlace got a Grace of Merklundum out of that,
orders does nothing to help this.
too, glimmering in a silver bowl.
K h t s o y i s : Rassimel regard Khtsoyis as social inferiors, m u c h
Next month we're going to try for a fire elemental. Trith had
the w a y Cani do.
heard of one living in an old Gwan cave-fortress. After we've
O r r e n : R a s s i m e l a n d O r r e n can get along well. There's a pat­
recovered all the way, and dealt with exams, and all that busy-
t e r n t o their f r i e n d s h i p s : a n O r r e n g e t s i n t e r e s t e d i n s o m e t h i n g a
work.
R a s s i m e l is i n t e r e s t e d in, a n d t h e t w o a r e fast f r i e n d s for a w e e k
— Mescherine oa Harrac, scholar mage
or two. T h e n the O r r e n gets b o r e d a n d g o e s o n to s o m e t h i n g
else. I f b o t h p e o p l e e x p e c t t h i s , i t ' s j u s t fine, a n d a s s o o n a s t h e
O r r e n is i n t e r e s t e d in t h a t t h i n g a g a i n t h e t w o w i l l b e fast f r i e n d s
again.
R a s s i m e l : R a s s i m e l like or hate other R a s s i m e l intensely as
long a s they h a v e s o m e c o m m o n interest. W i t h o u t that, they are
indifferent.
Sleeth: Rassimel are a l w a y s a bit n e r v o u s around Sleeth.
Rassimel are perhaps the least physically imposing of the
species, and Sleeth are perhaps the most imposing. Sleeth
always s e e m to have a Rassimel-style obsession with hunting
a n d k i l l i n g , a n d t h e R a s s i m e l k n o w w h a t t h e y ' d d o if they had
that obsession.
Z i R i : R a s s i m e l h a v e n o uniform feelings about Zi Ri. If the
t w o s h a r e s o m e i n t e r e s t (or, say, t h e R a s s i m e l is i n t e r e s t e d in
history), the t w o m a y chatter for a w e e k and become dear
friends. Without s o m e such tie, the t w o p r o b a b l y will ignore
each other.
SLEETH
I am Hengerr, Sleeth as you can see. Thirty, maybe thirty-two years ago I am born in the wildlands outside Barency. I grow up quick­
ly; I learn to hunt and track. Mother buys me the five spells; I leave her and go to wander. Ifollow the flock of wudgeons to Treverre
Mene. In the mountains there are many tasty birds and not so many Sleeth, which is good. I do not like very much to share.
Oh, I have many stories. For two or three years I often meet Trrhynwy and Nraaha each month or so. We hunt together, I help them
maybe have kittens, afterwards we tell stories all night. But you want the true stories, the stories about me. Not so many as all that.
One true story about me now I give you.
When I am half of now old, I bring two dozen green and white olyx skins to market in Barency. I pass the perfume shops. They smell
of spicy carrion. My eyes are clever, and see many lozens traded for the tiny tiny bottles in the Cani shops. My ears are very clever:
they hear the word "codelieth".
My mind is good too. Early last year I hunt the zestards in the cracked lands. I smell spicy carrion, I see the very ugly plants.
Codelieth is there! Half a lifetime later and I cannot forget the special stink of it. Also I do not forget the many lozens for the tiny tiny
bottles that Cani pay.
Back to Barency I go, back to the Cani perfume shops. Fat Gresh is the perfumer. Only one bottle of codelieth he has any more,
and it is old and not so stinking as it once was. I tell him about codelieth plants growing free in the cracked lands. Half a word and
I smell him grow musky with greed.
The next day I take him there. Also I take Brithefila, who is the very colorful Rassimel cartographer. I am the good guide. Safely I
take them on the secret way past the venom bear. I am the very good guide. I hear the swoop of the jaran-jabow, I rush fat Gresh to
safety before it strikes. 1 am the quite good guide. I slash the rongon with the claws and the teeth and the other claws while a Cani
and a Rassimel fumble with spells. It runs away, I limp away, and I need to sleep the hours in the sun before I can bring them to the
codelieth.
I am the extremely good guide, but I am good to myselffirst of all. I take them the danger way, the fast way. They see all monsters,
they see all canyons and chasms, they see all blood dripping from me as I guard them. Then they see valuable stinking codelieth
plants, and collect special perfume of much cost while I look helpful and injured next to them. They pay me more than they say at first,
hrdru!
— Hengerr, Sleeth hunter and guide
Sleeth are independent predators and hunters first, and that
c o l o r s e v e r y t h i n g e l s e t h e y d o . T h e y s o m e t i m e s l i v e in c i v i l i z a ­ Social Structure
tion, b u t they are n o t civilized. T h e y are physically dangerous, Sleeth m a i n l y live a r o u n d the edges of civilization, towards
e v e n if t h e y a r e n o t t r a i n e d in fighting; they are magically dan­ the edges of the branches and even on the Verticals. Their innate
g e r o u s , e v e n if t h e y h a v e n o t s t u d i e d m a g i c . T h e y a r e u l t i m a t e ­ a g i l i t y a n d m a g i c is g o o d e n o u g h t o l e t t h e m n a v i g a t e t h e t i l t e d
ly s a v a g e a n d self-centered. T h e y aren't e v e n b r a v e ; they'll flee jungles on the world-trunk as easily as any flying creature, and
f r o m a b a t t l e if it's g o i n g a g a i n s t t h e m , a n d n o t e v e n b e a s h a m e d they love to h u n t there.
o f it. Sleeth are m o r e gregarious than terrestrial cats, but that does­
T h a t s t e r e o t y p e i s a n e x a g g e r a t i o n , b u t t h e r e is t r u t h b e h i n d it. n't s a y m u c h . T h e y l i v e i n s m a l l b a n d s : t h r e e o r f o u r is t y p i c a l ,
S l e e t h a r e p r o u d p r e d a t o r s a n d h u n t e r s ; t h e y are a l w a y s a r m e d solitaries are c o m m o n . E a c h b a n d h a s its o w n territory, w i t h the
w i t h teeth, c l a w s , a n d innate m a g i c . If civilized society rejects boundaries marked by scent. A n expedition to the Verticals
t h e m , a s it u s u a l l y d o e s , t h e y c o u l d h a r d l y m a n a g e t o b e c i v i ­ w i t h o u t C a n i o r S l e e t h m a y find t h e m s e l v e s t h e v i c t i m o f a c o l d
lized. T h e y are not as social as the m o r e p o p u l o u s species, b u t a emerald stare and a fierce s c o l d i n g , if t h e y r u i n a h u n t o r s t u m ­
Sleeth will stay with a close friend w h e n e v e n a loyal Cani m i g h t ble on a nest of Sleeth kittens.
flee. Most Sleeth b a n d s support themselves in wilderness ways.
Sleeth have the typical advantages of big cats. They have dan­ T h e y h u n t their o w n food. T h e y gather furs, a m b e r , s p i c e s , glir-
g e r o u s c l a w s a n d teeth; in close c o m b a t , t h e y c a n r a k e w i t h their r i e s a n d o t h e r f o r e s t t r e a s u r e s , w h e n t h e y find t h e m , a n d c o m e
p o w e r f u l h i n d l e g s a s w e l l . T h e i r t o u g h h i d e s a r e the e q u i v a l e n t to t o w n to t r a d e t h e m for j e w e l r y a n d spells a n d d e l i c a c i e s . T h e
of light armor. T h e y are excellent at c l i m b i n g , j u m p i n g , sneak­ b a n d - m e m b e r s are equals, a n d as friendly as Sleeth can b e - but
ing around, squirming into places you'd swear they couldn't fit, Sleeth ultimately do not like other Sleeth very m u c h . Almost
sprawling comfortably in positions that look like torture, and every m o n t h has a mock-fight or t w o that m a s k s real anger, and
l o o k i n g cute a n d innocent. T h e y c a n smell as acutely as C a n i ; ends with blood drawn.
and hear better than any other prime species. Unlike terrestrial S l e e t h w o m e n c o m e o n h e a t for a b o u t a w e e k e v e r y month.
cats, t h e y c a n see in total d a r k n e s s or d a z z l i n g light. A s a n i m a l c y c l e s g o , it's q u i t e m i l d : t h e w o m e n i s f e r t i l e , b u t
They also have innate Ruloc Corpador magic: nothing power­ about as interested in m a t i n g as a Cani or R a s s i m e l (or h u m a n )
ful, b u t t h e y c a n l e v i t a t e a h a u n c h o f m e a t o v e r a fire, o r c u s h ­ w o m a n is a l l t h e t i m e . S l e e t h m a t i n g s a r e n o i s y a n d a s p u b l i c a s
ion their landing, or a variety of other useful tricks. They can p o s s i b l e ; h a v i n g a n a u d i e n c e is c o n s i d e r e d r o m a n t i c . As with
heal t h e m s e l v e s b y n a p p i n g in sunlight or bright light. m a n y o t h e r c a t s , e a c h c o u p l i n g is q u i c k . M a l e s try t o finish and

T h e y p a y d e a r l y for this c o l l e c t i o n o f a d v a n t a g e s . They have d o d g e a w a y as q u i c k l y as possible, m a k i n g u p for s p e e d by

no h a n d s , a n d cannot m a n a g e very well in civilization. Almost repeated p e r f o r m a n c e . F e m a l e s are allowed to c l a w their part­

n o b o d y m a k e s armor that they can use, and even the best armor n e r s if t h e y d o n ' t g e t o u t o f t h e w a y q u i c k l y e n o u g h . S l e e t h h a v e

they c a n u s e isn't v e r y g o o d ; a w e l l - e q u i p p e d C a n i or R a s s i m e l e a r n e d a reputation for b e i n g sexually indiscriminate a n d incon­

w a r r i o r is m o r e t h a n a m a t c h for a Sleeth. Sleeth are regarded stant, and u n k i n d to their lovers.

as vicious killers, to u n t r u s t w o r t h y to b e w o r t h m u c h as allies, A f e w S l e e t h live in civilized p l a c e s , e v e n in t h e b i g g e s t cities.


n o better than monsters - and the species as a w h o l e has earned Forest Sleeth w o n d e r w h y city Sleeth put up with the prejudice
that reputation, t h o u g h s o m e individuals d e s e r v e better. and p o o r hunting. E a c h city Sleeth has his o w n answer. Some
Sleeth live n e a r a close friend o f another species. S o m e are inter­
Appearance ested in m a g i c or s o m e t h i n g else best studied in civilization.
Sleeth are b i g q u a d r u p e d a l cats, the size o f large panthers: five And some enjoy hunting tricky dangerous prey, and find
o r s i x f e e t f r o m n o s e t o b a s e o f t h e t a i l , a n o t h e r t h r e e t o five f e e t employment as assassins, bounty hunters, or detectives.
of tail; three feet h i g h at the shoulder, w e i g h i n g s o m e t w o h u n ­
dred pounds. T h e i r s h o r t , n e a t fur is b l a c k , d a r k b l u e , or d a r k Sleeth Names
green, and often spotted or striped. Their eyes are deep and Sleeth n a m e s are purry and growly: Prran, Mliaou, Brrarrh.
green as emeralds or oceans. They have no hands; jaws, tongue, F e m a l e n a m e s g e n e r a l l y e n d in a v o w e l ( A r r e r r a o r N g a n n u ) ;
f o r e p a w s , c l a w s , a n d tail c o m p e n s a t e to a small degree, as does male n a m e s generally don't (Arrerr or N g a n n ) , but otherwise
their innate m a g i c . t h e r e is little d i f f e r e n c e . Sleeth rarely bother with family n a m e s :
T h e y rarely w e a r clothing (or armor). S o m e Sleeth love deco­ t h e r e m i g h t b e a d o z e n M h e j j r r a s in a h u n d r e d - m i l e r a d i u s , b u t
ration: earrings, hats, necklaces, fur-dyes, and other things that they won't give you m u c h help telling one from another.
do not restrict their motion.
Literature and Art
Innate Magic F o r e s t S l e e t h s p e n d a lot o f t i m e sitting a r o u n d , d r o w s i n g a n d
Sleeth have innate Ruloc Corpador magic; they can (without t h i n k i n g . T h e y tell stories, often l o n g a n d e l a b o r a t e , a n d m a n y
using cley or e v e n k n o w i n g the magical skills) m a n i p u l a t e b o n e , quite skillful. Their choice of topics and styles varies widely; a
leather, m e a t , a n d o t h e r a n i m a l p r o d u c t s - a n d , to s o m e extent, g o o d S l e e t h s t o r y t e l l e r is w e l l w o r t h l i s t e n i n g t o . Sleeth are
the animals themselves. They can paralyze a small animal, pick rarely artists of note, h a v i n g neither h a n d s n o r a love o f people.
it u p w i t h m a g i c a n d h o l d it o v e r a fire t o r o a s t , a n d l e v i t a t e i n t o
a branch to sleep afterwards. G a t h e r i n g w o o d for the fire and Diet
l i g h t i n g it w i l l b e h a r d , s i n c e w o o d i s n o t C o r p a d o r m a t e r i a l . Sleeth are carnivores. T h e y prefer to catch their food a n d kill
it t h e m s e l v e s . E v e n c i t y - d w e l l i n g S l e e t h w i l l g o t o t h e m a r k e t ,
M o s t S l e e t h c a r r y a f e w b i t s o f b o n e a n d l e a t h e r for u s e as
b u y a s m a l l a n i m a l , t a k e it h o m e , a n d k i l l it there. If they have
tools. These scraps are called "prets and flaps", although
not h u n t e d for a while, they prefer to p l a y with their food before
n o b o d y s e e m s to k n o w w h i c h are prets a n d w h i c h are flaps.
k i l l i n g it. T h e y o f t e n c o o k t h e i r f o o d , s e a s o n i n g i t w i t h s t r o n g
s p i c e s a n d h o l d i n g i t o v e r a fire b y a R u l o c C o r p a d o r s p e l l , b u t
Languages
Sleeth usually speak in the present tense whenever possible, as
they also enjoy r a w food. Sleeth n e e d a little v e g e t a b l e m a t t e r :
if t h e p r e s e n t m o m e n t is a l l t h a t m a t t e r s . T h e y refer to the past
they often c h e w grass, o r stuff their birds w i t h spinach. Sleeth
a l m o s t a s i f it w e r e the p r e s e n t : "Two months ago, I go to hunt
o c c a s i o n a l l y find t h a t t h e y h a v e t o e a t v e g e t a b l e s f o r s o m e r e a ­
birds in the woods rollward of the city. I climb the big arken tree
son. T h e y usually w i n d u p vomiting in a f e w minutes, b u t that
struck by lightning, and for two-thirds of an hour I crouch and
doesn't bother Sleeth any more than it b o t h e r s a terrestrial
wait. Then two Herethroy come under the tree. The one says
housecat.
that tonight he kills Achitka with a club..."
Sleeth never eat other Sleeth, and m o s t will not eat m e m b e r s
Sleeth also h a v e a silent language o f gestures, m a i n l y u s e d for
of other p r i m e species or other intelligent beings. But some
discussions while hunting. It is a s m a l l l a n g u a g e , little m o r e
Sleeth do, a n d few Sleeth will c o n d e m n cannibals with anything
than the c o m m o n language with a richer vocabulary o f prey,
s t r o n g e r t h a n , "I w o u l d n ' t h a v e e a t e n h i m . "
cover, scents, a n d other hunting matters. Non-Sleeth can leam
t o u n d e r s t a n d t h e silent l a n g u a g e , b u t o n l y S l e e t h c a n s p e a k it
Psyche and Etiquette
correctly.
Sleeth are proud, but not arrogant. They are independent and
self-reliant, a n d they a s s u m e that e v e r y o n e else is t o o , o r o u g h t Sleeth c a n purr like terrestrial cats.
to b e . T h e i r p r i d e is unassailable: t h e y will s h r u g off a cata­
strophic mistake or defeat without loss o f self-worth, however
Variation
O n e Sleeth looks very m u c h like another. There are variations
u n h a p p y t h e y a r e a b o u t the m a t t e r a n d h o w e v e r m u c h t h e y t r y
in colors, patterns a n d b o d y types, b u t m u c h smaller than for
n o t t o r e p e a t it. Sleeth pride concerns feelings, not actions -
other species. Sleeth rarely w o r r y about t h e matter.
Sleeth are h a p p y to b e g for dinner, tolerate b e i n g e x c l u d e d from
the best guilds because o f their species, roll o n their backs w h e n
s o m e o n e scritches their bellies, a n d s o on. It nearly impossible
Sleeth Opinions of Other Species
C a n i : Sleeth don't like Cani a n y m o r e than Cani like Sleeth,
to m a k e a S l e e t h feel h u m i l i a t e d . Conversely, Sleeth rarely try
and for about the s a m e reasons. Cani prefer to have everyone
to humiliate other p e o p l e , largely b e c a u s e they don't understand
a r r a n g e d n i c e l y i n t o l e a d e r s a n d f o l l o w e r s ; S l e e t h are t e r r i b l e
the concept very well. ( I f t h e y l e a m it, t h e y c a n b e m e r c i l e s s
followers a n d worse leaders. Sleeth think that Cani are very
a b o u t it, w i t h t h e full f o r c e o f S l e e t h c r u e l t y . )
fussy, a l w a y s w o r r y i n g a b o u t all k i n d s o f irrelevant details like
Sleeth tend to b e quite direct with their friends ("Hey, I h a v e ethics a n d l a w s a n d distant family ties.
the m e s s a g e to y o u . T w o days a g o y o u r sister dies."), a n d they
G o r m o r o r : Sleeth respect G o r m o r o r as warriors. T h e y d o not
appreciate the same from other people. O n the other p a w , they
care m u c h about G o r m o r o r heroic ideals. G o r m o r o r attack huge
can b e very kind to the same people, spending hours comforting
m o n s t e r s a n d d i e gloriously; Sleeth flee f r o m t h e s a m e m o n s t e r s
the o n e w h o s e sister died. T h e n a g a i n , t h e y d o n ' t feel o b l i g a t e d
a n d congratulate t h e m s e l v e s for surviving. Sleeth friendships
to b e kind, a n d m i g h t leave off c o m f o r t i n g at a really a w k w a r d
with Gormoror are c o m m o n enough, based on brawling and
time to get a snack.
hunting together.
Sleeth all h a v e a streak o f cruelty: a k i n d S l e e t h is o n e w h o is
H e r e t h r o y : S l e e t h r e g a r d m o s t H e r e t h r o y a s little m o r e t h a n
only cruel to enemies a n d small animals. Cruelty to the right
furniture: they h a v e n o respect for m o s t aspects o f Herethroy
p e o p l e is c o n s i d e r e d a virtue b y Sleeth; t h e y a r e p l e a s e d w h e n
culture or diet. T h e y rarely b o t h e r to g e t t o k n o w Herethroy,
their kittens play with their food. Cruelty to the wrong people
even Herethroy adventuring with them.
- friends, relatives, a n d i n n o c e n t s - is a c o m m o n vice that Sleeth
Khtsoyis: Sleeth are amused by Khtsoyis. They respect
consider minor.
Khtsoyis' strength a n d violence,
and are pleased to take
Moral Attitudes advantage of their
Sleeth are the most amoral of the prime species: they have a
meager intellects
very limited idea o f morality, o r at least a limited i d e a o f w h y
They are glad
t h e y s h o u l d b e c o n c e r n e d w i t h it. T h e realm o f people that a
to fight
S l e e t h c a r e s a b o u t is q u i t e s m a l l . For the most good of the
alongside
S l e e t h , it w i l l i n c l u d e f a m i l y , friends, fellow adventurers, and a
f e w o t h e r a s s o c i a t e s . F o r t h e m o s t e v i l , it is t h e i n d i v i d u a l a l o n e ,
and the Sleeth's innate cruelty prevails unchecked.
Sleeth d o n o t love easily. A Sleeth m a y a b a n d o n d e c a d e s - o l d
c o m r a d e s in danger, a n d b e surprised w h e n the c o m r a d e s didn't
e x p e c t it. T h e y h a t e w i t h t h e s a m e difficulty t h a t t h e y l o v e . A
Sleeth w h o s e kittens are killed b y s o m e m i n o r monster m a y
m o u r n for a while, b u t m i g h t n o t bother getting r e v e n g e o n t h e
m o n s t e r n o m a t t e r h o w e a s y it w o u l d b e .
W h e n Sleeth d o care, they care ferociously a n d intensely.
T h e y fight t o d e f e n d t h e i r f r i e n d s w i t h a s i n g l e - m i n d e d i n t e n s i ­
ty: friends are rare a n d scarce, a n d n o t t o b e lost o r wasted.
H a v i n g f e w loyalties, t h e y rarely suffer from t h e conflicting loy­
alties that p l a g u e Cani.
Khtsoyis, especially w h e n both w a n t the K h t s o y i s to take the trees.
more dangerous position. They somewhat resent the Khtsoyis' "Trrhynwy! Mewellicaps come! You must help!" This is what
low-grade acceptance in civilization. he squeaks.
O r r e n : Sleeth and Orren can get along well enough; neither I look at him and snort. "In the village are many many Orren.
species is v e r y d e m a n d i n g o f their associates. If the Orren can Of them the mewellicaps should be scared." I am not Hengerr,
deal w i t h the Sleeth ( w h i c h isn't a l w a y s the case), the Sleeth can Vranahh's father, who fights for fun and sleeps in sunlight often.
deal with the Orren. "No, Trrhynwy! Orren are fleeing to the hills, Orren are
R a s s i m e l : Sleeth approve of Rassimel. T h e y understand the swimming in otter-form in the depths of the Umberdrip, old
R a s s i m e l devotion to their interests; Sleeth h a v e the s a m e kind Master Baldicoot is cowering in the root cellar! You are brave
o f i n t e n s e interest in w h a t e v e r they're d o i n g , if n o t t h e s a m e k i n d and dangerous! Also it is your town as much as ours! You
of sustained interest. T h e y are a bit a n n o y e d that the Rassimel come!"
don't like them.. . b u t o f c o u r s e t h e S l e e t h d o n ' t s h o w it. He is even right. I look more scaresome than twenty Orren.
S l e e t h : Sleeth aren't a u t o m a t i c a l l y f o n d o f e a c h other. They And Dripderrapp is my territory, as Sleeth count territory. It is
r e g a r d e a c h o t h e r a s p o t e n t i a l c o m p e t i t i o n for w h a t e v e r is d e s i r ­ right for me to help. But I do not like to do a thing just because
a b l e i n the a r e a : h u n t i n g , o r treasure, or attention. Sleeth s o m e ­ it is right. I say, "Eelpool, three months ago Vranahh is born. I
times g r o w to b e friendly w i t h e a c h other, b u t m o r e often d o not. do not leave here."
Sleeth are m o r e likely to befriend Zi Ri or Orren than other Around and around runs Eelpool. My ears get dizzy following
Sleeth. him. He says many words of "responsibility" and all like that,
Z i R i : Sleeth a n d Zi Ri frequently like each other. T h e y have but I am licking Vranahh and I do not hear him.
many traits in c o m m o n : a love o f hunting, a sense o f infinite Then he says, "If Dripderrapp is scattered away, then nobody
self-worth, a n ability to relax a n d enjoy c u d d l i n g for h o u r s . is here to cook herbs for colicky Vranahh!" So I start to hear
him again. I always pay attention to my kittens. I make him take
1 am Trrhynwy. For extra fear the Orren all call me the Witch care of Vranahh until I am back. I do not like to leave a kitten
of the Woods. For most of my life I am living near Dripderrapp, with someone else at all, but better an Orren than most kinds of
which is the pleasant Orren village on the banks of the someone else.
Umberdrip. I make it the easy life to live. A long time ago I buy Then I go scare mewellicaps. The Orren get the sorceress
the good spells, I learn the tricks to tie them to the bone buttons Orren from the city, so together we make the plan with the illu­
and the deers' antlers. Especially I buy shapechanging spells. sions and the eyes growing shut and the vicious ice monster and
I am good at Mutoc, as all Sleeth are, and the villagers can use the darkness and the surprise with Sleeth claws in the darkness.
them well, as all Orren can. They come to me to buy the spells It is not so bad a fight, for us at least. And for as often until
for the night ofprettiness, or the few minutes of being stronger, Vranahh leaves, there are Orren from Dripderrapp babysitting
or the growing of armoring scales. Or they buy the see-in-dark him whenever I want.
spell called Sleeth Eyes direct from the Sleeth. Every time of -- Trrhynwy, village Sleeth
that the Orren is laughing, rrail When they do not want so many
spells I hunt extra deer and trade them for fish.
But you want the story about the special day, not the every day.
Very well. Three years and summertime ago, I am lying lazy and
grooming Vranahh's clean ears. Eelpool comes running from
Dripderrapp so fast he does not stop to get out of the way of the
ZIRI
Ah, so kind of you to think of me in the hour of your direst
need. Duke Darthomai's bones are not yet picked clean by the
funerary ravens on the pillar of his ancestors. For a day and a
half three self-satisfied counts have offered themselves most
bluntly to succeed him. The nobles and the guilds and the guards
and the academies flatter Tumusa, then praise Omdolquesne,
(hen honor Isiriat-Chay, then spin about like whirligigs and pro­
claim the greatness of Tumusa once more, until all are dizzy.
You dread this twirling, and impatiently leave your own orbit to
seek among the great ones for someone whom all must respect
and none can hate. So you come to me.
I am a child, as my people count things. I was a child when
my allies and I gave Darthomai the dukedom, and I will still be
counted a child when your newborn daughter is dying of time. 1
left my parents' tower eighty years ago, to their amusement.
None of my own kind live within two days' flight of this place,
which is how 1 wish it. My companions are Cani and Herethroy;
my lover is an Orren woman who will leave me when she grows
bored, which will be long and long before she is old, and her
great-granddaughters will come to me to hear stories about her.
I was a politician when you grandfather courted your grand­
mother with novels and copper. In those days I did many things,
full of all wisdom and good counsel. Now I study air magic and
literature, spellweaving and spellbinding. Not with the fierce
passion of a Rassimel weatherworker; not with the rugged insis­
tence of a Cani laboring for family and clan; not with the quick
fragmentary fascination of an Orren learning for joy and fun. I
study the way a tired Herethroy farmer plants orchards. I know
I will see the fruits of these spindly trees I plant - not soon, but
eventually, whether I hurry now or tarry now. But this is my
heart's work, and rich enough to fill decades.
A day and a half of twirling confusion over the dukedom, or a
month and a half, will not fill the palm of my hand. Today I
watch the sorrows that have grown from my best deeds. Nobles
of Beshrane, I have made enough enemies to last me the rest of
my eternity. The city must find its own duke without my help.
— Ancrantry Yarhaen
Zi Ri are tiny dragons: nearly i m m o r t a l , playful, sensual, often whatever games they can find.
wise. O l d Zi Ri are powerful, with the force of centuries of W h e n they are with other species, they usually pick a nick­
experience. Y o u n g Zi Ri plan to achieve that status s o m e day. n a m e a n d s t i c k w i t h it. Z i R i n i c k n a m e s a r e r e l a t e d t o t h e i r s p e ­
Z i R i c a n fly, e i t h e r w i t h t h e i r w i n g s o r w i t h a m i n o r i n n a t e cialty. T r i t h o m e r i c a s P y r o g l i s t e s is a fire mage. Txarantham
levitation. T h e y are s o m e w h a t fireproof, and breathe thin jets of T o r t u e n s is s o m e t h i n g l e s s p l e a s a n t .
fire. T h e y are unusually resistant to magic, though b y n o m e a n s
immune. T h e y c a n m e d i t a t e in fires to regain magical force Literature and Arts
quickly. T h e y aren't good fighters, t h o u g h t h e y are at least q u i c k Zi Ri are not often artistic. W h e n they are, they are superb;
to get out o f the w a y of attacks. T h e y d o not experience aging they d e v o t e d e c a d e s u p o n d e c a d e s to l e a r n i n g their art, and
or natural death. sometimes years upon years to individual works. They have no
species-specific style, except perhaps a tendency towards the
Appearance elaborate and intricate.
T h e s t a n d a r d Zi R i h a s o n e o r t w o feet o f b o d y , a n o t h e r foot
or t w o of neck and head, a y a r d o f tail, a n d four feet of Diet
w i n g s p a n , w e i g h i n g about thirty p o u n d s . T h e i r s c a l e s c o m e in Zi Ri eat meat and fruit, in about that order, t h o u g h they can
all c o l o r s , often t h r e e o r f o u r c o l o r s to a Z i R i . T h e h e a d is d i g e s t m o s t f o o d s . T h e y p r e f e r t o h a v e five s m a l l m e a l s a d a y ,
adorned with t w o horns, a crest that reaches p a r t w a y d o w n the t h o u g h t h e y will h a v e fewer, larger m e a l s if necessary.
neck, three b a c k s w e p t short spikes at the c o m e r s o f the j a w s ,
a n d b a c k s w e p t tendrils at t h e c o m e r s o f t h e e y e s a n d t h e sides Psyche and Etiquette
of the head. T h e t o n g u e is f o r k e d a n d red. T h e tail simply Zi Ri are c o m p l e x p e o p l e : p r o u d a n d playful, w i t h l o n g m e m ­
tapers to a point. A l l four p a w s h a v e l o n g , n i m b l e fingers tipped ories a n d distant g o a l s to b e a c h i e v e d in n o great hurry. They
with short white claws, and opposable thumbs; the forepaws are w i l l s u r e l y b e p o l i t e t o y o u ; it is b e s t t o b e p o l i t e t o t h e m a s w e l l .
perfectly g o o d h a n d s . T h e w i n g s are short but very strong. They are frequently sensual, almost erotic; s o m e t i m e s respond­
i n g i n k i n d is p o l i t e , s o m e t i m e s it i s n o t , a n d f e w b u t Z i R i k n o w
Z i R i are b r i l l i a n t fliers. T h e y can levitate without m o v i n g a
w h i c h is w h i c h . T h e y c a n s w i t c h f r o m f r i e n d l y t o r e m o t e in a n
muscle, essentially the s a m e w a y that Khtsoyis levitate. They
instant, a n d b a c k in the next. Perhaps they are capricious; per­
c a n z i p a r o u n d a s n i m b l y a s a h u m m i n g b i r d w i t h a flick o f t h e i r
haps they are following secret rules. It's h a r d for n o n - Z i R i t o
wings. T h e y are n o t s p e e d y fliers, n o faster than an O r r e n or
tell.
S l e e t h , b u t t h e y a r e e x t r e m e l y a g i l e i n t h e air.
E l d e r Z i R i are difficult for y o u n g e r p e o p l e to understand.
Social Structure Their m i n d s are deep. T h e y m a k e references to things they said
A s c h i l d r e n a n d j u v e n i l e s - i n t h e first t h r e e o r f o u r c e n t u r i e s - a decade ago, or allude to m i n o r events of a h u n d r e d years
Z i R i c a n b e fairly g r e g a r i o u s , l i v i n g t o g e t h e r in constantly- before.
changing flocks o f a d o z e n or t w o , or c o m i n g to cities to live Zi Ri h a v e a k e e n a p p r e c i a t i o n - p e r h a p s e v e n a h u n g e r - for
with other species for a d e c a d e or t w o . A s they m a t u r e , they tire beautiful things. T h e i r h o m e s are h e a v y w i t h art a n d artifice,
o f c o n s t a n t c h a n g e . T h e y find s o m e w h e r e t h a t t h e y c a n l i v e i n and a n e w w o r k can a w a k e n e v e n the oldest immortal's heart.
p e a c e for a l o n g t i m e : a H e r e t h r o y v i l l a g e , a s o l i t a r y c a v e o n t h e Z i R i a r e b u i l t for i m m o r t a l i t y , p h y s i c a l l y a n d m e n t a l l y and
e d g e s o f the Verticals, a terrifying w i z a r d ' s t o w e r in the m i d s t o f spiritually. T h e oldest Zi R i are as h a p p y to b e alive as t h e chil­
a city. d r e n - o r , i f they a r e n o t , it i s the w e i g h t o f t h e i r d e e d s r a t h e r
H r e n T z e n d e s i g n e d the Zi Ri excellently. T h e y live for cen­ than their years that drags t h e m d o w n .
turies u p o n centuries; a d o z e n of the first-created Z i R i a r e still
alive. T h e y a r e m a d e for p l e a s u r e ; scritch a friendly Z i Ri a l o n g Moral Attitudes
the centerline of the neck, or around the mouth-spikes, and zie Zi Ri, especially the older ones, feel that they're almost
will purr like a h a p p y kitten. T h e y h a v e a n u m b e r o f m o r e pri­ beyond morality. That's probably bad. Zi Ri tend to w o r k with
v a t e o r g a n s i n t e n d e d solely for w h a t a m o u n t s to erotic p u r p o s ­ o t h e r s p e c i e s for a w h i l e , b u t l e a v e t h e o t h e r s t o their u l t i m a t e
es, but not connected with reproduction. Indeed, Zi Ri breeding fate a l o n e . T h e y rarely rule a n y o n e , e v e n w h e n their p e r s p e c t i v e
is a c t i v e l y a g o n i z i n g ; c h i l d r e n a r e r a r e a n d i n t e n t i o n a l . Z i R i a r e and p o w e r alone could save the subjects. They rarely follow
hermaphrodites. a n y o n e as a n y t h i n g but an i n d e p e n d e n t and equal, n o matter
h o w strong or w e a k the leader.
C h a r a c t e r Z i R i are t y p i c a l l y j u v e n i l e s , j u s t a f t e r t h e i r s c h o o l ­
ing, their a g e a n d skill c o m p a r a b l e to c h a r a c t e r s o f o t h e r species.
Variations
Zi R i v a r y c o n s i d e r a b l y in a p p e a r a n c e . M o s t are lizardly and
Names
draconic, as a b o v e . S o m e a p p e a r part avian, r a n g i n g from feath­
Zi Ri play g a m e s w i t h their n a m e s . First of all, there are few
ered legged serpents to beaked, scaled firebirds. O n c e in a w h i l e
e n o u g h Z i R i c h i l d r e n s o t h a t e a c h Z i R i g e t s z i r o w n n a m e , dif­
t h e y v a r y e v e n m o r e - to g r y p h o n s , say, o r l o n g s i n u o u s air-
ferent f r o m all o t h e r Z i R i n a m e s . U s u a l l y t h e n a m e h a s a f e w
lizards - but one might suspect the use of M u t o c C o r p a d o r magic
parts, so that the Zi Ri don't run out of good short n a m e s too
for b o d y art in t h e s e c a s e s . Zi R i a r e g e n e r a l l y quite p r o u d of
fast: " A r z o h a z L o m b r a y T r e s h t a n a m i r n a t o u . "
their appearance.
W h e n they're l i v i n g together, t h e y refer t o e a c h o t h e r b y fea­
tures ("the o n e w i t h t h r e e r e d s c a l e s at t h e e n d o f zir s e c o n d
w i n g b o n e " ) ; o f t e n t h e y m a k e a g a m e o f it, a n d t h e f e a t u r e s a r e
Zi Ri Opinion of Other Species
Zi Ri h a v e t w o opinions of the rest of the world. Sometimes
quite obscure or phrased as riddles. Older Zi Ri especially are
t h e y e n j o y g o i n g a m o n g the o t h e r s p e c i e s , l e a r n i n g n e w things
rarely in a hurry, a n d k e e p their e n d l e s s lives interesting w i t h
a n d s h o w i n g off, e n j o y i n g e v e r y o n e t h a t t h e y m e e t ; s o m e t i m e s
t h e y r e t i r e from t h e w o r l d , a n d d o n o t t a k e a n y i n t r u s i o n k i n d l y sorcery cannot cut. And one day Sahien was gone.
C a n i : Z i R i l i k e C a n i , b u t t h e y find m o s t C a n i c o n c e r n s a m u s ­ I sought zir in all the ways that wizards know. My spells
ing. echoed along the winds and rippled along the rivers; they
Gormoror: Zi Ri trade adventure stories with Gormoror. combed the shining shallows of the sky and the slow-flowing sap
Often t h e y star in t h e m , as the villain o r o p p o n e n t ; b o t h Zi Ri beneath Dentheia. But Sahien was gone.
and G o r m o r o r enjoy telling those stories w h e n they meet. Well, there are ways to hide from a wizard, even if one is only
H e r e t h r o y : Zi Ri enjoy singing with Herethroy. Herethroy of Sahien's power. My friend Ildereck knows them all: he is a
often celebrate Zi Ri presence, w h i c h a m u s e s and pleases the Zi Rassimel sorcerer who has spent most of his life - not much
Ri. shorter than Sahien's - hiding from this creditor or that assas­
K h t s o y i s : Zi R i r e g a r d K h t s o y i s as little m o r e t h a n t o y s . They sin. I sought out Ildereck (not much easier than finding Sahien,
enjoy flying circles around t h e m and trading insults. Zi Ri are save that it worked in the end), and paid him something worth
keenly aware that Khtsoyis should have b e e n monsters rather more than any sum of money, and worked with him for seven
than a prime species, and sometimes treat them as such. weeks, and found nothing at all.
O r r e n : Zi Ri are, o n the w h o l e , indifferent to Orren. Orren I mourned, then, the way enchanters mourn. I built a home for
f l i c k e r f r o m this t o t h a t . Z i R i a r e m u c h s t e a d i e r . that unwelcome guest Sorrow. In that home there were five
R a s s i m e l : Zi Ri enjoy talking to Rassimel. rooms, named Despair, Loneliness, Loss, Heartbreak, and
Sleeth: Zi Ri and Sleeth get along very well; see the Sleeth Misery, and in each room that emotion flood­
opinion of Zi Ri. T h e d i f f e r e n c e is t h a t S l e e t h ed you, and you knew it fully. Mind-control
think that they're equal friends of Zi Ri; Zi Ri magic is a great evil, and the Home of
consider the Sleeth to be younger, lesser friends. Sorrow will leave a stench on my reputation
Zi R i : Zi Ri sometimes crave each others' for ten thousand years, but I do not regret
c o m p a n y , liking the stability o f h a v i n g friends building it. For behind the fireplace in
who will be around in a few centuries. Heartbreak was a secret room, called Hope,
S o m e t i m e s t h e y find e a c h o t h e r s ' p r i d e a n n o y ­ and there I left many of my mementos of
ing, and go spend time with the m o r e e p h e m e r ­ Sahien.
al s p e c i e s . That was the last of my public works. I
expect to start another one soon.
Ildereck, by the by, was not nearly so gen­
I'm Tabragore. If you want a half-hour-long tle. For reasons I never understood nor
name, I can give you one. My eight-hundred- cared to, he owned a brothel in Charappa;
and-seventy-second birthday is coming up in he renamed it "Sahien's", and painted it zir
mid-Chirreb. I make a tolerable living doing colors, and left it as every way an insult to
this and that, especially with fire magic, and I zir. He thought to winkle zir out of zir hiding
don't complain if anyone calls me "wizard". by fury, but it did no good.
You have asked for my most important story, But even sorrow does not last forever.
of wizard's matters. I'm sure you're expecting a While I was searching, I sought Lizreshtra.
story of flashes and crashes, gruesome demons Zie was Sahien's dear one for a century or
marauding, dark ancient sorceries, and gods more, well before I met either of them,
chatting in my living room. I've got those sto­ though they could never live together.
ries - yes, even the god, and not every Zi Ri can Lizreshtra keeps accounts as sharp as any
say that - but the story you're getting is my most Sleeth's claw. Zie has many virtues, but gen­
important one. erosity is none of them. Lizreshtra would
Sahien is five hundred ten years older than give Sahien bills with dessert for each night's
me, and zir scales are violet, and zir flames dinner, or near enough. They parted with
have quirky blue edges which tickle. Zie wears the power of zir rage after a terrible year, so long before.
age, but the only gods in zir living room were visiting me, and I thought Lizreshtra might know what happened to Sahien. Zie
nobody ever called zir a wizard. did not. But I repaired the insult I had given her when we first
Three centuries and change ago, Sahien and I had become met. (Somewhat before Rezirha was born, Lizreshtra came to
mates. Not just lovers, which is a light matter for Zi Ri. We had visit us; I offered zir a basket of lozens at the door. Zie was not
decided to endure the seven agonies and have a child. Rezirha's amused at the time.) I made a new home near Garnet, where
scales were like sunlight on rippling water, and zir flame was Lizreshtra is Countess of Bannyhock, and after some time - most
golden ... but zie showed us an eighth agony when zie was only of a century - became Lizreshtra's lover. One month every other
forty. Zie was killed by an owl-phange, adventuring in the year (Lage, in even-numbered years, to be precise) is about all
Verticals. we can stand of each other, but seen from even-numbered mid-
So Sorrow came to dwell with us instead of Rezirha. I started Thory we crave it like sweet candy.
a preposterous project, a Museum of Modern Magic, beating my Don't get lost. You have asked a Zi Rifor a story from zir life,
wings against the challenges of teaching bored children about and in a few centuries even the simplest of threads will be knot­
the seven and twelve arts, and all their variations. Sahien ted beyond hope. I neglect to mention two score primes, the fire
mourned in zir own ways. After a time, we had turned apart, or god's attempt at romantic advice, a horror from beyond the shell
at least no longer regarded each other with the joy we had of the universe (which did not, actually, offer romantic advice),
before and during Rezirha's life. Sorrow is a growing weed that and a dozen similar impedimenta, to make the story simpler.
Not long ago, thirty years and a change, I hired a young died after some time. The third found their way through, and
Sleeth, Ngann, as a ranger on my modest estate. This and that awoke Sahien from a sleep many decades longer than zie'd
happened, and he wound up keeping my heart - excepting even- intended.
numbered Lages. And I his, for all he jokes about leaving me Together they traced me down. I had made no effort to hide -
whenever he wants. quite the opposite, in the first couple years, though in recent
And last year Sahien came back. In our time of sorrow, zie decades I have been a bit on the reclusive side - but Time had
made plans to either bring us back together, or split us apart cast its own kind of veiling spell, and many words and beacons
cleanly. Zie knew me well; zie wrote the question in the middle were forgotten, lldereck's brothel - which had become a
of a tangle of mage-puzzles in a pocket universe, and placed zir- brothel theme restaurant by then - finally did the trick.
selfin a longtime sleep beneath the question. The puzzles were So the story ends in a knot. For Sahien, we have been apart
a gift, you see: I enjoy such things, but zie does not. for a few weeks, but the world and I have spun centuries. Hove
But zie is no wizard. The puzzles were fragile things, so zie zir fondly, and better now without the pain of recent loss. But
built them in a pocket universe, and of course wrapped them in Lizreshtra circles around Sahien cautiously, unsure whether to
veils and darknesses so that I would not find them too soon. strike zir or kiss zir. And Ngann is no longer the strong young
There was only one point of contact from here to there, which Sleeth I once hired; shall we not resent an extra complication in
Sahien left in the room of the Museum of Modern Magics I was the last few years we will be together? The four of us dine
working on. together several times a week. They are happy dinners, on the
But - and here is the flaw -1 never went back to that room. whole, but no quantity of wizard's wiles could set these matters
When I woke up on an awful morning, I noticed instantly that straight.
Sahien was gone. Zie thought I would not notice, that I would — Tabragore, Zi Ri wizard
go back to my labors, but 1 had not drifted so far as that away
from zir.
I never went back to that room. Over the centuries, the sen­
tient spells that watched for me went mad. From time to time
they would snatch someone they thought was me from the
Museum. The first two groups were lost among puzzles, and
tion. W h i l e they are not always close friends, they are usually
NON-PRIMES willing to work together and share their complementary
Primes are the people who the gods care about. The gods took
strengths against threatening monsters. T h e p r i m e s k n o w that
especially good care and attention making the primes. The other
t h e y are the m a i n f o c u s o f d i v i n e i n t e r e s t i n t h e w o r l d ; t h i s g i v e s
species are made more sloppily and the gods do not care about
m a n y of t h e m a sense of p u r p o s e that the n o n - p r i m e s lack.
them very much. Primes all live together very well. Orren and
T h e r e is o n e k e y p h y s i c a l difference b e t w e e n p r i m e s a n d n o n -
Rassimel and Cani and Herethroy all are together in almost
primes. Every World Tree being has an aspect of their being, the
every prime city, which is the important reason that we are civ­
magerium, c o n n e c t i n g t h e m i n d t o t h e spirit. To the magic
ilized. Gormoror and Zi Ri and Sleeth and Khtsoyis can come
sense, a m a g e r i u m looks like a tree. The magerium of a prime
too. Nonprimes like better to live with only their own species,
l o o k s l i k e a s e g m e n t o f t h e W o r l d T r e e itself, w i t h b r a n c h e s flat­
which makes them crude and gives them a very small opinion
tened on top and extending from the trunk like spokes. The
and feeling. With many species in one place we have someone to
m a g e r i u m s of the n o n - p r i m e species look like lesser kinds of
do all the kinds of things. If you need something done very fast
trees, with r o a n d branches. P r i m e scholars consider this the
because it is important you can get an Orren to do it. If you need
touchstone of primeness, and a concrete sign of the primes'
something done very right for a long time you can get a
importance in the aniverse. N o n - p r i m e s c h o l a r s u s u a l l y c a l l it a
Rassimel. If you need lots ofpeople to talk about it and do it you
c o i n c i d e n c e , o r g r u d g i n g l y a d m i t t h a t t h e i r o w n s p e c i e s is s e c ­
can get Cani. Herethroy plant food and are strong.
ondary.
Prime magic is better than anyone else's magic. We get to use
R e l a t e d t o this is a n i m p o r t a n t m a g i c a l d i f f e r e n c e . P r i m e s a r e
all the Nounds [sic] and Verbs, because the gods like us the best
t o u c h e d b y e a c h o f t h e 7 + 1 2 g o d s early in life, a n d so h a v e
and they come visit us when we are born. Sometimes nonprimes
a c c e s s t o all 7 + 1 2 m a g i c a l arts. N o k n o w n n o n - p r i m e s p e c i e s is
can use all the Nounds [sic] and Verbs, but they have to go to
a u t o m a t i c a l l y gifted b y all t h e g o d s . Plenty of individual non-
the temples and get priested at to use all of them, like kazorm
p r i m e s d o h a v e all n i n e t e e n arts - b u t t h o s e i n d i v i d u a l s h a d t o
can do. Lots of non-primes can't ever use all of them no matter
w o r k to get the connections to s o m e of the g o d s , connections
what, because Tenmen and Mircannis don't like cyarr so cyarr
w h i c h t h e p r i m e s are g i v e n i n n a t e l y .
can't use Durudor or Healoc. Sometimes nonprimes are very
T h e r e are a f e w o t h e r c l u e s a b o u t the i m p o r t a n c e o f p r i m e s .
good at magic, especially some kind of magic instead of every
T h e y a r e the o n l y e i g h t s p e c i e s g i v e n n a m e s i n t h e i n n a t e c o m ­
kind of magic. But the best wizards on the World Tree are always
m o n l a n g u a g e w i t h w h i c h all W o r l d T r e e c r e a t u r e s a r e built.
primes. Usually Zi Ri or Rassimel.
A n y o n e s e n t i e n t , o n s e e i n g a C a n i f o r the first t i m e , w i l l r e c o g ­
Because of this our power is bigger than theirs and our lives
nize h i m as a C a n i . T h e c o m m o n - t o n g u e w o r d s for other k i n d s
are better. Anyone who wants can make a stove by making the
o f creatures are m u c h , m u c h broader, like "fish" or "bird" or
leather unburnable with Sustenoc and Corpador and Destroc
"quadruped" or "sentient being".
and Pyrador. They could not do this if they were akkamagga or
taptet. This means our stoves are better, so we eat our food bet­
ter and grow up big and strong and healthy. Also it means that
our houses do not burn down from the fireproofing on our stoves
andfireplaces. Taptet and akkamagga houses always burn down
unless everyone is very very careful near the fire always.
We in Narthune have some bound spells from all the wizards
who live forever up in Ketheria. Even though they never come
to Narthune we still have some of their magic spells to use if we
ever need to, like if the city is on fire and we want to put it out.
Also sometimes people buy spells to learn from there too.
Nonprimes also can get sick and die from it. Sometimes we get
sick, but always things like sniffles which you do not die from,
even if you think you will.
— Why It's Best To Be Prime, a gradeschool social studies
essay by Nopnorry Eelbefrost, an Orren boy

There are thousands of species of sentient and near-sentient


beings on the World Tree. T h e y are not p r i m e . T h e y are called
non-primes (the nicer w o r d ) , or monsters. The creator gods evi­
dently don't think that they're very important. T h e y w e r e creat­ Primes often believe that non-primes are unimportant: that
ed as o p p o n e n t s o f the p r i m e races, or g a m e s , or foils, or s i m p l y t h e y w e r e p u t o n t h e W o r l d T r e e for t h e benefit o f t h e p r i m e s ,
for d e c o r a t i o n . and they can be killed, looted, exploited, or whatever as desired.
T h e p r e m i s e i s t r u e : the n o n - p r i m e s w e r e c r e a t e d a s s u b s i d i a r y
The prime species were given a few advantages. Each of the
s p e c i e s . T h e c o n c l u s i o n is a m a t t e r o f e t h i c s , n o t h i s t o r y or s c i ­
p r i m e species w a s better crafted than m o s t of the non-primes.
ence: a thorny philosophical issue that confronts adventurers
P r i m e s h a v e a c c e s s t o all t h e m a g i c a l arts w i t h o u t s p e c i a l effort.
w h e n t h e e n e m y s c a w n s u r r e n d e r a n d b e g for their lives.
T h e p r i m e s gain skill m o r e quickly than a n y o n e else, especially
w h e n they adventure. T h e p r i m e species w e r e told to cooperate S o m e of the n o n - p r i m e s k n o w that they aren't prime, a n d s o m e
w i t h e a c h other, a n d instructed in certain o f the arts o f civiliza­ of them care. C y a r r h o p e to a c h i e v e p r i m e status for their
species. S c a w n expect to be reincarnated as Sleeth. (Primes
think cyarr a n d scawn are wrong.) Other non-primes are only c o n t a c t w i t h it. T h e t w e l v e N o u n G o d s w e r e i n v i t e d i n b y t h e
d i m l y a w a r e o f t h e e x i s t e n c e o f t h e p r i m e s , o r k n o w a l l a b o u t it Creator G o d s to manage the components of the world. Both
and don't care. T h e akkamagga, for example, consider them­ kinds of gods manage magic: the Creator Gods have taken the
selves to b e the moral equal o f the Herethroy, a n d care nothing V e r b s ( t h e m a g i c a l a c t s o f c r e a t i o n , d e s t r u c t i o n , c o n t r o l , a n d sta
for t h e o t h e r s e v e n p r i m e s p e c i e s . T h e n e n d r a i k n o w all about on), and the N o u n Gods manage the Nouns (water, plants)
the p r i m e races; nendrai are glad t o steal or b u y t h e luxuries o f minds, time, a n d so on). W h e n the gods are spoken o f together,
civilization a n d don't give a whit for w h o t h e g o d s regard. t h e i r n u m b e r i s c o n v e n t i o n a l l y w r i t t e n 7 + 1 2 r a t h e r than 1 9 .
T h e w o r l d is n o t a b a t t l e o f t h e p r i m e s a g a i n s t t h e n o n - p r i m e s ,
t h o u g h it s o m e t i m e s feels t h a t w a y . E a c h s p e c i e s , e a c h i n d i v i d ­ Creator Gods
u a l , h a s its o w n m o t i v a t i o n s a n d d e s i r e s . T h e r e is t h e full s p e c ­ T h e creator g o d s created t h e w o r l d a n d t h e p e o p l e w h o live
trum o f h u m a n motivations, from love to hate and charity to there. T h e y m a n a g e the magical Verbs, so m o s t people have
greed - a n d also other spectra o f divergent motivations, from daily if impersonal contact with them. They are generally
built-in compulsions to sheer alien thoughts. So, some species r e g a r d e d a s b e n i g n a n d e s s e n t i a l for life b u t n o t s o m e t h i n g t h e y
are usually allied with the primes, s o m e against them, a n d m o s t think about very m u c h - about the s a m e w a y that m o s t people
are n o t c o m m i t t e d . A l l s p e c i e s h a v e s o m e i n d i v i d u a l s w h o d o n ' t regard air or water.
follow the usual trend of their species. O n the whole, the creator gods avoid obvious meddling in
Friendly non-primes often share the countryside with primes, mortal affairs. T h e r e are a few historical instances o f direct
living in neighboring villages. Wherriwheffle trade meat, just as action b y the creators: at o n e point Reluu appeared o n the World
Herethroy trade vegetables. A few nonprime species, often Tree as a lawgiver to a Cani nation, and w a s evidently scolded
including m h e r o b u m p a n d taptet and wherriwheffle, are allowed b y t h e other creators for interfering. Gnarn and Hren Tzen do
to settle in o r n e a r p r i m e cities. T h e s e aren't w e l c o m e d g l a d l y in spend a great deal of time with mortals o n the World Tree, but
p r i m e cities, b u t y o u c a n p r o b a b l y let o n e in a n d n o t get lynched they very carefully d o nothing o f importance. A n evening of
f o r it. h u n t i n g w i t h G n a r n o r p l e a s u r e w i t h H r e n T z e n is a n e v e n i n g
w e l l - s p e n t , b u t if y o u a s k q u e s t i o n s a b o u t t h e c o s m o s o r try t o
get favors, they'll snarl or laugh a n d g o b a c k t o t h e b u s i n e s s at
hand.
GODS T h e creator g o d s cooperate with each other in m o s t respects.
A Scholar's Commentary on The Apple of Light The Verbs they c o m m a n d combine peacefully in spells, even
Much of the creation story related in the traditional Herethroy such apparent opposites as Destruction with Creation, Healing,
history-song The Apple of Light is clearly false. For instance, and Sustaining. T h e species they created cooperate or quarrel
the World Tree did not grow to its present size and shape in a w i t h little r e g a r d for t h e g o d s . S l e e t h a n d s c a w n a r e c o n s t a n t
single day; indeed, it is still growing, at the rate of about a mile enemies, though both are the creations of Gnarn; Sleeth and Zi
of height on the main trunk each year. There are far more than Ri a r e friendly, t h o u g h e a c h species is close t o its creator g o d
seventy thousand kinds of animals, and we have reason to and the creators are as m u c h opposed as a n y t w o creators.
believe that Gnarn and Accanax at least are creating still more T h e creator g o d s each m a n a g e o n e magical Verb for t h e World
kinds even now. The conversations between the gods are cer­ T r e e , b u t their p o w e r s g o far b e y o n d that Verb. T h e o l o g i s t s h a v e
tainly inaccurate; Birkozon, in his memoirs, clearly states that vast lists o f t h i n g s that t h e creators h a v e d o n e , o r m i g h t h a v e
Virid and Reluu, as well as Hren Tzen, invited him into the d o n e - a list that starts w i t h such feats as "create 1/7 o f t h e
world, and that the arrangement was much more elaborate and world" and "create a prime species".
gave him control of Birknazza. The prime species were created
over some five years, with Herethroy and Sleeth being made first
and Rassimel and Gormoror being made last. Accanax made
Creator Gods
the Khtsoyis as a species of monster, and only made them a
prime race when he saw the others close to finishing their prime God Prime Species Verb
species; they were so inappropriate that Reluu helped him make Virid Herethroy Creoc(Creation)
another prime race. And so on, and so on, and so on. It is irre­
Reluu Cani, Gormoror Ruloc(Control)
sponsible to promote this bit of fanciful mythology when the his­
tory and theology are crystal clear. Mircannis Rassimel Healoc(Healing)
— Araxomistes Trimantarus Accanax Khtsoyis, Gormoror Destroc(Destruction)

Gnarn Sleeth Mutoc(Change)


Taxonomy
In the cryptic times before p r i m e history, the gods m a d e the Hren Tzen Zi R i Sustenoc(Sustaining)
W o r l d T r e e a n d t h e p e o p l e w h o d w e l l o n it. T h e personalities Pararenenzu Orren Kennoc( Understanding)
of the gods color the laws of physics. Their desires shape the
s u b s t a n c e o f p r i m e s ' spirits a n d b o d i e s a n d p o w e r s . T h e i r influ­
e n c e i s o n the W o r l d T r e e i n a m i l l i o n w a y s a t e v e r y m o m e n t .
Without them there would be nothing. However, they are too
distant a n d t o o reliable for m o s t p r i m e s to p a y t h e m m u c h atten­
tion.
There are t w o kinds of gods o n the World Tree. T h e seven
Creator G o d s created the world, but generally avoid personal
VlRID ( C R L O C ) Mutoc. Destroc would have m a d e m o r e sense; scholars gener­
V i r i d is c r e a t i v e , m i l d , a n d s o m e w h a t u n w o r l d l y e v e n f o r a a l l y a g r e e that s h e c e d e d D e s t r o c t o A c c a n a x s o t h a t h e w o u l d
g o d . S h e l i k e s c r e a t i o n f o r its o w n s a k e , u s i n g it a s a n a r t f o r m . participate. It is a m y s t e r y w h y s h e o c c a s i o n a l l y a p p e a r s as
Her creations tend towards the quiet and unobtrusive; they are H e r e t h r o y i n the s k y .
mostly plants. T h e H e r e t h r o y suit h e r well: fairly c a l m and She frequently visits the World Tree to hunt and m a t e with a
mild, close to the land, a n d caring about farming a n d g r o w i n g selected Sleeth. S h e rarely talks very m u c h o n those visits.
t h i n g s , m u s i c a n d c o m m u n i t y . S h e m a n a g e s C r e o c , w h i c h is h e r
s t r e n g t h : s h e c r e a t e d t h e W o r l d T r e e itself. HREN T Z E N ( S U S T E N O C )
H r e n T z e n is a shifting p a t c h o f b r i g h t j o y , u n p r e d i c t a b l e a n d
RELUU ( R U L O C ) glorious. Z i e visits the Zi Ri, w e a r i n g their form and m a t c h i n g
R e l u u is w a r m , n o b l e , a n d i n t e n s e . His m o o d s are bright and t h e i r p l e a s u r e s . L i k e t h e Z i R i , z i e is o f t e n d i s t a n t . T h e c e n t u r i e s
clean, like a noble Cani c r o w n e d with the sun. Insofar as the are z i r e y e l i d s , t h e Z i R i s a y , a n d t h e d e e d s o f t h e d a y l o o k l i k e
g o d s h a v e a k i n g , it i s R e l u u . H e loves order, clarity, closeness, an evanescent wisp. In a decade, H r e n T z e n m i g h t create a sin­
a n d h o n o r , a n d is w e l l m a t c h e d t o R u l o c . T h e C a n i a r e h i s p r i d e g l e n e w t h i n g ; it w i l l b e a w o r k o f a r t w e l l w o r t h r e g a r d i n g .
a n d j o y ; t h e i r c o n s t a n t l y c h a n g i n g affan is h o w h e w o u l d l i k e a l l Quality, elegance, and delight: these are H r e n Tzen's insignia.
things run. I n d e e d , s o m e s c h o l a r s s a y t h a t it w a s R e l u u who Truth a n d reality are at best s e c o n d a r y c o n c e r n s . H r e n T z e n is
proposed the arrangement of N o u n s a n d Verbs, so that each of an a d e q u a t e m a t c h t o S u s t e n o c . Z i e m a k e s v e r y l i t t l e , b u t w h a t
the gods has a sphere of supreme influence. Out of honor and zie m a k e s , endures.
order, h e h e l p e d A c c a n a x m a k e a p r o p e r p r i m e species after the
b o t c h e r y o f t h e K h t s o y i s . T h a t s p e c i e s , t h e G o r m o r o r , is h o n o r ­ PARARENENZU ( K E N N O C )
able enough to please Reluu, destructive enough to please P a r a r e n e n z u is a m i x o f s e r i o u s n e s s a n d f r i v o l i t y . Zir moods
A c c a n a x . R e l u u creates terrible m o n s t e r s , but noble o n e s , like are as hot and quick-changing as a bonfire's flames. Zie made
m o n s t r o u s knights raised to o p p o s e prime-species knights. the O r r e n , w h o are zir m a t c h in s e r i o u s n e s s a n d concentration:
neither g o d nor p r i m e h a s m u c h of either. P a r a r e n e n z u h a s a
detailed and extensive sense of humor, and m a n y of his cre­
MlRCANNIS ( U t A L O C )
ations (though not often the O r r e n ) are the butts o f his j o k e s . Zie
M i r c a n n i s is l i k e a p o o l o f c o l d w a t e r in t h e h e a r t o f a forest.
m a n a g e s the art o f K e n n o c , o f d e t e c t i n g a n d information. Zie
She is t h e b e s t - l i k e d of the creator gods, well matched to
d o e s n o t t a k e it a s s e r i o u s l y a s m o s t o f i t s p r a c t i t i o n e r s d o , w i t h
Healoc; she shows little b u t b e n e v o l e n c e to the world. Her
t h e r e s u l t t h a t d e t e c t i o n s p e l l s fail a b o u t 5 % o f t h e t i m e , a n d
k n o w n creations are small and essential: s o m e healing herbs, of
occasionally p r o d u c e bizarre false results.
c o u r s e ; h o n e y - b e e s , spices, a n i m a l s w i t h w a r m soft pelts. She
is n o t p a r t i c u l a r l y R a s s i m e l in c h a r a c t e r ; s h e a c t s w i t h a b r o a d
but diffuse e m o t i o n , very different from the R a s s i m e l intensely Noun Gods
focused passion. The Rassimel generally accept her existence Of the Noun Gods, there are three kind gods: Kvarse,
and character without great concern. Lenhirrik, and Iraz Halix. And there are three cruel gods:
Flokin, "Here", and Birkozon. And there are three silent gods:
ACCANAX (DMSTROC) Merklundum, Tenmen, and Kaimiri. And there are three myste­
A c c a n a x is t h e y o u n g e s t a n d d a r k e s t o f t h e g o d s . H e is fre­ rious gods: Hressh-Huu, Shax Shay Shaz, and Iraz Varuun. And
q u e n t l y destructive, w e l l - m a t c h e d to his art o f D e s t r o c . His upon them the creator gods weave the stuff of the world.
c o m m o n m o o d s include a black fog of depression and a dull-red — Txarantham Tortuens, Triads
whorl of undirected aggression; these miasmas occasionally A triumph of theological exposition. The mysteries of the
h a u n t t h e d r e a m s o f w i z a r d s s t r o n g in D e s t r o c . Neither of his world are revealed in limpid splendor: all we must do is count
s p e c i e s , K h t s o y i s n o r G o r m o r o r , is m u c h l i k e h i m ; h e h a s l i t t l e to three.
of the Khtsoyis' good humor, and nothing of the G o r m o r o r sense — Tsemnomides, reviewing Triads
o f h o n o r . H e i s a f r e n z i e d c r e a t o r - g o d at t i m e s , m a k i n g a h u n ­ A dozen gods m a n a g e the magical N o u n s . These gods are dis­
dred n e w kinds of monsters in an afternoon and scattering t h e m tinctly subordinate to the Creator G o d s . Each one has a sphere
just outside the borders of the p r i m e species. H e occasionally of influence e n c o m p a s s i n g s o m e aspect of physical or magical
a p p e a r s o n the W o r l d T r e e in the g u i s e o f a t h u n d e r c l o u d , a n d reality: air, w a t e r , p l a n t s , spirits, t i m e , a n d s o o n . The spheres
terrifying things h a p p e n in his shadow. H e is G n a r n ' s y o u n g e r overlap extensively; rain is covered by both Airador and
brother. Aquador, the N o u n s of air (and thus air p h e n o m e n a ) and water
( w h i c h is w h a t r a i n d r o p s a r e m a d e of).
GNARN ( M U T O C ) T h e N o u n G o d s d w e l l o n t h e W o r l d T r e e , o r n o t far away.
G n a r n is c o l d a n d fierce, like a deified Sleeth. S h e is A c - M a n y are v e r y present. B i r k o z o n , for e x a m p l e , rules his e m p i r e
c a n a x ' s o l d e r sister, a n d his k i n d r e d in spirit. Her destructive w i t h t h e full f o r c e o f h i s d i v i n i t y : n o s m a l l t h i n g f o r t h e g o d o f
tendencies are m o r e focused: she will torment a single bird to Mentador. Flokin and "Here" a m u s e themselves cruelly by
death with the s a m e eagerness that A c c a n a x will unleash a horde chasing offworld powers away. H r e s s h - H u u and her merry gang
of churshash on a peaceful Herethroy country. Her prime cre­ of elementals play games with weather. Kvarse and Lenhirrik
ation, t h e Sleeth, are v e r y m u c h like h e r in character; s h e often have each founded orders of knights and protector-mages, and
j o i n s t h e m in t h e h u n t . H e r o t h e r c r e a t u r e s are if a n y t h i n g m o r e s e e m to have a competition to see w h i c h of t h e m can b e the m o s t
dangerous than A c c a n a x ' s ; w h e r e h e will m a k e a h u n d r e d slop­ helpful to the p r i m e species with carefully limited intervention.
py, brutish m o n s t e r species, she will m a k e a single, finely-tuned S o m e o f the other N o u n G o d s are asleep or barely intelligent.
species, elegant and deadly. She is adequately matched to T h e N o u n G o d s are as fundamental to the reality of the World
Tree universe as the creator gods. Without Lenhirrik, there c r e a t e d the first w e a p o n o n t h e W o r l d T r e e , a s p e a r f o r H r i k k a k
w o u l d b e n o p l a n t s ( e x c e p t p e r h a p s t h e W o r l d T r e e itself); w i t h ­ the M i g h t y to use to repel a r o n g o n w h i c h attacked the first
o u t B i r k o z o n , n o m i n d s o t h e r than t h o s e o f t h e g o d s a n d o t h e r H e r e t h r o y , o n t h e e l e v e n t h d a y o f their e x i s t e n c e . T h e s p e a r is
offworlders. T h e y are extremely potent in their o w n Nouns. n o w in t h e m u s e u m o f t h e R e d C h i t i n K n i g h t s ' G r e a t H a l l . It is
M o s t o f t h e m h a v e extensive p o w e r s of other kinds as well, and said t h a t s h e is Virid's sister o r l o v e r or b o t h .
are not subjects to the limits and conventions of World Tree Lenhirrik u s e d to b e as active as K v a r s e : s o m e w h a t o f a rival,
magic. w i t h e a c h trying to o u t d o the other in their benefit to t h e p r i m e
species. Lenhirrik does not heal, but she sponsored m o r e peo­
p l e a n d e q u i p p e d them b e t t e r . H e r i n t e r v e n t i o n s w e r e u s u a l l y i n
Noun Gods the form of s e n d i n g heroes to help people, a n d h e r price w a s
usually helping others.
God Noun
However, Lenhirrik has w o r n the shape of an u n m o v i n g w o o d ­
Kvarse Corpador (Flesh) en statue o f a H e r e t h r o y for a b o u t thirty years. Her truehands
Lenhirrik Herbador (Plants) a r e r a i s e d d r a m a t i c a l l y , w i t h a s p e a r in o n e o f t h e m ; s h e is s t a n d ­
ing o n f o o t h a n d s a n d feet. H e r f a c e is i n e x p r e s s i v e . It's h a r d l y
Flokin Pyrador (Fire)
t h e first t i m e s h e ' s t a k e n a n u n m o v i n g w o o d e n s h a p e , b u t it is
Hressh-Huu Airador (Air) t h e first t i m e s h e ' s d o n e s o f o r m o r e t h a n a d a y o r t w o . S o m e
M e r k l u n d u m H a r n i p s u n d u m the D o g A q u a d o r (Water) scholars think she's been imprisoned by s o m e o m i n o u s Other
G o d , or, w o r s e , b y K v a r s e . Others think she's taking a nap, or
who Killed a Fish
wearing another b o d y s o m e w h e r e else. In a n y event, H e r b a d o r
Tenmen Durudor (Metal and Stone) m a g i c is w o r k i n g w i t h t h e s a m e p e r f e c t i o n that it d i d w h e n s h e
Shax Shay Shaz Illusidor (Images) w a s a c t i v e , a n d little e l s e is k n o w n b y p r i m e s .

"Here" Locador (Place)


TLOKIN (PVRADOR)
Iraz Varuun Magiador (Magic) F l o k i n o f t e n w e a r s t h e s h a p e o f a S l e e t h , its fur s t r i p e d o r a n g e
Birkozon Mentador (Mind) a n d i n c a n d e s c e n t w h i t e , its e y e s as g r e e n a n d stripy as m a l a ­
c h i t e , i t s t a i l f a r t o o l o n g . S o m e t i m e s it p u t s t h a t b o d y o n a v e r ­
Iraz Halix Spiridor (Spirits)
tical C a n i - l i k e frame. S o m e t i m e s it i s a c l o u d o f f l a m e , an
Kaimiri Tempador (Time) o r a n g e tree in a c o p p e r t u b , a skirl o f y o w l e d s o n g , or other
t h i n g s . I t h a s n o fixed a b o d e . It r a r e l y h a s a g e n d e r .
KVARSE (CORPADOR) F l o k i n is f r i e n d l y , i n a s t u p i d v i c i o u s k i n d o f w a y . It t a k e s
Kvarse takes m a n y shapes: Cani, Orren, or other animals on a delight in t e a s i n g C a n i , a n d killing the h o r r o r s f r o m o u t s i d e the
C a n i f r a m e a r e p e r h a p s h e r f a v o r i t e s . S h e is f e m a l e a little m o r e W o r l d T r e e . I t i s n o t v e r y s m a r t ; a t l e a s t , t h a t ' s w h a t it t e l l s
o f t e n than m a l e . S h e d w e l l s in a v a s t p a l a c e in K e t h e r i a , m o s t e v e r y o n e , e s p e c i a l l y after it's b u r n e d t h e i r h a n d o f f b y m i s t a k e .
o f w h i c h i s u s e d a s t h e g u i l d - h a l l f o r the H e a l e r s ' G u i l d . She T h e o t h e r g o d s , e v e n t h e c r e a t o r s , are afraid o f its r a w d e s t r u c ­
loves p o m p and circumstance. tive force a n d Sleeth-like cruelty. T h e r e are several apocalyptic
K v a r s e is an active god. She taught the first Herethroy the cults w h i c h b e l i e v e that, at the e n d o f t i m e , F l o k i n will g r o w to
basic techniques of medicine and animal husbandry. She found­ its full s i z e , a n d t a k e t h e W o r l d T r e e in its b u r n i n g h a n d and
e d the H e a l e r s ' G u i l d i n t h e s e c o n d y e a r o f t h e w o r l d , a n d h a s t h e r e b y b u r n it t o a s h e s . S o m e o n e a s k e d F l o k i n a b o u t t h a t o n c e ;
run it w i t h a n i m p e r c e p t i b l e h a n d s i n c e then. S h e i n t e r v e n e s in Flokin grinned, g r e w to a h u g e size, a n d g r a s p e d an ancient
the world several times a week, curing dreadful w o u n d s and a r k e n t r e e a n d b u r n e d it t o a s h e s .
r a i s i n g t h e d e a d . S h e h a s a fixed p r i c e : e a c h p a t i e n t m u s t s u p p l y
h e r s e v e n years o f a hero's labor. T h e patient doesn't h a v e to do HRESSH-HUU (AIRADOR)
it p e r s o n a l l y , b u t s o m e o n e w h o i s w i l l i n g t o d o t h e w o r k m u s t H r e s s h - H u u is a s p i r a l w i n d f u l l o f l a u g h t e r a n d t r o u b l e . Her
c o m e with the patient. U s u a l l y t h e s e v e n y e a r s ' l a b o r is fairly h o m e is t h e w i d e s k y , o r a n y w h e r e s h e w i s h e s . H r e s s h - H u u i s a
ordinary heroic activities, like protecting cities from m o n s t e r s . trickster. W h e n the w o r l d w a s y o u n g , before there w e r e people,
Q u i t e a f e w h e r o e s s p e n d t h e i r t i m e w o r k i n g for K v a r s e ; it's a n she ran the w e a t h e r to suit h e r w h i m s : o n e w e e k w a s as hot as a
h o n o r a b l e o c c u p a t i o n and a g o o d w a y to clear a stained reputa­ boiling kettle, the next w e e k the World Tree's limbs g r o a n e d in
tion. T h e r e are dozens of stories of a hero accidentally killing t o m b s o f ice. T h e creator gods s a w their creatures die. They
an innocent, taking the b o d y to K v a r s e to b e resurrected, and c h a s e d after H r e s s h - H u u . She split into fourteen w i n d s and
spending the seven years. whirled around the seven creators, confounding t h e m and driv­
ing t h e m dizzy. But they m a d e nets of feathers and cages of
K v a r s e is a n elder sibling o f R e l u u , a c l o s e friend o f G n a r n
spun glirries, and set twinkling puzzles in e a c h o n e . When
and Hren Tzen. She chose not to be a creator god of the World
H r e s s h - H u u c a m e t o t r y t h e p u z z l e s , t h e g o d s e n t r a p p e d h e r in
Tree, though she has evidently created other worlds.
fourteen parts. They constrained her to give reasonable weath­
LENHIRRIK (HERBADOR) er m o s t o f t h e t i m e , l e a v i n g o n l y t h e m o n t h o f O i x for t h e u n p r e ­
Lenhirrik often w e a r s a Herethroy shape, or the guise of a dictable extremes which she loves.
m o v i n g , speaking tree. S h e d w e l l s in a g r o v e o f a r k e n t r e e s in H r e s s h - H u u plays smaller tricks as well. W i n d s on the World
Ketheria, near the city Lenkasia, the headquarters of the great Tree are mischievous. They'll flick y o u r h a t o u t o f y o u r h a n d
orders of H e r b a d o r scholars and priests. a n d w h i r l it o v e r y o u r h e a d . They'll steal y o u r love letters a n d
Lenhirrik taught the Herethroy m a n y things about plants. She b l o w t h e m t o y o u r o t h e r l o v e r s . T h e y ' l l b l o w y o u r s k y - s h i p s far
away. W h e n winds see something particularly juicy and fun, and metal. H e w a s worried that they'd miss his element entire­
they m i g h t tell H r e s s h - H u u herself, a n d s h e m i g h t c o m e to play. ly. H e f o u n d e d a n O r d e r o f S m i t h s a n d t h e o r d e r o f K n i g h t s o f
H r e s s h - H u u m e d d l e s in m o r t a l affairs. She enjoys making the Iron Ring, in imitation of K v a r s e and Lenhirrik. In the sec­
p l a n s g o w r o n g - e s p e c i a l l y t h e p l a n s o f p e o p l e w h o are p o w e r ­ ond millennium, Ketheria w a s m e n a c e d b y a very large slug. A
ful e n o u g h t o a t t r a c t h e r a t t e n t i o n . W h e n a strong Cani family Zi Ri smith now named Steelwings somehow persuaded
a r r a n g e d to d i s p o s e o f s o m e political e n e m i e s in a n airship acci­ T e n m e n to grant zir s o m e i m p r e s s i v e favors to slay the slug: he
dent, H r e s s h - H u u b l e w the s h i p t h o u s a n d s o f m i l e s off course, t u r n e d zir into a statue o f living iron, a n d g r e w zir so large zie
to everyone's d i s m a y and the eventual colonization of the branch shook the World Tree w h e n zie landed, and destroyed forests
Thanesheia. a n d buildings w i t h the w i n d o f zir p a s s a g e . Steelwings caused
s o m u c h a c c i d e n t a l d e s t r u c t i o n that T e n m e n w i t h d r e w h i s g i f t s ,
MERKLUNDUM MARNI PSUNDUM THE D O G wno KILLED A Tisn and Flokin had to deal with the slug. Steelwings rarely talks
(AQUADOR) about the incident.
M e r k l u n d u m H a r n i p s u n d u m the D o g w h o K i l l e d a F i s h u s u a l ­ T e n m e n w i t h d r e w then in other w a y s as well. H e m o v e d to his
ly w e a r s t h e s h a p e o f a d r a g o n m a d e o u t o f b r a m b l e - b u s h e s . H e present place somewhat under Ketheria, and took a passive role
is a v e r y p a s s i v e g o d , u s u a l l y a s l e e p in a c a v e l o w o n t h e W o r l d in m o r t a l affairs. H i s o r d e r o f s m i t h s f r a g m e n t e d p e a c e f u l l y into
Tree that n o p r i m e has seen. a thousand trade guilds with a few common traditions; the
Knights of the Iron Ring never b e c a m e very important. He
grants n o large b o o n s . He'll g r a n t gifts o f p e r s o n a l smithing
p o w e r if a smith brings a suitable offering o f craftwork: affini­
ties w i t h D u r u d o r , or s o m e rare m e t a l w o r k i n g spells.

SIIAX SHAV SHAZ (ILLUSIDOR)


S h a x S h a y S h a z h a s n o m a t e r i a l f o r m at all. Zie might take
s o m e i l l u s o r y b o d y . M o r e likely, if y o u m e e t zir, z i e w i l l a p p e a r
only as changes to y o u r companions' faces.
Shax Shay Shaz never leaves zir castle of mirrors and crystals.
F o r t u n a t e l y , z i r c a s t l e is l o c a t e d i n m a n y p l a c e s : s o m e w h e r e at
the e n d s of m o s t w o r l d - b r a n c h e s , d e e p inside folds of world-
b a r k far d o w n o n t h e t r u n k s , and frequently elsewhere as well.
Zie will h e l p p e o p l e w h o visit h e r if t h e y a m u s e zir sufficiently.
Zie will reveal the events of the present or past, and disguise
p e o p l e , and l e t z i r v i s i t o r s l e a v e z i r c a s t l e a t a d i f f e r e n t place
than they entered. Zie asks n o explicit favors; b u t a m u s i n g or
bizarre illusions a c c o m p a n y the people zie has helped, or appear
around t h e m years after t h e y leave. S h a x S h a y S h a z is o n e o f
the w e a k e r g o d s , h a v i n g evidently spent m o s t o f zir p o w e r cre­
ating zirself out of zir o w n frenzied imagination.

"HERE" ( L O C A D O R )
T h e t r u e n a m e o f the L o c a d o r g o d i s n o t g e n e r a l l y k n o w n , i f
h e h a s o n e at all. H e is r e f e r r e d to b y t h e w o r d for " H e r e " in t h e
speaker's language. He often wears the shape of a hollow
Herethroy carapace, with w i n d o w s s h o w i n g terrible things drift­
H i s d e e d s are few. T h e m o s t f a m o u s , p e r h a p s a p o c r y p h a l , is ing along his surface. H e is f r e q u e n t l y a c c o m p a n i e d b y s o m e

t h a t , w h e n S h a l i u n first t r i e d t o l i s t t h e N o u n G o d s i n t h e first of his black spiky progeny.

b o o k of m a g i c theory on the World Tree, she abbreviated the " H e r e " lives at the e n d of a l o n g striped corridor, like a ruler
god's n a m e to "Merklundum"; the g o d appeared to her and for m e a s u r i n g a m i l e in inches. T h e o t h e r e n d o f the c o r r i d o r
insisted that she write the whole thing. Merklundum c a n b e f o u n d i n i m p o s s i b l e p l a c e s : o n c e it w a s i n a n a b a n d o n e d
H a r n i p s u n d u m t h e D o g w h o K i l l e d a F i s h h a s n o t a p p e a r e d to castle guarded b y monsters, in the m i d d l e of a thick primeval

others, n o matter h o w badly they m a n g l e his n a m e . Unlike forest fifteen miles in diameter, w h i c h p e o p l e h a d evidently
m a n a g e d to o v e r l o o k s o m e h o w for t h e last three t h o u s a n d y e a r s
Kaimiri, he has n o near-divine assistants to take care of matters
in a n alley in Inihithre, a n d s o m e h o w c o u l d n o t b e f o u n d after­
while he sleeps; there are s o m e aspects of advanced Aquador
wards.
magic which do not get done well.
"Here" delights in terrifying people, or w o r s e . Visitors who
TENMEN (DURUDOR) o f f e n d h i m o f t e n find t h e m s e l v e s f a l l i n g f r o m t h e t o p o f t h e s k y ,
T e n m e n is a v a s t m o n o l i t h , w i t h all t h e c o l o r s o f darkness or suddenly pierced b y a thousand h o o k s a n d pins - n o matter
g l o w i n g in his sides; h e c h a n g e s size occasionally, b u t not s h a p e . h o w worthy their cause. H e i s the m o s t m a l i c i o u s o f t h e N o u n
H i s a b o d e is in t h e t h i c k e s t j u n g l e o n t h e m a i n t r u n k , below Gods, even worse than Flokin or Hressh-Huu, and he often
K e t h e r i a , in a s t o n e c a v e g u a r d e d b y a t e m p l e . intervenes in horrible w a y s . H i s gifts b e a r a price o f torment:
Early in the World Tree's history, Tenmen appeared in Q u e e n R a k s h a s a II w o n t h e offer o f a g r e a t e n c h a n t m e n t for h e r
Ketheria and taught the prime species about pottery, glass, stone, entire k i n g d o m , but she a n d twelve p e o p l e she loved w o u l d h a v e
t o d i e t e r r i b l y i n t h e m a k i n g o f it. I n h i s f a v o r , it m u s t b e s a i d "The Eternal G o d - E m p e r o r of the Grand Transcendent K i n g d o m
that h e gives g o o d value to those willing to p a y his prices. o f B i r k n a z z a . " H e is an entity w i t h so intense a self-satisfied
arrogance that even Sleeth and Zi Ri are impressed.
B i r k n a z z a is a b i g floating city, t w e n t y t h o u s a n d p r i m e s a n d
twice that m a n y n o n p r i m e s , living together in p e a c e and h a r m o ­
n y w h e t h e r t h e y w a n t t o o r n o t . It is l o o s e l y a n c h o r e d b y t h e
b r a n c h e s o f t h e u p p e r w o r l d . B i r k o z o n rules B i r k n a z z a fiercely.
H i s s u b j e c t s h a v e little p r i v a c y a n d little free w i l l . F e w m o r t a l s
c o u l d e v e n e s c a p e from a n e n c o u n t e r w i t h h i m , w e r e h e i n c l i n e d
against them. His armies are superb, and his three great champi­
ons are probably the three m o s t dangerous mortals on the World
Tree. However, his agreement with the creator gods limits him
t o B i r k n a z z a . H e n e v e r tries t o r u l e a n y w h e r e e l s e d i r e c t l y , a n d ,
w h e n h i s c h a m p i o n s t r a v e l , it i s a s p r i v a t e i n d i v i d u a l s s t r i p p e d
of m u c h of their power.
B i r k o z o n i n t e r v e n e s c o n s t a n t l y in B i r k n a z z a , b u t n e v e r o u t ­
s i d e o f it; B i r k n a z z a ' s l i m i t s a r e fixed b y B i r k o z o n ' s a g r e e m e n t
with the Creator Gods. H i s l o n g - t e r m g o a l is to r u l e t h e e n t i r e
World Tree indirectly (which the Creator G o d s will evidently
p e r m i t , s h o u l d h e m a n a g e it). H e seems glad enough to help
p e o p l e w h o visit h i m in B i r k n a z z a - p r o v i d i n g the b r o a d and
well-trained services o f the B i r k n a z z a n w i z a r d s a n d crafters a n d
military, if his o w n vast p o w e r s aren't appropriate. He often
lends artifacts or troops to w o r k outside Birknazza. His rates
are r e a s o n a b l e ; h e rarely asks for m o r e than a potent m a g i c item
o r a n e q u i t a b l e t r a d i n g d e a l w i t h B i r k n a z z a o r o n e o f its c l i e n t
states.
W i s e p e o p l e p r e f e r t o a v o i d h i m . It i s s a i d t h a t , o n c e y o u h a v e
spoken to Birkozon, y o u can n e v e r again b e sure that y o u r m i n d
is y o u r o w n .
H e h a s published, to date, six h u n d r e d and eighty-four vol­
u m e s o f m e m o i r s , including fascinating a n d insightful stories of
essential parts of World Tree history, a m a z i n g g l i m p s e s into the
cosmic mysteries of the gods before the World Tree w a s grown,
and lots o f utter self-aggrandizing drivel.

IRAZ HALIX (SPIRIDOR)


Iraz Halix w e a r s the forms o f the despised: the old O r r e n hag,
IRAZ VARUUN (MAGIADOR)
the crippled Sleeth, the withered Khtsoyis, the blind scawn
I r a z V a r u u n o f t e n w e a r s t h e s h a p e o f a n o l d R a s s i m e l h a g , fur
shaman. S h e w a n d e r s in the wild, o r in the s l u m s , or in t h e
w h i t e w i t h a g e , d e c k e d in f o r m a l w i z a r d ' s r o b e s . H e r h o m e is a
deserted places.
t a l l t o w e r c a r v e d f r o m a s i n g l e t r e e b y d e m o n s , a n d u s u a l l y i s at
the tip o f the w o r l d - b r a n c h Sinireia. I r a z H a l i x is t h e m i s t r e s s o f g h o s t s a n d s p i r i t s . T h e l i v i n g c a n ­
n o t find h e r u n a i d e d . S h e c a n o n l y b e f o u n d w h e n s o m e o n e d i e s
I r a z V a r u u n is t h e s p o n s o r o f g r e a t w i z a r d s , e s p e c i a l l y t h e c r a ­
o n t h e j o u r n e y t o r e a c h h e r , and t h e i r s p i r i t s o m e h o w finds her
zier R a s s i m e l o n e s . S h e k n o w s all spells, or c a n invent t h e m a n d
a n d t a l k s t o her. S u c h t h i n g s a r e r a r e in t h e w o r l d at l a r g e , m o r e
write t h e m in a m o m e n t . W i z a r d s w h o h a v e d o n e wild, ridicu­
c o m m o n in q u e s t s for Iraz H a l i x .
lous t h i n g s w i t h their m a g i c s o m e t i m e s c o m e to h e r to tell their
stories; she'll teach t h e m a d o z e n spells a n d send t h e m out to do Then, perhaps, the questers will encounter her in disguise.
wilder, more ridiculous things. S h e will usually grant her friends H e r i n t e r v e n t i o n is s u b t l e a n d d e l i c a t e ; it r a r e l y f e e l s l i k e m o r e
a substantial K n a c k with Magiador. She can't even teach the than a turn of luck. S h e s o m e t i m e s r e v e a l s secrets l o n g lost.
o t h e r Arts, b e c a u s e s h e is n o t t h o s e g o d s . She tries to correct the w o r s t excesses of her sister Iraz Varuun
now and then.
She values excesses and novelties. She enjoys sponsoring sev­
eral c o m p e t i n g w i z a r d s and having them contest with each
KAIMIRI (TEMPADOR)
other, with neither w i z a r d s nor Iraz Varuun caring w h o gets hurt.
K a i m i r i is r a r e l y s e e n b y p r i m e s . K v a r s e s a i d it l o o k s l i k e a
A n y o n e w i t h a n y c o m m o n s e n s e w i l l s h u n all w i z a r d s w h o h a v e
s p h i n x w i t h i t s c l o s e d - e y e d g a z e fixed o n e t e r n i t y . F l o k i n s p o k e
visited Iraz Varuun.
o f i t s c l a w s l i k e t h e i n s t a n t s o f d e a t h and p a r t i n g , i t s t a i l b e a r i n g
t h e w e i g h t o f a h u n d r e d l o n e l y c e n t u r i e s , t h e u t t e r injustice o f its
&IRKOZON (MENTADOR)
t e r r i b l e s p e e d . It d w e l l s in t h e S i l v e r M o o n , far a b o v e t h e W o r l d
Birkozon usually wears the shape of a giant disembodied Cani
Tree.
brain surrounded by thunder and lightning, floating over a splen­
K a i m i r i d o e s n o t h i n g i t s e l f . It h a s b e e n i n m y s t i c a l m e d i t a t i o n
did j a d e throne. H e h a s c l a i m e d ten t h o u s a n d titles, such as
s i n c e w e l l b e f o r e t h e W o r l d T r e e w a s c r e a t e d . B e f o r e it s t a r t e d ,
it left v e r y d e t a i l e d i n s t r u c t i o n s w i t h i t s e i g h t s k e l e t a l a s s i s t a n t s elemental will demand a favor in
a b o u t w h a t t h e y w e r e s u p p o s e d to d o in all the m a j o r u n c e r t a i n return, performed first. If you
s i t u a t i o n s t h a t w e r e g o i n g t o a r i s e b e f o r e it finished. (Time gods w a n t the air elemental to take a
can d o that kind of thing.) Kaimiri itself plays n o role in the message to Hressh-Huu, you
W o r l d T r e e , a n d its a s s i s t a n t s d o little e v e n if t h e y a r e a s k e d a n d m i g h t h a v e t o b r i n g it a d o z e n
nothing without checking Kaimiri's instructions. They have finches o f different colors -
b e e n k n o w n to send people b a c k to their p r o p e r times. Kaimiri or chastise the nendrai who
is p r o b a b l y t h e g r e a t e s t b e i n g o n t h e W o r l d T r e e , b y a n o r d e r o f mocked it a hundred years ago
magnitude. T h i s p r i v i l e g e o f d e m a n d i n g f a v o r s is o n e
o f the f e w benefits o f an e l e m e n t a l ' s lot in
l i f e , a n d t h e y r a r e l y w a i v e it. E v e n if a g o d '
ELEMENTALS c o m m a n d s an elemental to d o s o m e t h i n g for a
T h e N o u n G o d s are not alone. T h e y are accompanied, assist­ prime, the elemental will still demand its
ed, a m u s e d , a n d e n c u m b e r e d b y h o r d e s o f lesser entities, s o m e ­ favor. The god will allow the elemental to
w h a t like the gods in kind but lesser in stature. T h e s e are the d o so; after all, the g o d h a s to w o r k w i t h
elementals (also called by w o r d s w h i c h translate as angels, t h e e l e m e n t a l for a l o n g t i m e to c o m e . ,
fairies, demons, and many other names). Primes rarely
encounter the gods in person. Elementals are m u c h m o r e c o m ­
mon, and m u c h closer to the mortal scale. Their degree of
p o w e r varies widely. S o m e are as fragile as s m o k e a n d ashes;
others wield a fraction of a god's power.
Certain aspects of the world are administered b y elementals.
T h e best-studied are the air elementals w h o g o v e r n w e a t h e r a n d
4
maintain the World Tree's bizarre climate . T h e spirits of
w e a t h e r are vast, diffuse in form, c l o u d y - m i n d e d , indistinct-
b o d i e d ; they flow into e a c h other, or split apart into separate
beings. They spend their centuries moving clouds around,
s q u e e z i n g t h e m for rain, k e e p i n g t h e air b e n e a t h t h e stars clear,
and so on. S o m e wizards can c o m m a n d t h e m to c h a n g e the
weather, but ordinary w e a t h e r m a g i c w o r k s better.
Other elementals are not such laborers. Merklundum brought
a h o r d e o f w a t e r spirits with him. T h e y scattered t h r o u g h o u t the
rivers and pools of the World Tree, a m u s i n g themselves with
fishes a n d toads, e x c h a n g i n g stories w i t h w h o e v e r w a n d e r s by.
Flokin brought seven pet firecats, semi-sentient, playful and
destructive, w h o bring a great deal of P y r a d o r p o w e r to those
they choose to stay with. "Here" has a gaggle of grandchildren
- t h o s e o f the s e c o n d i n s t a r a r e b l a c k s p i k y h i l l o c k s t h a t c a n o n l y
move with Locador powers - w h o bring anguish and destruction
in e q u a l m e a s u r e ; " H e r e " s h o w s n o s o r r o w w h e n p r i m e s d e s t r o y
them.
There are few Corpador elementals. K v a r s e uses her knightly
orders the w a y that other gods use their elementals. Herbador
elementals exist, t h o u g h the difference b e t w e e n a H e r b a d o r ele­
m e n t a l a n d a p a r t i c u l a r l y a c t i v e p l a n t is n o t a l w a y s clear.
T h e t e c h n i c a l d e f i n i t i o n o f t h e w o r d " e l e m e n t a l " is b r o a d . It
includes mighty Powers w h o directly serve the gods, minor
beings w h o might or might not serve anyone but themselves,
a n d spirits c r e a t e d b y m a g e s for i n t e l l i g e n c e in spells.
Primes sometimes find themselves trying to get favors from
elementals. I f t h e f a v o r is s o m e t h i n g t h a t p r i m e s c a n d o d i r e c t ­
ly, t h e e l e m e n t a l w i l l u s u a l l y r e f u s e o u t r i g h t . If y o u w a n t to get
a thunderstorm, y o u should cast an Airador weather spell or get
a n a i r m a g e t o d o it f o r y o u ; d o n ' t p e s t e r t h e a i r e l e m e n t a l s . If
the f a v o r is s o m e t h i n g t h a t t h e e l e m e n t a l is w i l l i n g to d o , the

4
The weather on the World Tree is pretty much the ordinary weather of a temperate part of
Earth, except for the season of Surprise. This is very bizarre, since the physical features
that influence weather on the World Tree are utterly different from those on Earth. Even the
basic physics of air are different. It takes a lot of work to get the liveable, mostly pleasant
weather, and that work is all done by elementals.
WHICH SPECIES IS STRONGEST?
A Cani to her son A Gormoror to his son
"I'd have to say the Zi Ri. They live forever, the old ones are
such experts at magic. I'm afraid of Sleeth too, they're so fierce
and ruthless, they have such magic and claws. Rassimel are
clever, Khtsoyis are tough. It's a good thing we Cani stick
together, Hraff, or we'd be nothing at all."

A Sleeth to her kitten


"Cani. They work together, which we do not. I could kill three
Cani at once with claws and magic. I could not kill a dozen, and
after I kill three a dozen would come. And after they kill me,
nobody will come to kill them."
[The kitten looks up at her and almost says, "I would." But
they both know he wouldn't, once he grows up.]

A kazorm merchant to an Orren customer


"One on one, nendrai are the strongest I guess, what with all
the Mutoc spells they want. All on all I'd put my money on those
Herethroy. More of'em than anyone else in these lands, they're
big and they're brawny and they're born wearing armor and of
"Ha! We are! What didja think, the Rassimel?'
course they have those extra hands. And being all buddy-buddy
with Virid is better than mushroom farming in a fight.

An Orren to her swimming companion


"That's a really silly question, so I'll answer it. The Herethroy
species has more military might than any other species.
Gormoror are the mightiest individuals. A naked Sleeth will win
against a naked anybody else. Cani deserve the most credit for
winning wars. We're the fastest and trickiest, I'll bet we win the
most fights. Rassimel are the best there is at whatever they're
interested in. Zi Ri are most likely to have branch-shaking magic
at their clawtips. Khtsoyis are the scariest fighters.
So I guess it's everybody, really."

A Rassimel to his daughter


"Let-me-think-about-that. We're clever but we're not very dan­
gerous. Well, Cani and Orren are just like us, but not as efficient
and honestly-just-between-us they're not as clever. Herethroy
are the best as far as farming goes, but farming only goes so far.
Zi Ri live a long time and they know a lot, but there aren't very
many Zi Ri and there never will be. Khtsoyis are so stupid I
shouldn't even mention them, so I won't. [Daughter giggles
"Daddy, you just did!" He tickles her and continues.] Gormoror
are wild idiots who throw themselves away. I think it's Sleeth.
They're fierce as anything, and they're clever enough to get
everyone else to do the work. We're pretty good though,
Rassimel. Let's stick to the cities and we'll do so well. "

An old Zi Ri to a Herethroy child


"You are, silly."

A Khtsoyis to a drinking buddy


"Way Ifigure is, it's gotta be the Rassimel. Everyone else gotta
trick, see? Cani come in big mobs, Zi Ri never die, Sleeth got
magic 'n teeth, we got clubs 'n flying 'n coloring, an' on an' on.
But Rassimel, they ain't got nuthing - nuthing they let us know
'bout. So they got some secret trick, y'see, and I'm telling ya it's
a big one."
flokin and the Baker

(A myth of the World Tree, reprinted from A Child's Garden of Tales of Long Ago by Martinoc.)
a r u f m n t h e Q ^ a s s i m e l w a s a b a k e r in t h e c i t y o f T n i h i t h r e , back w h e n t h e w o r l d w a s y o u n g , /tyd ^/Hpruhan's d a u g h t e r
g o l i t a n n e w a s t w o y e a r s old, t h a t m i d s u m m e r ' s d a y , a n d j u s t s t a r t i n g t o get h e r m a g i c . <Each of t h e g o d s c a m e t o h e r a n d
introduced themselves, as they come to everyone. Cgut it h a p p e n e d t h a t ^ o f c i n w a s in t h e m o o d f o r a s n a c k , s o a f t e r m e e t i n g
g o f i t a n n e T t w e n t to £Hpruhan's shop.
£ H a r u h a n w « s a cranky baker that d a y . ' H e r d a u g h t e r h a d b e e n u p t h e night b e j o r e , c r y i n g and c a s t i n g w a t e r - s p e l l s t h a t s o a k e d t h e w h o l e
h o u s e , a n d e v e n s o £ H a r u h a n h a d t o go t o t h e b a k e r y m u c h b e j o r e d a w n t o m a k e t h e n e x t d a y ' s roffs, k n e a d i n g d o u g h by c a n d l e l i g h t . Apd it
t n e
w a s n ' t t h e j l r s t night like t h a t , o r e v e n t h e n i n e t e e n t h . S o w h e n ^ T o k i n c a m e t o h e r s h o p in t h e g u i s e o j a S l e e t f ! , "wi™ scent ° J d a w n
still d i s t a n t beyond the w o r l d - l e a v e s , she w a s n ' t pleasant.
" G o a w a y , y e c r e p u s c u l a r l o u t . T m not o p e n yet", s h e s n a p p e d . Qhe didn't r e c o g n i z e t h e g o d .
' " t o u ' r e here, aren't you^ T d (ike J o r t y - s i x s a u s a g e roffs. I ^ s t e r d a y ' s wiff do," said the b r i g h t - o r a n g e g f e e t h .
'"C'can't p a y f o r it." s a i d t h e baker, for s h e c o u f d s e e t h a t cFfokin had n e i t h e r p u r s e n o r h a r n e s s f o r p o c k e t s . " < ^ p w g o a w a y and (et m e
bake J o r m ' r e a f c u s t o m e r s ' "
eFlofcin hissed' like a n a n g r y t e a p o t . " c T h e n °I shaft go a w « | , " T t said', and t u r n e d ' and •walked' a w a y w i t h its t a i l fashing o v e r its back.
^ H a r u h a n ' s candTes aft w e n t o u t . g h e t h o u g h t "^Tofcin h a d c a s t a speff.
" Q ^ u d e viffain o j a p y r o m a n c e r . ' " s h o u t e d ' £ > ( a r u h a n . ' V ^ r o g a n t s m o f c y - t a i f e d u n c i v i f i g e d a s h - h o f e ( Qo a w a y antf n e v e r d o a n y o f y o u r
Iricks here again/"
(5"hat is n o w a y t o taffc t o a g o d . ^ o k m t u r n e d ' antf r e g a r t f e t f h e r , I t s g a g e fike a d r o u g h t a t m i d s u m m e r . " I shaff f e a v e y o u r s h o p , " eft
p r o c f a i m e d , "and' n e v e r tfo m y t r i c k s h e r e a g a i n , untif y o u pfeatf w i t h m e in t h e a p p o i n t e d ' w a y s . " , 4 n t f I t stafketf efegantfy oJJ t o its J a v o r i t e
a f f - n i g h t c a j e , in a n o t h e r city.
i i M a r u h a n t r i e d fighting h e r c a n d l e J r o m t h e f i r e in t h e o v e n , but t h e J T d m e wouftfn't c a t c h . cWforse t h a n t h a t , t h e m o r e s h e t r i e d , t h e m o r e it
wouldn't catch, ofhe c a n d l e s e e m e t f t o h a v e s o m e f a c k - o f - j l a m e o n it, a n invisible a b s e n c e of fire that s p r e a d t h e w a y f i r e d o e s . cJ"he
b u r n i n g fogs in t h e o v e n c a u g h t f a c k - o j - j i r e , antf t h e c h e e r j u f o v e n f i r e s tfietf, a n d t h e h a f j - c o o k e d t o a v e s in t h e o v e n s t a r t e d t o c o o t .
" c f h i s wiff n e v e r d o , " , saitf [J^ruhan, antf she t h o u g h t a b o u t h e r highschoof m a g i c a w h i f e , a n d c a s t a Qreoc p y r a d o r speff t o s t a r t t h e
o v e n a g a i n . "Tjut t h e s e c o n d J i r e d i e d in t w o a n d a haff m i n u t e s , cJTie bakery w a s g e t t i n g chifty, e v e n a t d a w n o n m i d s u m m e r ' s d a y .
i ^ r u h a n t h o u g h t t w i c e a s h a r d , and cast a <Heafoc f P y r a d o r speff t o u n d o w h a t e v e r m i s c h i e j t h e g f e e t h h a d w o r k e d , a n d t r i e d t o refight
the J i r e . <Tjut n o t h i n g h a p p e n e d . ( M p r u h a n s p u n a n d s p u n h e r J i r e b o w , but t h e w o o d didn't e v e n get w a r m . <Even w i t h atf t h e e j j o r t o j s p i n ­
ning t h e J i r e b o w , ( M p r u h a n h e r s e f j didn't get h o t . cin J a c t , s h e w a s d o w n r i g h t cofd - chitted, e v e n , a s i j s h e h a d sfept aft night o u t d o o r s on
m i d w i n t e r n i g h t . cJTie w a t e r s h e h a d b r o u g h t t o m a k e t h e bread had J r o g e n i n t o sofid bfocfcs.
g o f / H p r u h a n w e n t t o h e r n e i g h b o r , t h e g r e a t m a g e Qphoron, w h o m a d e t h e w a f f s o f his h o u s e o u t o j J i r e , a n d offered him a t r a y o j sticky
buns i j h e w o u f d refight h e r f u r n a c e , Apd t h e g r e a t m a g e c T h o r o n c a m e w i t h a r e d w a n d set w i t h r u b i e s , a n d a c o p p e r s t a j j set w i t h c a t s -
e y e s , a n d a gofden c r o w n fike t h e r a y s o j t h e s u n . <Tjut e v e n t h e g r e a t m a g e e f h o r o n , w i t h his w a n d a n d s t a f f a n d c r o w n , coufdn't k e e p t h a t
fire g o i n g . Apd the b a k e r y w a s a s cofd a s m i d n i g h t in cofd g u r p r i s e , e v e n t h o u g h it w a s a n h o u r a f t e r d a w n on M i d s u m m e r ' s d a y .
,(
c J T i o r o n a s k e d Qfyruhan, ' What is it t h a t k e e p s m e f r o m fighting y o u r o v e n J i r e , m e t h e g r e a t e s t J i r e m a g e that e v e r wafked the branches
o j t h e f W o r f d c J r e e , w i t h m y r e d w a n d set w i t h r u b i e s a n d m y c o p p e r s t a j j set w i t h c a t s - e y e s a n d m y gofden c r o w n fike t h e r a y s o j t h e
sun9"
g o f/Mpruhan tofd c T h o r o n a b o u t h e r a n n o y i n g g f e e t h customer.
"cfhat w a s no annoying gfeeth customer, [Maruhan. p T h a t w a s t h e g o d ^ o f c i n citsefj. Apd w h e n y o u tofd I t t o g o a w a y a n d n e v e r d o
a n y o j I t s t r i c k s in y o u r s h o p a g a i n , y o u a s k e d t h a t JTame a n d J i r e a n d w a r m t h itsefj t o s t a y a w a y . "
1 c
" I ' v e angered the J i r e god ^ W h a t c a n CI d o , c T T i o r o n ' ^ "
" ( J o to the tempfe, a n d speak to the priests."
g o £ M a r u h a n w e n t t o t h e tempfe, a n d w o k e t h e p r i e s t o j g ^ o k i n , w h o w a s a s f e e p in a n e a s y c h a i r in a p u d d l e o j gofden r o b e s , g h e tofd
him the s t o r y o j t h e s a u s a g e roffs and the c u r s e . Apd t h e p r i e s t tofd h e r h o w to a p o l o g i z e t o t h e J i r e g o d : h o w m a n y h u n d r e d s o j fittfe b i r d s t o
buy, a n d h o w t o kiff e a c h o n e . "Aj}d you'd better t h r o w in J o r t y - s i x s a u s a g e roffs. t o o , e v e n i j y o u h a v e t o b u y t h e m J r o m s o m e o n e efse."
said the priest.
i ^ r u h a n got aft h e r m o n e y , a n d w e n t t o t h e m a r f c e t - p f a c e . g h e ' d onfy bought a hundred and e i g h t e e n fittfe b i r d s w h e n she t h o u g h t o j
s o m e t h i n g , g h e r e t u r n e d t h e b i r d s t o t h e b i r d - s e t t e r s , a n d bought m i t k a n d s u g a r a n d e g g s i n s t e a d , a n d r a n oJJ t o h e r cofd, cofd bakery, ghe
had w o r k t o d o .
Q)he sun rotted its w a y a r o u n d t h e t o p o j t h e s k y o n c e , a n d t w i c e , a n d t h r i c e , cin t h e p f a c e s o j t h e J i r e , g [ o r d ' ^ T o k i n t h o u g h t o j f/V(aruhan
a n d h e r bakery. " I shaff r e t u r n t h e r e , a n d s e e i j s h e is r e a d y t o a p o f o g i g e t o m e , a n d get JTame a n d J i r e a n d w a r m t h b a c k in h e r s h o p . " It
r e t u r n e d t o ( M p r u h a n ' s s h o p o n t h e hottest d a y o j g u r p r i s e - w h i c h w a s a h o t m o n t h t h a t y e a r - in t h e g u i s e o j a b r i g h t - o r a n g e gfeeth.
g h e r e c o g n i s e d I t instantfy. o j c o u r s e . " C J o r d g i o f c i n . ' Cge w e f c o m e , o j c o u r s e , but p f e a s e don't c o m e i n ' "
cJTte J i r e g o d w a s n o n p f u s s e d . " T beg y o u r p a r d o n ^ T&u k n o w t h a t w h e r e 1 do not c o m e , n e i t h e r JTame n o r J i r e n o r e v e n w a r m t h wiff
e v e r be."
g h e b r o u g h t o u t a t u b o j i c e cream from the s t o r e t h a t h a d b e e n a bakery, and s c o o p e d a g i a n t s u n d a e J o r cFTofcin. " e T h e r e a r e a t h o u s a n d
b a k e r i e s in c i n i h i t h r e , g r e a t f o r d . Qne more or fess d o e s n ' t m a t t e r . <Tjy t h e g r a c e o j y o u r c u r s e , Ive got t h e onfy s t o r e t h a t c a n m a k e J r o g e n
J o o d e v e n in t h e h o t t e s t s u m m e r o r g u r p r i s e . I h o n o r y o u , a n d ( o v e t h e h e a t o j JTame a n d J i r e e v e r y w h e r e efse - but p f e a s e don't c o m e in t o
m y shop.'"
•gTokin J i n i s h e d Its i c e c r e a m , a n d s t r e t c h e d , a n d s h a r p e n e d I t s c f a w s o n t h e fintef o j h e r n e w ice c r e a m p a r f o r , a n d t u r n e d a w a y and
w a f t e d d o w n t h e s t r e e t , cits taif w a v i n g o v e r I t s back in s o m e m i x t u r e o j c o n j u s i o n a n d annoyance and taughter.
you should consider bringing a warrior or t w o and a healer. If
T H E A D V E N T U R I N G LIFE the situation will b e m o r e subtle than a straight fight, bring a
B y design and by accident, primes occasionally find them­
scholar. If you will be dealing with people, p r i m e s or non-
selves adventuring. S o m e venture into the dangerous sideways
p r i m e s , b r i n g s o m e o n e w i t h s o c i a l g r a c e s . It is u s u a l l y b e t t e r t o
forests on the edges of branches. S o m e explore the libraries and
s p l i t t h e p r o c e e d s a n e x t r a w a y o r t w o than t o f a i l c o m p l e t e l y f o r
u n s a f e l a b o r a t o r i e s o f a b s e n t w i z a r d s . S o m e t r y w i t h all t h e i r
lack o f the skills y o u need.
m i g h t to defend their h o m e villages from s c a w n a n d cyarr. The
F i n d i n g t h e p e o p l e y o u n e e d is s o m e t i m e s a c h a l l e n g e . The
W o r l d Tree c a n b e a perilous place for p r i m e s .
first p e o p l e to c h e c k with are y o u r friends a n d relatives: y o u r
F o r m o s t p e o p l e , a d v e n t u r i n g is a m a t t e r o f a few w e e k s or
c l a s s m a t e s at t h e m a g i c a c a d e m y , y o u r sister t h e a r c h e r and
y e a r s . It is t o o d a n g e r o u s to b e a full-time p r o f e s s i o n . Ketherian
t r e e m a g e , t h e b o u n c e r at y o u r father's bar. If that doesn't w o r k ,
scholars estimate that s o m e 4 0 - 7 0 % of adventurers are killed,
m o s t cities h a v e a place or t w o w h e r e w o u l d - b e adventurers
maimed, cursed, or otherwise brought low per year of adventur­
c o n g r e g a t e : a tavern, a r o o m in the H e a l e r s ' G u i l d , a society in a
ing.
u n i v e r s i t y . D o n ' t b e f o o l e d b y the A d v e n t u r e r s ' G u i l d s t h a t s h o w
u p in s o m e cities: t h e y are u s u a l l y c l u b s for w e a l t h y a n d p o w e r ­
Why Adventure? ful e x - a d v e n t u r e r s , a n d f e w o f t h e i r m e m b e r s a r e w i l l i n g to
N o t e v e r y o n e h a s a choice a b o u t a d v e n t u r i n g . W h e n y o u r sis­
t r o m p off into the w o o d s on s o m e half-baked plan.
ter is k i d n a p p e d , w h e n the air e l e m e n t a l s b l o w y o u r w i n d b o a t to
C o n v i n c i n g t h e s e p e o p l e t o g o w i t h y o u is y o u r s e c o n d c h a l ­
a n o t h e r b r a n c h , w h e n y o u r v i l l a g e is c l a i m e d a s t e r r i t o r y by
lenge. You m i g h t convince them by your desperate need, the
t h r e e w a r r i n g d u k e s , y o u are i n t h e m i d s t o f a n a d v e n t u r e a n d
e x c i t e m e n t of y o u r plan, the glory to b e w o n , or the g o o d c o m ­
that is that. M o r e often, p e o p l e g o a d v e n t u r i n g intentionally.
panionship you'll provide. M o n e y is often v e r y c o n v i n c i n g .
One practical reason is experience. Adventuring hones
If you're trying t o go a d v e n t u r i n g but aren't u p for all this plan­
primes' skills quickly: a d a n g e r o u s w e e k in the wilds m a y leave
n i n g a n d o r g a n i z a t i o n , j o i n a p a r t y s o m e o n e e l s e is o r g a n i z i n g .
a m a g e or warrior better than a safe year in a university or shop.
A few weeks' adventures could slice a f e w y e a r s off o f an
apprenticeship. The best smiths, tree-mages, a n d p r o f e s s o r s in
Kinds of Adventures
Here are s o m e things w h i c h adventurers frequently find them­
the cities u s u a l l y a d v e n t u r e d for a y e a r or t w o in their y o u t h .
selves doing:
E v e n if t h e a d v e n t u r e is o t h e r w i s e a disaster, t h e p e o p l e w h o sur­
E x p l o r a t i o n a n d C o l o n i z a t i o n : M e r c h a n t princes often hire
vive will gain p e r s o n a l skill a n d p o w e r .
p e o p l e to e x p l o r e n e w r e g i o n s , l o o k i n g for v a l u a b l e g o o d s a n d
T h e s e c o n d practical r e a s o n is m o n e y . Adventuring can be
clearing out e n o u g h space to start a safe colony. This usually
quite profitable. A n iron sword taken from a fallen foe, the
t a k e s s e v e r a l y e a r s , a n d is q u i t e d a n g e r o u s , e s p e c i a l l y at first.
b o u n t y for a d o z e n slain nrex, the r e v e n u e from a swamp of
T h o s e w h o s u r v i v e will b e w e a l t h y a n d p o w e r f u l in t h e new
lead-moss bushes, the high price c o m m a n d e d by a grace o f Virid
colony.
o r a n ancient ivory a n d hezarion burial m a s k : a bit o f luck could
F e t c h : Collectors of strange objects - frequently Rassimel -
bring m o r e m o n e y than a year's wages.
o f t e n h i r e a d v e n t u r e r s t o find p a r t i c u l a r s t r a n g e o b j e c t s , l i k e a
M a n y adventurers h a v e personal reasons to leave the cities and
zarrigon's skull or a bottle of alassamander w i n e . If the adven­
villages as well. S o m e w a n t to get a w a y from h o m e , from over­
t u r e r s a r e l u c k y , t h e c o l l e c t o r h a s n o i d e a w h e r e it is o r h o w t o
bearing brothers or cruel husbands or the tedium of endless calm
g e t it. If t h e y a r e unlucky, h e m e r e l y w a n t s t h e m to g o s o m e ­
f a r m life. S o m e n e e d t o get o u t o f t o w n a h e a d o f t h e l y n c h m o b ,
w h e r e , b u y it, a n d b r i n g it h o m e ; i f t h a t t a s k n e e d s k n i g h t s a n d
o r the g u i l d , o r t h e f o r c e d m a r r i a g e .
w i z a r d s t o p e r f o r m , it's c e r t a i n t o b e d a n g e r o u s . T h i s is
S o m e p e o p l e h a v e a positive call to adventure. Scholars' pur­ quick a n d relatively safe, w i t h p a y proportional to the danger.
suits of d e e p secrets o f sorcery or rare breeds of m o t h s m a y take G o o d for b e g i n n e r s a n d dilettantes.
t h e m i n t o d a n g e r . M e r c h a n t s m a y s e e k s o u r c e s o f r a r e s p i c e s or
Rescue: P e o p l e get lost and k i d n a p p e d o n a regular basis,
always-valuable metals. Wizards may need perdithorne claws
especially near the Verticals; their kindred and friends need
or r e m o r s h k a tails for their e n c h a n t m e n t s .
t h e m found, r e s c u e d , r a n s o m e d , or a v e n g e d . R e s c u e s are quick
and moderately safe as these things go. Successful rescues win
Finding Adventurers friends and admiration, and variable amounts of money.
I f y o u are p l a n n i n g a n a d v e n t u r e - a n d y o u h a v e t h e l u x u r y o f
Unsuccessful rescues leave everyone unhappy.
p l a n n i n g it, r a t h e r t h a n h a v i n g it a s s a u l t y o u u n a w a r e s - it i s
Guard: P e o p l e often n e e d to travel long distances through
often advisable to bring suitable c o m p a n i o n s . If you h a v e m u c h
unsafe lands or d a n g e r o u s skies. T h e y hire a few b o d y g u a r d s as
c h a n c e o f e n c o u n t e r i n g m o n s t e r s o r w i l d b e a s t s , for e x a m p l e ,
travel c o m p a n i o n s . G u a r d - w o r k is slow, w i t h lots o f b o r i n g this swimmy going to vote him up for leading anything more
t r a v e l . S o m e t i m e s it i s s a f e , b u t o f t e n t h e p e r s o n b e i n g g u a r d e d serious than an eel party! I wish he'd keep his toes off my tail!
has d a n g e r o u s secrets that will g e t their g u a r d s in trouble. It is — Vanassassan Vleem, Orren water-mage and adventurer
a good w a y to travel. There's a n art to adventuring, to w o r k i n g closely with a few
P r o t e c t o r : V i l l a g e s n e a r t h e V e r t i c a l s g e t m o l e s t e d b y fell skillful a n d u s u a l l y eccentric p e o p l e w h o m y o u m i g h t n o t like
creatures, a n d hire mighty people to protect them. P r o t e c t i n g is v e r y m u c h , b u t w h o m y o u a r e c o u n t i n g o n t o s a v e y o u r life a n d
an h o n o r a b l e p r o f e s s i o n ( m o r e h a p h a z a r d a d v e n t u r i n g is n o t ) , solve your problems. A bit o f etiquette a n d discussion of impor­
b u t it i s n o t f o r b e g i n n e r s . tant m a t t e r s i n a d v a n c e c o u l d s a v e y o u r life.
F o r a y : S o m e t i m e s there's nothing o b v i o u s to d o for a m o n t h L e a d e r s : S o m e t i m e s there'll b e a natural leader o f t h e party.
or t w o . A f e w adventurers c a n m a k e a quick trip into t h e I f Q u e r l i a m e n t the o l d R a s s i m e l m e r c h a n t h i r e s the r e s t o f y o u ,
Verticals, k e e p i n g their eyes o p e n for w o r t h w h i l e things. Forays he's paying y o u r w a g e s a n d he's in charge. S o m e t i m e s there's
are q u i c k , d a n g e r o u s , a n d r i s k y - b u t s o m e t i m e s t h e r e ' s n o t h i n g no natural leader. You might choose one - the most sensible
better to d o . C a n i is a natural c h o i c e - o r c h o o s e t o g o leaderless, o r s o m e
D i s a s t e r : S o m e t i m e s y o u , o r a friend, i s i n t r o u b l e , a n d t h e r e ' s other arrangement.
n o t h i n g t o d o b u t w o r k q u i c k l y t o g e t o u t o f it. P e r h a p s y o u r T h e leader's j o b is large a n d v a g u e . T h e leader should keep
healer h a s u n c o v e r e d s o m e o n e ' s h i d e o u s secret; p e r h a p s your the party focussed o n a single goal, reining in the natural ten­
sister h a s a c c i d e n t a l l y g o t t e n e n g a g e d t o dencies o f s o m e adventures to g o off investigating everything
an evil c o u n t a n d n e e d s t o g e t o u t that could possibly be
o f it; p e r h a p s i t ' s s o m e t h i n g e l s e . interesting or getting
These are quick but dangerous, involved in unimportant
and there's rarely a n y actual local disputes. T h e leader
profit, b u t e s c a p i n g t h e d i s ­ will be called upon to
aster is its o w n r e w a r d . m a k e j u d g m e n t calls, dis­
Helping Monsters: Non- tributing treasure or decid­
primes frequently need the ing to accept e n e m i e s ' sur­
services o f p r i m e adventur­ render or choosing which
e r s ; e.g., t o c u r e s o m e h o r r i ­ rune-marked door to try
ble disease or to protect first. This involves taking
them against some other responsibility for a lot o f
monsters. Some people decisions, some of
won't d o this o n principle, which will
b u t o f t e n it i s a w o r t h y a n d inevitably b e b a d
worthwhile thing to do. and lead to grief.
Leadership is usually
On The Adventure a hard job.
It's a sloshing good thing Most of the time,
we came back with all that the leader h a s only the
lead, or I'd be sticking pins authority that the rest o f
up Chastuman's tailhole - if the party gives her. If
they'd fit! He's fine and she offends people
mild when he's taking and throws
the orders, but her
choose him up as
party leader and he's
telling you when to
eat minnows and
when to eat tadpoles!
It's all, "Put Frenensus in
front, then Anogerax, with
the mages in the mid­
dle and Oonwhacker
at the back with
three eyes pointed
behind." Tells me in
the middle of the fight
authority
not to summon my
around,
Cruel Ice Fairy 'til the
the rest
Angry Dragon spell is over,
of the party m a y choose a different
as if I'd make that mistake twice!
leader, or e v e n kick h e r o u t entirely. Diplomacy a n d etiquette
Interrupted the spell I was up and casting, too! He'd try and are a s i m p o r t a n t a s g o o d j u d g m e n t f o r a g o o d l e a d e r .
teach me how to fish in a pond if he could! Never any more is
S e l e c t i n g a P a r t y : It's a g o o d i d e a , w h e n p o s s i b l e , t o h a v e a cleyless than dead with a dozen cley saved.
range o f skills. M o s t adventuring parties will get into c o m b a t B o u n d s p e l l s a r e a n o t h e r i m p o r t a n t r e s o u r c e t h a t is a l l t o o e a s ­
s o o n e r or later, so h a v i n g a f e w c o m p e t e n t fighters is w i s e . ily u s e d u p . B o u n d s p e l l s a r e l e s s flexible than cley, s o it's often
E v e n m o r e i m p o r t a n t is a healer, p r e f e r a b l y s o m e o n e w h o c a n g o o d to use t h e m instead of cley w h e n they can b e used. But
b i n d h e a l i n g spells a n d m a k e sure e v e r y o n e in the party carries s p e l l s c o s t t w o o r t h r e e c l e y t o b i n d , s o it's g o o d t o t h i n k a b o u t
them. Try to have people w h o can w o r k with the important w h e t h e r you'll b e able to replace the b o u n d spell.
magical Nouns. The healer can usually take care of Corpador. S h a r i n g B o u n d Spells: B o u n d spells are one of the best edges
The party should be sure to have someone capable of Herbador. that p r i m e adventurers h a v e over m o s t n o n p r i m e s , this century.
Skill in Airador, A q u a d o r , Pyrador, Illusidor, or L o c a d o r will P a r t y m e m b e r s s h o u l d u s u a l l y b i n d spells for e a c h o t h e r a n d n o t
surely c o m e in h a n d y as w e l l . S o m e o n e in the party should be c o u n t the cost. T h e healer should m a k e sure that everyone, car­
able to negotiate and befriend people. Someone should know ries H e a l the Awful W o u n d or T e m p o r a r y H e a l i n g spells.
t h e l o c a l l a n g u a g e , i f y o u ' r e f a r from h o m e . S o m e skills often Fighting and Sparing E n e m i e s : You will frequently find
c o m e in handy: scholarship, w o o d w o r k i n g , wilderness survival, yourselves fighting. Now, some enemies are bloodthirsty and
or the d e v i o u s arts o f s p y i n g a n d stealing; t h e details p r o b a b l y c a r e n o t h i n g f o r t h e i r o w n l i v e s , a n d w i l l fight y o u a n d d i e a n d
depend on w h a t you're going to be involved with. that is that. M o r e often, they don't w a n t to die any m o r e than
K e e p i n g t h e P e a c e : T h e typical adventuring party consists of you do. W h e n y o u a r e c l e a r l y w i n n i n g , t h e y w i l l run a w a y , o r
half a d o z e n p e o p l e o f different species and b a c k g r o u n d s , w i t h try to surrender. T h i s is often a q u a n d a r y . O n one hand, you
a bit of a c o m m o n goal h o l d i n g t h e m together. All the adven­ m a y h a v e b e e n t r y i n g to kill t h e m for a g o o d r e a s o n ; p e r h a p s
t u r e r s a r e fairly p o w e r f u l , a n d m o s t a r e u s e d to b e i n g t h e b e s t in t h e y w e r e t r y i n g t o kill y o u , a n d p e r h a p s t h e y w i l l k e e p t r y i n g if
their area. T h e y will generally have high opinions o f them­ y o u let t h e m g o . O n t h e o t h e r h a n d , k i l l i n g t h e m c a n b e b a d t o o .
selves - d e s e r v e d l y h i g h , or y o u ' r e in t r o u b l e - a n d strong o p i n ­ Perhaps they are running before they get too badly hurt, and
ions about everything. D i s p u t e s are i n e v i t a b l e , u s u a l l y at t i m e s t h e y w i l l fight f i e r c e l y i f t h e y a r e c o r n e r e d - a n d t h e y m i g h t t u r n
of crisis: d o e s the party kill the taptet p o i s o n e r w h e n she sur­ the tables a n d kill you. Perhaps their friends and families will
r e n d e r s , o r t a k e h e r as a d a n g e r o u s a n d i n c o n v e n i e n t c a p t i v e for get r e v e n g e o n y o u ; a n d p e r h a p s y o u will get the reputation - or
the rest of the j o u r n e y ? A g o o d adventuring party (or leader) criminal conviction - as a murderer yourself.
w i l l c o o p e r a t e e n o u g h , s a v i n g the d i s p u t e s f o r t i m e s t h a t t h e y Your e n e m i e s will usually h a v e the s a m e q u a n d a r y if y o u try
c a n b e r e s o l v e d safely. Often c o m p r o m i s e s are possible: the to s u r r e n d e r o r run. B u t , if y o u ' r e l o s i n g a fight, surrender or
p o i s o n e r c o u l d b e captured but d r o p p e d off at the nearest t o w n flight m a y w e l l s a v e y o u r life.
for local justice.
Watches: W h e n the p a r t y i s i n d a n g e r o u s t e r r i t o r y , s o m e o n e
s h o u l d s t a y a w a k e at all t i m e s . Often the party will split the TRAVEL
nine-hour night into three watches, putting about a third o f the You can take a sky-barge from Karkarnos to Lobex: a week, a
party on each watch. Rassimel, w h o n e e d less sleep than most thousand lozens. Or you can take a trade caravan: six to eight
p e o p l e , o f t e n find t h e m s e l v e s t a k i n g e x t r a w a t c h e s . P e o p l e w h o weeks, a hundred lozens for room and board if you've got your
n e e d t o s l e e p (e.g., p e o p l e b e i n g c u r e d b y a H e a l i n g S l e e p s p e l l ) own mule and tent and are willing to work. Five hundred if
usually shouldn't be required to stand watch. you're staying in inns and having any fun. Or you can get to
M a r c h i n g O r d e r : In m a n y places, the party can expect to get Thandibar either way, and go the rest of the way through the
a t t a c k e d a t a n y t i m e , u s u a l l y f r o m t h e front o r b a c k . It is w i s e teleport chain, but that's not much faster 'cause Lobex is only
to h a v e the party's best w a r r i o r in front. Often the best-defend­ two hops down from Thandibar.
e d w a r r i o r is p u t in t h e b a c k : n o t t h e G o r m o r o r w i t h t h e h u g e Faster? You can get a wizard to harness an ancient windbird
b u r n i n g s w o r d , b u t t h e H e r e t h r o y in c h a i n m a i l w i t h t h e m e t a l - for you to fly: one day travel, plus however long it takes to get
b o u n d staff, c a p a b l e o f h o l d i n g o f f a s u b s t a n t i a l a t t a c k f o r q u i t e your wizard and windbird. I dunno how much it costs. Nobody's
some time. T h e least-armored and least t o u g h p e o p l e generally ever done it.
g o in the m i d d l e . T h e h e a l e r s h o u l d g e n e r a l l y g o in t h e m i d d l e — Umbertius Dromo, sky pilot
t o o , a l t h o u g h this c a n b e a w k w a r d if y o u r h e a l e r is a l s o o n e o f T r a v e l o n a b r a n c h is s l o w a n d s o m e w h a t d a n g e r o u s . The
your best warriors. l a n d s c a p e is h i l l y , a n d s o m e t i m e s t h e r e a r e l a k e s i n awkward
S p l i t t i n g U p : O n the whole, adventuring parties should stay places. O u t s i d e t h e cities t h e r e are m o n s t e r s - usually living in
together. 5
Splitting up s e e m s to invite surprise attacks b y w h a t ­ the Verticals a n d m a r a u d i n g o u t o n the Flats. If o n e stays in civ­
ever p r o b l e m s are lurking in the area, from m o n s t e r s in the ilized places and a w a y from the Verticals, or travels with a
w i l d e r n e s s t o p i c k p o c k e t s in t h e city. g u a r d e d c a r a v a n , t h e r e is r a r e l y t o o m u c h trouble. Solitary trav­
C o n s e r v i n g Cley a n d B o u n d Spells: Everyone on an adven­ elers s h o u l d b e c a u t i o u s . If t h e r o a d is e s p e c i a l l y difficult or
t u r e w i s h e s t h e y h a d m o r e c l e y . M a g e s a l w a y s run l o w t o w a r d s long, one m a y perhaps b e able to take a sky gondola, instead,
the end o f the day, and even people w h o don't cast m a n y spells flying low o v e r the land. In o l d e r t i m e s , w i z a r d s b u i l t t e l e p o r t
u s e c l e y t o r e s i s t t h e m . It is g e n e r a l l y w i s e for e v e r y o n e t o k e e p chains: teleport gates sending travelers from city to neighboring
a few cley in reserve, s a v i n g t h e m for e m e r g e n c i e s . B u t don't b e city in t w o o r t h r e e h o p s , w i t h e a c h h o p c o s t i n g a cley. Teleport
s h y a b o u t u s i n g t h e m in e m e r g e n c i e s ! It's b e t t e r to b e a l i v e a n d gates cannot safely be m a d e within a mile o f each other, so s o m e
w a l k i n g is n e c e s s a r y .
T r a v e l b e t w e e n w o r l d - b r a n c h e s is h a r d e r . W o r l d - b r a n c h e s are
^ Staying together also helps gameplay. If the party splits up. each half of the players will a f e w h u n d r e d m i l e s a p a r t vertically, e v e n w h e n o n e is r i g h t
have to wait, sitting around doing nothing, while the gamemaster takes care of the other
under the other. N e a r a trunk, one m a y c h o o s e to c l i m b , should
half. Every player winds up being bored for some of the session, and the gamemaster winds
o n e b e w i l l i n g t o fight t h r o u g h a v a s t d i s t a n c e o f V e r t i c a l s o r f o l -
up being overworked.
l o w o n e o f the g u a r d e d s t a i r c a s e s o f t e l e p o r t g a t e s . Further
a w a y , o n e h a s n o c h o i c e b u t t o fly. There are any number of Movement Rates
w a y s t o fly: s k y ships, u l g r a n e - b a c k rides, chariots d r a w n b y
M e a n s of travel Movement
birds, gigantic kites, a n d so on. High-sky travel m e a n s danger.
Air elementals, invisible a n d mighty, divert themselves b y bat­ Walking (most species) 2 mph x 8 hours
ting fliers a r o u n d . Ulgrane commit piracies a n d murders. Even Caravan, cart 1.5 m p h x 8 h o u r s
the w e a t h e r is p e r i l o u s .
Mounted 5 mph x 8 hours

Airboat 6 m p h x 8 hours

F l y i n g Zi R i 4 m p h x 6 hours

Boat, downstream 3 m p h x 8 hours

Boat, upstream 1 m p h x 8 hours

MONEY
You talk up them good things real big, honor and helping your
kinsdoggies and all like that. But me, I need an even bigger rea­
son to risk my tentacles. I'll give you a hint what it is: it's made
of amber, and it's got six sides, and I'm'a hopin' there'll be an
awful lot of it in a bag right here before I leave this room.
- Loomer Landfrown, Khtsoyis adventurer
M o s t o f the civilized W o r l d Tree uses a m b e r for m o n e y . There
a r e i n n u m e r a b l e s t a n d a r d s o f c o i n a g e , b u t s o m e f o r m o f lozen is
used almost everywhere. Lozens are hexagonal plates of amber
about the area o f a U S quarter a n d twice as thick, stamped with
a f e w s y m b o l s - a m a r k for t h e m i n t w h i c h m a d e t h e coin, often
a patriotic e m b l e m or a date o r the like. T h e y are w o r t h rough­
l y $ 1 0 i n 2 0 0 1 U S d o l l a r s : a l o z e n w i l l b u y a d e c e n t b u t n o t fine
dinner, t w o h o u r s ' unskilled labor, a c h e a p shirt. T h e r e a r e four
characteristic traces o f magic o n the coin, which m a k e s the most
n a i v e k i n d s o f c o u n t e r f e i t i n g (e.g., a m b e r creation spells) easy
to detect. G o v e r n m e n t s h o p e that most m a g e s capable o f coun­
terfeiting lozens will b e able t o earn considerably m o r e m o n e y
in other w a y s . Still, t h e penalties for m a k i n g o r o w n i n g a n ille­
gal lozen-stamp are quite harsh.
There are coins worth 1/3 l o z e n ( s m a l l a n d triangular), 3
lozens (eight sides), 10 (ten sides), 3 3 (large a n d triangular), a n d
100 (large a n d round) lozens. Larger coins have m o r e elaborate
magical stamps, a n d are harder to counterfeit.
T h e s m a l l e s t c o i n s i n g e n e r a l u s e a r e terch, w h o r l e d s h e l l s l i k e
w i d e - o p e n cowries with a drop o f a m b e r in the center, often with
a s t a m p o n it. T e r c h a r e w o r t h s o m e 2 5 - 5 0 c e n t s 2 0 0 1 U S ; a
terch or t w o c a n b u y a b u n , a drink, a small trinket. They are
Movem ent Ra tes n o t m a g i c a l , a n d a m a g e c a n e a s i l y c r e a t e o n e o r t w o . It is r a r e l y
"It's not so far from Treverre to Barency if you look at wiggle-
w o r t h t h e effort, u n l e s s y o u w a n t a b u n in a h u r r y - a n d d o n ' t
some lines on maps of paper, but it's a wearying long way to
k n o w the s p e l l f o r t h e b u n i t s e l f .
walk footstep over footstep."
T h e r e a r e officially 2 7 terch i n a lozen. B u t terch a n d lozen are
— Thamwane oa Mumcherhut
not always interchangeable. Since terch c a n b e created b y magic
T r a v e l i n g l o n g d i s t a n c e s is s l o w . T h e s e m o v e m e n t r a t e s c o u n t
or craft, t h e y a r e c o n s i d e r e d a s o m e w h a t lesser currency, n o t j u s t
breaks for lunch, getting stones out o f your shoes, snagging an
w o r t h less. If y o u w a n t to b u y s o m e t h i n g that costs 100 lozens,
apple from the orchard you're passing, a n d all. If you're in a
y o u probably can't p a y 2 7 0 0 terch; you'll need actual lozens.
hurry, y o u c a n g o p e r h a p s t w i c e a s fast for a n h o u r , b u t y o u can't
M o n e y c h a n g e r s will usually give y o u a lozen for 3 0 terch, o r 2 9
k e e p that u p all day.
if y o u ' r e a r e g u l a r c u s t o m e r . But they'll only give y o u 26-27
T h e s e travel times a r e for the best conditions: a g o o d road over
terch for a lozen.
level terrain in g o o d weather, w e a r i n g g o o d footgear, b y healthy
B a r t e r is preferred t o m o n e y a l m o s t e v e r y w h e r e . If y o u c a n
adults in good physical shape a n d not very heavily loaded. If
offer a crafter s o m e t h i n g s h e is actively l o o k i n g for, y o u c a n
you're trudging through heavily forested mountains o n deer-
probably save a third to a half o f the cash price.
trails in a s n o w s t o r m , laden w i t h treasure, w i t h o n e p e r s o n b a d l y
A typical unskilled laborer earns s o m e 2-5 lozens a day, a n d
w o u n d e d , d o n ' t e x p e c t t o g o v e r y fast.
usually some meals as well. A typical farmer earns 5-10 lozens
a day, o n average over a year - mostly at harvest time. A city
guard earns some 10-20 lozens a day. A typical master in a
g u i l d e a r n s s o m e 2 0 - 1 0 0 l o z e n s a day, after all t h e business S m a l l m a g i c i t e m s are available tor sale in m o s t p n m e cities,
expenses are paid. A w i z a r d c a n e a r n t e n t h o u s a n d l o z e n s in a especially cities with m a g i c academies. M o s t o f t h e m are stu­
day, b u t can't d o that m a n y d a y s in a year. dent projects, or d e v i c e s m a d e for s o m e p u r p o s e that n o longer
matters, or trinkets that have changed h a n d s a d o z e n times. If
y o u a r e l u c k y , y o u w i l l find j u s t t h e i t e m y o u a r e l o o k i n g for.
PRICES FOR A D V E N T U R I N G M o r e likely, y o u will find s o m e t h i n g v a g u e l y r e l a t e d t o w h a t
you want, or perhaps something unexpected but useful. You
SUPPLIES m a y c o m m i s s i o n enchanters to m a k e n e w m a g i c items for you;
Prices and availability of most goods vary considerably from it w i l l c o s t 5 - 1 0 0 t i m e s a s m u c h , a n d t a k e m a n y w e e k s . ( R e c i p e
p l a c e t o p l a c e , from s e a s o n t o s e a s o n , f r o m c i r c u m s t a n c e t o c i r ­ e n c h a n t m e n t s h a v e their o w n prices.)
cumstance. This section gives a typical overview of prices, but
The price of a minor magic item depends mostly on what the
y o u r situation m a y b e different.
i t e m d o e s ( a s i f it w e r e a s p e l l ) , w h a t P o w e r it h a s , a n d how
Prices of W e a p o n s a n d A r m o r are found in the w e a p o n s a n d
m a n y t i m e s it w o r k s . M u l t i p l y t h e t h r e e n u m b e r s f r o m t h e t a b l e
a r m o r tables, p a g e 154 and 156.
together to find the typical price range. Good minor magic
F o o d i s n o t e x p e n s i v e . A b u n o r s a u s a g e from a s t r e e t v e n d o r
items tend to b e o n the expensive side of the range. If an item
should cost a few terch. A g o o d m e a l in a restaurant should cost
i s f o r s a l e m o r e c h e a p l y , t h e r e is l i k e l y t o b e s o m e p r o b l e m : a n
a lozen or so, and a very impressive meal will cost 2-4. Beer
u n p l e a s a n t side effect, an o c c a s i o n a l m a l f u n c t i o n , a n u n i d e n t i ­
a n d t a b l e w i n e are g e n e r a l l y c h e a p , a few t e r c h for a large c u p .
fied feature of the enchantment.
Fine w i n e s a n d liqueurs can get quite expensive, u p to 50+
lozens for a bottle.
Minor Magic I t e m Price Guidelines
T o o l s c o m e in a w i d e r a n g e o f qualities a n d p r i c e s . Tools
m a d e o f c o m m o n materials (meng, w o o d , horn, bone) are cheap, Cplx Base Cost Usage Mult. Power Mult.
1-2 lozens, but require constant maintenance and break fre­ 5 50-200 1/day xl Cplx xl
quently. Stronger materials (metal, stone, spell-hardened weak­
10 200-2000 3/day x2 Cplx+5 x2
e r m a t e r i a l s ) c o s t c o n s i d e r a b l y m o r e . A s m a l l 1-oz. i r o n - b l a d e d
knife costs 2 5 lozens n e w , or 10 u s e d a n d w o r n . A fireskin, a 15 1,000-10,000 12/day x4 Cplx+10 x3
magically fireproofed leather used as a fireplace, c o s t s a b o u t 15.
20 5,000-50,000 Unlimited . x8 Cplx+15 x4
Intermediate quality items, metal edges on m e n g blades or mag­
ically h a r d e n e d glass, are intermediate in price.
For example, a Hellestew s t u d e n t is offering her second-
A d v e n t u r i n g S u p p l i e s f o l l o w the s a m e p a t t e r n . A n e w , s e r v ­
semester Enchantment project, T h e R i n g o f Twelve, Highly
iceable leather b a c k p a c k will cost a couple of lozens. A small
I n v u l n e r a b l e M a g i c Shields A g a i n s t C o r p a d o r , for sale in the
m i r r o r o f s i l v e r e d g l a s s w i l l c o s t five t o t e n .
F o x in F l a m e s . (It is t h e c u s t o m o f E n c h a n t m e n t s t u d e n t s t o g i v e
L i v e A n i m a l s a r e p l e n t i f u l and c h e a p . E v e r y city h a s a m a r ­
extravagant n a m e s to their w o r k s , especially the inferior ones.)
ketplace selling food animals: World Tree equivalents of guinea
T h i s device casts T o u g h e n A g a i n s t C o r p a d o r ( S u C o 5) at P o w e r
pigs, chickens, fishes, and small birds, 2-4 to a lozen. Animals
5 twelve times a day. It s h o u l d c o s t 5 0 - 2 0 0 x 4 x 1 = 2 0 0 - 8 0 0
that require m o r e tending cost more: a guntry will cost 5-15
l o z e n s . S i n c e t h e spell is r e a s o n a b l y useful at l o w p o w e r , t h e
lozens. T h e r e are luxury meats: a live s i n g l e - h o m e d alarix will
s t u d e n t o f f e r s it f o r 6 0 0 , b u t m a y b e f l e x i b l e i f h e r s e m e s t e r ' s
c o s t a h u n d r e d l o z e n s , a n d b e t h e c e n t e r p i e c e o f a feast. Useful
c a s h is r u n n i n g l o w .
animals are not cheap. A respectable packhorse costs 300-600
C a s t s p e l l s are p r i c e d a c c o r d i n g to t h e skill o f t h e caster. A
lozens. A t r a i n e d b u t i n e x p e r i e n c e d c h a r g e r m i g h t c o s t five o r
wizard w h o can cast complexity-40 spells will try to charge sev­
t e n t h o u s a n d , o r m o r e i f i t s p l u m a g e is p a r t i c u l a r l y w e l l f a v o r e d .
eral h u n d r e d l o z e n s for e v e r y spell she casts: a fair p r i c e for
A h e a v y horse, trained to b e c a l m in a battle, m i g h t cost t w o to
t h o s e c o m p l e x i t y - 4 0 spells, b u t e x c e s s i v e for c a n t r i p s . If n e c e s ­
four thousand lozens. A t r a i n e d k r a n g o w i l l c o s t at least t w e n ­
sary they will give discounts, but most wizards w o u l d rather
t y t h o u s a n d l o z e n s , a n d y o u w i l l n o t find t h e m i n t h e m a r k e t ­
m a k e a lot o f m o n e y off a little w o r k ( a n d s a v e their c l e y for
p l a c e . D o n o t e x p e c t t o b u y a w a r h o r s e o r k r a n g o a n d t a k e it i n t o
their o w n projects) than slightly m o r e m o n e y off m u c h more
b a t t l e t h e n e x t d a y ; it m u s t g e t u s e d t o y o u , a n d y o u t o it.
work.
B o x e d Spells, ready to leam, can be quite expensive indeed.
Professional guilds or personal ties can s o m e t i m e s get y o u bet­
S t a n d a r d P r i c e s of Spellcasting
ter prices.
l
By non-mage A - 1 lozen/cley
P r i c e s of B o x e d Spells
By tradesfolk 1-2 l o z e n / c l e y
Common complexity-5 cantrip 100 lozens
B y typical m a g e ( m a x A r t 10) 3 - 2 0 l o z e n / c l e y
C o m m o n complexity-10 spell 1000 lozens
B y g o o d m a g e ( m a x A r t 15) 10-100 lozen/cley
C o m m o n complexity-15 spell 3 0 0 0 lozens
By expert mage (max Art 20) 50-300 lozen/cley
C o m m o n complexity-20 spell 10,000 lozens
By amazing wizard 100-1000 (+) lozen/cley
C o m m o n complexity-25 spell 20,000 lozens
Exotic spell x2-5
Rare spell 1-10 x c o m m o n p r i c e
Feather-cast usually half price
Obscure spell 10-100 x common price
T h e c o s t is t y p i c a l l y p e r c l e y , p l u s a s u r c h a r g e f o r t h e r a r i t y o f for w o o d o r b o n e , a n d d o n o t w o r k a s w e l l . Objects w h i c h are
the spell a n d the t i m e o f the caster. Great wizards will happi­ partially m a d e o f metal, such as a n iron-tipped spear, are nearly
ly c h a r g e v a s t s u m s for s p e n d i n g a m i n u t e d o i n g s o m e t h i n g that as h a r d to affect b y m a g i c as o b j e c t s c o m p l e t e l y m a d e o f m e t a l .
is n o p a r t i c u l a r e x p e n s e t o t h e m , p e r h a p s s p e n d i n g a c l e y a n d S o m e of the metals available on the World Tree are the terres­
perhaps not. T h e c u s t o m is t h a t t h e p r i c e m u s t b e p a i d in full t r i a l o n e s . I r o n i s t h e m o s t v a l u a b l e b e c a u s e it i s t h e m o s t u s e ­
e v e n if t h e spell d o e s n o t w o r k o u t as i n t e n d e d , t h o u g h most ful; s m i t h s w h o c a n c h o o s e t o c r e a t e a n y k i n d o f m e t a l u s u a l l y
p r o f e s s i o n a l m a g e s w i l l offer s o m e c o m p e n s a t i o n if t h e r e is a choose iron. " I r o n " and " m e t a l " a r e a l m o s t s y n o n y m o u s , r a t h e r
p r o b l e m - often a discount on the second attempt. the w a y that "lettuce" a n d "salad" are a l m o s t s y n o n y m o u s ter­
B o u n d spells d o not yet h a v e as uniform a pricing s c h e m e , restrially. C o p p e r , gold, silver, lead, a n d m e r c u r y are like the
though o n e will doubtless e m e r g e in time. Some mages charge terrestrial metals; they are mostly used for decoration and
m o r e for b o u n d spells t h a n fresh-cast o n e s , as they require m o r e enchantments. Some metals are not available terrestrially.
skill to m a k e a n d u s e t w i c e as m a n y cley. O t h e r s charge less B r a z i n i o n is a b l u e m e t a l , in t h e s e n s e t h a t c o p p e r is o r a n g e o r
e x c e p t w h e n they h a v e to b i n d t h e m fresh, as the cley w o u l d g o l d i s y e l l o w ; it i s n e a r l y a s h a r d a s i r o n a n d c o n s i d e r a b l y h e a v ­
have been wasted otherwise. Older mages, w h o did not grow up ier, m a k i n g it a g o o d c h o i c e f o r m a c e s a n d a x e s a n d l i t t l e e l s e .
with b o u n d magic, are often eccentric about pricing them. Y u l e x i o n is hard, brittle, dark, and richly aromatic; Cani and
For simplicity, these guidelines a s s u m e that the p o w e r of a S l e e t h f a v o r it b e c a u s e o f t h e s c e n t , b u t it i s n o t g o o d f o r t o o l s .
b o u n d s p e l l is r o u g h l y e q u a l t o its c o m p l e x i t y . More powerful H e z a r i o n is d e e p r e d a n d v e r y ductile: t h e m a t e r i a l o f some
b o u n d spells are s o m e t i m e s available, for a p r e m i u m . amazing filigrees and inlays in Herethroy carapaces.
M n e n o r z i o n is d a r k v i o l e t , v e i n e d w i t h l i g h t e r v i o l e t l i n e s t h a t
Typical Prices of B o u n d Spells d r i f t s l o w l y ; it i s s o f t e r than lead and lighter than water, used
mainly in jewelry. All these metals cost similar prices: 10-20
complexity 5 1-5
lozens p e r o u n c e o f r a w materials, several t i m e s that for finished
complexity 10 5-30 work.
complexity 15 50-200 T h e r e are s o m e m o r e o b s c u r e m e t a l s , w h i c h are h a r d e r t o c r e ­

complexity 2 0 100-500 a t e a n d find, a n d m a n y i n t e r e s t i n g a l l o y s a n d s p e l l - t r e a t e d m e t ­


als.
complexity 2 5 200-1000
A m b e r c o m e s in m a n y f o r m s a n d c o l o r s . Most naturally-
complexity 3 0 400-2000 a p p e a r i n g a m b e r is h a r d e n e d s a p o f o r d i n a r y trees. It c o m e s in
a l l c o l o r s ; b l u e a n d g r e e n are p a r t i c u l a r l y r a r e a n d v a l u a b l e . It
complexity 3 5 800-4000
is e a s y e n o u g h to c h a n g e a m b e r ' s c o l o r b y m a g i c , b u t this artifi­
not in s t o c k xl-2 cially c o l o r e d a m b e r is w o r t h little m o r e t h a n c h e a p a m b e r . T h e
cheapest ambers are worth about a fifth of their weight in
unusual spell x2-4
l o z e n s ; t h e m o s t e x p e n s i v e are w o r t h h u n d r e d s o f t i m e s their
Extra P o w e r ( p e r + 1 0 ) + 1 0 - 3 0 % or more weight.

binding w i t h r e a s o n i n g xl-3 W o r l d - a m b e r , a m b e r f r o m W o r l d T r e e s a p , is r a r e i n d e e d . It's


vastly harder than ordinary
amber; ordinary tools and
VALUABLE THINGS magic cannot work it,
The highest price any one person ever paid for any one thing and even Herbador wiz­
was two hundred and eighty million lozens, which Hastrobqldus ards h a v e to exert them­
Paradigmansus paid for a drop of fire in a crystal vial which selves mightily to shape
seven wizards swore was a tear of Flokin. The highest price any it. There are a few suits
one person ever paid for any one deed was one hundred and six of world-amber armor
million lozens, which Hastrobaldus Paradigmansus paid as a m a d e for the wealthiest of
bounty on the heads of three forgers and seven dishonest wiz­ aristocrats, every bit as
ards. g o o d as metal a r m o r and
— Drogue nxaa Paroot, A Book of Records and Challenges \only a hundred times as
A m b e r a n d m o n e y aren't the only valuable things on World expensive. It's easy
T r e e . L o t s o f o t h e r t h i n g s are: s o m e for g o o d r e a s o n s , s o m e for enough to find world-
bad ones. a m b e r b y the ton, at the bot­
M e t a l is r a r e in n a t u r e , a n d v e r y useful, a n d s o v e r y v a l u a b l e . t o m s o f c a v e s , b u t it i s n e a r ­
A few plants have metal-edged leaves, thorns, or berries. l y i m p o s s i b l e t o g e t it o u t .
Collecting enough to be worthwhile is t r o u b l e s o m e ; heavy Small, separate drops of
gloves are r e c o m m e n d e d . Scrap metal, from plants or salvage, world-amber - especially the vari­
i s w o r t h p e r h a p s t e n l o z e n s a n o u n c e . M a g e s w i t h t h e right s k i l l s eties that can be worked - are
a n d spells c a n c r e a t e m e t a l f r o m n o t h i n g , a n o u n c e at a t i m e . another matter entirely.
T h e t w o approaches are equally frustrating: there aren't m a n y
Gems are Durudor
p e o p l e o n t h e w h o l e tree w h o c a n r e l i a b l y p r o d u c e five p o u n d s
material, and pretty,
of metal a day.
and rare, and thus
M e t a l is n o t o r i o u s l y h a r d to affect w i t h m a g i c . Metalworking quite expensive.
spells are substantially m o r e difficult t h a n the e q u i v a l e n t spells They cannot be
mined. A f e w p l a n t s g r o w g e m s t o n e s i n s t e a d o f f l o w e r s o r fruit sonably common; their l e a v e s are salty, a n d a c r u d e g r e e n salt
- but p e r h a p s one opal rose in h u n d r e d s of b u s h e s will actually can be extracted by boiling and evaporating. A field o f salt
grow that opal. G e m s c a n also b e created b y difficult Durudor bushes will give a modest but dependable income. Bush salt
s p e l l s ; t h e f e w p e o p l e w h o c a n d o s o k n o w e n o u g h t o d o it r a r e l y c o s t s 1/2 l o z e n a p o u n d ; p u r e s a l t a b o u t t h r e e l o z e n s a p o u n d .
a n d k e e p t h e p r i c e s u p . G e m s are f a b u l o u s l y v a l u a b l e , f r o m h u n ­ F u r s of animals are usually worth something. The value of a
dreds to tens of thousands of lozens. fur d e p e n d s o n m a n y t h i n g s . Soft furs m a k e b e t t e r c l o t h e s t h e n
S t o n e : F e w stony materials occur naturally on the World Tree. r o u g h o n e s - b u t that only matters for c h e a p furs. T h e fur o f
There are occasionally deposits of terrestrial-style stones m a d e dangerous monsters are worth a great deal, tens or hundreds of
of compressed s a n d or clay: soft s a n d s t o n e a n d shale. Such l o z e n s , soft o r h a r s h . D a m a g e d furs are a l m o s t w o r t h l e s s ; fire
d e p o s i t s a r e g e n e r a l l y s m a l l - t o n s , o r t e n s o f t o n s - a n d a r e fair­ spells rarely leave m u c h of value. The pelts of sentient non-
ly v a l u a b l e . M o r e c o m m o n is trouck, soil s o a k e d with World p r i m e s c a n b e v e r y v a l u a b l e in certain p l a c e s , b u t finding those
Tree pitch: tough and heavy, slightly sticky, a bit stronger t h a n m a r k e t s m a y b e difficult o r illegal. F i n d i n g a b u y e r for a p r i m e ' s
sandstone or shale, and as flammable as w o o d . p e l t is a n a d v e n t u r e in itself, a n d n o t a s a v o r y o n e .
I v o r y , t u s k s or h o r n s o f c e r t a i n c r e a t u r e s , is w o r t h t e n s of
lozens.
Pets, exotic or friendly or decorative - trained rats, brightly-
c o l o r e d b i r d s , a l a r m i n g i n s e c t s , s p e a k i n g fish, a n d s o o n . S o m e
are worth h u n d r e d s or thousands of lozens to the right buyer,
w h o m a y not b e easy to find. Others, not valuable in cash, m a y
e a r n y o u a friend for life. Be careful: bringing d a n g e r o u s or
dubious animals into cities is a terrible crime. Serious
menagerie-keepers wind u p getting killed b y their neighbors
almost as often as by their pets.
C e r a m i c s and glass are reasonably easy to get. T h e soil on
the Flats are 5 - 1 5 % s a n d a n d clay; the rest is p l a n t a n d a n i m a l
matter. T h e sand can b e sorted out by m a g i c or cleverness, melt­
G l i r r i e s are hard flowers, as hard as glass or marble. They ed b y a spell or a furnace, and b l o w n b y spell or tube. Another
g r o w naturally: s o m e species of plants always g r o w glirries, and spell will h a r d e n it c o n s i d e r a b l y . Pottery follows a similar
m a n y others occasionally p r o d u c e glirries. T h e y look like flow­ c o u r s e , s o r t i n g t h e c l a y o u t o f s o i l , t h r o w i n g it o r s h a p i n g it i n
ers, a n d they are H e r b a d o r material. T h e y p l a y t h e role o f s e m i ­ t h e u s u a l w a y s , f i r i n g it w i t h w o o d o r m a g i c , a n d u s u a l l y h a r d ­
precious stones. T h e cheapest glirries are w o r t h a lozen or so e n i n g it b y a s p e l l a f t e r w a r d s . Pottery and glass cost two or
each; the most expensive are several hundred. t h r e e t i m e s t h e t e r r e s t r i a l p r i c e s : t h e fine p l a t e s m a y b e m a d e o f
Perfume is p o p u l a r a n d h e a v i l y u s e d , e s p e c i a l l y b y C a n i - clay, but the e v e r y d a y o n e s are m a d e of w o o d . Brick costs five
though some things they consider perfume are rather foul. to t e n t i m e s a s m u c h a s o n E a r t h , a n d is o n l y r a r e l y u s e d for c o n ­
P e r f u m e s c a n b e e x t r a c t e d b y m a g i c , b u t it's r a r e l y w o r t h t h e struction.
effort. It's u s u a l l y c o l l e c t e d b y m u n d a n e m e a n s . G o o d p e r f u m e s T a p e s t r i e s (and rugs, draperies, and so on). H i g h quality car­
are expensive, ten to a h u n d r e d lozens an ounce. pets and tapestries cost three to thirty lozens a square yard, and
Incenses, resins or other substances, aromatic w h e n burned. y o u u s u a l l y g e t m a n y s q u a r e y a r d s at o n c e . T h e y w e i g h a lot,
S o m e incenses h a v e special properties; others just smell nice. If though.
you're inviting Cani over and y o u think m a y b e y o u r h o u s e will W i n e and liquor are popular. C h e a p varieties are very cheap
stink to t h e m of laundry you yourself can't smell, burning and reasonably good. S u p e r b w i n e is 3 - 5 l o z e n s a b o t t l e , a n d
i n c e n s e is a g o o d a p p r o a c h . C h e a p incense g o e s for a terch an really impressive liquors and essences are 10-50 or more.
o u n c e ; e x p e n s i v e i n c e n s e g o e s for thirty l o z e n s a n o u n c e . A n t i q u e s can be quite valuable. Antiques in reasonably g o o d
Certain h e r b s h a v e useful properties. S o m e are directly m a g ­ shape with certifiable history can b e w o r t h t w o to three times
ical. For example, w h e n the world w a s young, A c c a n a x had w h a t they w e r e originally; truly rare ones are worth ten or a hun­
offended Pararenenzu gravely, and Pararenenzu chased Accanax d r e d t i m e s - w h e n t h e right b u y e r c a n b e l o c a t e d .
with fourfold lightnings. Accanax curled u p tight inside a B o o k s are reasonably c o m m o n ; moveable type with meng-nut
n o l o t h a m tree, a n d Pararenenzu passed h i m by. So, nolotham letters is k n o w n . E a c h p a g e is p r i n t e d b y h a n d , s o b o o k s a r e n ' t
trees h a v e the virtue of resistance to K e n n o c spells. Other herbs cheap. Good-quality books and rare books can fetch high
can b e u s e d for v a r i o u s p u r p o s e s , from e n c h a n t m e n t s to w a k i n g prices, f r o m t e n l o z e n s for a g e n e r i c b o o k to a g r e a t d e a l m o r e
u p in the m o r n i n g . f o r a b o o k t h a t a r i c h R a s s i m e l c o l l e c t o r is l o o k i n g for.
S p i c e s m a k e rich m e r c h a n t s in m a n y cities. Common spices C u r i o s , a n d o t h e r s m a l l e x o t i c o b j e c t s , a r e v a l u a b l e for t h e i r
a r e e a s i l y g r o w n a n d r a r e l y w o r t h a d v e n t u r e r s ' effort t o c a r r y rarity or extrinsic interest. A dagger that killed a famous noble
home. R a r e or labor-intensive spices, especially pollens (like m i g h t b e sold for tens of t h o u s a n d s o f lozens to the right cus­
terrestrial saffron o r World Tree jersany), are w o r t h a g o o d deal tomer.
more: tens or hundreds of lozens an ounce. Collecting an ounce M a g i c i t e m s , enchanted with powers by skilled sorcerers, are
o f s p i c e p o l l e n isn't w o r t h a d v e n t u r e r s ' t i m e , b u t it's w o r t h a prized everywhere. T h e simplest are r e c i p e enchantments.
thief s time checking kitchens. There are a few hundred recipes w h i c h reliably m a k e s o m e spe­
S a l t i s n ' t v e r y c o m m o n o n the W o r l d T r e e . It c a n b e c r e a t e d cific t y p e s o f m a g i c i t e m s : p l o w s w h i c h w o r k b e t t e r t h a n a n y
by a C r e o c S u s t e n o c D u r u d o r 10 spell, but not m a n y p e o p l e w h o terrestrial plow, h o r n spears that feed o n the fury o f the wielder,
h a v e t h e arts w a n t to w a s t e t h e m o n salt. Salt bushes are rea­ fountains that s h o w e r butterflies instead of water. The recipes
arc v e r y v a l u a b l e ; i t e m s m a d e f r o m t h e r e c i p e s a r e fairly v a l u ­
able. Pattern enchantments are a slowly-dying art, being WEAPONS
superseded b y spellbinding; they are single-use pattern spells W e a p o n s a n d a r m o r are r e g r e t t a b l e n e c e s s i t i e s o f t h e a d v e n ­
a t t a c h e d t o s u i t a b l e o b j e c t s . G r e a t e n c h a n t m e n t s are t h e r a r e s t : t u r i n g life. It is, i n g e n e r a l , e a s i e r a n d c h e a p e r t o kill s o m e t h i n g
each o n e a u n i q u e w o r k o f art a n d creation b y a n enchanter, e a c h with a sword than with a spell. Weapon-making o n the World
one w i t h its o w n p o w e r s a n d personality. Magic items o n the T r e e is t e c h n o l o g i c a l l y s o p h i s t i c a t e d , b u t o f t e n i n n o n - t e r r e s t r i a l
W o r l d T r e e are a s l i k e l y t o b e m u n d a n e (e.g., pots w h i c h boil directions. M e t a l (usually iron) w e a p o n s a r e t h e m o s t effective,
water instantly, o r clothes w h i c h c a n n o t b e torn) o r artistic (a but the most expensive; they are made with an eye towards using
lapestry o f a n i m a t e d figures, or a tree perpetually in b l o s s o m ) as as little m e t a l a s n e c e s s a r y , a s w e l l a s b e i n g d a n g e r o u s .
directly useful for adventurers. T h e s t a n d a r d adventurer's w e a p o n is t h e s w o r d : n i m b l e and
accurate, a n d capable o f inflicting severe w o u n d s . World Tree
G r a c e s a n d G l o r i e s are t o k e n s o f d i v i n e f a v o r . They take
s w o r d s t e n d t o b e m o d e r a t e l e n g t h , thin, a n d s h a r p o n b o t h s i d e s
f o r m s s u i t a b l e f o r t h e g o d they r e p r e s e n t : g r a c e s o f F l o k i n h a v e
of the blade. S w o r d s a r e q u i t e e x p e n s i v e , w i t h e v e n the b a s i c
been seen in the form o f copper acorns, b e e s w a x candles, gold­
style costing fifteen hundred lozens. T h e price of a blade
en s u n - s h a p e d j e w e l r y , a n d a n i m a t e flat f l a m e s w r i t t e n o n a n o t e ,
i n c l u d e s b o t h t h e cost o f t h e m e t a l a n d t h e craft a n d s p e l l w o r k
(i races a n d g l o r i e s c a n b e u s e d i n s t e a d o f c l e y t o cast spells in
o f a s k i l l e d s m i t h t o h a r d e n t h e b l a d e , a l l o w it t o k e e p a fine
the g o d ' s art - u s u a l l y a t d o u b l e P o w e r . A n u n u s e d g r a c e will
e d g e , a n d m a k e i t b o t h b a l a n c e d and a t t r a c t i v e . C h e a p e r s w o r d s
hold t h e p o w e r o f u p t o a d o z e n cley. A glory will rarely hold
are m a d e o f m e n g with metal reinforcements o n the edges, at a
more than o n e or t w o , but a glory regains o n e each day. G r a c e s
quarter o f the price o f a sword and three quarters of the value.
(and to a lesser e x t e n t glories) c a n b e u s e d i n special w a y s in
S w o r d s m a d e entirely o f m e n g a r e c h e a p , b u t g o o d for little
advanced magic; enchanters, spellweavers, a n d ritual mages
m o r e than practice or rat-killing; other cheap w e a p o n s are better
and their c u s t o m e r s m a y p a y t h o u s a n d s o r millions o f lozens for
value for y o u r terch.
them. ( H o w m u c h w o u l d a Z i R i fire w i z a r d p a y f o r o n e e x t r a
lire s p e l l p e r d a y , f o r t h e r e s t o f z i r e t e r n a l life?) Variant styles are possible: longer s w o r d s (+1 o n Attack) cost
a n e x t r a five h u n d r e d l o z e n s , a n d t h i c k e r s w o r d s ( + 1 o n B a s e
Boxed spells, ready to leam but not yet learned, m a k e excel­
D a m a g e ) cost an extra thousand. A n o t h e r c o m m o n v a r i a n t is
lent t r e a s u r e .
t h e jag-sword, a w e a p o n o f a n y o f a thousand varieties with
Enchantment recipes, the instructions for m a k i n g magic
extra points, hooks, bends, curves, spikes, or other enhance­
items, a r e fairly rare a n d fairly v a l u a b l e . N e w or rare craft
ments. J a g - s w o r d s a r e s l o w e r a n d less effective for simply
enchantments c a n b e fantastically valuable to s o m e o n e w h o c a n
hacking at foes than regular swofdsv H o w e v e r , the j a g s a r e g o o d
use t h e m .
for tricks: t h e y c a n twist a n e n e m y ' p w e a p o n o u t o f h i s h a n d ,
Property, buildings, lands, mines, orchards, and so on. Most
slash his armor, a n d e v e n cut his tendons m o r e effectively than
property is h a r d t o m o v e , b u t d e e d s (traditionally written o n
a regular sword could.
metal plates for valuable property) a r e easy. Property m a y be
a w a r d e d a s r e w a r d s for s e r v i c e . It u s u a l l y g e n e r a t e s a n i n c o m e , F o r t h e a d v e n t u r e r w h o i s b o t h r i c h and s t r o n g a r e t h e h u g e
tens o r h u n d r e d s o f l o z e n s a m o n t h . two- and three-handed swords, immense bars of spell-hardened
iron capable o f inflicting terrible w o u n d s . Only Herethroy
S l a v e s c a n b e quite valuable. Slavery c o v e r s a lot o f territory.
a m o n g the p r i m e s c a n u s e three-handed swords; they require
The m i l d e s t f o r m s a r e fixed-term indentures ( m o r e or less vol­
leverage not available to Khtsoyis, and appendages not available
untary) a n d perpetual serfdom (involuntary, b u t with a lot o f
to anyone else.
rights); f e w p e o p l e o n t h e W o r l d T r e e c o n s i d e r either o f these
unnatural o r evil. T h e m o s t e x t r e m e f o r m is quite evil: k i d n a p ­ T h e s e c o n d m a i n c a t e g o r y o f w e a p o n s is c r u s h i n g w e a p o n s .
p i n g s o m e o n e a n d s e l l i n g t h e m d o w n t h e b r a n c h f o r a flat f e e ; The well-equipped warrior will typically choose a mace, a rein­
d o i n g t h e k i d n a p p i n g is r a r e l y l e g a l , t h o u g h b u y i n g t h e v i c t i m s forced handle with a spiked ball o f metal. Most warriors con­
two h u n d r e d miles a w a y usually is. Cani m a k e t h e best slaves; sider m a c e s slightly inferior to swords: a glancing b l o w with a
if y o u c a n k e e p t h e m f o r a f e w w e e k s , t h e y ' l l b e l o y a l t o y o u . m a c e is m o r e effective t h a n a g l a n c i n g b l o w w i t h a s w o r d , b u t a
They are worth twice the price of other species. Rassimel, g o o d b l o w w i t h a s w o r d is m o r e effective t h a n a g o o d b l o w with
Herethroy, Khtsoyis, a n d Orren m a k e adequate slaves. Zi Ri, a m a c e . T h e next heavier w e a p o n is the o n e - h a n d e d military ax,
Sleeth, a n d G o r m o r o r m a k e dreadful slaves, a n d a r e very hard to a massive thing with a metal-reinforced handle that requires
sell. T h e price of slaves depends on both the slave a n d the great strength t o u s e effectively. A stronger a n d richer warrior
region. A y o u n g , untrained R a s s i m e l captive goes for a thou­ can choose a huge two-handed mace or axe capable of immense
sand lozens. A skilled obedient craftsman who's indentured h i m ­ blows. Cheaper weapons are clubs, which can b e as simple as
self for t e n y e a r s t o r e p a y a d e b t m i g h t fetch m a n y t h o u s a n d s , picking u p a b i g stick. T h e y are n o t great w e a p o n s , b u t t h e price
most o f w h i c h will g o to his creditors. There are tricky moral and convenience m a y be pleasing, and simple Herbador magic
issues here. can e n h a n c e their attacks in a variety o f w a y s . Clubs studded
with metal points are m o r e damaging, a n d harder for your oppo­
K n o w l e d g e , i n s i g h t into t h e s e c r e t s o f t h e u n i v e r s e is often
n e n t t o affect b y m a g i c , t h a n s i m p l e sticks, a n d c o s t corre­
valuable. A n e w fact ( e v e n a m i n o r o n e ) a b o u t a g o d m i g h t
spondingly more.
m a k e or b r e a k a scholar's career. T h e m o n e t a r y value o f k n o w l ­
edge usually depends o n finding the right buyer. I f y o u w a n t it T h e m a i n variant o n t h e c r u s h i n g w e a p o n is t h e flail: a m a c e -
for y o u r s e l f , k n o w l e d g e i s b e y o n d p r i c e . h e a d attached t o a staff b y a chain. Flails are treacherous
weapons; they can whirl around a n d smash the wielder in a mis­
t a k e . T h e y a r e a l s o q u i t e d e a d l y ; i f o n e i g n o r e s the d a n g e r , t h e y
are superior to metal swords and cost the same.
All Khtsoyis have an advantage using clubs (including spiked
clubs and maces, but not axes or two-handed maces): they m a y are u s e d for a n initial volley a n d t h e n set aside.
u s e u p t o t h r e e a t o n c e a n d g e t a l m o s t full d a m a g e f r o m t h e m . A r r o w s , t o o , are generally c h e a p a n d n o t well crafted. They
F u r t h e r m o r e , if a K h t s o y i s is o v e r h i s e n e m y ' s h e a d , h i s c l u b s have m e n g heads, as metal a n d stone are too expensive to throw
are m o r e effective. at y o u r e n e m i e s . A s w i t h b o w s , h i g h e r - q u a l i t y a r r o w s a r e s o m e ­
Spears are long sticks with o n e e n d sharpened. With a metal times available, with small bonuses o n Attack for large increas­
tip, a s p e a r is a g o o d w e a p o n : inferior to a sword, b u t only a es in price.
t e n t h o f t h e p r i c e . W i t h a m e n g t i p , a s p e a r is r o u g h l y a s g o o d a D a g g e r s a n d knives a r e not dignified w e a p o n s , a n d n o t nearly
weapon as a club. Spears can b e used with one or t w o hands; the as effective as t h e others. H o w e v e r , s o m e p e o p l e find i t u s e f u l
extra force for using t h e m t w o - h a n d e d i m p r o v e s t h e m signifi­ to have small, readily-concealed, relatively cheap weapons.
cantly. T h e y w o r k w e l l as defensive w e a p o n s , k e e p i n g t h e e n e ­ Also, since they are short, daggers c a n b e u s e d effectively in
mies at a bit o f a distance. T h e y also allow the user to counter­ close c o m b a t ; they are often t h e best w a y to injure a Sleeth w h o
attack, trading s o m e defense for a n extra attack. In the hands o f has just j u m p e d on you. M e n g knives are kitchenware, only use­
an experienced fighter w h o k n o w s h o w to counterattack already, ful a s w e a p o n s a s a last resort. Metal-edged knives are more
spears c a n b e quite nasty indeed. effective. Metal daggers are adequate weapons; they compare
A staff is a l o n g stick, typically n o t s h a r p e n e d , h e l d in b o t h favorably with (non-metal) spears.
hands. Staves are mainly defensive weapons: they d o not do
much damage, but they can block other attacks quite well.
M e t a l - b o u n d staves, with strips of metal running a l o n g the s i d e s
for r e i n f o r c e m e n t , a r e better at attack a n d d e f e n s e . Staves often
h a v e s p e a r p o i n t s at o n e e n d ; c h a n g i n g t h e g r i p t u r n s t h e staff
into a spear.
Herethroy have a species advantage with these weapons: they
m a y u s e a spear o r staff t w o - h a n d e d in their l o w e r h a n d s , with­
out interfering with other w e a p o n s in their upper hands. A good
H e r e t h r o y warrior, protected b y a staff a n d a layer o f chitin
under his armor, c a n b e quite h a r d to kill.
T h e w e a p o n o f t h e w e a l t h y is t h e rapier: a light, elegant fenc­
ing sword o f moderate length with a sharp point but usually a
blunt blade. Rapiers are tremendously accurate, b u t they tend to
g i v e n e e d l e p r i c k w o u n d s w h i c h s t i n g b u t d o little a c t u a l dam­
a g e . I n t h e h a n d s o f an e x p e r t , t h e y c a n b e d e v a s t a t i n g : e v e n o n
t h e W o r l d T r e e , a r a p i e r t h r o u g h t h e h e a r t is a n u n p l e a s a n t
wound. Sabers, fencing swords with sharp blades as well as
p o i n t s , are a c o m m o n c o m p r o m i s e b e t w e e n o r d i n a r y s w o r d s a n d
rapiers.
T h e b e s t r a p i e r s a r e serpent rapiers, made of spellcrafted
m e t a l that is solid w h e n t h e rapier is thrust, b u t a l m o s t liquid
w h e n it is w a v e d . S e r p e n t rapiers, u s e d properly, coil a n d slith­
e r a r o u n d the f o e ' s w e a p o n s a n d s h i e l d s ; d e v a s t a t i n g l y a c c u r a t e
and useful for a great m a n y tricks.
M i s s i l e w e a p o n s are n o t a s h i g h l y f a v o r e d a s m e l e e w e a p o n s .
World Tree biology m a k e s arrows m u c h less deadly than they
are terrestrially. A single arrow, e v e n t o heart o r brain, is unlike­
ly t o kill a n e x p e r i e n c e d warrior. M a g i c , e v e n a H e r e t h r o y p e a s ­
ant's s p o n t a n e o u s F i r e F l o w e r , is easier t o m a s t e r a n d m o r e
i m p o s i n g t h a n an a v e r a g e a r c h e r ' s b o w s h o t s . Missiles are for
w h e n y o u a r e conserving cley, for w h e n y o u a r e fighting at a
long distance, o r (this century) for delivering b o u n d spells at a
distance. A l l these a r e useful, to b e sure, b u t they d o n o t rule Nobody throws metal daggers; they are far too valuable.
World Tree battlegrounds the w a y l o n g b o w s a n d later guns and People d o sometimes throw other things. M e n g knives or other
a r t i l l e r y ruled t e r r e s t r i a l c o m b a t . sharp m e n g objects can be thrown, reasonably accurately but not
T h e p r e f e r r e d m i s s i l e w e a p o n is t h e b o w : typically a c o m p o s ­ terribly hard. Javelins, spears designed for throwing, a r e used o n
ite l o n g b o w , m a d e o f four kinds o f w o o d a n d h o m b o n d e d o c c a s i o n t o g e t a n extra volley o f attacks w i t h o u t u s i n g cley.
together with a spell. A s t h e w e a p o n is n o t well r e g a r d e d , they Strong people c a n pick up logs a n d throw them: neither accurate
tend t o b e o f indifferent quality. High-quality b o w s are avail­ nor impressive, b u t a heavy log c a n hurt. It is often u s e f u l t o
able in s o m e p l a c e s , g i v i n g b o n u s e s o f + 1 t o + 4 o n A t t a c k for t h r o w a small object carrying a b o u n d spell: the object m a y b e
b e t w e e n five a n d f o r t y t i m e s the u s u a l p r i c e . Crossbows are t o o s m a l l t o d o s i g n i f i c a n t d a m a g e , b u t t h e s p e l l it c a r r i e s c a n .
available in s o m e parts o f the World Tree, b u t b e c a u s e o f their Slings can improve the range o f such things.
s l o w n e s s are e v e n l e s s w e l l r e g a r d e d f o r g e n e r a l u s e t h a n l o n g ­ For the Sleeth, male Gormoror, or truly poor or desperate,
b o w s . ( T h e y are w o r s e t h a n t e r r e s t r i a l c r o s s b o w s ; i t i s n o t w o r t h t h e r e a r e c l a w s a n d t e e t h . T h e s e w e a p o n s h a v e the a d v a n t a g e
the cost t o m a k e t h e m o f metal.) W h e n they are u s e d at all, they that they are a l w a y s available a n d very hard to drop, b u t for
primes they d o less d a m a g e than manufactured w e a p o n s . For
m a n y people, they are nearly ineffective - Orren, Herethroy ADVICE FOR PROSPECTIVE
Rassimel, and Gormoror women (who have claws like
ADVENTURERS
G o r m o r o r m e n , b u t s m a l l e r teeth) are better off w i t h a meng
"You have inherited my physique, which is good, and my intel­
knife. Zi R i teeth are tiny needles; Z i R i generally prefer to fight
lect, which will serve you badly as a mage. You must train with
w i t h t h e i r f l a m e b r e a t h , w h i c h is at l e a s t n o t s t r e n g t h - b a s e d . ( F o r
weapons if you want to be an adventurer. You will need all the
t h e s e s p e c i e s , t h e c o m b i n a t i o n o f c l a w s a n d t e e t h is t r e a t e d a s a
skill you learn in the combat-yard and more. There's no better
single weapon.)
training in weapons than the knightly orders. I'll put in a word
F o r C a n i , c l a w s and teeth are a m e d i o c r e but usable choice,
with Sir Darnion, and I'll talk to the local deans of the Radiant
roughly comparable to a metal dagger. G o r m o r o r m e n have fero­
Spire and Red Chitin. Don't join the Crimson Flowers; they are
cious bites, a n d k n o w h o w to use them. Khtsoyis have an even
degenerate and defy their own rules. When you earn your
more ferocious bite with the eating m o u t h - as dangerous as a
knighthood, I will give you my armor.
s w o r d - b u t it i s l o c a t e d a t t h e b a s e o f t h e b o d y , a t t h e j u n c t i o n
— Sir Lleddiet, Cani knight, to her son
of all t h e t e n t a c l e s , a n d c a n o n l y b e u s e d w h e n t h e K h t s o y i s is
more or less e m b r a c i n g the victim, not in regular combat. "I make good choices, you can listen and make your own
Sleeth h a v e the best natural w e a p o n s of the p r i m e species: effec­ choices. I study Corpador and Healoc, healing spells and pro­
tive c l a w s a n d t e e t h . In close c o m b a t Sleeth can also rake with tective cantrips. When Sir Darnion needs to run to the Verticals
their h i n d legs, a ferocious third attack . and his healer is dead drunk at Scarabella's, I know the healing
spells and he hires me to come along. \
"Also I study Ruloc and learn spells for pdralysis and levita-
ARMOR
tion, which are better for a Sleeth than for other people. I also
A r m o r c o m e s i n v a r i e t i e s t o fit a l l b u d g e t s - t h o u g h n o t a l l p e o ­
learn tricks offeather casting for saving cley, and hammer cast­
ple; S l e e t h , K h t s o y i s , a n d Z i R i h a v e f e w c h o i c e s o f a r m o r i n g .
ing for more power. A poison bear pounces on Sir Darnion,
T h e c h e a p e s t v a r i e t y is h e a v y c l o t h i n g : effective a g a i n s t t h o r n s ,
except that I hold it with a spell halfway in the pounce: Sir
but little u s e a g a i n s t w e a p o n s . Leather armor, covering most of
Darnion pays a Sleeth an extra share that day!
the b o d y , a n d h a r d e n e d b y b o i l i n g in h e r b - b a t h s a n d b y m a g i c ,
is t h e c h e a p e s t u s e f u l v a r i e t y ; it i s a w i s e p u r c h a s e f o r most "When I am young I claw and bite like a thunderstorm with
adventurers. Cani, Gormoror, Khtsoyis, Sleeth, and Zi Ri have teeth. A renegade knight whirls a spear at me. I dodge and
tough hides, roughly equivalent to leather a r m o r already; Cani pounce her. I claw her five times and bite twice, but she clothes
and G o r m o r o r get the protection o f leather (or other) a r m o r they herself in metal and soon my claws and teeth are aching. She
wear in a d d i t i o n to that o f their h i d e s . cuts me twice, and I levitate fast and bound away or else I die. I
sleep in the sun many hours after that fight, rrai!
For o n l y a little m o r e m o n e y , l e a t h e r a r m o r c a n b e r e i n f o r c e d
"After that I do not want to fight so much. I buy an Ugly Face
by b a n d s o f w o o d o r ( b e t t e r ) b o n e , g i v i n g s i g n i f i c a n t e x t r a p r o -
Amulet to keep blades away, and make sure to go with compan­
lection. H e r e t h r o y carapaces are roughly equivalent to bone
ions who like swinging weapons. They are happy when I hobble
s p l i n t a r m o r . T h e y t o o c a n w e a r o t h e r a r m o r o v e r it, a d d i n g t o i t s
their enemies, and they are more happy when I heal them and let
protection.
them fight more. And I am happy not to get cut so much. When
M e t a l a r m o r i s the s i g n o f a s u c c e s s f u l , o r a t l e a s t r i c h , a d v e n ­
they need help again I claw and bite like a thunderstorm with
turer. C h a i n a r m o r , m e t a l l i n k s o v e r f l e x i b l e l e a t h e r a r m o r , is
teeth, and then sometimes again I get an extra share."
expensive (some 3,000 lozens) but worthwhile. Plate armor,
generally m a d e from a dozen solid pieces of metal s e w n onto
— Thandrrah, an old Sleeth healer
leather a r m o r , is v e r y e x p e n s i v e : a n e w suit costs s o m e 2 0 , 0 0 0 "You'll need a good healer, to start with. Always travel with a
lozens. E v e n w e a l t h y w a r r i o r s t h i n k t w i c e b e f o r e investing in healer. Can't heal yourself if you're stunned and reeling. And a
plate a r m o r ; h i g h - q u a l i t y m a g i c a l p r o t e c t i o n s m i g h t g i v e s i m i l a r healer can do other tricks, catch you in a spell if you fall down.
advantages. The very wealthy buy both magical protections and "And you gotta have a wizard. Two wizards are even better.
enchanted plate armor, and consider t h e m s e l v e s quite safe. One to cast and one to blast, I say! One to keep your enemy's
T h e m o s t e x p e n s i v e a r m o r is m a d e o f w o r l d - a m b e r , t h a t r a r e spells away, and one to wrap 'em up in burning brambles!
and i n c r e d i b l y r e s i l i e n t a m b e r from the World Tree's sap. I t is "Then you oughta take a knight. A Rassimel knight if you can
b e a u t i f u l , l i g h t , and e x t r e m e l y s t r o n g . A s a r m o r it is slightly find one, and just because he's short. You can float over his
better t h a n p l a t e a r m o r , a n d for o n l y a h u n d r e d t i m e s t h e p r i c e . head, he can fit under your tentacles! You thunder down on the
A standard suit of a r m o r typically covers everything that can beast with your clubs while the knight hews at its entrails and the
be c o v e r e d : a h e l m e t f o r t h e h e a d , g r e a v e s f o r t h e forearms, wizard pokes thorns into its eyes; there's no finer fighting on the
gauntlets, boots, a n d so on. You'll need to b u y y o u r shield sep­ world-branch!
arately. Shields are excellent for defense, e v e n c h e a p w o o d e n "You also oughta take a magazine. Sometimes the wizards just
shields. M e t a l shields are o f c o u r s e better. sit and talk for days and days and there's nothin' to fight. Oh,
S l e e t h a n d K h t s o y i s c a n n o t w e a r m u c h a r m o r ; it i m p e d e s t h e i r they'll make you fetch and carry and sneak and peek, that's just
motion too m u c h . They can wear harnesses, heavy straps part of the job."
uround vulnerable parts o f their bodies, w h i c h s o m e t i m e s turn or — A Khtsoyis Brute to her Daughter
blunt attacks. The best harnesses, studded with metal, cost
about as m u c h as c h a i n m a i l and are c o n s i d e r a b l y less effective,
(l-ind a S l e e t h o r K h t s o y i s s m i t h a n d y o u m a y d o better.)
Zi R i c a n n o t m o v e o r f l y w e a r i n g a r m o r , a n d r a r e l y w e a r it.
P r i m e s live in a c o m p l e x and varied world, four thousand t o g e t h e r , a n d f o u n d a d o z e n o t h e r s t o m a n a g e its m a g i c : s o m u c h
years old, strung along hundreds of branches. Their history and is o b v i o u s . W h o did w h a t to w h o m , a n d w h y , and h o w ? The
current lives are shaped b y the etherial subtleties of politics, the rest is m y s t e r y .
insistent practicalities of magic, the interlocking wills of gods,
dukes, guilds, heroes, monsters, and wizards. O n each branch, The Birthing Field
in e a c h century, these play against each other differently. Time is m e a s u r e d f r o m t h e B i r t h i n g F i e l d , t h e m o r n i n g o f t h e
T r e v e r r e t o d a y is a d e l i g h t f u l a n d sophisticated city; but Ob day that the Herethroy and the Sleeth w e r e created, w h i c h w a s
Murend today and Treverre of some time ago were wild and t h e first d a y o f s p r i n g i n t h e y e a r 1. T h a t w a s n ' t t h e b e g i n n i n g
coarse. Still, s o m e c o m m o n r o o t s h o l d for all o f all p r i m e civi­ of the World Tree. Akkamagga, nendrai, and a dozen other
lization: the history o f the center, the nature of the p e o p l e , the kinds of sentients had already b e e n created, s o m e as m u c h as
fundamentals of magic and technology and theology, and the fifty-five years before. P r i m e historians don't talk m u c h about
w a y s that p r i m e s organize their cities a n d lives. the time before Creation Morning.
T h e first H e r e t h r o y a n d t h e first S l e e t h a w o k e o n t h e B i r t h i n g
Field o n t h e w o r l d - b r a n c h C r a i t h e i a in K e t h e r i a : forty-eight of
UNIVERSAL HISTORY each, strong y o u n g adults in b o d y and mind. T h e S l e e t h , it i s
T h i s section d i s c u s s e s the history that h a s s h a p e d all p r i m e
said, split u p into b a n d s o f t h r e e s a n d fours, a n d w e n t off to t h e
culture. There aren't m a n y p e r s o n a l i t i e s i n it: t h e e m p e r o r t h a t
surrounding forests to hunt. The Herethroy gathered together
terrifies o n e b r a n c h will h a v e little i m p a c t o n t h e n e x t . T h e m a i n
a n d s a n g for a t i m e , a n d t h e n strode off to
pieces of universal
e x a m i n e the local plants
history are mostly
and to start cultivating
intellectual: the
them. When night
invention of bound
came, they built a
magic two hundred
shelter of green
y e a r s a g o is chang­
branches, and
i n g all p r i m e s o c i e t y
called it Inihithre,
in u n p r e d i c t e d w a y s .
which is to say,
Before the "Leaves O n Top".
Birthing Field The Herethroy
Once, before there had several visi­
was time or place, tors o v e r the next
Virid found an weeks. Many of
emptiness that was the Noun Gods
brighter than any other came and intro­
emptiness. She spun it duced themselves
between her hands as a in p e r s o n . Kvarse
potter throws a pot on and Lenhirrik built
a wheel, and it themselves pavil­
became the vessel of ions not far from
the sky. She stepped Inihithre, and
into it, and smiled taught the Herethroy
with such joy that about farming, and
the sun could not building, and
help but be born. woodworking, and
Then six of her kin­ using bone and leather.
dred joined her... The obvious things, like spontaneous m a g i c
and language, needed no teaching.
- Mirialis Trunso, The Secrets of the Universe Revealed For
Children A pair of Sleeth c h a s e d a r o n g o n into the stand of apple trees
T h e r e isn't m u c h history a b o u t the firstmost days, before the w h e r e four Herethroy w e r e gathering. In its a n g r y confusion,
World Tree grew. The creator gods decided to m a k e a world the rongon gored a Herethroy. Lenhirrik appeared and gave one
of the Herethroy a spear, and that Herethroy a n d the Sleeth and ulgrane date to the early d a y s of Blyn's Truce.
killed the r o n g o n . That Herethroy woman, later k n o w n as L a t e i n the f o u r t h y e a r , t h e Z i R i w e r e c r e a t e d . ( " A n d t h a t w a s
H r i k k a k t h e M i g h t y , i s c o n s i d e r e d t o b e t h e first a d v e n t u r e r o n the last t i m e a n y o n e w a s older than t h e Zi R i " , w r o t e O n a c e r ) .
the World Tree - unfair as that m i g h t be to the Sleeth. At the time, they were not greatly valued. T h e primes w e r e sus­
T h e H e r e t h r o y built Inihithre larger. W h e n the Cani came, picious of n e w p r i m e s , afraid of another Khtsoyis. T h e Zi Ri,
three months and three days later, there were houses and a r r o g a n t a n d s e l f - c o m p l e t e a n d m y s t e r i o u s e v e n i n t h e first h o u r
Herethroy waiting for them. T h e C a n i split u p into the n i n e of their existence, displeased the Cani and Herethroy. The Zi Ri
houses that h a d b e e n built for t h e m , a n d e a c h h o u s e w a s a fam­ didn't even plan to have children any time soon; m o s t of the
ily t h a t b e c a m e o n e o f t h e n i n e C a n i c l a n s . w o m e n of other species h a d already h a d t w o or three children by
T h e O r r e n c a m e t w o m o n t h s later. H a l f m o v e d in to I n i h i t h r e that point. T h e Zi Ri proved themselves to b e adequate c o m ­
p r o p e r , a n d the r e s t b u i l t l i t t l e s h a c k s b y t h e p o n d . p a n i o n s , m o s t l y b e c a u s e t h e y c o u l d fly. T h o s e Z i R i d i d n ' t s t a r t
T h e first c h i l d b o r n o n t h e W o r l d T r e e w a s a H e r e t h r o y n a m e d to g e t t h e a w e d r e s p e c t t h a t is t h e i r c u r r e n t d u e for h u n d r e d s o f
Youngeyes. B y a count of days, zir parents m u s t h a v e been busy years.
o n the first n i g h t o f t h e i r l i v e s . It is s o m e w h a t o f a t r a d i t i o n to A t t h e s p r i n g o f the fifth y e a r , t h e R a s s i m e l a p p e a r e d , a n d fit
n a m e first c h i l d r e n i n n e w p l a c e s a s " Y o u n g e y e s " , o r s o m e t h i n g nicely into the evolving culture^ of Inihithre: clever, helpful,
similar to that. Y o u n g e y e s w a s s o o n j o i n e d in Inihithre b y a friendly b u t n o t t o o friendly. W o l j n a r e , in t h e w o r l d for f e w e r
d o z e n m o r e H e r e t h r o y children, a n d in the w o r l d b y several than three weeks, i n v e n t e d t h e c o n c e p t o f w a l l i n g a city for
Sleeth kittens as well, a n d in d u e c o u r s e b y m a n y C a n i p u p p i e s extra protection. T h e Rassimel have been inventing things since
and O r r e n kits. then.
T h e first w i n t e r c a m e , a n d w i t h it a g r e a t s t o r m o f i c e a n d h a i l . T h e p r i m e s thought that creation w a s over with the Rassimel,
O n e o f t h e S l e e t h w a s h u n t i n g in t h e V e r t i c a l s w h e n t h e s t o r m but in the winter of the fifth year they discovered they were
came, a n d h e r claws found n o purchase in the ice on a tree, and wrong: the G o r m o r o r c a m e to the gates o f Inihithre, a n d intro­
s h e f e l l t o h e r d e a t h : t h e first o f t h e p r i m e s t o d i e . H e r n a m e w a s duced themselves, and d e m a n d e d to wrestle the strongest person
A r r a r r u u , a n d that n a m e i s o n l y g i v e n t o c h i l d r e n w h o m it is there. They had evidently been created three weeks before,
hoped will die soon. H e r t w o p a r t n e r s a n d h e r k i t t e n left t h e s o m e distance a w a y from the Birthing Field, and h a d (more or
Verticals after the s t o r m a n d w e n t t o live in Inihithre. less bare-handed) killed the s a m e r e m o r s h k a that killed P o x a g u e
In the w i n t e r o f the s e c o n d year, the K h t s o y i s w e r e created. and caused Blyn's Truce. This impressed the residents of
T h e H e r e t h r o y a n d C a n i invited t h e m in to Inihithre, and, as the Inihithre, who celebrated the new arrivals greatly. The
saying goes, haven't been able to get rid of t h e m since. T h e first G o r m o r o r w e r e glad e n o u g h to learn a few things about civi­
K h t s o y i s w e r e v i o l e n t a n d u n h e l p f u l , e x c e p t w h e n it c a m e to l i z a t i o n , l i k e the u s e o f w e a p o n s , a n d t h e f a c t t h a t i t ' s g o o d t o
fighting the monsters that by n o w frequently molested Inihithre. h a v e s o m e o n e else to d o the planting and building. They left
One Khtsoyis, Poxague Hoorthockett, w a s delighted to discover Inihithre to live in the w o o d s , fighting w h a t e v e r they c o u l d find,
that t h e g o d d e s s L e n h i r r i k w a s not injured b y b e i n g clubbed. and losing a great m a n y of their n u m b e r before they learned
( " A n d t h e r e a d e r m a y w e l l g u e s s h o w that bit o f knowledge somewhat to pick their fights.
c a m e t o b e d i s c o v e r e d " , w r o t e O n a c e r the a r c h i v i s t . ) Poxague The next twenty years or so proceeded cleanly enough. As
pursued Lenhirrik w h e n e v e r she c a m e to Inihithre, t h u m p i n g her children c a m e of age, Inihithre b e c a m e too crowded. A new
with clubs and proposing undignified activities. Lenhirrik town was founded: Tauvane, nine miles away from Inihithre.
revealed the arts of b e e r m a k i n g a n d b r e w i n g narcotic teas to T h e n a m e w a s a short f o r m o f t h e p h r a s e for "the n e w t o w n " in
Poxague, which gave h i m something better to do. P o x a g u e was c o m m o n . It n o w m e a n s " A v e r y v e r y o l d p l a c e " t o m o s t p e o p l e .
killed t w o years later b y a r e m o r s h k a w h e n he w a s d r u n k o n sen­ The primes met and intimidated the scawn, met and befriended
t r y - d u t y , b u t t h a t d i d n ' t k i l l b r e w i n g , o r e v e n the K h t s o y i s t a s t e the wherriwheffle, clashed once or twice with some exploring
for it. cyarr, built m o r e cities. Their numbers grew quickly; their
T h e r e m o r s h k a didn't j u s t kill P o x a g u e . It set o n e o f t h e C a n i w o m e n b o r e litters, e v e n t h o u g h t o d a y single births are m o r e
h o u s e s o n fire, a n d k i l l e d t w o p u p p i e s a n d o n e a d u l t . The Cani common.
came en masse to Poxague's brewery, and spoke very harsh
words to P o x a g u e ' s friends. T h e friends w e r e not pleased with The Age of Exploration
the situation either, a n d s o o n p r i m e s f o u g h t p r i m e s for t h e first The second century of the world was an age of exploration.
time. One Cani (Blyn Coryn) and two Khtsoyis (Prunce B u t it s t a r t e d w i t h i n t e l l e c t u a l e x p l o r a t i o n , n o t p h y s i c a l . At the
P e s t i z o r n a n d E g g u m L a n d f r o w n ) w e r e k i l l e d . T h e C a n i left t h e start o f the s e c o n d century, s o m e p r i m e s - m a i n l y R a s s i m e l - h a d
s c e n e in h o r r o r at their d e e d s and the deeds of their fellow t h e l e i s a r e t o s t u d y the w o r l d , i n s t e a d o f s i m p l y t r y i n g t o c a r v e
primes. T h e Khtsoyis kind of laughed. o u t a p l a c e i n it. O n e group investigated magic, and they dis­
The laughter soon ceased. The Cani, Orren, and Herethroy covered a great deal. Before this, primes h a d just spontaneous
u n d e r t o o k to drive m o s t o f the K h t s o y i s o u t o f Inihithre, in an m a g i c , as a n y child w o u l d , a n d there w e r e n o great m a g e s .
action called "Blyn's Truce". There wasn't much fighting: the T h e s c h o l a r - m a g e s c h a n g e d all that. T h e y explored the struc­
Khtsoyis w e r e dealt with b y twos and threes. O n l y eight w e r e t u r e o f t h e m a g e r i u m , a n d h o w its l i m b s m o v e w h e n spells a r e
allowed t o stay, and that m a i n l y b e c a u s e s o m e o f t h e other cast. A n d they got the idea that n e w limbs could b e grafted onto
primes h a d c o m e to like beer. M a n y of the exiled Khtsoyis died it, g r a n t i n g t h e m a g e n e w p o w e r s . T w o y e a r s w o r k resulted in
in t h e f o r e s t . s o m e hideously crippled scholar-mages and nothing else, and

The gods, it i s said, were not pleased by Blyn's Truce. e v e r y o n e b u t t h e R a s s i m e l left t h e p r o j e c t . T w o m o r e y e a r s , a n d

Accanax, creator of the Khtsoyis, w a s enraged, and m a d e a the scholar-mage Melicanthe succeeded in grafting the spell

dozen n e w kinds of monsters to plague the primes. T h e cyarr H e a l O n c e , a n d c a s t i n g it. E v e r y o n e w h o h a d left t h e p r o j e c t


c a m e back, and several of t h e m invented and grafted minor A n d the last factor e n d i n g t h e a g e o f e x p l o r a t i o n w a s pattern
spells. magic. K n o w l e d g e is h a r d t o h i d e , a n d i n a l a r g e , c o m f o r t a b l e ,
A y e a r later, H a s t r o b a l d u s h a d i n v e n t e d a n d grafted Healing a n d i n c r e a s i n g l y m e r c a n t i l e c i v i l i z a t i o n it i s q u a d r u p l y h a r d . In
Sleep. Now, only t w o people had ever b e e n k n o w n to cast year 8 3 1 , a flock of ulgrane captured an airboat bearing supplies
Healing Sleep more than once, and they were both old and p o w ­ f o r o n e o f t h e first c o l o n i e s o f f o f K e t h e r i a , a n d s o g a i n e d a c o l ­
erful R a s s i m e l h e a l e r s a n d a d v e n t u r e r s . Hastrobaldus wasn't lection of pattern spells and s o m e books of m a g i c theory. In
m u c h m o r e than a kid - and h e could cast Healing Sleep m o r e 833, a nendrai traded two emeralds and a large grace of Kvarse
reliably t h a n either. T h e n e w s o f this r a n g t h r o u g h o u t t h e c i t i e s for eighteen m a j o r spells. T h e s e incidents caused a furor in
of the primes. K e t h e r i a , a n d m a n y l a w s in m a n y cities w e r e p a s s e d to k e e p
T h e r e w a s still o n e t h i n g l a c k i n g . Hastrobaldus had Healing k n o w l e d g e o f pattern m a g i c to the p r i m e species alone. The
Sleep, but h e w a s the only one. F o u r m o n t h s later, M e l i c a n t h e l a w s f a i l e d c o m p l e t e l y , a n d t h e k n o w l e d g e s p r e a d f a s t a n d far.
m a n a g e d t o i n v e n t h e r o w n v e r s i o n o f H e a l i n g S l e e p a n d g r a f t it I n y e a r 9 5 1 , t h e first p r i m e e x p l o r e r s o n a n e w b r a n c h found
onto herself. O v e r the n e x t t w o years, three m o r e p e o p l e graft­ that the natives h a d pattern spells and a c o p y o f one o f Shaliun's
e d it, b u t e a c h o n e h a d t o i n v e n t it a n e w f o r h e r s e l f . b o o k s - w h i c h the natives offered to sell to t h e e x p l o r e r s for a n
F i v e y e a r s later, in 1 2 1 , t h e s c h o l a r - m a g e S h a l i u n i n v e n t e d a exorbitant price. Everyone had pattern spells, not just primes,
t e c h n i q u e for t r a n s c r i b i n g a p a t t e r n spell s o that a n o t h e r p e r s o n and the explosion of easy expansion had c o m e to an end.
c o u l d g r a f t it w i t h o u t h a v i n g t o i n v e n t it a n e w . Shaliun's tech­
n i q u e is c l u m s y b y m o d e m s t a n d a r d s ( t h e t e a c h e r a n d learner The Age of Building
have to w o r k together, and each spends twice as m u c h time and Ur-ushanxuu and Varnitius Varxus and Handramath quar­
cley as b y the current techniques). N o n e t h e l e s s it c h a n g e d t h e reled over which was the deepest wizard. Each won a contract
world. from Sozar, city of wells, to build a teleport gate into the main
After Shaliun's invention, primes had pattern magic: reliable square. On Midsummer's Day all three rituals were completed.
spells of moderate complexity and predictable power that The three portals opened - and one more, not built by any wiz­
would work right. Anyone could be a mage with a dozen good ard.
spells. Pattern magic spread throughout the prime cities From the fourth portal poured horrors. Some citizens of Sozar
o v e r n i g h t , a n d t o u c h e d e v e r y p a r t o f p r i m e life. were devoured by beetles that came from within their ears. Most
Historians dwell o n w h a t pattern m a g i c did to the b o u n d a r i e s were not so lucky.
of p r i m e territory. W i t h primes and n o b o d y else having pattern Praise be to "Here" and Kvarse, who sent the horrors away,
m a g i c , a d v e n t u r i n g a n d e x p l o r i n g g o t a lot safer. A well-timed and to Flokin, who destroyed Sozar so that the memories would
P e p p e r Strike or H e a l the Awful W o u n d c a n m a k e the difference trouble the innocent Tree no further!
b e t w e e n a l o s t fight a n d a w o n o n e . After such, Ur-ushanxiiu and Varnitius Varxus and
Thus equipped, primes w e r e able to colonize n e w territory as Handramath quarreled over which was the least deep wizard.
fast a s t h e y c o u l d s p r e a d a n d r e p r o d u c e . A f e w cross-species - Darhane Oixo Ashthanazar, Dangers of the Magical Science
organizations were formed, halfway between colonial compa­ The next centuries were marked by building. Enchanters
nies and nations: the Gwan, the Handij, the Liu Drch, the c a m e to dominate public attention. T h e y built great w o r k s that
Daphane. T h e first c o l o n y o f f o f C r a i t h e i a w a s started in y e a r are rarely e q u a l e d in these m o r e m o d e s t d a y s : the scrolled cas­
135. T h e first c o l o n y o n B r a x e i a w a s s t a r t e d i n 1 9 3 , a t w h i c h tles, t h e c h a i n s o f teleport g a t e s that let p r i m e s w a l k five hun­
point each of the nine branches of Ketheria had a colony. d r e d m i l e s in a day, the airship that flew to the S i l v e r M o o n .

Towards the end of the second century, s o m e of Shaliun's stu­ T h e t e l e p o r t c h a i n s w e r e first t h o u g h t t o b e a w o r l d - s h a k i n g


dents codified t h e art o f e n c h a n t m e n t , b a s e d o n a brilliant leap wonder. A g o o d w i z a r d can build t w o gates, m a y b e forty miles
o f i m a g i n a t i o n f r o m t h e r e c i p e e n c h a n t m e n t s ( t h e first o f w h i c h , apart; anyone can walk through one gate and spend a cley and
the U g l y F a c e A m u l e t , w a s g i v e n b y H r e n T z e n to p r i m e s in c o m e out of the other gate. C i t i e s in K e t h e r i a a r e c l o s e t o g e t h ­
year 3). E n c h a n t m e n t is a m u c h m o r e p o w e r f u l t e c h n i q u e t h a n er, a n d s o o n e v e r y city h a d a t e l e p o r t g a t e to e a c h o f its n e i g h ­
pattern magic: an expert enchanter can m a k e devices with awe­ bors. Trade flourished. T h e n the wizards built chains of tele­
s o m e p o w e r s . B u t there n e v e r are v e r y m a n y e x p e r t e n c h a n t e r s , port gates out along the branches, and d o w n the trunk to the
a n d t h e r e n e v e r are v e r y m a n y d e v i c e s w i t h a w e s o m e p o w e r s . branches under Ketheria, and trade flourished even more.
P a t t e r n m a g i c , a v a i l a b l e t o e v e r y b o d y w i t h o u t m u c h w o r k , is B u t t h e r e is a d a n g e r . I f t h e e n d s o f different t e l e p o r t g a t e s a r e
what m a d e the difference. too close together - within a mile or so - the gates are subtly
T h e a g e o f e x p l o r a t i o n l a s t e d f o r s o m e s e v e n h u n d r e d y e a r s . It unstable. Sometimes things from e l s e w h e r e c a n s n e a k in or get
s l o w e d d o w n for several reasons. There wasn't as m u c h new d r a g g e d in d u r i n g t h e i n s t a n t that t h e u n s t a b l e g a t e is in u s e .
land close to the centers of p r i m e civilization: with Ketheria With h u n d r e d s o f gates built, d o z e n s o f creatures s h o w e d up:
mostly colonized to thousands of miles from the trunk, the n e w m a n y o f t h e m off-world creatures, and m a n y o f t h e m m o r e inter­
colonies had to be m a d e on lower branches. Airboats were ested in looting or devouring than sightseeing or cultural
invented, but they were expensive and awkward. exchange.

Primes turned inward. They had a vast but sparsely-populat­ There w e r e a few devastating incidents. Ten million primes
e d r e a l m ; t h e y s t a r t e d p o p u l a t i n g a n d l i v i n g i n it m o r e d e e p l y . a c r o s s four w o r l d - b r a n c h e s d i e d in the e v e n t s a r o u n d the E a t e r
A t the h e i g h t o f t h e a g e o f e x p l o r a t i o n , e v e r y up-and-coming o f Cities in 1 5 3 1 . (The Eater only killed a few tens of thou­
child h o p e d to carve out a n e w c h u n k of land, and m a n y did. At sands. Mistakes b y Tenmen, Flokin, and s o m e wizards killed
the end, they h o p e d to get a g o o d and rich life in a city, a n d the rest.)
m a n y did. T h e s y s t e m o f g u i l d s t h a t s t i l l c o n t r o l s the e c o n o m i c When the ashes were finally cleaned up and the wizards
life o f m o s t o f p r i m e s o c i e t y h a s i t s r o o t s i n this e r a . l o o k e d at their w o r k s , m a n y o f the t e l e p o r t g a t e s w e r e c l o s e d .
(They could not b e destroyed, so they were just walled up and Even the gods have had to respond to bound magic. Some n e w
hidden. Every once in a while someone uses one, a n d some­ species of monsters are innately capable of spellbinding: the
times awful things c o m e through.) A few m o r e teleport chains h a l f - s k e l e t a l p e r d i t h o r n e , a n d the u n p l e a s a n t r a t k i n g s . Some
w e r e built - b e i n g v e r y careful t o k e e p t h e e n d s far apart - b u t other species h a v e p o w e r s o v e r b o u n d spells: the ophidian scur-
the phrase "teleport chain builder" has b e c o m e synonymous niax, the blank-eyed neverka.
with "insane m e d d l e r in d a n g e r o u s d e e p m a g i c for stupid con­ S c h o l a r s s p e c u l a t e a t the u l t i m a t e e f f e c t s o f s p e l l b i n d i n g o n
venience or stupider curiosity", and even insane meddlers gen­ society. F o r e x a m p l e , sorcerers generally live a long t i m e b y
erally prefer insane research less likely to g e t t h e m lynched. v i r m e o f their m a g i c , u s i n g s p e l l s t h a t p r e s e r v e t h e c a s t e r ' s l i f e .
T h e teleport c h a i n s that w e r e j u d g e d safe m a d e travel easy in S i m i l a r p a t t e r n s p e l l s that p r e s e r v e o t h e r p e o p l e s ' l i v e s a r e m u c h
some regions. M a n y surviving chains converge on Ketheria, harder - but n o w longevity spells c a n b e b o u n d a n d given to
going several hundred miles out from the main trunk, a n d d o w n other people, prolonging their lives. A s o f now, only the richest
to t h e s e c o n d layer o f b r a n c h e s . This region - sometimes called c a n a f f o r d e v e n t h i s m u c h l o n g e v i t y - b u t p r o b a b l y i n fifty y e a r s ,
" G r e a t e r K e t h e r i a " - i s g e n e r a l l y q u i t e c o s m o p o l i t a n , and h a s a the u p p e r c l a s s w i l l l i v e an e x t r a t h i r t y y e a r s l o n g e r t h a n t h e
strong c o m m o n culture. It's n o t a s i n g l e c o u n t r y - it's a m e s s m i d d l e and l o w e r c l a s s e s .
of city-states arranged in a boiling stew o f federations a n d "
a l l i a n c e s - b u t it h a s a s o m e w h a t u n i f i e d c h a r a c t e r . SCIENCE A N D TECHNOLOGY
M o s t o f the rest o f classical m a g i c w a s invented b e t w e e n the
y e a r s 5 0 0 a n d 1 5 0 0 : s p e l l w e a v i n g , ritual m a g i c , p a t t e r n e n c h a n t ­ Science and Natural Philosophy
ment, and several techniques which have dropped out of practice It is clear that scawn were created by Gnarn. Their shapeshift-
for o n e g o o d r e a s o n o r another. T h e y h a d far less i m p a c t o n t h e ing, their disregard for all safety, their special relationship to the
course o f history than either pattern m a g i c o r e n c h a n t m e n t , for Sleeth - all point to that awful goddess. The only question is,
all t h e y s h o o k i n d i v i d u a l l i v e s a n d i n d i v i d u a l c i t i e s . why did she make such a feeble species - and feeble they are,
compared to the nendrai and chromodons that she exalts in. In
Exploring and colonization did not stop, or even slow down.
this article, I demonstrate conclusively that Gnarn made the
Primes explored vast distances along the branches of outer
scawn for Sleeth kittens to hunt, so that by the time they are
K e t h e r i a a n d t h e l e v e l s u n d e r n e a t h i t , a n d h o p p e d t o the o u t e r
grown they are capable of the heinous deeds that she really
branches of two secondary trunks. They probed d o w n dozens of
desires of Sleeth. [...]
branches, a n d sent airships towards the nearer celestial bodies.
In all directions they f o u n d m a n y surprises. — Dr. Martens Urxominius, A New Look at the Purpose of
Scawn, Journal of Modern Biology
The Modern Era
Prime civilization is starting another florescence. Dr. Urxominius is thoroughly mistaken, starting from the third
Spellbinding, invented b y the Rassimel w i z a r d R a x Mizorias in word in his so-called "New Look" (which, I might add, is taken
the year 4 0 9 3 , seems likely to change the world almost as radi­ from sources as ancient as Shaliun.) The scawn were clearly
cally a s p a t t e r n m a g i c d i d - a n d in a w a y that is e v e n m o r e in the made to taunt the Sleeth, and it is clear (if I may be permitted a
favor o f primes. Pattern m a g i c put simple spells into the grasp phrase which dashed Urxominius' reputation to bits) Gnarn
of ordinary people, a n d powerful spells into the grasp o f spe­ would never do such a thing to her own most favored species.
cialists. Spellbinding lets those specialists give their powerful No, we do not know who made the scawn, but one choice of the
magic to ordinary people. T w o centuries ago, every careful seven can be discounted from the start. I personally suspect
adventuring party h a d to b e sure to h a v e a good healer along, Pararenenzu, for reasons I set forth herein. [...]
and h a d to k e e p h e r safe at all costs. N o w , e v e r y a d v e n t u r e r car­ — Dr. Prasondic Rheep, Rebuttal in Journal of Modern Biology
ries a b o u n d H e a l t h e Awful W o u n d , a n d dares g o lightly into S c i e n c e o n t h e W o r l d T r e e i s r e a l l y n a t u r a l p h i l o s o p h y : i t is
deadly peril. T w o centuries a g o , every city h a d a large fire mainly an attempt to catalog a n d describe the world. It h a s
brigade and worried constantly about burning down. N o w , most s t r o n g r e l i g i o u s o v e r t o n e s . T h e r e is n o q u e s t i o n that t h e w o r l d
6
buildings have bound fire-stopping s p e l l s , a n d t h e fire b r i g a d e s was created. Ultimately, a n y scientific theory h a s t o start "This
get m u c h less work. is t h e w o r k o f G n a r n " ( o r w h o e v e r ) , a n d e n d , "It's t h a t w a y
b e c a u s e G n a m m a d e it that w a y . " Scientific theories a r e frag­
P r i m e c i v i l i z a t i o n is still g e t t i n g u s e d t o b o u n d m a g i c . Most
m e n t a r y a n d u n i n s p i r i n g , f r e q u e n t l y i n a c c u r a t e and r a r e l y f u l l y
places in the upper branches n o w have professional spellbinders
tested or e v e n testable. Scientists can't e v e n get the truth from the
i n m o s t N o u n s ; t h e y d i d n ' t fifty y e a r s a g o .
gods: the gods' answers are neither clear n o r guaranteed to b e
A n e w age of exploration and colonization has started.
true.
A d v e n t u r e r s o n c e again h a v e a n a d v a n t a g e that m o s t o f their
enemies do not share. Spellbinding favors primes m o r e than Description and detailed explanation is another matter.
p a t t e r n m a g i c d i d ; it a l l o w s w i z a r d s t o r e d u p l i c a t e t h e i r p o w e r s S c h o l a r s s t u d y h o w things a r e b u i l t a n d w h a t t h e y d o - t h e p a r t s
for t h e benefit o f lesser a d v e n t u r e r s . There are prime wizards o f t h e t h e o r y b e t w e e n " T h i s i s the w o r k o f a n d " I t ' s t h a t w a y
capable o f exerting remarkable forces. T h e y usually have better b e c a u s e " . It is i m p o r t a n t to k n o w e v e r y species o f a n i m a l , plant,
t h i n g s t o d o t h a n t o g o o f f c o l o n i z i n g n e w l a n d s - b u t it's n o t insect, a n d s o on. A l l w e r e c r e a t e d b e c a u s e the g o d s wanted
h a r d for a d u k e s p o n s o r i n g a n e x p e d i t i o n t o p e r s u a d e t h e m to them; therefore, learning about t h e m is a w a y to understand the
g i v e t h e c o l o n i s t s t w o d o z e n i m p o s i n g b o u n d s p e l l s f o r u s e in g o d s better, a n d s e e a bit o f t h e fundamentals o f t h e universe.
emergencies. There are plenty of medium-power wizards w h o Also, there's a scholarly satisfaction in h a v i n g n a m e s , descrip-
are w i l l i n g t o h e l p f o u n d a c o l o n y w h e r e t h e y w i l l b e t h e g r e a t ­
est w i z a r d a r o u n d - a n d all o f t h e colonists will get p o t e n t spells
- Terrestrially-trained players should note that life on the World Tree was initially created,
bound by the medium-power wizard.
but is evolving. It is unclear to what extent evolution is under the gods' direction.
tions, a n d behaviors o f every kind o f bird or fungus o n a world- a s t r o n g w i n d c o u l d b l o w y o u o f f y o u r f e e t ; a fire w i l l w a r m y o u .
branch. Other important terrestrial laws simply d o n o t apply: air pressure
T h e r e is n o c o n f l i c t b e t w e e n s c i e n c e a n d m a g i c . M a g i c is p a r t does not c h a n g e a s y o u m o v e u p a n d d o w n the tree, n o r does air
of t h e w o r l d , j u s t a s m u c h as a n i m a l s a n d w a t e r a n d light. scatter light. T h e remaining Nouns are simply not material
Scientists would no ... <s*-r---- e n o u g h for physics to apply.
more dream of avoiding A s t r o n o m y is a t e d i o u s e x e r c i s e in m a p m a k i n g , w i t h o c c a s i o n ­
using or studying magic al a p p l i c a t i o n s t o a d v a n c e d m a g i c .
than they would dream
of avoiding using paper Biology
or studying water.
ANATOMV
M a g i c t h e o r y is p e r h a p s
Living bodies range from utterly familiar to fairly alien.
the most sophisticated
Primes' bodies w o u l d not disturb an open-minded terrestrial
branch of science.
anatomist to dissect. T h e major organs, lungs and heart and
M a g i c w a s either creat­
s t o m a c h a n d liver a n d such, are similar in shape a n d position t o
ed by all 7 + 1 2 main
those o f terrestrial animals. Musculature and skeletal structure,
gods together, or per­
too, a r e familiar e n o u g h from terrestrial animals. T h e m a i n sur­
haps existed before the
prise is that t h e p r i m e s l o o k ( a n d are) d e s i g n e d . There are n o
World Tree. In either
vestigial organs; every organ serves a purpose. There are none
c a s e , it i s i n t e l l e c t u a l l y
o f t h e p e c u l i a r a d a p t a t i o n s f o u n d in terrestrial life: b i p e d s ' s p i n e s
coherent in a w a y that a
are designed for w a l k i n g o n t w o feet, rather than being a
world made by seven
q u a d r u p e d ' s s p i n e c a s u a l l y m o d i f i e d for b i p e d a l life a s a h u m a n ' s
gods trying to outdo
spine is. P r i m e s g e t far fewer b a c k a c h e s than h u m a n s . T h e r e are,
each other is not.
of course, s o m e surprises. S o m e primes have organs devoted to
The technology of l e v i t a t i o n , fire b r e a t h i n g , s h a p e s h i f t i n g ; t h e r e a r e n o t e r r e s t r i a l
s c i e n c e is largely m a g i c a l . F o r example, most natural philoso­ analogs to these.
phers do not know about microscopes; but a straightforward T h e s a m e s t o r y a p p l i e s t o m o s t c o m m o n life o n t h e W o r l d
spell will m a g n i f y i m a g e s e v e n better. There are a few micro­ T r e e : e v e r y t h i n g i s d e s i g n e d , m o r e o r l e s s s e n s i b l y , f o r w h a t it i s .
scopes here and there. T h e general scientific attitude t o w a r d s F o r e x a m p l e , t h e w o o d o f t h e trees o n t h e Flats is different from
t h e m i s , "Hmm... You can do a crude version of E y e s f o r t h e the trees o n t h e Verticals. Trees o n the Flats are like terrestrial
S m a l l in a very expensive and inefficient way, without magic. trees. Trees o n t h e Verticals stick out horizontally from the
Interesting, but it can't be important." w o r l d - b r a n c h w a l l . M a c r o s c o p i c a l l y t h e y feel s p o n g y , a s i f t h e y
D e s c r i p t i v e b i o l o g y is t h e q u e e n o f t h e s c i e n c e s . Scholars were padded under the bark. Microscopically, the w o o d consists
w a n t t o k n o w e v e r y detail o f h o w e v e r y a n i m a l a n d plant is o f vertical tubes for water a n d s a p (like t h e tubes in terrestrial
built, h o w they relate to each other, h o w they b e h a v e in their plants) tied together b y horizontal fibers t h a t run t h e l e n g t h o f
native habitats, a n d what use they are to primes. the tree (for structural strength).
C h e m i s t r y i s a w e a k a n d u n i n s p i r i n g s c i e n c e o n the W o r l d S o m e aspects o f World Tree biology a r e less familiar t o terres­
Tree. It d o e s n ' t m a k e a l o t o f s e n s e b y itself; m a g i c a n d c a p r i ­ trial biologists. Certain World Tree plants thrive o n darkness or
cious local rules interfere with e v e n the m o s t straightforward dryness t h e w a y that terrestrial plants require light a n d w e t .
c h e m i c a l p r o c e s s e s . T h e reality b e h i n d W o r l d T r e e c h e m i s t r y is S o m e species o f desert plants create water from nothing, and
q u i t e d i f f e r e n t f r o m t e r r e s t r i a l c h e m i s t r y ; e.g., matter is c o m ­ others h a v e n o need for water, a n d live a n d g r o w as dried flow­
posed of textured magic belonging to one or more Nouns, rather ers. Other flora a n d fauna undergo unusual life-cycles: a crea­
than atoms. T h e s c i e n c e is d e s c r i p t i v e : m i x i n g s o m u c h o f t h i s ture w h i c h lives o n land as a small p i g in the spring might
with so m u c h o f that h a s such-and-such a result. It i s m o r e a b e c o m e a s p a r r o w i n t h e s u m m e r , a t r o u t in t h e fall, a fruit tree
topic for cooks a n d brewers than serious natural philosophers. in Surprise, a n d a glass disk e n g r a v e d w i t h cryptic runes in the
T h e p h y s i c s o f m o v i n g objects is largely N e w t o n i a n - at least, winter. Such species are rare, but not u n k n o w n . T h e creators o f
the physics of solids and liquids: Corpador, Herbador, Durudor, the W o r l d Tree w e r e n o t constrained b y terrestrial physics a n d
a n d A q u a d o r m a t e r i a l s . A i r , like its g o d H r e s s h - H u u , is t o o p e r ­ chemistry. T h e y seem to have mainly been trying to build a vari­
verse for scientific thought. T h e science is s o m e w h a t mathe­ ety o f interesting environments, to provide both support a n d
matical, though only scholars k n o w enough algebra and calcu­ challenges for t h e primes, a n d to a m u s e t h e m s e l v e s or each
l u s t o w o r k w i t h it. P h y s i c s i s c o n s i d e r e d s o m e w h a t p r a c t i c a l , other.
m a i n l y b e c a u s e t h e f e w W o r l d T r e e e n g i n e e r s u s e it. E v e n e n g i ­
neers use magic heavily, amplifying spells with ingenious BODY, MIND, AND SPIRIT
devices. E v e r y l i v i n g t h i n g o n t h e W o r l d T r e e is c o m p o s e d o f t h r e e
M o s t o f t h e rest o f p h y s i c s is s i m p l y m i s s i n g . T h e r e is n o a s p e c t s : a b o d y , a m i n d , a n d a spirit. T h e b o d y c a n b e flesh f o r
electricity: l i g h t n i n g is a particularly violent f o r m o f Airador. animals a n d people, vegetable for plants, o r m o r e exotic things,
T h e r e is n o m a g n e t i s m w h a t e v e r . There are phenomena which l i k e fire o r a i r o r s p a c e f o r t h o s e p e c u l i a r c r e a t u r e s c a l l e d e l e -
have some vague resemblance to magnetism: broken bremancy mentals. Minds are m u c h like terrestrial minds; the prime
nut shells will try to reassemble themselves. Such things are species a n d intelligent monsters have minds comparable to
d o u b t l e s s little m o r e t h a n curiosities. h u m a n minds, other animals a n d plants have smaller minds. T h e
The other eight N o u n s o b e y few laws familiar to terrestrials. spirit p r o v i d e s w i l l , p e r s o n a l i t y , a n d life.
Airador a n d P y r a d o r frequently deign to act in terrestrial w a y s : B o d i e s , m i n d s , a n d spirits c a n all exist independently. When a
spirit is a t t a c h e d t o a b o d y , t h e c o m b i n a t i o n g e n e r a t e s a m i n d as t h e l a n g u a g e o f t a s t e o r s m e l l ; it u s e s w o r d s t a k e n f r o m all t h e
which suits t h e m both. Ordinarily, the creator gods or their o t h e r senses. A spell m i g h t b e d e s c r i b e d a s " d a r k a n d foxy, with
assistants loosely attach a spirit to a n e w l y b o m body. T h e spir­ a hint of chocolate a n d sparks".
it g r o w s c l o s e r t o t h e b o d y a s t h e b o d y g r o w s u p , a n d the m i n d Most people have only an unrefined magic-sense. In the same
is g e n e r a t e d a n d g r o w s u p w i t h t h e m , g i v i n g a h a r m o n i o u s l y - w a y that a terrestrial p e r s o n will k n o w that he's drinking w i n e
constructed individual. Being b o m and growing up on the rather than beer, a World Tree person will k n o w that he's being
W o r l d T r e e l o o k s a n d f e e l s a b o u t t h e s a m e a s it d o e s t e r r e s t r i a l - b l a s t e d w i t h c r e a t e d fire r a t h e r t h a n a n a t u r a l fire t h a t w a s / p i c k e d

iy. u p a n d f l u n g at h i m b y m a g i c . E x p e r t s at m a g i c a n a l y s i s a r e like
wine connoisseurs. A s k i l l e d o e n o p h i l e m i g h t i d e n t i f y (the w i n e
That's not the only w a y things get to b e alive. M a g e s c a n cre­
as a 1995 California C h a r d o n n a y ; a skilled M a g i c Analyst will
ate spirits f r o m n o t h i n g a n d a t t a c h t h e m t o s p e l l s , w h i c h g e n e r ­
identify t h e spell as a Fire F l o w e r b e i n g cast w i t h desperate force
ates a m i n d a s w e l l . T h e r e s u l t i n g m i n d f u l spells a r e v e r y useful,
b y a n o v i c e caster. E i t h e r o n e m i g h t g e t it w r o n g .
a s t h e y d o w h a t the c a s t e r w a n t s a n d d o n ' t r e q u i r e c o n c e n t r a t i o n
- they aren't very well-built as living beings, b u t they are alive.
A few w i z a r d s c a n d o a m o r e careful j o b o f this: crafting a suit­
ClXY
E v e r y o n e o n t h e W o r l d T r e e h a s a s u p p l y o f cley, elemental
able b o d y a n d spirit, attaching t h e m loosely t h e w a y t h e g o d s d o ,
7
magical force. Cley are endlessly malleable, endlessly adapt­
letting t h e m g r o w t o g e t h e r o v e r y e a r s . W i z a r d s h a v e m a d e liv­
able; they c a n be used to help with almost anything, and are as
i n g fires, b o o k s , w e a p o n s , a n d e v e n m e m o r i e s .
e s s e n t i a l a p a r t o f W o r l d T r e e life a s e l e c t r i c i t y is i n terrestrial
Spirits b y t h e m s e l v e s are feeble a n d t e n u o u s b e i n g s . T h e y are
America. Ordinary people use cley to power their simple
will w i t h o u t g u i d a n c e , p e r s o n a l i t y w i t h o u t t h o u g h t , life w i t h o u t
cantrips, to charge magical devices, to protect themselves from
substance. T h e y are ineffectual: they can't d o anything, n o t even
m a l i g n m a g i c , or, for t h e p o o r e s t , to sell t o w i z a r d s w h o n e e d
move around under their o w n p o w e r or attach themselves to
extra cley t o perform enchantments a n d hard rituals.
b o d i e s . T h e r e a r e s e v e r a l v a r i e t i e s o f s p i r i t s , a p p r o p r i a t e f o r dif­
f e r e n t b o d i e s . A s p i r i t fit f o r g i v i n g l i f e t o a p a t c h o f m o s s w o n ' t Cley are purely magical objects. They ordinarily are a barely-
do a very good j o b o f animating a Zi Ri - n o r vice versa. perceptible, internal part o f a person's magical being, m u c h as
b l o o d is a p a r t o f a p e r s o n ' s p h y s i c a l b e i n g .
Tut MAGHRIUW C l e y a r e indivisible: there's n o s u c h t h i n g as h a l f a cley. T o t h e
The three parts o f the living being are tightly connected. T h e m a g i c sense, a cley looks like a k e y ending in a sparky spray o f
brain c o n n e c t s t h e b o d y t o t h e m i n d , a s it d o e s t e r r e s t r i a l l y . An possibilities. U s i n g a c l e y is like t u r n i n g a k e y in a p s y c h i c h a n d ,
a s p e c t o f t h e s p i r i t k n o w n a s t h e material longing connects the or like pressing a k e y o n a psychic k e y b o a r d t o pick o n e possi­
spirit a n d t h e b o d y : it is t h a t p a r t o f t h e p e r s o n w h i c h w i s h e s t o b i l i t y o u t o f t h e s p r a y , o r s c u l p t i n g i t , o r t u r n i n g it o n t h e p o t t e r ' s
live, a n d is r e s p o n s i b l e f o r h e a r t b e a t a n d b r e a t h i n g a n d t h e l i k e . wheel of the trained will.
A c o m p l e x o r g a n k n o w n a s t h e magerium connects the mind and O r d i n a r y p e o p l e h a v e p e r h a p s five o r s i x c l e y p e r d a y . E x p e r t
the spirit. M a g i c a s p r a c t i c e d b y t h e p r i m e s p e c i e s is a f u n c t i o n m a g e s with a n aptitude for r a w p o w e r a n d years o f training will
of t h e m a g e r i u m , in m u c h t h e s a m e w a y t h a t l a n g u a g e is a f u n c ­ h a v e t w e n t y o r thirty. A p e r s o n ' s cley s u p p l y is r e n e w e d b y a
tion o f m o u t h a n d l u n g s . W e u s e the w o r d "psychic" to refer to kind of personal tide. E v e r y d a y at d a w n (for m o s t p e o p l e ) , all
matters w h i c h c o n c e r n both m i n d a n d spirit. a p e r s o n ' s r e m a i n i n g c l e y f l o w o u t i n o n e i n s t a n t , a n d a n e w , full
T o t h e m a g i c s e n s e , the m a g e r i u m a p p e a r s a s a t r e e . A t b i r t h , s u p p l y flows in t h e next. T h e actual n u m b e r varies a bit from
it i s a s l e n d e r c o n n e c t i o n b e t w e e n m i n d a n d s p i r i t , l i k e a s a p l i n g . day to day.
O v e r t h e first m o n t h s o f l i f e , a s t h e c h i l d e s t a b l i s h e s relations
w i t h t h e 7 + 1 2 g o d s , it g r o w s 7 + 1 2 m a i n b r a n c h e s : s e v e n s p r e a d ­ Magic
ing h o r i z o n t a l b r a n c h e s f o r t h e V e r b s , t w e l v e b r a n c h e s above M a g i c p e r v a d e s t h e W o r l d T r e e , p o u r i n g from t h e 7 + 1 2 g o d s .
them for t h e N o u n s . A s t h e child m a t u r e s into a n adult, t h e trunk T h e s t u d y o f m a g i c is b o t h a s c i e n c e a n d a n a r t . W h e n a h e a l e r
grows thicker a n d stronger; as the person gains magical power, heals a wound, she draws on her connections with Mircaanis
the 7 + 1 2 m a i n b r a n c h e s g e t s t r o n g e r a s w e l l . (Healoc: healing) a n d K v a r s e (Corpador: flesh). Most people

The magerium o f a p r i m e person looks like a child o f the have a bit o f magic, a handful o f useful spells that they can do

World T r e e , w i t h its b r a n c h e s flattened o n t o p . T h e m a g e r i u m s safely a n d reliably. A b a k e r m i g h t k n o w a Mutoc Herbador

of n o n - p r i m e species (at least, all k n o w n n o n - p r i m e s ) d o n o t c h a r m t o m a k e b r e a d rise q u i c k l y , a H e a l o c H e r b a d o r c h a r m t o

look like this; e v e n w h e n they h a v e all 7 + 1 2 arts, their m a g e r i ­ fix t h e b l e m i s h e s i n a c a k e h i s s t u p i d a s s i s t a n t d r o p p e d , and a

ums look like other kinds o f trees. Destroc H e r b a d o r c h a r m to clean flour a n d d o u g h off his clothes
a t the e n d o f t h e d a y .
MAGIC SENSE Some people k n o w more than a bit of magic. Certain profes­
Everyone o n the World Tree can sense magic. M a g i c s e n s e is s i o n s r e q u i r e it f o r m o r e t h a n m e r e c o n v e n i e n c e : k n i g h t s w h o
as different f r o m t h e t e r r e s t r i a l s e n s e s a s s m e l l is different from fight menacing creatures from underneath the branch, thieves
hearing. It's m o s t like smell, t h o u g h , o r h o w s m e l l w o u l d w o r k w h o steal from warded vaults, smiths w h o must conjure the
if y o u c o u l d s m e l l from e v e r y b i t o f y o u r b o d y b u t h a d t o a c t i v e ­ metal they forge, tree-miners w h o s o m e h o w m a n a g e to bring u p
ly p a y a t t e n t i o n t o i t t o s m e l l a n y t h i n g . T h i n g s w i t h j u s t a little precious, i m m u t a b l e bits o f t h e World Tree's w o o d .
magic in them can only b e sensed up close; a mighty world- A n d t h e r e a r e several p r o f e s s i o n s w h o s e w o r k is m a i n l y m a g ­
shaking artifact could b e sensed miles away. T h e impressions o f ical: t h e city-wizard w h o w a r d e d those vaults, t h e k n i g h t - m a g e
magic are as complicated a n d subtle as taste or smell: there are
an infinity o f flavors a n d c o m b i n a t i o n s , s h a d i n g into e a c h other.
T h e l a n g u a g e o f m a g i c s e n s e is a s c o m p l i c a t e d a n d o v e r b l o w n "Cley" is pronounced somewhere between the English "clay", and the French "cle".
w h o accompanies the knights, the tree-mages w h o d o a thousand Sticks will let h e r perform basic repairs o n w o o d , useful if she's
jobs on a world m a d e of wood, the elemental mages w h o calm accidentally broken something or cut too deep, a n d also g o o d for
storms, extinguish fires, a n d find w a t e r , t h e d e e p - m a g e s w h o m a k i n g quick repairs for customers.
play with awful mysteries. If s h e lives in a d a n g e r o u s place, she'll carry a m e n g knife a n d
S e e C h a p t e r 10 for a n e x t e n d e d a n d m o r e technical discussion k n o w an attack spell. She's studied H e r b a d o r for all those w o o d
of magic. spells, s o she'll p i c k a n H e r b a d o r - b a s e d a t t a c k spell - it's n o t as
strong a w e a p o n as Pyrador, but she wouldn't want to throw fire
MAGIC ARTS s p e l l s in a s h o p full o f w o o d . Perhaps she k n o w s T h o m Dart:
T h e r e a r e n i n e t e e n m a g i c arts. T h e r e a r e s e v e n Kerbs: c r e a t i o n , not a devastating spell, b u t e n o u g h to hurt a n a n n o y i n g punk.
changing, knowing, destroying, a n d so on. There are twelve S i n c e h e r s h o p is s o f l a m m a b l e , she'll b u y a b o u n d E x t i n g u i s h
Nouns: f l e s h , p l a n t s , a i r , fire, s p i r i t s , i l l u s i o n s , a n d s o o n ; e v e r y ­ the Fire spell from as strong a m a g e as s h e c a n afford, set to b e
thing native to the World Tree belongs to one or more Nouns. cast if t h e s h o p is o n fire. S h e might get some kind of reason­
E a c h spell involves at least o n e Verb a n d at least o n e N o u n : the ably strong b o u n d defense spell, t o o ;perhaps C h a n g e Places, s o
F i r e F l o w e r s p e l l , w h i c h c r e a t e s a c l o u d o f fire a r o u n d a v i c t i m , she h a s a chance to get a w a y from a m u g g e r who's g o t h e r at
i n v o l v e s C r e o c and P y r a d o r , C r e a t i o n a n d F i r e . (Like magic knifepoint.
theorists, w e often write the abbreviation o f the spell's arts with F o r p r i v a t e life, a f e w o t h e r spells m i g h t b e helpful. I f s h e h a s
the spell, for reference: (Cr Py 5). T h e " 5 " is the spell's children, a spell like Kiss t h e Stinging C u t will b e invaluable for
Complexity, explained on page 173.) M o r e elaborate spells dealing with childhood aches and pains. A spell like C l e a n t h e
i n v o l v e m a n y a r t s : W i z a r d ' s S u b t l e M i r r o r ( C r K e II M e S p 2 0 ) , C l a y D i s h e s w o u l d b e a p l e a s a n t luxury, like a d i s h w a s h e r ter­
creates a n illusion o f the caster w h i c h reads h e r m i n d a n d there­ restrially. It d o e s r e q u i r e that s h e g e t e x p e n s i v e c e r a m i c p l a t e s ,
b y imitates h e r perfectly, involves C r e o c a n d Illusidor to create w h i c h is a n e x t r a c o s t f o r s o m e o n e w h o c o u l d m a k e perfectly
the i l l u s i o n , K e n n o c a n d M e n t a d o r f o r t h e m i n d r e a d i n g , a n d good w o o d e n ones herself - b u t the spell to clean w o o d e n dish­
S p i r i d o r f o r the s p i r i t t h a t a n i m a t e s t h e i l l u s i o n s o a c c u r a t e l y . es is h a r d e r , r e q u i r i n g t h e r a t h e r o b s c u r e a r t o f S p i r i d o r s o t h a t it
c a n t e l l t h e d i f f e r e n c e b e t w e e n the H e r b a d o r o f a w o o d e n p l a t e
MAGIC IN EVERYDAY LIFE. and the H e r b a d o r o f leftover food, a n d s h e considers Spiridor t o o
You're a cobbler's apprentice, right? What if you're a big mas­ obscure and academic to be worth her time studying.
ter cobbler, your own shop and an apprentice of your own, and Then she might k n o w N o U n w a n t e d Child, a magical version
the duke comes in? His boot has a hole! He needs it fixed! of a c o n d o m . She'll probably have s o m e m o r e b o u n d spells at
Right now! Are you going to go get out leather, and sinew, and h o m e : another Extinguish the Fire since she lives in a w o o d e n
lizard-claw glue, and nails, and hammers, and knives, and tell h o u s e , a n d p e r h a p s a P e p p e r S t r i k e t o m a k e life a w k w a r d f o r
him to come back in an hour? Or are you going to kiss it fixed i n t r u d e r s , b u t s a f e e n o u g h s o t h a t it w o n ' t p e r m a n e n t l y i n j u r e t h e
with a cley and get the purse of amber? c h i l d r e n i f t h e y s e t it o f f b y m i s t a k e .
Y'know, they say the gods give everyone just the right amount She's g o t eight cantrips, a n d e n o u g h training in t w o arts to cast
of cley. Sure, some people go too fast and use it up by noon, and them, plus four b o u n d spells. H e r magic makes h e r j o b easier
some people never spend a single cley from midsummer to mid­ a n d h e r l i f e s a f e r a n d m o r e p l e a s a n t - b u t s h e u s e s it m a i n l y f o r
winter. But why are the gods giving us cley if we're not to use it, convenience and emergencies. S h e doesn't consider herself a
answer me that? A cley left at dawn is a cley refused, and that's professional m a g e , just a g o o d carpenter.
a god refused, if you ask me!
— Drogo Moopra, spellseller Practical Technology
Every prime on the World Tree has used magic. Children Our crafters are far superior to those of Kraunst! In Vressia
l e a m the b a s i c s o f s p o n t a n e o u s m a g i c f r o m t h e i r p l a y m a t e s b y the master-carvers study for eighteen years under two and some­
t h e t i m e they're five o r six, t o their p a r e n t ' s m i x e d p r i d e a n d ter­ times three masters, and by the time they are finished they can
ror. M i s c a s t spells a r e a l e a d i n g c a u s e o f c h i l d d e a t h . carve wood as thin as a strand of fur. In Kraunst, the carver's
M o s t adults k n o w half a d o z e n pattern cantrips: three o r four guild is satisfied with a mere fifteen years, and they would exert
useful o n e s for their trade; a f e w useful o r a m u s i n g o n e s for per­ themselves greatly and still carve no thinner than a medium-
sonal u s e ; if they're in a dangerous place, a n attack, defense, or coarse cotton thread!
escape spell. A n a v e r a g e p e r s o n h a s to p a y a substantial price to — Unthosmius Pradmicus, master-carver of Vressia
b u y a n e w spell, s p e n d h o u r s learning e v e n t h e simplest spell, P r i m e t e c h n o l o g y is s o p h i s t i c a t e d , g i v e n w h a t t h e y h a v e t o
a n d n e e d s sufficient skill in t h e spell's arts t o cast it. W i t h t h e w o r k with. P r i m e artisans d o a m a z i n g things with w o o d , leather,
cost so high, most people only l e a m a few extremely useful glass, clay, a n d m a g i c . T h e b e s t - q u a l i t y g o o d s in t h o s e m a t e r i ­
spells. N o t m a n y people c a n bind spells for themselves, b u t p e o ­ als a v a i l a b l e a r e often b e t t e r t h a n t h e b e s t a v a i l a b l e i n 2 1 s t c e n ­
ple usually h a v e t w o or three important b o u n d spells for emer­ tury Earth: the primes have devoted equal intelligence, more
gencies. a t t e n t i o n , a n d m u c h m o r e m a g i c t o it t h a n w e h a v e .
For example, a carpenter would have some basic carpentry Q u a n t i t y is a n o t h e r m a t t e r . M a s s p r o d u c t i o n is k n o w n i n p r i n ­
spells. S h e c a n cast b e t w e e n three a n d eight spells a day. That's ciple, b u t despised. It is e x t r e m e l y i m p o r t a n t for p r i m e civiliza­
f e w e n o u g h s o s h e ' l l s a v e t h e m f o r s p e c i a l s i t u a t i o n s : rush j o b s tion t o h a v e h i g h l y skillful p e o p l e . O n e w i z a r d c a n m a k e w a l l s
o r t h i n g s that r e q u i r e m a g i c . Spells like Ethereal L a c q u e r a n d to k e e p a city safe a g a i n s t t e l e p o r t e r s a n d fliers a n d far-flung
Silken W o o d w i l l b e u s e f u l t o finish u p a p i e c e w h e n t h e c u s ­ spells; n o n u m b e r of semi-skilled laborers could d o the same.
tomer's s t a n d i n g in t h e d o o r lashing h i s tail. M a k e a Stick will T h i s attitude carries o v e r t o t h e rest o f life. It is b e t t e r f o r a city
let h e r c r e a t e a b o a r d i f s h e d o e s n ' t h a v e o n e t h a t ' s j u s t r i g h t , b u t to h a v e a f e w m a s t e r - j o i n e r s c a p a b l e o f m a k i n g s u p e r b c a b i n e t s
she doesn't h a v e t h e cley to m a k e all h e r w o o d that way. F i x t h e (and most people will have to m a k e d o with apprentice-work or
h a n d - m e - d o w n c a b i n e t s ) , t h a n t h a t e v e r y o n e in t h e c i t y b e a b l e between Kvarse and Reluu. If they could figure i t o u t , it m i g h t
to a f f o r d pretty good cabinets. matter to e v e r y C o r p a d o r m a g e , every Cani, every Sleeth cast­
Where primes care, they d o quite well. Farming technology, ing a R u l o c C o r p a d o r spell: j u s t about e v e r y o n e o n t h e World
for example, is u p t o t h e levels of the terrestrial Green Tree.
Revolution - without most of the problems the Green Revolution There's a huge amount of circumstantial information about th^
caused. N o t that the p r i m e s are smarter or wiser than the Green gods, records o f w o r d s a n d deeds a n d secret scrying. M u c h pf
Revolution scientists; they've simply been working o n the same it i s s e c o n d - h a n d o r w o r s e . S o m e o f i t i s e n t i r e l y m a d e u p . E a c h
problems for t w o thousand years, a n d have m o r e personal access scrap o f fact in t h e library h a s its o w n careful g e n e a l o g y . One
to t h e f o u n d a t i o n s o f r e a l i t y . Plows are made of carved wood conversation with Gnarn w a s reported b y Prandra, a Sleeth
like t h e p o o r e s t m e d i e v a l E u r o p e a n p l o w s ; t h e r e i s l i t t l e c h o i c e h u n t r e s s ; t h e r e c o r d i s a c c o m p a n i e d b y five d e p o s i t i o n s from
in t h e m a t t e r . B u t in the year 2,214, the Herethroy heroine P r a n d r a ' s friends c l a i m i n g that h e r m i n d is a s s h a r p a s h e r c l a w s .
I I r i k k a k o f the D a g g e r s w o n a b o o n f r o m t h e g o d d e s s L e n h i r r i k , Another conversation with G n a m , hinting at alarming mysteries,
and c h o s e a n e n c h a n t m e n t r e c i p e for t h e i m p r o v i n g o f p l o w s . is r e p o r t e d b y A m a w o r k - S p o t . T h a t r e p o r t is a c c o m p a n i e d b y a
Such p l o w s are better than anything available o n Earth. d o z e n s c h o l a r l y a r t i c l e s p o i n t i n g o u t that A m a w o r k - S p o t w a s a
O n t h e w h o l e , p r i m e t e c h n o l o g y feels like a m i x b e t w e e n noted author o f horrific fantasies. A m a w o r k - S p o t w r o t e a rebut­
about 18th century a n d 2 3 d century terrestrial: mostly sophisti­ tal e x p l a i n i n g that G n a m h a d r e a d zir b o o k s a n d visited t o chat
cated a r t i s a n - w o r k , w i t h o c c a s i o n a l i t e m s far b e y o n d current ter­ and get zir autograph. A gross o f scholars bickered for a d o z e n
restrial t e c h n o l o g y . years about whether Amawork-Spot, G n a m , both, or neither
w e r e telling stories.
Theology S c h o l a r s w h o a r e b o t h h o n e s t and w i s e - h a r d e r t o find t h a n
Flokin is reported as saying, "I shall melt all things down and
y o u m i g h t t h i n k a t first - h a v e t o a d m i t t h e y d o n ' t k n o w f o r s u r e
purify them." By which the Urvists understand that the destruc­
how much theology i s correct. T h e o l o g y is a m a t t e r o f beliefs -
tion of the Tree is close at hand, and soon, should we not meas­
backed b y evidence a n d carefully w e i g h e d b y generations of
ure up to Urva's exacting standards.
wisdom.
Terrifying stuff to hear about, to be sure. But let us look at the
T h i s section gives a f e w o f t h e basics: facts w h i c h m o s t schol­
evidence. Urva heard it from Narix, who heard it from the
ars agree u p o n . P r o b a b l y s o m e o f them a r e t r u e .
dream-prophet Laquant Miir, who heard it in a dream. Each link
in this chain comes with its own kind of weakness. O N THE. DEALINGS o r MORTALS AND GODS
Laquant Miir spied on the gods in her sleep. She has produced Mortals rarely deal with gods, except in the routine dealings of
three confirmed truths in eighty years. An amazing record, and spellcasting. Perhaps o n e mortal in a thousand has seen a g o d
she is rightly numbered among the great prophets. But that does anywhere b u t in the sky a n d k n o w s what she has seen.
leave over eleven hundred dream-records definitely wrong, and T h e W o r l d T r e e is u l t i m a t e l y a b o u t p r i m e s . T h e C r e a t o r g o d s
some six hundred (including Urva's favorite text) in doubt. m a d e i t f o r them. N o u n g o d s , n o n p r i m e s , e l e m e n t a l s , a n d a l l a r e
Narix the archivist is highly respected, and deservedly so. just support, scenery, a n d minor details. 8
T h e gods d o their best
However, in the year in question, he was engaged in a bitter to m a k e primes central to events. Kvarse could destroy with the
quarrel with his husband over whether or not to move to m a r a u d i n g nendrai in a n instant, b u t she does not. Instead she
Tanitakka. Nine other records from this time have been discov­ sends a knight o f o n e o f her orders to gather a few likely-look­
ered to be tainted with bitterness. Elsewhere he transcribed a i n g l o c a l s t o m a k e w a r o r p e a c e w i t h it. S h e grants them
word of Gnarn's as "icy anguish " when it should have been sim­ Corpador spells, the s a m e as she w o u l d a n y other primes, but n o
ply "pain ". Might he have introduced a note of cosmic disaster special favors or help. If they aren't clever a n d lucky enough,
to match the seeming disaster of that time in his life? t h e y w i l l fail; b u t t h e e v e n t s w i l l b e t h e p r i m e s ' , n o t t h e g o d d e s s ' .
Certainly no other scholars or god-knowers have noted this M o s t of the reward for success will c o m e from the people saved,
prophecy as true. Is it because, as Urva claims, we are a craven n o t t h e g o d d e s s ; n o r will s h e p a n i s h t h e m for failure.
lot of blindards? Or is it, perhaps, just perhaps, that we are an T h e N o u n G o d s intervene in t h e W o r l d Tree r e a s o n a b l y often
elite cadre of scholars most carefully devoted to the truth, even - b u t m a i n l y i n w a y s that r e q u i r e t h e p o w e r o f a g o d . T h e y h a v e
at the cost of abuse by crazed cultists? fought to save world-branches from a twenty-mile-long slug
— Huspus okka Muruthuum, Th. D. from outside the world; they paid scant attention to even the bit­
T h e o l o g y is n o t a n e x a c t s c i e n c e . T h e g o d s d o n ' t a n s w e r m a n y t e r e s t s u c c e s s i o n s t r u g g l e s i n the g r e a t e s t e m p i r e o n t h e tree.
questions, even w h e n they're being sociable with non-gods. Even w h e n they intervene in worldshaking events, they fre­
They tell lots o f lies, t o o . S o m e t i m e s o n e will let s o m e t h i n g quently insist that p r i m e s take the initiative. Flokin w a t c h e d the
important slip in conversation. S o m e t i m e s o n e will b e a n g r y at s l u g f r o m t h e i n s t a n t i t c a m e t o t h e tree, b u t d i d n o t h i n g u n t i l
another a n d tell s o m e intimate secrets - o r i n v e n t s o m e scan­ s o m e p r i m e a d v e n h o r e r s a s k e d it t o .
dalous story. O n c e in a while a wizard or mystic will spy o n a P r i m e a d v e n t u r e r s - a n d a n y o n e p a y i n g a visit t o a g o d is h a v ­
god o r d e m i g o d a n d learn s o m e t h i n g n e w a n d p o s s i b l y true, ing an adventure - c a n ask the N o u n gods for m o r e personal
liven w h e n t h e y a r e t r y i n g t o b e informative, t h e g o d s ' v i e w o f f a v o r s , b u t t h e r e are rules w h i c h the g o d s i n s i s t the p r i m e s f o l ­
the w o r l d i s s o d i f f e r e n t a n d p e r p l e x i n g t h a t f u l l understanding low. A s k i n g in p e r s o n is essential: t o call u p o n a g o d for a n y ­
is i m p o s s i b l e . t h i n g o t h e r t h a n o r d i n a r y m a g i c , y o u m u s t g o t o the g o d a n d a s k .
T h e n there a r e t h e t h e o l o g i s t s . T h e o l o g y is t h e u l t i m a t e intel­ T h e g o d s m a y m a k e the q u e s t e a s y o r d i f f i c u l t ; t h e y c e r t a i n l y
lectual d i s c i p l i n e o n t h e W o r l d T r e e : n o t h i n g c o u l d b e m o r e s e e m t o b e a w a r e o f q u e s t e r s w e l l b e f o r e the e n d o f t h e q u e s t .
important. T h e best and brightest scholars are drawn to theolo­
gy, t o a r g u e for t w e n t y years about the exact relationship ^Primes and most of the gods and elementals agree with this principle. Most nonprimes
disregard it or disbelieve it.
T h e g o d s set their o w n p n c e s for i n t e r v e n t i o n , a c c o r d i n g to w i t h o t f w o r l d m a g e s - a n d e n h a n c e all their P o w e r .
their desires. K v a r s e heals people quite frequently, but insists In general, the Verb gods are m o r e distant from the world than
that the patient p r o v i d e seven years o f a hero's labor - usually the N o u n gods.
protecting places that need protection or doing other appropri­
ately heroic tasks. Birkozon usually charges services which O R T H O D O X Y , HETERODOXY, AND TRUTH
e x p a n d his sphere of political influence. Flokin will gleefully Visitors to the World Tree sometimes are surprised b y certain
bum things which threaten t h e T r e e , a n d d e m a n d little in return, parts of orthodox World Tree theology. These are supported by
b u t it i f y o u a s k it t o b u m o n e h o u s e it m i g h t b u m t h e w h o l e c i t y . a g r e a t d e a l o f e v i d e n c e , a n d a r e w i d e l y a c c e p t e d . T h e r e is e v i ­
The gods have s o m e responsibilities not directly connected dence against t h e m as well.
with their elements, and they occasionally ask primes to help Belief doesn't matter, though actions based on belief do. The
with them. K v a r s e and L e n h i r r i k p r o m o t e social stability, j u s ­ g o d s don't a s k for belief; they're quite s u r e that t h e y exist.
9

tice, freedom, nobility, a n d the like. Flokin and "Here" keep H e r e t i c s , a t h e i s t s , a n d s o o n c a n b e a s effective in m o s t r e g a r d s
major extra-universal monsters off o f t h e W o r l d Tree. They t h a t d e a l w i t h t h e g o d s a s the m o s t d e v o u t l y o r t h o d o x - i n c l u d ­
s o m e t i m e s a s k p r i m e s for h e l p w i t h t h e s e r e s p o n s i b i l i t i e s . Not ing in m a g i c , e v e n t h o u g h m a g i c w o r k s with the g o d s . T h i s is
usually in the p r i m a r y fighting itself - if s u n - f a n g e d F l o k i n is in m u c h the s a m e as, terrestrially, a person w h o d o e s not believe in
t r o u b l e i n a fight, n o n u m b e r o f p r i m e a d v e n t u r e r s o r w i z a r d s i s electricity u s i n g lights a n d c o m p u t e r s w i t h o u t difficulty.
going to help. T h e r e is n o o r t h o d o x c o n c e p t o f " s i n " , in t h e s e n s e o f a c t i o n s
B u t a d v e n t u r e r s a n d w i z a r d s a r e g o o d at s c o u t i n g a r o u n d t h e w h i c h are bad primarily because a god thinks they are bad. For
m o n s t e r ' s h o m e p l a n e for t h e m o n s t e r ' s secret w e a k n e s s , o r r e s ­ example, antisocial Cani obviously violate the intent of Reluu.
cuing innocents from the battlefield, or helping to rebuild the The orthodox m a y consider being antisocial a medical or psy­
destroyed cities, or any n u m b e r of other tasks that are not to the chological p r o b l e m , but not a spiritual one. W h e r e the gods
g o d ' s t a s t e o r w h i c h it w o u l d b e t o o n o t i c e a b l e a t . I n g e n e r a l , t h e i n s i s t o n s o m e t h i n g , t h e y m a k e it a m a t t e r o f n a t u r a l l a w : it i s
gods expect the primes to d o the parts that are within mortal Virid's will that H e r e t h r o y not eat meat, and so they cannot
capability - in the g o d ' s o p i n i o n , not the mortals'. d i g e s t it. W h e n i n d i v i d u a l H e r e t h r o y s n e a k a r o u n d t h i s r e s t r i c ­
t i o n (e.g., using the spell C l o a k o f A n o t h e r G o d to w e a r a
It is c o n s i d e r e d u n g r a c i o u s , at b e s t , t o r e f u s e a d i r e c t r e q u e s t
Sleeth's body, w h i c h can digest meat), Virid m a y not b e pleased,
of a god without s o m e very good reason.
but takes n o action.
O N DIVINE RETRIBUTION AND FAVOR T h e r e is n o o r t h o d o x c o n c e p t o f " b l a s p h e m y " . Primes gener­
The gods don't s e e m to p a y direct attention to mortals in ally a s s u m e that the g o d s are capable of a v e n g i n g insults w h e n
everyday matters. T h e y d o n ' t w a t c h y o u r e v e r y a c t i o n for t h e t h e y w i s h , w h i c h is n o t often.
j u d g i n g of y o u r spirit - y o u r n e i g h b o r s take care o f that u n s a v o r y T h e g o d s d o n o t a s k s a c r i f i c e s from p r i m e s f o r a n y t h i n g r o u ­
job, o r t h e first h a l f a t l e a s t . T h e y don't p a y any attention to tine - except for the use o f c l e y in m a g i c . (But s o m e kinds of
what y o u say about them; a good thing, or theology would be a advanced m a g i c do use sacrifices, as one of the m a n y tech­
hideously unsafe profession. n i q u e s for getting a god's personal attention.)
The Noun gods are supposed to stay distant from mortal T h e g o d s are v e r y c i r c u m s p e c t w h e n t h e y i n t e r v e n e in m o r t a l
a f f a i r s , and s h o u l d n e v e r g e t a n g r y e n o u g h t o i n f l i c t d i v i n e r e t ­ affairs. Often w h e n t h e y i n t e r v e n e at a m o r t a l ' s request, they
ribution o n a n y o n e . O r so says K v a r s e w h e n she tries to get out p r e f e r w o r k i n g in t h e e s t a b l i s h e d w a y s , t h o u g h t h e p r i m e ' s o w n
o f t h e p o l i t i c s o f t h e g u i l d s a n d k n i g h t l y o r d e r s o f w h i c h s h e is magic, e.g., if y o u w a n t h e l p from Reluu, you should cast a
the head. R u l o c (control) spell; if R e l u u favors you, the spell m a y b e on
But w h e n the N o u n gods deal with mortals, they don't always the high end of the p o w e r you can achieve. If y o u w a n t m o r e
stay that distant. Divine retribution usually takes the form of h e l p t h a n y o u h a v e s k i l l , y o u p r o b a b l y w o n ' t g e t it.
giving the mortal poor service: offend Kvarse, and your W h e n the g o d s i n t e r v e n e in m o r t a l affairs for their o w n rea­
Corpador spells won't w o r k very well. T h e gods see spirits as sons, they are usually delicate about it. Often the primes
w e l l a s b o d i e s , and t h e i r ill r e g a r d c a n l a s t l i f e t i m e a f t e r l i f e t i m e . i n v o l v e d n e v e r find o u t f o r s u r e .
O n c e in a rare w h i l e , a g o d will b e so a n n o y e d w i t h s o m e o n e T h e g o d s d o not p r o p h e s y the future. It s e e m s l i k e l y t h a t t h e y
as to destroy t h e m or curse t h e m horribly. A Cani woman, d o not k n o w the future (except p e r h a p s for K a i m i r i , w h o is
i n s a n e after the d e a t h s o f h e r three c h i l d r e n in a single week, silent). T h e y rarely discuss their plans.
personally attacked Kvarse with swords and blame. Kvarse Theologians do divide the gods up into Good and Evil.
c u r s e d h e r t o b e a r c h i l d after c h i l d a n d w a t c h t h e m all d i e . This Kvarse and Lenhirrik always wind up on the Good side;
is an e x t r e m e c a s e , o n m o r t a l a n d d i v i n e s i d e b o t h , a n d t h e r e a r e B i r k o z o n a n d " H e r e " a l w a y s w i n d u p o n the Evil side. T h e r e is
n o t m a n y l i k e it. no consensus about s o m e of the others. T h e s e labels are an eth­
Conversely, those w h o w i n a god's favor get good service. ical j u d g m e n t o n t h e g o d s , a n d a d v i c e to p e o p l e d e a l i n g w i t h the
Kvarse's best knights frequently get minor Corpador knacks. g o d s directly, and can confuse people about divine politics.
D i v i n e f a v o r a l s o c a r r i e s o v e r f r o m life to life. K v a r s e a n d L e n h i r r i k a r e rivals a n d p e r h a p s d o w n r i g h t e n e m i e s ;
S o m e t i m e s , p e o p l e d o i n g a g o d ' s w o r k in a s i t u a t i o n t h a t d o e s ­ they c o m p e t e m o s t visibly b y having their knightly orders outdo
n't q u i t e call for t h e g o d t o a c t i n p e r s o n w i l l g e t e x t r a p o w e r e a c h o t h e r in a c t s o f h e r o i s m a n d b e n e v o l e n c e . " H e r e " is friend-
from that god. F o r e x a m p l e , if y o u ' r e fighting s o m e t h i n g that
F l o k i n h a s a s k e d y o u t o d r i v e o f f t h e W o r l d T r e e , y o u r fire s p e l l s ^Atheists in the strict sense of the word are very rare: it's clear that powerful beings gen­
will b e m u c h stronger than u s u a l for that o n e fight. O n c e in a erally called gods exist. Atheism on the World Tree usually is the philosophical position
w h i l e , all t h e V e r b g o d s w i l l d e c i d e that s o m e p r i m e s are d e f e n d ­ that the gods are no more important than any prime (or earthworm), except to the extent
that they command more power; that the gods lack "divinity", whatever that may be. This
i n g t h e h o n o r o f t h e W o r l d T r e e a s a w h o l e - u s u a l l y in d e a l i n g
is a defensible position.
ly w i t h a l l t h e o t h e r g o d s , a n d b e n e v o l e n t t o w a r d s p r i m e s a s a a n d all t h e evil f o u n d in terrestrial c h u r c h e s .
w h o l e , for all h e enjoys small-scale atrocities. Heterodox religions abound. There are fringe communities
The gods are not individually omnipotent, though n o greater with all m a n n e r o f strange beliefs about t h e 7 + 1 2 g o d s . Usually
power than t h e m and their kindred exists o n the World Tree. they are incorrect, b u t sometimes the gods h u m o r the heretics
Collectively they m a y b e considered omnipotent: all p o w e r o n a n d grant their heresies s o m e touches o f truth. (Perhaps they d o
t h e W o r l d T r e e c o m e s from t h e m . T h e y n e v e r h a v e c o o p e r a t e d the same to the orthodox as well.) There are religions worship­
fully, t h o u g h . T h e y p e r m i t - a n d r e q u i r e - f r e e w i l l o f m o r t a l s . ping other gods: sometimes divine or near-divine beings from
The gods have a kind of omniscience: nothing about the World beyond the world, sometimes worshipping powerful non-divine
T r e e t h a t t h e y w i s h t o l e a m m a y b e h i d d e n from t h e m f o r l o n g . beings inside the world. M o s t m e m b e r s of these religions also
Yet t h e r e a r e q u e s t i o n s t h a t t h e y h a v e n e v e r a s k e d , e v e n q u e s ­ worship the 7 + 1 2 gods, often with considerable devotion. There
t i o n s w h i c h t h e y d o n o t r e a l i z e they s h o u l d a s k . A b r a n c h - w i d e are philosophical religions (like terrestrial Taoism or H i n a y a n a
conspiracy o f p r i m e s o p p o s i n g a god's intent m a y r u n for cen­ Buddhism), transcendent mysticisms which regard even the
t u r i e s w i t h o u t t h e g o d s u s p e c t i n g it - a n d b e f u l l y u n c o v e r e d i n 7+12 gods as unimportant.
a s i n g l e d a y w h e n t h e g o d l e a m s t h a t it e x i s t s .
These are generally accepted parts of orthodox theology. N o t PRIESTHOODS
all t h e o l o g i a n s a r e o r t h o d o x ; s o m e o f t h e m d i s a g r e e w i t h t h e s e I regarded Reluu as more than father and more than mother to
beliefs, s o m e t i m e s quite violently. me, and poured forth my loyalty to Him, Him above all other
gods, Him above all primes. Him infinitely above myself. I
Tut WORSHI p O f THE, GODS became a priest to serve Him more closely and more constantly,
T h e w h o l e u n i v e r s e a n d e v e r y t h i n g i n it a r e p l a i n l y a n d u n d e ­ to bring His glory to all the primes. I never married. I had few
niably sacred. T h e c r e a t o r g o d s m a d e i t , w a t c h i t , c a r e a b o u t it, friends, save those few who knew Reluu as I did.
l o v e it. E a c h p r i m e i s i n d i r e c t a n d i m m e d i a t e ( i f i m p e r s o n a l ) Then came four dozen years of teaching ahigrane and akkam-
contact w i t h all 7 + 1 2 g o d s . E v e r y t h i n g is h o l y . agga and kyrax how to use Ruloc, accepting piddling sacrifices
B e c a u s e o f that, p r i m e civilization isn't v e r y r e l i g i o u s . The when some idiot adventurer saves his life with a levitation spell
primes are used to their gods, accepting t h e m without question and wants to thank the god, polishing the idols in the temple
and without great concern. T h e gods are as evident and as com­ that doesn't get a tenth as many people as the lousy bar across
m o n as wind a n d water. the street. Venal craftsfolk come to me and demand help with
B u t t h e r e is l i t t l e e m o t i o n a l o r s p i r i t u a l c o n t a c t i n t h e t e r r e s t r i ­ magics. They live like leeches on my faith, instead of strength­
al r e l i g i o u s s e n s e b e t w e e n p r i m e s a n d g o d s . O n l y a f e w p r i e s t s , ening their own. I can see the scorn in their eyes, in the few
wizards, adventurers, a n d devout layfolk h a v e personal contact lozens they cast before me when they leave.
with a n y deity. M o s t p e o p l e w o u l d b e terrified if they got a n y I will be loyal to Reluu until I die. I have no choice. Loyalty
more contact than they do. fills the ice-cold air I breathe; my chapel cannot afford much
Primes have a good idea o f what the gods w a n t out of them: to wood for heat. Loyalty is in the bean porridge I have eaten
follow their natural inclinations, w h i c h the gods shaped. They these last eight days. Loyalty is my bedmate on the wooden
have a very good idea of what to expect from the gods: magic, planks in my tiny room beneath the stairs of the chapel.
t h e W o r l d T r e e a n d e v e r y t h i n g o n it, p r o t e c t i o n from creatures But I pray to the god that - if He knows my name, if He
f r o m o u t s i d e the u n i v e r s e , a n d o b l i v i o n a n d r e i n c a r n a t i o n after regards me at all - in my next life J shall be a Gormoror, and may
death. S u r e , that's a h u g e pile o f gifts for a v e r y c h e a p p r i c e , a n d choose where to give my loyalty, and how much to give.
m o s t p r i m e s are g r a t e f u l w h e n t h e y t h i n k a b o u t i t , b u t i t ' s a l l — Rendir Alathaman, Open Letter to the Cani Novices
very routine. A n d s o m e o f t h e gifts aren't all g o o d - there's a lot
o f n a s t y s t u f f o n the W o r l d T r e e , c r e a t e d b y t h e g o d s f o r t h e s o r ­ Take Fr. Alathaman's letter as a caution, dear novices. Not to
row and troubling of primes. avoid the priesthood, certainly! It is a noble and needful pro­
Some few people - more Cani and Herethroy than other fession. There are none who can do what we can do. Wizards
species - are devoutly religious. People w h o d o advanced magic and enchanters come to us with reverence in their eyes and
deal m o r e closely w i t h t h e g o d s , a n d are w e l l - a d v i s e d to treat amber in their hands, and depart with fresh wonders. Everyday
them politely. T h e c u s t o m o f offering prayers o f thanksgiving primes come to us when they need - not many, but it is an hon­
for spells t h a t w o r k e d p a r t i c u l a r l y w e l l is b a s e d o n e q u a l p a r t s orable thing that everyday primes need not lean on us as if we
l o v e o f t h e g o d s , g r a t i t u d e f o r t h e i r g i f t s , a n d e n l i g h t e n e d self- were so many crutches. Nonprimes come to us with need, and we
interest. rejoice as our lay-brethren rarely do that we were born prime in
There are a great n u m b e r o f "orthodox" sects a n d cults wor­ this life and every other.
shipping the 7 + 1 2 gods, usually focusing extra attention o n a But do not let the brilliance of the gods blind your eyes to what
few g o d s a n d occasionally s o m e o f their q u a s i - d i v i n e subordi­ they have made us to do! The place you must go after the cere­
nates. Reluu, Mircannis, Kvarse, a n d Lenhirrik are the most monies of the temple is to the evening feast with your kinsfolk
popular. O r t h o d o x w o r s h i p typically is s o m e m i x o f ( 1 ) t h a n k ­ and the embrace of your lovers, not the cold plank bed in the cell
ing t h e g o d s for their gifts; ( 2 ) a s k i n g t h e g o d s for further gifts; next to Fr. Alathaman's. Reluu made us for each other, for the
(3) d o i n g w h a t t h e y t h i n k t h e g o d s w a n t . S o m e of these ortho­ pleasures of family and love, above all things. Even above Him.
dox religions are considered quite respectable; certain orders o f Deny Him His express wishes, which He has written large in
knights and high mages and healers are heavily religious. your very mind and body and spirit, and you deny the very thing
These religions are sometimes pure and sometimes corrupt, you seek.
sometimes honest and sometimes hypocritical, sometimes gen­ — Bishop Thaxinold Thanbranch, in an open reply to
erous a n d s o m e t i m e s intolerant, a n d in general h a v e all t h e g o o d Alathaman's open letter
T h e r e are priestly orders to e a c h of the 7 + 1 2 gods, singly and c o s m i c m e n a c e that e v e n the g o d s fear; or a t h o u s a n d o t h e r w i l d
in combinations. T h e y range from grand sects with cathedrals guesses.
in d o z e n s o f cities to individual priests w o r s h i p p i n g a l o n e in
private shrines. T h e y v a r y greatly in d e v o t i o n , practice, and Or OTHER GODS
methods. A m y r i a d beings claim divine stature on the World Tree. M o s t
F o r n o n - p r i m e s , r e l i g i o n is a n u r g e n t m a t t e r . P r i m e s are g i v e n of t h e m are natives of the tree: nendrai or old Zi Ri or other p o w ­
c o n n e c t i o n s t o all 7 + 1 2 g o d s at birth. N o n - p r i m e s a r e n o t ; if erful creatures, w h o h a v e f o u n d p e o p l e w e a k or foolish e n o u g h
they are lucky, they have half a dozen. Non-primes wishing to to w o r s h i p them. T h e o l o g i a n s and g o d s dismiss these pretenders
b e effective m a g e s , e s p e c i a l l y if t h e r e are p r i m e s a r o u n d , m u s t as unimportant.
s o m e h o w get connections to m o r e gods. T h e r e are a handful of fully divine creatures o n t h e W o r l d Tree
F o r the typical non-prime (details vary greatly with species), from outside. N o w and then s o m e friend of the Creator or N o u n
getting a connection to a g o d involves attracting the god's atten­ g o d s will c o m e to visit. They look around, sometimes escorted
tion, with rituals, ceremonies and celebrations involving the by a deity or a servant, s o m e t i m e s on their o w n . The gods'
god's symbols and preferred entertainments. T h e y are best d o n e friends are as kind, gentle, and mature as the g o d s themselves,
b y s o m e o n e with the god's favor already: a prime of the god's a n d s o a t h o u s a n d s o r r o w s f o l l o w in t h e i r t r a c k s . W h e n t h e y g e t
s p e c i e s will d o nicely. T h e g o d s rarely c o m e in p e r s o n ; they rowdy, they are frequently escorted out of the World Tree by the
m a k e the k i n d o f q u i c k barely-felt visit that t h e y m a k e to p r i m e s gods or other powerful people, by some mixture of moral and
at birth. physical force.

P r i e s t s h a v e o t h e r p u r p o s e s , e v e n for p r i m e s . Occasionally S o m e t i m e s lesser creatures, divine or not, from outside will


s o m e o n e f e e l s t h a t t h e y w e r e b l e s s e d b y a g o d - e.g., if a spell s n e a k in, like a n insect into a h o u s e . W h e n t h e g o d s n o t i c e t h e m
w o r k e d w h e n it s h o u l d n o t h a v e , i n s o m e c r u c i a l situation. - w h i c h can take surprisingly long - they deal with t h e m as ver­
M a n y p e o p l e f e e l t h a t it i s w i s e t o t h a n k t h e g o d s o f t h a t s p e l l , min. S o m e t i m e s M i r c a n n i s , Virid, Lenhirrik, and K v a r s e , call­
to r e p a y the favor or to ensure further favors. Priests and organ­ ing themselves "The Party of Kindness", will drive t h e m out.
i z e d r e l i g i o n s s u g g e s t suitable gifts a n d w a y s o f offering t h e m . Sometimes G n a m , Accanax, Flokin, and "Here," as "The Party
S o m e t i m e s the gifts s e e m to g o to the priests - a n d s o m e t i m e s of Cruelty", will c o m e r them, torment them, and destroy them.
that seems to please the god. For details of s o m e of these beings, see page 277.
O c c a s i o n a l l y s o m e o n e feels that they have offended a god,
a n d w i s h e s to m a k e restitution before the g o d t a k e s a m o r e ter­
rible revenge. P r i e s t s a r e d e l i g h t e d t o h e l p w i t h this a s w e l l .
SOCIOLOGY
N o t e that the priests h a v e no direct w a y to k n o w the m i n d of the T h e bodies and spirits of p r i m e s d o not vary m u c h from region
g o d , a n d m u s t g o b y t h e o l o g y a n d e x p e r i e n c e if t h e y a r e h o n e s t to region. T h e w a y s that they arrange their lives a n d cities do
o r b y s e e i n g w h a t t h e y c a n e x t r a c t from t h e p e n i t e n t i f t h e y a r e vary considerably. A full s o c i o p o l i t i c a l a t l a s is b e y o n d the
not. s c o p e of this b o o k . H o w e v e r , p r i m e civilization d o e s h a v e s o m e
c o m m o n tendencies. T h e material of this section m a y well not
W H Y DID THE CREATOR GODS WAKE THE W O R L D ? a p p l y to a p a r t i c u l a r region. P r i m e s in m o s t r e g i o n s live in s m a l l
O n e q u e s t i o n t r a n s c e n d s all o t h e r s : w h y d i d t h e c r e a t o r g o d s c i t y - s t a t e s , b u t Y m a r k u is t h i r t y t i m e s l a r g e r t h a n a n y c i t y - s t a t e
m a k e the world? W h a t is t h e p u r p o s e o f t h e u n i v e r s e ? The in K e t h e r i a . City-states generally have their ruler, the nobility,
answer to this could be a glimpse into the reality b e h i n d reali­ a n d the general populace roughly equal in power, but the d u k e of
ty, w o u l d j u s t i f y o r m o c k e v e r y s o r r o w a n d c r u e l t y o n t h e W o r l d Dalidaan holds and uses absolute authority, and the duke-presi­
Tree, might explain everything. But only seven people on d e n t o f M a h a f f a n y is c h a n g e d e a c h m o n t h b y p o p u l a r e l e c t i o n in
W o r l d T r e e k n o w , a n d t h e y don't e v e n tell the N o u n G o d s . an extravagant display of democracy. The tendencies described
in this s e c t i o n are c o r r e c t in g e n e r a l , b u t e a c h r e g i o n h a s its o w n
So mortals guess. The influential Seven-Fold Harbinger
unique character.
movement a m o n g theologists on Ketheria theorizes that the
w o r l d is a g a m e b o a r d , w i t h the p r i m e s p e c i e s the p i e c e s . They
f u r t h e r a s s e r t t h a t t h e g a m e h a s a first p l a c e , a s e c o n d , a n d t w o
Government
t h i r d s ; the r e m a i n i n g t h r e e m u s t s u p p l y t h e p r i z e s . Adventurers, In those days, the world-branch near Havarratown was divid­
t h e y s a y , are t h e c h i e f i n s t r u m e n t s o f t h e g a m e ; t h e v a s t n u m b e r s ed as three countries: Turzank Mene of the port city Turzank on
of Herethroy and Cani, while important to the world, are simply the Unxla; Pashzank Mene of Pashzank where the fruit-trees
a b a c k d r o p for a c o n t e s t w i t h r o u g h l y m a t c h e d n u m b e r s and grow; and Oinomark Mene around Oinomark near the side-
potencies. branch Oineia. Marthuk, in Pashzank Mene, came to be assault­
ed by swarms of flying shockers from the Verticals, and
T h e I n f i n i t e O v o i d S p i r a l s c h o l a r s , c u r r e n t l y in its a s c e n d a n ­
Pashzank was notably absent from its defense. Wherefore
cy, c l a i m s that t h e W o r l d T r e e is t h e w o m b o f t h e n e x t o f the cre­
Marthuk declared that it was a city on its own, and Marthuk
ator g o d s ' future children. E a c h o f the p r i m e s p e c i e s i s t h e p r e ­
Mene split offfrom Pashzank Mene. But the Duke of Pashzank
cursor o f a n e w god, w h i c h at the e n d o f the w o r l d shall b e
took this not lightly, nor did he take it peacefully, nor did he
w o v e n o u t o f t h e s o u l s o f all t h e p e o p l e o f t h a t s p e c i e s . M o s t o f
express good grace on the hearing of the news.
the presumed god-children have a single main parent; sharing
t h e w o r l d w i t h all t h e o t h e r s s h a r e s spiritual m a t e r i a l , m u c h as — Trazillo Morsune, Great History
mortal copulation shares genetic material. Rulers on the World Tree are responsible for a f e w things.
T h e y h a v e to maintain order and law, to defend the p o p u l a t i o n
Other m o v e m e n t s say that they act out of primal b e n e v o l e n c e
against verticals-beasts and other assailants, to take care of p e o ­
in g i v i n g s p i r i t s b o d i e s ; o r a d e s i r e t o w a t c h a v a s t t a p e s t r y o f
p l e w h o n e e d it.
mortal stories; or growing an a r m y against s o m e transcendent
These are hard to d o in large countries, stretched along a question live o n the Verticals, though, w h i c h m e a n s that they
w o r l d - b r a n c h fifty m i l e s w i d e . M o s t o f t h e l a r g e c o u n t r y w i l l b e c a n fly o r at l e a s t c l i m b w e l l . So, city walls are ingeniously
n long w a y a w a y from the capital. T h e ruler w i l l h a v e t o h a v e built. A simple wall of w o o d would be only a small obstacle
viceroys o r provincial governors to t e n d to local matters. When (stone, of course, w o u l d b e too expensive a n d n o m o r e useful).
there a r e l a r g e c o u n t r i e s , t h e y ' r e u s u a l l y fairly l o o s e empires C i t i e s h a v e b a r o q u e c o m p l i c a t e d w a l l s , m a d e o f w a t e r o r fire o r
which act for m o s t p u r p o s e s as collections o f s m a l l c o u n t r i e s . living serpents, w i t h o t h e r spells a n d e n c h a n t m e n t s set upon
So, m o s t countries either are small or b e h a v e as if they are. them. S o m e cities are d o m e d for p r o t e c t i o n f r o m fliers; all h a v e
City-states are the m o s t c o m m o n ; w h e n there are t w o or three overhead magical defenses. M o s t have only t w o or three gates,
important cities in one country, they bicker and fight until the w h i c h are kept guarded.
country fractures into t w o or three city-states. N o m a t t e r w h a t the p r e c a u t i o n s , m o n s t e r s g e t i n a t l e a s t a f e w
C i t y - s t a t e s u s u a l l y h a v e o n e ruler, t h e d u k e o r d u c h e s s , u s u a l ­ t i m e s a year: s n e a k i n g p a s t t h e g u a r d s , t e l e p o r t i n g in, h a v i n g
ly C a n i o r R a s s i m e l . ( M o s t of the rest h a v e a small oligarchic some trick that lets them past the wall, or whatever.
council.) T h e r e are guards a n d j u d g e s a n d administrators to O c c a s i o n a l l y citizens c o n s p i r e to let m o n s t e r s in; this c r i m e o f
handle civic m a t t e r s , a n d h e r o e s to d e f e n d the city. Often the doorwaying i s o n e o f t h e m o s t a b h o r r e n t o n the W o r l d Tree.
d u k e is o n e o f t h e m o s t c a p a b l e j u d g e s , h e r o e s , o r a d m i n i s t r a ­ S o m e t i m e s the m o n s t e r s w r e a k h a v o c a n d vast destruction, or
tors: t h a t u s u a l l y w o r k s w e l l . kill a f e w p e o p l e in a n e v e n i n g o f s u b t l e horror, o r p i l l a g e stores
D u k e s t e n d t o p a y t h e m o s t a t t e n t i o n t o the c i t y p a r t o f t h e c i t y - and homes. S o m e t i m e s t h e y h a v e a dinner at a g o o d restaurant
s t a t e : it's t h e m o s t p o p u l o u s , c u l t u r e d , a n d w e a l t h y , and u s u a l l y and see a show.
has t h e l a r g e s t p o p u l a t i o n o f t h e d u k e ' s o w n s p e c i e s . T h e r e s t o f City walls are a n n o y i n g for p e o p l e inside. They're never big
the city-state is usually Herethroy farming villages, Cani e n o u g h ; cities are a l w a y s c r o w d e d . They're expensive; they take
herders, O r r e n fishing villages, or Rassimel c o m m u n e s , which a g r e a t d e a l o f effort for w i z a r d s to m a i n t a i n , a n d w i z a r d s aren't
don't n e e d m u c h a d m i n i s t r a t i o n b u t d o n e e d d e f e n s e . (Sleeth c h e a p . T h e y o f t e n m a k e life u n c o m f o r t a b l e : cities r i n g e d w i t h
families a n d G o r m o r o r b a n d s o u t s i d e t h e city b a r e l y a c k n o w l ­ fire are h o t , c i t i e s ringed w i t h w a t e r are s o g g y . T h e y u s u a l l y k i l l
edge the city-state's authority a n d take care of matters them­ a few children a year, w h i c h m a y b e m o r e t h a n the m o n s t e r s get.
selves.) W h e n e v e r s o m e t h i n g awful gets through, the city gets into a
C u s t o m s for c h o o s i n g d u k e s v a r y widely. H e r e are t w o e x a m ­ l o n g d e b a t e a b o u t h o w t o k e e p it from h a p p e n i n g a g a i n - w h i c h
ples: u s u a l l y e n d s u p w i t h the w i z a r d s g e t t i n g m o r e m o n e y f o r a n o t h ­
In R a b r a z z a n , t h e d u k e d o m i s h e l d b y o n e C a n i f a m i l y , the er f a n c y spell o n t h e w a l l s .
best-pedigreed descendants of the first duke. The duke holds Cities aren't a r m e d c a m p s b y any means. O n the whole,
vast p o w e r s : h e c a n b a n i s h a n y o n e a n d c o n f i s c a t e t h e i r p r o p e r t y they're fairly disorderly. M o s t h a v e city guards, w h o try to
w i t h o u t h a v i n g t o j u s t i f y it. T h e r e a r e a b o u t t h i r t y p e o p l e w i t h defend against intruders a n d k e e p the peace, in about that order
the r i g h t p e d i g r e e . T h e a c t u a l d u k e is c h o s e n b y t h e u s u a l C a n i of importance. M o s t people aren't guards or adventurers or
c u s t o m s o f affan. Originally the dukes were mighty heroes. h e r o e s , a n d t r y t o l e t t h e g u a r d s d o the g u a r d i n g .
N o w t h e i r e x p e r t i s e is m a i n l y in m a t t e r s o f f a s h i o n a n d ele­ T h e p r i m e s get a l o n g fairly w e l l together. M o s t cities are c o m ­
gance, and secondarily in governing and administration. posed of several species, with large populations of t w o or m o r e
They're quite decadent. Trouble will c o m e of this sooner or of the numerous species (Cani, Herethroy, Orren, Rassimel), and
later. often a few Khtsoyis. Gormoror and Sleeth prefer the wilder
In T e l n e y , t h e d u k e - " m a y o r " is a m o r e a c c u r a t e t r a n s l a t i o n - regions, t h o u g h G o r m o r o r at least are w e l c o m e in cities. Zi Ri
is a s e n i o r a d m i n i s t r a t o r , w h o d o e s h e r b e s t t o k e e p t h e c i t y r u n ­ are r a r e , a n d m a n y c i t i e s d o n ' t h a v e Z i R i a t a l l . P r i m e c i v i l i z a ­
ning smoothly. T h e m a y o r stays m a y o r as l o n g as she can stand t i o n is e x t r e m e l y p r o u d o f t h e f a c t that it i s p o l y s p e c i f i c , o f b e i n g
it, a n d t h e n c h o o s e s h e r s u c c e s s o r f r o m a m o n g h e r m o s t c a p a b l e t h e j o i n i n g o f the d i v e r s e s t r e n g t h s o f t h e e i g h t s p e c i e s .
assistants. O n c e a m a y o r w a s doing a poor j o b and refused to V i l l a g e s a r e m o r e l i k e l y t o b e m o n o s p e c i f i c : o n e o f the s p e c i e s
quit; h e r s u b o r d i n a t e s s t o p p e d p a y i n g a t t e n t i o n to h e r until s h e living alone. Villagers are considered less sophisticated than
got frustrated and resigned. T h e c u r r e n t m a y o r is a R a s s i m e l c i t y d w e l l e r s , i n p a r t b e c a u s e t h e y l i v e w i t h their o w n s p e c i e s .
w o m a n , w h o ' s h e l d t h e j o b for t w e n t y y e a r s a n d will p r o b a b l y W i t h i n a c i t y , the v a r i o u s s p e c i e s a r e o n l y m o d e r a t e l y i n t e ­
k e e p it f o r a n o t h e r d e c a d e : t y p i c a l f o r R a s s i m e l m a y o r s , l o n g e r grated. There are typically small neighborhoods of Cani or
than other species can stand it. Her likely successor is a whatever, rather than Cani longhouses mingled with Rassimel
Herethroy m a n w h o ' s currently in charge of maintaining the a p a r t m e n t s . T h e different species t e n d to m e e t socially a n d p r o ­
walls a n d k e e p i n g the guards and defenders happy. fessionally; m o s t guilds and trades and politics are polyspecific.
Cross-species d a t i n g is quite c o m m o n , especially between
Cities m a m m a l s (Cani, Orren, Rassimel, and sometimes Gormoror and
The walls of your city are the chitin of your chitin. If they are Sleeth), but often doesn't last very long. Interspecies marriages
weak, you are dead but have not yet realized it. ( a n d o t h e r f u n d a m e n t a l l y i n f e r t i l e k i n d s o f m a r r i a g e ) are r e g a r d ­
— Bloodslash, Herethroy knight ed with s o m e mixture of a m u s e d tolerance and confused scorn.
Whenever possible, people live in cities. It's a lot safer.
Wherever y o u are on World Tree, there are monsters living Law and Custom
twenty or thirty miles a w a y - or closer. P e o p l e live b e h i n d city In Mengariant, the judges drink five times before they take
walls, with g u a r d i a n s nearby, or at least w i t h e n o u g h other p e o ­ their seats: a glass of red wine for the blood of the heroes, a
ple to b e r e a s o n a b l y safe. Cities are the safest. glass of white wine for the honor of the city, a glass of bitter beer
Cities are always walled, and the walls are always a problem. in memory of the innocents, a glass of sweet beer for the honor
The walls are intended to k e e p m o n s t e r s out. T h e m o n s t e r s in of the people watching, and a glass of spiced arrack for the
honor of the gods. For the laws ofMengariant are bad laws, but p a y a fine f o r t h e s a k e o f c i v i c p e a c e .
not to be tempered by mere sobriety. If you're unlucky, y o u w o n ' t e v e n s e e a m a g i s t r a t e ; you'll b e
— Stransien, Customs c a u g h t b y a n a n g r y m o b . T h e best a p p r o a c h is t o try t o p e r s u a d e
t h e m t o g i v e y o u a court trial, before they're in a frenzy. They
Mizrobob had been meddlin' where he shouldn't've been med- m i g h t g o f o r i t : i f y o u ' r e f o u n d g u i l t y a n d fined, t h e y ' l l g e t s h a r e s
dlin'. He'd been cookin' up whisky 'n sellin' it, and he sure ain't of your fine, a n d that might b e m o r e m o n e y than y o u h a v e o n
nobody in the Distiller's Guild. M'neighbor Bostra said he'd you at the m o m e n t . You'll p r o b a b l y g e t o f f w i t h y o u r life.
snooped his head under the changing-room curtain when she If that doesn't w o r k a n d y o u can't get away, you're in serious
was tryin' on a new jacket at his shop. Everyone knows he was trouble. People in lynch m o b s , especially Cani, e g g each other
always talkin' with those sneaky guys from Ovirucci. I bought on to extremes of violence. Even playing dead might not help
these very pants from his shop, 'n you c'n see for yourself the you: m o b s like to mutilate t h e bodies o f their victims.
legs ain't the same length. List goes on 'n on, and after that it
goes on some more, and even after we warned him it kept going Crimes
on. We had this nice little business going. We were "importers"
So we beat him good and ran him out of town. Maybe those from Ovirucci, y'see. Boxable and I would go there. I'd get
friends of his in Ovirucci'll take him in. everyone's attention, oh, setting a big bonfire in the Plaza of the
- Unidentified Rassimel man in a mob in Treverre Smiths, dancing around it, pulling eels out of children's ears,
Legal systems on the World Tree are usually a tangled mixture singing dirty songs so loud the children stuck the eels back their
of four things: (1) custom, (2) popular opinion, (3) edict, a n d (4) ears. Or their mothers did it for 'em. I'd pass the hat, never got
t h e C o m m a n d m e n t s o f R e l u u . T h e C o m m a n d m e n t s o f R e l u u are more than thirty or forty terch. Boxable usually got four, five
clear enough: half a dozen vague moral principles which barely purses though. After that we'd disguise Boxable up and come
n e e d t o b e s a i d , c o n c e r n i n g p r o t e c t i n g t h e w e a k , n o t k i l l i n g fel­ back to Treverre and sell everything.
low primes without a good reason, and so on. One afternoon Boxable snagged a sorcerer's purse and it bit
Custom, popular opinion, and edict are m o r e o f a trouble. his arm off. Killed that business right dead.
L a w s materialize w h e n s o m e o n e does something that troubles — Sullapinta, Orren thief, Treverre
s o m e o n e else. S o m e o f the time laws c o m e from public out­ H e r e ' s w h a t c r i m e is l i k e i n t h e t y p i c a l c i t y . I n s o m e p l a c e s i t ' s
cries. If a w i n e r y sells c h e a p w i n e that m a k e s p e o p l e sick a n d v e r y d i f f e r e n t : e.g., t h e r e a r e s o m e c i t i e s d o m i n a t e d b y f a n a t i c s
the population o f R a b r a z z a n rises u p in protest, then t h e selling of o n e kind o r another, w h o declare prostitution a n awful thing
of cheap poisonous wine becomes a crime in Rabrazzan. If the or p r o c l a i m that s w i n d l i n g a foreigner is a s b a d a s s w i n d l i n g a
w i n e r y c a l m s e v e r y o n e d o w n w i t h gifts o f free non-poisonous citizen.
w i n e , t h e n it d o e s n ' t b e c o m e a c r i m e . I f t h e d u k e o f R a b r a z z a n
d e c i d e s t h a t e n s l a v i n g C a n i i s w r o n g , t h e n it b e c o m e s a c r i m e i n CRIMES AGAINST PROPERTY
Rabrazzan. I f n o b o d y c a r e s that s o m e p e o p l e a r e e a t i n g h a l l u ­ C r i m e s against p r o p e r t y a r e c o m m o n e n o u g h : theft, vandal­
cinogenic thaplica mushrooms and going blind, then eating ism, a n d so on. Stealing from ordinary citizens o f your o w n
t h a p l i c a is n o c r i m e in R a b r a z z a n . c i t y , e s p e c i a l l y i f it a c t u a l l y h u r t s t h e m , i s a d e s p i c a b l e c r i m e ,
C u s t o m is t h e m o s t p e r p l e x i n g s o u r c e o f law. Customs grow a n d o n l y t h e p o o r e s t a n d m o s t d e s p e r a t e p e o p l e s t o o p t o it. I n
from small seeds. Once, t w o hundred years ago, a foreigner the w o r s t n e i g h b o r h o o d s , there is a certain a m o u n t o f theft, w i t h
m a d e obnoxious c o m m e n t s about the ugly statue o f G o m o in the each family or gang trying to survive or improve their situation.
main square of Rabrazzan. T h e foreigner had been annoying E v e n t h o s e c r i m i n a l s steal f r o m o u t s i d e their n e i g h b o r h o o d if
and condescending already, so s o m e natives took exception to they can.
his c o m m e n t s a n d thrashed h i m a n d ran h i m out o f town. After Other choices o f victim will get y o u in less legal trouble.
that, polite foreigners took t o a d m i r i n g t h e statue briefly in loud Stealing from wealthy people of your o w n city is a crime, b u t
v o i c e s s o t h a t they w o u l d n ' t b e a c c u s e d o f t h e s a m e c r i m e . N o w , not as horrible as stealing from the poor. A wealthy merchant
f o r e i g n e r s a r e a d v i s e d t o v i s i t t h e s t a t u e and m a k e u p s o m e w o n ' t suffer f r o m t h e loss o f a t h o u s a n d lozens; a p o o r o n e will
e x t r a v a g a n t d e s c r i p t i o n o f its b e a u t y a n d s p l e n d o r ; failure t o d o probably lose everything. S o a lynch m o b won't b e as upset with
so might offend the natives. That's custom. a thief w h o steals from merchants. Foreign merchants are even
I g n o r a n c e o f t h e l a w is a b s o l u t e l y n o e x c u s e o n t h e W o r l d better targets.
Tree. There might not even be a law to know. If your actions N o t t h a t s t e a l i n g f r o m t h e r i c h is safe e i t h e r : t h e y ' v e g o t g u a r d s
anger e n o u g h p e o p l e o r t h e w r o n g people, then they a r e illegal and guilds to defend them, and they have the resources to c o m e
a n d that is that. after thieves. And, while lynch mobs won't defend them, the
Your rights in court d e p e n d o n y o u r status. If you are a dukes a n d city guards might. Foreign merchants m a y not have
r e s p e c t a b l e c i t i z e n , t h e m a g i s t r a t e w i l l o f t e n b e fair, l i s t e n i n g t o t h o s e r e s o u r c e s - b u t s c a r i n g foreign m e r c h a n t s a w a y is b a d for
both sides o f the story a n d trying to m a k e s o m e kind of bal­ e v e r y o n e in t h e city.
anced, sensible judgment. If you're poor or foreign or Khtsoyis S w i n d l i n g ( a n d similar d e e d s , like b l a c k m a i l ) is m u c h safer.
or Sleeth, expect the magistrate to p a y more attention to impor­ S w i n d l i n g t h e p o o r is a s b a d a s stealing from t h e m , b u t n o b o d y
tant citizens than to y o u . If you're powerful - in m a g i c , politics, h a s a n y s y m p a t h y for a swindled merchant. Swindling foreign­
money, combat, or whatever - the nature of the trial may ers isn't a c r i m e at a l l ; it's m o r e like a civic duty.
change. Your guilt o r innocence might b e irrelevant: the magis­
trate m a y c h o o s e t o b e a mediator, trying t o adjust t h e situation CRIMES AGAINST PEOPLE
so that all t h e p o w e r f u l p e o p l e a r e r e a s o n a b l y content. E v e n if Joury Tangrion dropped a log out of a window and it struck
the magistrate finds y o u innocent, y o u m a y b e called upon to Libramt Scathie's puppy Tregory. Joury ran away scared
instead of helping, and by the time a healer could come at m o s t , b u t that's e n o u g h t o m a k e s m u g g l i n g p o p u l a r . The
Tregory's arm was past help by magic anyone concerned could a u t h o r i t i e s c o n s i d e r it a c r i m e - b u t n o b o d y e v e r g o t l y n c h e d f o r
afford. The Tangrions refused to pay the customary restitution s e l l i n g t h i n g s a t a five o r t e n p e r c e n t d i s c o a n t .
for the injury, saying that Tregory shouldn't have been lighting S o m e things are too dreadful to smuggle. T h e worst things to
fires there anyway. Libramt gathered fifty-six Scathies and their s m u g g l e are m o n s t e r s , w h o often h a v e insidious reasons to get
kinsfolk, and with their axes they cut down the Tangrions' into cities. D o o r w a y i n g , l e t t i n g m o n s t e r s i n t o c i t i e s , is a u n i ­
orchards and set them ablaze. The Tangrions gathered seventy- versal crime on World Tree, and an excellent w a y to get lynched.
eight of them and slaughtered the Scathies' peacocks and trian- There are intermediate things to s m u g g l e : s o m e p o i s o n s are
za birds... unpleasant a n d usually c o n s i d e r e d evil.
— Rolls and Records of the Dangerous Court of Treverre, 4258 Victimless crimes, prostitution and drugs and the like, are
Winter 3, 7, au, red ribbon often n o t c r i m i n a l at all. T h e shame of being a prostitute or
Crimes against people - murder, rape, a d d i c t is e n o u g h o f a p u n i s h m e n t t o s a t i s f y p o p u l a r o p i n i o n , a n d
m i n d magic, kidnapping, and so on - are p a y i n g taxes is e n o u g h to satisfy the typical g o v e r n m e n t .
usually group matters. Most people have Guilds protect their rights fiercely. If y o u sell s h o e s or m e t a l ,
families or gangs or s o m e o n e w h o will and y o u are not a m e m b e r of the local Cobbler's or Smiths'
back t h e m up, or a v e n g e t h e m if n e e d be. Guild, you will be punished severely, and not just b y the offend­
(Rassimel are less likely to h a v e this, and ed guild. T h e guilds support each other: the smiths k n o w how
do indeed wind up murdered or i m p o r t a n t it i s t h a t e v e r y o n e r e s p e c t s g u i l d s ' r i g h t s .
enslaved m o r e often than other There are a n u m b e r of involuntary things w h i c h are considered
populous races.) If y o u crimes. If you're b o r n a cley v a m p i r e , y o u are a felon for s i m ­
wound or kill someone, ply living, e v e n if y o u n e v e r steal a s i n g l e cley, a n d e v e n if y o u
you are likely to get don't k n o w that y o u are o n e . In m a n y villages, H e r e t h r o y b o t h -
w o u n d e d or killed your­ females are in the s a m e position. B e i n g b o r n in m o s t n o n - p r i m e
self. s p e c i e s is e v e n w o r s e : if y o u ' r e a c y a r r or a n e n d r a i , y o u w i l l
W h e n those things do n e v e r b e t r u s t e d a n d m a y w e l l b e killed if y o u try to get into a
happen, they often city.
escalate into vendettas:
guilds, parties, or Cani Guilds and Orders
families trading mur­ "Arhaa! Arhaa! Arhaa! This grand Convocation and most
d e r for murder, h u m i l i a ­ secret and solemn Meeting of the Tailors of Treverre is herewith
tion for humiliation, begun and commenced and opened! Let all who are not tailors
anguish for anguish. If depart instanter, lest they trespass upon our antiente and most
t h e c i t y is l u c k y , s o m e ­ deep Mysteries! Let all who are apprentice tailors hood their
one manages to m a k e eyes and wrap themselves in silence and darkness, lest they be
peace between the splashed asunder by the powers we here invoke! Let all who are
sides of the vendetta. journeyman tailors close their mouths and open them not until
I f n o t , it u s u a l l y e s c a - the final gong has sounded thrice, lest a perdition enter by their
throat and bring them to lasting woe! Let all who are master
, hates until someone
v tailors, thereby embodying all wisdom and compassion and
-pt^isS ^-z-->* - innocent gets hurt, or the
nobility and greatness, hear and see and speak, that the great­
c i t y i s s e t o n fire, o r s o m e o t h e r d i s a s t e r . Then the m o b or the
ness of our guild may grow and prevail and increase! Thus do
guard will usually m a s s a c r e both sides.
I, Wotdn Hardwhiffle, Eighteenth Guildmaster of this noble
Killing foreigners, especially C a n i , c a n start v e n d e t t a s o f city-
Order, declare it! Arhaa! Arhaa! Arhaa!
state against city-state. W h e n a f o r e i g n e r is m u r d e r e d , con­
c e r n e d a n d c i v i c - m i n d e d c i t i z e n s m i g h t t a k e it u p o n t h e m s e l v e s And the business of the day is both solemn and important, and
to d e l i v e r t h e m u r d e r e r to t h e v i c t i m ' s city for a s l o w public requires your utmost thought and attention, good tailors. It
death. concerns the apprentice Vodalian, taught for a time by Master
Churment, but now laboring and studying under Master Doro.
CRIMES AGAINST INSTITUTIONS Churment demands payment of two hundred and eleven lozens
Chungarion brought the wounded xha-angel Alazendala into for his time, his effort, his feeding of Vodalian, the blanket-bed
Barency town to be healed. The master-healers did not recog­ he allowed Vodalian to sleep in, and many and sundry things.
nize her, though they looked through all their bestiaries. She But Doro will not pay . . .
showed them the signs that she was the messenger of Reluu, and - unauthorized transcript of a meeting of the Tailors' Guild of
the master-healers healed her, and she departed in golden glory. Treverre, Hivvem 18, 4061
Then Chungarion was strangled, and healed, and impaled, and The biggest organizations on the World Tree are the grand
healed, and burned to death, for his most heinous crime of door- guilds and knightly orders. T h e y c o n s i s t o f p e o p l e all o v e r t h e
waying. The magistrates then graciously allowed him to be World Tree devoted to s o m e purpose. T h e Healers' Guild trains
healed again, since no harm had been done, and afterwards d o c t o r s , u p h o l d s m e d i c a l s t a n d a r d s a n d e t h i c s , a n d tries t o m a k e
Chungarion was most contrite. sure that there are doctors where they're needed. The best
- Morcy Prain-Smith, A History of Barency knightly orders train expert warriors and provide impressive
Cities usually charge a tax on goods entering them, especially heroes to defend w e a k e r people from verticals-beasts and other
f r o m o u t s i d e t h e c i t y - s t a t e . T h e t a x i s n ' t b i g , five o r t e n p e r c e n t
h o r r o r s . T h e T e a M e r c h a n t s G u i l d d o e s its b e s t to p r o m o t e t r a d e are simply impossible. They'll charge high prices to have your
in tea, k e e p i n g b o t h q u a l i t y a n d p r i c e s high. c a s e c o n s i d e r e d at all, t h e n triple t h e m w h e n y o u e x p l a i n y o u
M o s t occupations have guilds, but only small local guilds. w a n t it c o n s i d e r e d t h i s y e a r . T h e n t h e y ' l l r u m y o u d o w n i n f a v o r
T h e D u r u d o r - g o d T e n m e n tried to set u p a w o r l d w i d e Smiths' of someone's incompetent niece, and you don't get a refund.
G u i l d , b u t it f r a g m e n t e d . M o s t cities h a v e their own Smiths' T h e H e a l e r s ' G u i l d is a n o t a b l e e x c e p t i o n t o t h e s e rules. The
G u i l d , a n d t h e y a l l s h a r e s o m e c o m m o n t r a d i t i o n s (e.g., when guild w a s founded by the goddess Kvarse, w h o takes a longer-
someone achieves the rank of journeyman, they have to buy a term view of matters than most people. A n y o n e w i t h the skills
specific a n d v e r y e l a b o r a t e feast for all t h e guild's masters). can be a healer. G u i l d m e m b e r s d o h a v e to pass a rigorous test -
T h e r e ' s n o w o r l d w i d e o r g a n i z a t i o n ; m e m b e r s h i p in the guild in b u t , u n l i k e o t h e r g u i l d s , it's o n e t h a t c a n b e p a s s e d , a n d all m e m ­
o n e city d o e s n ' t g i v e y o u a n y rights if y o u m o v e t o t h e n e x t city. b e r s h a v e t o p a s s it w h e t h e r they a p p r e n t i c e d w i t h t h e g u i l d o r
M o s t other professions don't even have that m u c h : the shoe­ not. Guild healers are considered the best around, because they
m a k e r ' s guild in o n e city doesn't e v e n r e s e m b l e the o n e in the usually are. H e a l e r s w i t h the skill will w a n t to j o i n the g u i l d so
next city over. p e o p l e will believe that they're g o o d e n o u g h ; but if they don't,
T r a d e g u i l d s are i n t e n d e d m a i n l y f o r t h e i r m e m b e r s ' benefit. they'll get n o trouble from the guild as a w h o l e as long as they
G u i l d - m e m b e r s usually m e e t each y e a r to decide the prices of actually heal people.
their w a r e s : if b o o t s for a n O r r e n c o s t t w e l v e l o z e n s at Z o m a r g ' s
s h o p , they'll p r o b a b l y c o s t t w e l v e l o z e n s at W h o m f e r r y ' s shop
too. (Bargaining, bartering, a n d other tricks might save you
some money.) M o s t occupations in m o s t cities h a v e guilds.
If p e o p l e c o m p l a i n a b o u t the price fixing, the guilds retort that
t h e y e n s u r e that g u i l d - m a d e g o o d s are the h i g h e s t in quality.
That's true; the guilds require that their m e m b e r s m e e t very high
standards. Every year or two, a baker will be caught selling
underweight loaves of bread, or a shoemaker will be caught
using leather a sixteenth of an inch too thin, a spellbinder's spells
n o t h a v i n g t h e p o w e r s h e c l a i m s , and t h e u n f o r t u n a t e crafters
will b e d r a g g e d t h r o u g h the streets b y their guilds w h i l e all the
apprentices c h a s e after and sing m o c k i n g s o n g s .
Guilds provide their m e m b e r s various other kinds of help:
g u a r a n t e e s o f a p p r e n t i c e s h i p s for c h i l d r e n , p e n s i o n s for retired
m e m b e r s , help s h o u l d a s h o p b e b u r n e d d o w n , a g a n g o f allies
to c l a m o r for justice s h o u l d a m e m b e r b e r o b b e d . G u i l d s m e n are
thoroughly middle-class. D u e s , w h i c h p a y for t h e s e s e r v i c e s ,
are high.
Guilds frown o n competition, and the law backs t h e m up. A
little a m a t e u r s h o e m a k i n g h e r e o r h o m e - b r e w i n g t h e r e isn't a
p r o b l e m - b u t if y o u sell s h o e s or beer, the g u i l d s will get o n
your case. They'll start out c o m i n g around, inspecting your
work, and making snide comments. ("Huh. You've got guts,
c h a r g i n g for b e e r like this.") If that doesn't w o r k , they'll m o v e
to legal h a r a s s m e n t , getting the city guard to shut y o u d o w n and
probably beat y o u up as well. If that doesn't w o r k , e x p e c t a
l y n c h m o b o f a n g r y g u i l d s m e n - f r o m a l l the g u i l d s , i n c l u d i n g
the ones w h o s e m e m b e r s are strong sorcerers, like smiths a n d
tree-mages and healers.
J o i n i n g a p r o f e s s i o n a l g u i l d isn't easy. T h e o r d i n a r y w a y is b y T h e knightly orders are notably not an exception to the rules.
a d e c a d e or so as a n apprentice, followed b y a n o t h e r d e c a d e or The knightly orders are near-guilds of warriors and mages
t w o as a j o u r n e y m a n w o r k i n g in a master's s h o p ; after that, s o m e w h o s e r o l e i s t o d e f e n d c i v i l i z a t i o n from m o n s t e r s a n d v e r t i c a l s -
rigorous tests, and secret initiation rituals, you become a master beasts and the like. The orders don't h a v e a monopoly on
and are allowed to open your o w n shop. Adventurers who fin­ defending civilization, m u c h as they m i g h t like to. So, they d o
ished their apprenticeships can often cut d o w n the j o u r n e y m a n the n e x t b e s t t h i n g : t h e y try to b e the best w a r r i o r s t h e y can, w i t h
t i m e , g a i n i n g p o w e r in the m a g i c a l side o f the craft f r o m a d v e n ­ the highest standards of skill, behavior, a n d h e r o i s m . T h e orders
t u r i n g a n d g e t t i n g e n o u g h m o n e y t o m a k e l a r g e p r e s e n t s t o all have a long and arduous apprenticeship, followed by a long time
the masters. M e m b e r s of a guild in one city can usually m o v e of adventuring to gain p o w e r and reputation. The senior m e m ­
to the s a m e r a n k in another city quickly, with suitable p a y m e n t s . bers of the knightly orders are impressive people indeed. Most
(Nonprofessional guilds are easier to join. Anyone running a city-states hire as m a n y knights as they think t h e y c a n afford -
hotel or bed-and-breakfast can join the Hostellers' Guild in h a l f a d o z e n i n a r i c h c i t y - s t a t e - a n d fill o u t t h e r e s t o f t h e i r
Treverre.) needs with lesser adventurers.
It i s v e r y d i f f i c u l t t o g e t i n t o a g u i l d w i t h o u t h a v i n g d o n e a n
apprenticeship with a master, no matter h o w good you are.
Thev'll i m n o s e tests s o strict that e v e n t h e v can't p a s s t h e m , or
N o n e o f this a p p l i e s t o d e a l i n g w i t h n o n p r i m e s - e x c e p t f o r
War nonprimes such as nendrai, w h o cormnand powers equivalent to
In the eighth year of the reign of Duke Dursus, Caury Mene wizards. A horde of ten thousand cyarr, m i g h t well attack a
fought Hankandrum Mene. The sky lit up at night with clawed p r i m e city, a n d e v e r y h a l f w a y c a p a b l e citizen, b a k e r o r w i z a r d ,
fires that raked the roofs of Caury. Serpents of ice coiled around w o u l d b e e x p e c t e d t o fight b a c k a g a i n s t t h e c y a r r .
Hankandrum 'til the ivory walls groaned. An owl-dragon
crushed the Healers' Guild hall in Caury; a swarm of actinic Social Classes and Ranks
termites ate the ducal mansion of Hankandrum. Children Archbishop Poxague Chesewick (later sainted in the fourth
dreamed dread, and woke to more dread. There were many degree) floated by skill and popular acclaim into the dukedom
funerals. of Nari, grasping the chalice and lens of state in her three ten­
Then both cities looked at the horrors they were building, and tacles not occupied with the rings and maces of her ecclesias­
their sleeping honor awoke, and they declared war upon each tical role. For twenty-two years she ruled, and Nari prospered
other. Seven heroes came from Caury to the court of Dursus, greatly. When she retired, ceding the dukedom to Count Achitka
and seven from Hankandrum came, and the war was fought Mnorryn and the archbishopric to Valentian Durru (later saint­
while the wizards watched. ed in the second degree), the nobility of Nari did her the singu­
And it came to pass that Burning Thory of Hankandrum was lar honor for a Khtsoyis of allowing her to dine with them, so
pierced by a hundred copper needles, so that he was slain and long as she sat among the Herethroy day-laborers and Rassimel
nothing could help him. Duke Preeshk of Hankandrum raged, tinkers. Neither day-laborer nor tinker could be found, howev­
that someone should die in an honorable and declared war. But er, who would sit next to a Khtsoyis; therefore she did not attend
Dursus declared that Caury had won, and that was that. her own farewell banquet.
So Duke Preeshk declared war on Dursus and the sons of — Stransien, Customs
Dursus ... W e need t w o dimensions to describe people on World Tree.
— Moika oa Kantele, The Life of Duke Dursus T h e first d i m e n s i o n i s profession: what the person does, farmer
Some people on the World Tree are extraordinarily powerful, or m e r c h a n t or ruler. T h e s e c o n d i s status: h o w people respect
capable o f ruining a city with a day's work. All people have the person. T h e t w o are related, b u t n o t closely e n o u g h for m o s t
some power; w e r e a city ruined, m o s t o f its c i t i z e n s w o u l d still adventurers. T h e ruler o f a c i t y - s t a t e h a s a p o w e r f u l p r o f e s s i o n
survive. T h e s e facts h a v e t e n d e d t o limit W o r l d Tree w a r s , - b u t e v e n the m o s t b r i l l i a n t l y c a p a b l e S l e e t h o r K h t s o y i s ruler
making t h e m small a n d usually highly ritualized. (such as Poxague Chesewick of Nari, above) will get only
M o s t w a r s o n t h e W o r l d T r e e are f o u g h t b e t w e e n neighbors g r u d g i n g m a r g i n a l r e s p e c t from t h e p o p u l a t i o n . N a r i i s e x t r e m e ;
about b o u n d a r y matters: w h i c h city-state o w n s this t o w n or that in a t y p i c a l city, t h e insults w o u l d b e c o n s i d e r a b l y m o r e s u b t l e .
i n s u l t . W h e n c i t y - s t a t e s c h o o s e t o fight a b o u t s u c h t h i n g s , t h e y M o s t o f t h e professions are familiar: slaves, farmers, crafts­
usually aren't willing to spend too much or risk too much. men, merchants, scholars, rulers. T h e profession of protector
There's n o victory in w i n n i n g L o r m a n e T o w n at a cost larger has n o exact terrestrial equivalent; protectors are warriors a n d
t h a n it w o u l d t a k e t o b u i l d a n e w L o r m a n e T o w n somewhere m a g e s w h o d o their best to defend less impressive people from
else. I n s u c h c a s e s , w a r f a r e is c o n d u c t e d r a t h e r like a formal v e r t i c a l s - b e a s t s a n d o t h e r m o n s t e r s and d a n g e r s . P r o t e c t o r is
duel or sporting m a t c h b e t w e e n city-states: a n elegant a n d n o t considered a skilled profession, like doctor or lawyer terrestrial­
terribly b l o o d y matter o f contests b e t w e e n heroes, usually held ly. A d v e n t u r i n g i s o n l y b a r e l y a p r o f e s s i o n : m o s t adventurers
on neutral ground, with judges a n d referees a n d the nobility o f retire after a f e w y e a r s t o a safer, m o r e r e s p e c t a b l e p r o f e s s i o n -
the w h o l e r e g i o n c o m i n g t o w a t c h a n d trade w i t t y r e m a r k s . often protector.
S o m e w a r s are d a r k e r . W h e n there is true h a t r e d , or w h e n t h e Status d e p e n d s o n profession - a n d o n wealth, species, family,
e l e g a n t s p o r t s m a n l y d u e l - w a r f a i l s , o n e c i t y m i g h t w e l l try t o personality, a n d a dozen imponderables. Cani a n d Zi R i have the
destroy another. N o w , i t i s n o h a r d t h i n g f o r a w i z a r d t o ruin a highest status in most of the civilized world, Sleeth and
city, d e s t r o y i n g its b u i l d i n g s a n d k i l l i n g m a n y p e o p l e . But Khtsoyis have the lowest. A Cani slave m a y well have higher
killing off t h e w h o l e o f a city is quite h a r d . Common people status than his Herethroy master.
will generally h a v e e n o u g h cley s o that m a n y will survive. T h e S o m e w o r d s are b a d g e s o f high status. Competent adventur­
powerful p e o p l e in a city will surely survive. A n d after t h e e r s a n d p r o t e c t o r s a r e s o m e t i m e s c a l l e d heroes: t h e title implies
d e s t r u c t i o n o f their city, t h e y will n o t b e c o n t e n t w i t h a n y t h i n g repeated impressive good deeds. Powerful high-status mages
less t h a n e q u a l d e s t r u c t i o n o f their e n e m y ' s city. In such wars, a r e c a l l e d wizards: the w o r d suggests great achievement as well
o v e r h a l f t h e p o p u l a t i o n o f e a c h city is slain, atrocities a r e c o m ­ as great power. ( A sorcerer is a p o w e r f u l m a g e w h o isn't quite
m o n p l a c e , a n d usually b o t h cities are uninhabitable for d e c a d e s a w i z a r d y e t . ) I f a Sleeth o r K h t s o y i s is c a l l e d either o f t h e s e ,
afterwards. A n d their neighbors see the devastation, a n d g o they are surely amazing. T h e s e titles a r e d e t e r m i n e d b y u s a g e .
back to duel-wars. If p e o p l e generally call y o u a h e r o , you're a hero. I f they don't,
Armies have traditionally not been a major part o f prime war­ y o u ' r e n o t o n e a n d it d o e s n ' t m a t t e r w h a t y o u ' v e d o n e .
fare; in w a r a s e l s e w h e r e , t h e p r e f e r e n c e is for a f e w h i g h l y
skilled people. There's not m u c h point to bringing vast n u m ­
bers o f ordinary people to a battlefield; they'd take m o r e pro­
tecting against t h e other side's sorcery than they'd b e worth.
B o u n d m a g i c is starting t o c h a n g e this e q u a t i o n : a n a r m y o f p e o ­
ple carrying protective magic won't need extra protection. It
remains to b e seen whether or not armies are worth the expense
of training a n d equipping.
Ketheria: the nine branches ringing the top of the main trunk,
the r e a l m that p r i m e s w e r e c r e a t e d in, t h e h o m e o f several N o u n HISTORICAL SUMMARY OF KETHERIA
Gods, t h e epitome o f prime civilization, the ring-city circling the
trunk, the libraries a n d spellgates, the m o s t ancient land, the
Year Event
m o s t m o d e m p e o p l e . K e t h e r i a is w h e r e e v e r y t h i n g b e g a n , a s far
1-5 Primes created. Inihithre founded.
as primes care, a n d w h e r e the most important things are going 26 Tauvane, the second city, founded.
o n n o w . K e t h e r i a is t h e center. 38 Roundletter sub-alphabet invented by the Silver
Carapace family; official start of writing.
Geography 67 Llezcaryg born.
88 The Zi Ri Glikkonen and the Rassimel Halamoon,
BRANCHES or KETHERIA
both first generation, keep seven strong monsters
Ketheria comprises nine branches. In rollward order from the
first branch:
away from Tauvane by an amazing (for the time) dis­
Craitheia: T h e B i r t h i n g Field, Inihithre t h e first city, a n d
play of magic. They are given a triumphal feast,
m a n y very old places are o n Craitheia. and given a newly-created title of "wizard".
Remseia: T h e s e c o n d b r a n c h t o b e colonized. 91 Termastigon develops the shell marimba, considered
Aradrueia: Lenhirrik's g r o v e is o n A r a d r u e i a , directly s o u t h the first musical instrument.
of the m a i n trunk. 105 Pattern magic invented by Melicanthe.
Dentheia: A relatively p a s t o r a l b r a n c h . 105 Rules for treenball first written down; considered
Choinxeia: T h e site o f ancient w a r s against m a n y k i n d s o f the first sport.
m o n s t e r s , a n d m o r e r e c e n t w a r s o f city a g a i n s t city.
121 Shaliun invents technique for copying pattern spells;
Braxeia: T h e w o r l d - b a r k o f B r a x e i a is r i p p l e d , s o t h e l a n d ­
magic soon becomes available to all primes.
s c a p e is h i l l y a n d t h e w e a t h e r is f o g g y .
125 The Gwan and Liu Drch, exploration and coloniza­
Mrasteia: B i r k n a z z a , p e r s o n a l d o m a i n of Birkozon, floats
near Mrasteia.
tion companies, founded.
Yistreia: K v a r s e ' s m a i n h o m e is i n t h e c i t y o f Y i s - K a r i o t h , o n 135 First colony off Craitheia founded.
Yistreia. 160 Colonists on Mrasteia discover the city of Birknazza
Hybraeia: T h e third b r a n c h t o b e colonized. floating off the side of the branch, empty save for
the god Birkozon, and ready for inhabitants.
CENTRAL KETHERIA Several choose (perhaps freely) to live there, but not
T h e p a r t o f t h e w o r l d t h a t p e o p l e often mean w h e n t h e y talk enough to please Birkozon.
about " K e t h e r i a " is t h e part o f K e t h e r i a w i t h i n t w o o r three h u n ­
170 Techniques of enchantment codified.
dred miles of the m a i n trunk. Great wizards in the world's sec­
ond millennium built bridges from branch to branch, a n d in the
191 Start of cyarr wars on Choinxeia.
third m i l l e n n i u m built floating cities in t h e air, s o t h a t t h e m a i n 193 All branches of Ketheria colonized (officially, though
t r u n k w e a r s a r i n g o f w o o d a n d m a g i c a n d u r b a n life. the first surviving colony on Choinxeia wasn't found
ed until 207).
204 The goddess Lenhirrik discovered to be living in a
grove on Aradrueia. Her priestly orders founded by
Treeset.
205 Kvarse founds Healers' Guild and some knightly
orders, andthecity of Yis-Karioth.
207 The city of Lenkasia and the magical academy
Green founded near Lenhirrik's grove.
235 The colony of Estracar is founded: the first colony
on a side branch; generally considered to be the first
colony outside Ketheria.
269 Cyarr wars on Choinxeia end with the retreat of the
cyarr far away from the main trunk.
281 City of Cyarrgone founded on Choinxeia; all branch­ 1672 The first skybridge built: a ten-yard-wide wooden
es of Ketheria have actual cities at this point. path from Aradrueia to Dentheia, a mile away from
281 The god Tenmen founds the Smiths' Guild. the main trunk, intended as a road replacing one of
332 Tauvane, the largest city on the Tree at that time, Merliwick's efforts.
reaches a population of 15,000. The god Reluu 1699 Skybridges ring the main trunk. Towns start spring­
descends in glory from the sky and gives a brief ing up on them; construction is started for the wider
talk on how to organize a large city Tauvane mostly bridges there today.
follows his advice. Reluu is chastised by the other 1994 A bonstable masquerading as Rassimel rules and
creator gods for his action. ruins the city of Csnarion. It becomes clear that the
404 The Wild and Scaly Llezcaryg builds the first mod­ creator gods are still creating monsters.
ern-style city wall: a ring of crackling lightning that 2001 Printing press invented.
surrounds Horhamt on Aradrueia. 2188 House Caerldlu founded.
409 Invention of the loom by Orkozarmon Fist-of- 2333 Arfaen Tarquedon ("The Hand that Binds") unites
Strings. most of Central Ketheria into the Calanchian
418 The wizard Paingang becomes ruler of Cyarrgone by League.
means of mind-control spells, and performs dreadful 2435 Hiiza Tarquedon ("The Straightener of the Ways")
humiliations on those zie believes offended zir proclaims himself Emperor of Calanchia, and starts
422 Kvarse's Knights of the Crimson Flame execute standardizing laws and taxes.
Paingang and free Cyarrgone. Kvarse's knightly 2510-2515
orders and Healers' Guild start teaching that Cities of Mrasteia, aided by the god Birkozon, rebel
Mentador magic is inherently evil. against the Calanchian Empire. They free them­
588 Road from Inihithre to Tauvane is smoothed enough selves after several years of bitter warfare.
to drive carts effectively on. Popularly considered 2520 To deal with unrest, Emperor Anoof Tarquedon
the year of invention of the wheel. ("Lighter of the Fuse") declares a war of conquest
780 Spelhveaving formalized as a magical technique. (It against outer Ketheria.
had been used informally since the beginning.) 2540 Peak of the Calanchian Empire (and of large-scale
831 Ulgrane capture many pattern spells and books of countries on the World Tree): All cities on eight
magic theory; the prime's monopoly on pattern branches within six hundred miles of the trunk are
magic is definitively lost. officially part of the Calanchian Empire.
1000 Ritual magic formalized as a magical technique. 2545-2555
1018 First commercial teleport chain built, connecting Holocaust Wars. Rebellions consume the just-con
Omohane on Remseia to points outward. quered regions, and spread to the whole empire.
1066 The Golden Necklace, a ring of teleport gates Wars devastate most of Ketheria.
around the main trunk, started. The deep-mage 2567 The remains of the Calanchian Empire settle down:
Ganst Merliwick gets the contract; he is cheap inner Hybreia, Craitheia, Remseia, and Aradrueia.
because his methods are unreliable and unsafe. The remaining territory is divided among a dozen
1103 Flokin destroys most of Omohane while killing the leagues and empires. All these political bodies
Snarler, an extraplanar creature of terrifying force spend the next three centuries disintegrating.
which scattered spores. This is the first city 2568 House Gascodel founded.
destroyed by a god, and the start of general realiza­ 2569 Emperor Argentry Tarquedon mints the first amber
tion that deep-magery is dangerous for the world as currency: something close to the modern lozen.
well as just the mage. The coinage is quite successful, but does not give the
1228 Most of Ketheria linked by teleport chains. Calanchian Empire the advantage it hoped for
1531 - 1532 2727 Angels of Reluu visit Plethano Guiro.
Eater of Cities incident. A slug twenty miles long 2731 Upstanding Church founded.
kills a few cities. Mistakes by Flokin, Tenmen, and 2889 The last four cities of the Calanchian Empire break
some wizards kill up to 20% of the population of up.
some branches. 3350 - 3351
1532 Tenmen, in shame, formally dissolves the tree-wide Great Cyarr Invasion: cyarr from four branches
Smiths' Guild. Most cities form their own, smaller off Ketheria unite to drive pnmes out of
Smiths' Guilds. Flokin is unashamed. Choinxeia, but are repulsed easily
1532-1650 4102 Choinxeian League established.
Rebuilding, and closing off some of the teleport 4219 Azinac Vbmvard takes leadership of House Vomvard
chains and other wizardry excesses. 4230 Oorah Thrassen defeats Choinxeian League.
4249 Tree-Mages' Guild of Dentheia founded.
4260 Present.
This p r o v e d to b e the right choice: a substantial cyarr a r m y
Some History of Ketheria was struggling through the awkward path on the main trunk
from C h o i n x e i a to Dentheia. A t that time, there w a s n o w i d e
VEARS 1 ? 1 ~ 2 6 ? : CVARR W A R S w o o d e n bridge encircling the main trunk, nor any skyboats. To
In year 191, the exploration c o m p a n y of the Liu D r c h built
get from one b r a n c h to the next, o n e h a d to c l i m b through the
t h e i r first c o l o n y o n C h o i n x e i a : a m o d e s t l i t t l e s e t t l e m e n t n a m e d
tangled wild Verticals of the main trunk.
Drchmaer. In the s u m m e r of 194, D r c h m a e r w a s destroyed by
The two forces met on midsummer's evening. It w a s the
a h o r d e o f cyarr. P r i m e s , before that time, w e r e u s e d to facing
largest battle the w o r l d had yet seen: almost eighty primes
a handful o f m o n s t e r s in n e w territory, a n d w e r e getting used to
against s o m e t w o h u n d r e d cyarr. T h e Verticals are not p r i m e ter­
t h e fact that s i n g l e m o n s t e r s w o u l d slink into p r i m e cities a n d
ritory, a n d n e v e r will b e ; b u t t h e y are e v e n less g o o d for t h e
w r e a k evils, but an organized and determined m a s s of monsters,
large four-legged cyarr. T h e cyarr c o u l d not use their natural
intentionally trying to kill p r i m e s , w a s s o m e t h i n g n e w .
advantages of speed and weight. The primes had pattern magic,
The cyarr were as new at m a s s warfare as the primes. a few metal weapons, and healing. Well m o r e than half the
Drchmaer was destroyed, but over half the three hundred cyarr w e r e slain. Sixteen p r i m e s w e r e lost - eight b y Verticals-
c o l o n i s t s e s c a p e d , a n d m a n y fled all t h e w a y b a c k to D e n t h e i a . beasts, m o l e s t i n g the p r i m e s after the battle w a s over.
T h e L i u D r c h w a s horrified at the n e w s : the loss o f the w h o l e
T h e p r i m e a r m y returned to the site of D r c h m a e r , a n d built a
colony, the deaths of many, the n e w s that the cyarr h a d pledged
m o n u m e n t to the dead colonists. T h e n they marched outward to
to slay an entire p r i m e species.
Kyeng-Nyan, the first of the cyarr cities, intending bloody
The Gwan and Daphane, companies which had colonized
works. The remnants of the cyarr army joined with most of the
Dentheia, a s s e m b l e d their best heroes, a n d sent t h e m to aid the
adult cyarr of Kyeng-Nyan. The primes saw the sea of cyarr
L i u D r c h r e t a k e C h o i n x e i a . T h e r e w a s little d e b a t e : at t h a t t i m e ,
approaching t h e m - probably b e t w e e n three and four hundred
as at m o s t times, m o s t p r i m e s t h o u g h t the w h o l e tree w a s theirs
cyarr - and decided not to fight them. Instead, they worked
to conquer.
tricks and stratagems, and burned K y e n g - N y a n to ashes while
t h e c y a r r w e r e t r y i n g t o find t h e m i n t h e t a r r y s w a m p s a r o u n d ambition only slightly e x c e e d e d their talent, resulted in the
Drchmaer. T h e n the p r i m e s returned to Dentheia: s o m e satis­ p r o c l a m a t i o n o f the C a l a n c h i a n L e a g u e in 2 , 3 3 3 . M o s t o f c e n ­
fied, s o m e dreading the future. tral K e t h e r i a w a s united, n o t as a single state, b u t as a federa­
T h e dread w a s p r o b a b l y right. In r e v e n g e , the cyarr r e - b u m e d tion. A r f a e n T a r q u e d o n w a s the C o o r d i n a t o r o f the L e a g u e ; a
u n i n h a b i t e d D r c h m a e r , a n d d e c l a r e d that all p r i m e s w h o set foot m o d e s t title. H e r true p o w e r w a s considerably greater; mighty
on Choinxeia w o u l d die. T h e Zi Ri Glikkonen - one of the first dukes curbed their ambitions rather than face her wrath. O n her
Z i R i , a n d o n e o f t h e first p r i m e s t o b e c a l l e d " w i z a r d " - d e c l a r e d d e a t h in 2 3 6 3 , h e r f a m i l y n a m e d h e r " T h e H a n d that B i n d s " , for
the opposite, w i t h a cloud that s p o k e w o r d s of flame to the cities s h e left b e h i n d s e v e n t y c i t i e s w h o m o s t l y a c c e p t e d t h e a u t h o r i ­
o f the c y a r r . H i s t o r y f a v o r s G l i k k o n e n , s o far. Z i e set foot in ty of the L e a g u e .
C h o i n x e i a , a n d is still l i v i n g t h e r e f o u r t h o u s a n d y e a r s later. Arfaen's successor Hraff Tarquedon ("Coordinator of the
The cyarr eventually b r o k e the cloud, but the destruction was D a w n " ) w a s a gentle man. T h e dukes w h o feared Arfaen were
terrible. lulled to s l e e p b y Hraff. In retrospect, historians vote that noth­
T h e fury o f the cyarr w a s also terrible. A tremendous army, ing could h a v e b e e n better. K e t h e r i a n s g r e w u s e d to the b e n i g n
six h u n d r e d o r m o r e - l a r g e e v e n b y m o d e r n s t a n ­ a u t h o r i t y o f the L e a g u e , c a m e to a c c e p t its j u d g m e n t s o n b o u n d ­
dards - m a d e their w a y to Dentheia. Much aries a n d t a x a t i o n , its calls for m i l i t a r y s e r v i c e a g a i n s t c y a r r a n d
blood was shed, cyarr and prime. a k k a m a g g a , its c o n s t r u c t i o n o f r o a d s .
Glikkonen discovered that, despite the In 2 4 2 5 , Hraff Tarquedon died a slow and
success of his cloud spell, peaceful death, a fitting end
spellweaving is t o o slow to a slow and peaceful life.
and fragile to be an Hirza Tarquedon, his
effective military nephew, was neither slow nor
magic. The cyarr peaceful. Three months
discovered some­ after his ascension,
thing about the

dukes of Tauvane and


importance of having reliable Grolvane quarreled over whether
supply lines. The primes discovered the a death o f a prince in formal duel could be counted as murder.
basics of guerilla warfare. T h e cyarr discovered the importance T h e y did not accept the j u d g m e n t of the high court of Calanchia,
o f m a i n t a i n i n g options for retreating, especially across land as and w e n t to war, seven heroes o n each side, as they w o u l d have
dangerous as the Verticals. in the o l d e r d a y s - a n d a s w a s arguably allowed under the char­
T h e b l o o d y l e s s o n s c o n t i n u e d for a n o t h e r e i g h t y y e a r s . P r i m e s ter o f the C a l a n c h i a n L e a g u e . Hraff Tarquedon would have
had pattern spells ( w h i c h cyarr, at the time, did not). Primes made peace. Hizra Tarquedon m a d e a great deal more. He
have the arts o f H e a l o c a n d D u r u d o r ( w h i c h are d e n i e d to cyarr), b r o u g h t s o m e s i x t y m i g h t y h e r o e s f r o m the L e a g u e ' s a r m y , a n d
and h e a l i n g m a g i c a n d m e t a l a r m o r m a k e a t r e m e n d o u s differ­ h a d b o t h d u k e s a r r e s t e d i n front o f the n o b i l i t y o f t h e r e g i o n . He
ence in a l o n g war. P r i m e s are quicker and m o r e adaptable than h a u l e d t h e m in m e t a l c h a i n s to C a l a n c h i a , a n d b r o k e t h e m in
cyarr. B y the end of the war, the cyarr h a d learned a hard les­ court. They objected. H e stripped t h e m of their titles, w h i c h
s o n i n d e e d , a n d fled t o t h e o u t e r r e a c h e s o f C h o i n x e i a . d i r e c t l y c o n t r a d i c t e d t h e c h a r t e r o f the L e a g u e .
A n d the primes had learned a harder lesson. Perhaps the World They objected more, and some of their heroes tried to kill
Tree h a d b e e n m a d e for t h e m to take; but the taking w o u l d b e H i z r a . H i z r a is s a i d t o h a v e g r i n n e d w i d e r t h a n t h e s k y w h e n his
no easy matter. plan worked. T h e a s s a s s i n s w e r e c a p t u r e d , tried, a n d e x e c u t e d ,
and Hizra's army took control of both Tauvane and Grolvane
VEARS 2 3 3 3 - 2 8 8 ? : T H E CALANCHIAN UMPIRE directly. T h e p e o p l e o f the L e a g u e g e n e r a l l y s u p p o r t e d H i z r a -
K e t h e r i a is s u b j e c t t o o c c a s i o n a l b o u t s o f p o l i t i c a l u n i t y , t h e e v e n t h e p e o p l e o f T a u v a n e a n d G r o l v a n e , for t h e m o s t part.
greatest of w h i c h w a s the Calanchian E m p i r e . S e v e n decades of H i z r a s e i z e d t h e m o m e n t , a n d d e c l a r e d h i m s e l f E m p e r o r - liter­
political and clan maneuvering by the Tarquedons of clan ally, " D u k e o f D u k e s " , a title n e v e r b e f o r e w o r n b y a n y o n e . He
M n o r r y n , a C a n i family b a s e d in C a l a n c h i a o n R e m s e i a w h o s e started his great work, standardizing the laws and taxes of the
lands of the empire. Yistreia gave h i m wonderful mobility; and he had his tricks. He
H i s w o r k w a s n o t e a s y ; it t o o k a d e c a d e o f p o l i t i c s a n d o c c a ­ d e c l a r e d Y i s t r e i a i n d e p e n d e n t f r o m C a l a n c h i a , from Y i s - K a r i o t h
s i o n a l s h o w s o f f o r c e t o a c c o m p l i s h , a n d it d i d n o t s i t w e l l w i t h outward, with himself the E m p e r o r of that branch.
everyone. The new tax code squashed Lyrnaec's source of A n o o f T a r q u e d o n w a s understandably furious. He gathered
w e a l t h f r o m its c o n t r o l o f t r a d e r o u t e s ; t h e n e w l a w s w e a k e n e d warriors and heroes from the other seven branches, and brought
the hereditary hierarchs o f Kyz-Tavanth and K y z - M l e d u u n ; the a great force against Tractobrand. The goddess Kvarse, horri­
ex-duke of Grolvane had many supporters and eventually fied at the devastation that had r a v a g e d M r a s t e i a a n d furious at
r e g a i n e d p o w e r ; a n d s o o n . I n 2 4 3 6 , t h e s e c i t i e s and s e v e n o t h ­ the prospect of a worse war on her very doorstep, forbade
e r s t r i e d t o a b a n d o n t h e C a l a n c h i a n L e a g u e , s e c e d i n g f r o m it e n Tarquedon's army passage. She erected a wall of w o v e n ser­
m a s s e . H i z r a r e s p o n d e d w i t h thunderbolts. H e sent forty h e r o e s p e n t s ten m i l e s h i g h all t h e w a y a r o u n d the b r a n c h . Anoof
to e a c h city, w i t h t w o t h o u s a n d lesser warriors in tow, and raged, but Tractobrand's positional warfare was supreme; no
b r o u g h t all t h e r e b e l s b a c k i n t o h i s c o n t r o l w i t h i n a year. matter his frustration, A n o o f dared not challenge the greatest o f
10
W h e n h e p r o c l a i m e d h i s v i c t o r y t o the L e a g u e ' s A s s e m b l y , h e the N o u n G o d s at the height o f h e r fury. A n o o f took his a r m y
gave h i m s e l f a further victory. H e dissolved the old charter of h o m e ; K v a r s e u n w o v e her wall; Tractobrand gloated, a n d set
t h e L e a g u e , a n d d e c l a r e d a n e w c h a r t e r t h a t m a d e it a s i n g l e about exploiting his n e w private empire. The master of posi­
nation: the Calanchian Empire. Respect, acceptance, a n d fear tional warfare w a s not a master of politics. Tractobrand was
merged, a n d few people objected in any significant way. Hizra a s s a s s i n a t e d b y the d i s g r u n t l e d b u r g h e r s o f S p a r l e y t o n in 2 5 4 6 ,
Tarquedon completed his program of judicial and economic uni­ and the Yistreian empire gratefully crumbled back into city-
fication, a n d b r o u g h t a n o t h e r d o z e n cities into the E m p i r e b y a states.
mix of four parts force to one part of diplomacy. W h e n he died, But the Calanchian e m p i r e w a s besieged by the concept of
in 2 4 8 8 , h e w a s g i v e n t h e title " T h e H a n d T h a t T a k e s . " rebellion. T h e advantages of empire - mainly legal and struc­
Gyraz Tarquedon "Overflowing with Wealth", Moruna tural - w e r e firmly established. The disadvantages - taxes and
Tarquedon "The Jeweled Mace", and Hyrantia Tarquedon w a r s - w e r e b e c o m i n g m o r e i r k s o m e every year. In 2 5 4 9 , the
" C r o w n of F l a m e s " each took their turn u p o n the throne. The outer Dentheian and Choinxeian arms of the Calanchian Empire
Empire didn't c h a n g e m u c h - a city gained here, a boundary declared their i n d e p e n d e n c e on the s a m e day. A n o o f split his
g r o w n there. T h e court in Calanchia g r e w exceedingly rich and attention and his army between the two, but before he could
exceedingly powerful, and by the third generation accepted m a k e m u c h progress Aradrueia and Craitheia also rebelled.
w e a l t h a n d p o w e r as its n a t u r a l status. Taxes were raised, and W i t h i n a year, m o s t o f K e t h e r i a w a s at w a r ; the s e v e n r e m a i n ­
the elegant m e c h a n i s m that Hizra Tarquedon m a d e poured vast ing outer branches against the center, a n d even inner Braxeia
wealth into the hands of the e m p e r o r s and their friends. breaking away. T h e Mrasteian insurrection w a s simply a prel­
A n d , inevitably, the cities outside Calanchia grew unhappy. u d e t o t h e h o r r o r s o f t h e H o l o c a u s t W a r s o f 2 5 5 0 - 2 5 5 4 . T h e full
B i r k n a z z a , the g o d - c r e a t e d city floating off o f M r a s t e i a , n e v e r force of p r i m e w i z a r d r y w a s b r o u g h t forth, every dangerous
had been part of Calanchia - even Hizra Tarquedon would not secret conceived b y Rassimel scholar or p o w e r e d b y immortal
have dared beard the god Birkozon - and subtle ambassadors Z i R i w i z a r d . O n o n e d a y , t h e full n o o n t i m e l i g h t o f t h e s u n w a s
from B i r k n a z z a s p o k e soft w o r d s in the c h a m b e r s o f i m p o v e r ­ dim c o m p a r e d to the brilliance that danced over Kottarnu M e n e
ished dukes in Mrasteia. In 2510, most of Mrasteia rose in a n d cast s h a r p - e d g e d s h a d o w s as far a w a y as C h o i n x e i a ; and
rebellion against the Empire. The w a r w a s a terrible one. T h e w h e n t h a t b r i l l i a n c e d e p a r t e d , e v e r y l i v i n g t h i n g in K o t t a r n u w a s
full p o w e r s o f t h e o t h e r e i g h t b r a n c h e s o f K e t h e r i a w e r e u s e d p a r c h e d a n d d r y a n d d e a d , c r u m b l i n g t o d u s t at a b r e a t h o f w i n d .
against Mrasteia; Mrasteia fought back with mystic weapons O n another day, a sea of very accurate spiders p o u r e d over
from the dark wizards of Birknazza. When peace was finally N i g a m N a g u r n , l e a v i n g n o flesh u n e a t e n in its w a k e . Thirty
declared, in 2 5 1 5 , three cities on Mrasteia w e r e uninhabitable. c i t i e s d i e d , a n d t h e d e s t r u c t i o n o f t h o s e five y e a r s w o u l d n o t b e
Vast numbers of people were dead, and the survivors on r e p a i r e d f o r five h u n d r e d . E v e n n o w , n e a r l y t w o t h o u s a n d y e a r s
M r a s t e i a w e r e free o f t h e E m p i r e - b u t t h e y h a d c o m e u n d e r the later, o c c a s i o n a l dreadful weapons or pitiful victims of the
indirect influence o f B i r k o z o n , w h i c h t h e y w o u l d regret for a Holocaust Wars are discovered.
dozen centuries. In 2 5 5 5 , C a l a n c h i a n loyalists publicly assassinated Anoof
T h e rest of the E m p i r e w a s shaken and in despair over the Tarquedon. His daughter Azliet Tarquedon "Dwarf Goddess"
destruction and the loss. F i v e y e a r s later, in 2 5 2 0 , Hyrantia assumed the throne. After she executed the assassins, she con­
Tarquedon w a s succeeded b y A n o o f Tarquedon, later named centrated on salvaging the parts of the Empire that were still
"Lighter of the Fuse". A n o o f c h o s e a w a r t o lift t h e s p i r i t s a n d loyal. A d o z e n y e a r s later, the w a r s w e r e o v e r a n d t h e E m p i r e
economics of the Empire: a war of conquest against outer w a s at p e a c e : i n n e r H y b r e i a , C r a i t h e i a , R e m s e i a , a n d A r a d r u e i a .
Ketheria. His heroes and armies w e r e veterans of a terrible T h e rest o f the E m p i r e ' s territory w a s split into t w o s c o r e l e a g u e s
struggle against the m i g h t o f Mrasteia and B i r k n a z z a ; the cities and petty empires. All these bodies spent the next three cen­
of the outer b r a n c h e s w e r e as nothing to them. In 2540, the turies disintegrating.
C a l a n c h i a n e m p i r e r u l e d all the land o n eight b r a n c h e s within In 2569, Azliet's daughter Argentry Tarquedon "Mistress of
six h u n d r e d m i l e s o f t h e m a i n trunk; no e m p i r e before o r since the Treasury" m a d e a subtle try to re-establish the C a l a n c h i a n
has b e e n so large. A n d the ianer E m p i r e rejoiced. Empire's power. She introduced a n e w standard of coinage: the
F i v e y e a r s later, G e n e r a l T r a c t o b r a n d , that o l d m a s t e r o f p o s i ­ l o z e n , still in u s e t o d a y . T h e c u r r e n c y w a s q u i t e s u c c e s s f u l , a n d
tional warfare, took careful inventory of the p o w e r s in his c o m ­
mand. Under Anoof Tarquedon, Tractobrand had conquered a
^The events in Mrasteia were definitely a god manipulating primes for his own purposes.
thousand miles o f Yistreia, and h a d that b r a n c h well in hand.
The events in Yistreia were the reverse: Tractobrand used Kvarse like anv other natural bar-
His army w a s strong and loyal to h i m ; the teleport chain on
for t h r e e decades the Calanchian Empire was a mercantile again. The cyarr changed tactics. T h e y conscripted Herethroy
power to b e reckoned with. Then m a n y of the Calanchians' peasants, taptet, and m h e r o b u m p , a n d built a m o u n t a i n of earth
neighbors copied the concept, and the Empire's fortunes contin­ and soil o n the o u t w a r d side o f D r c h m a e r , then collapsed it,
ued their decline. b u r y i n g m u c h o f t h e city.
Over the next hundred years, Argentry was succeeded by After such losses, the primes got organized. Warring city-
Damackett Tarquedon "Flag of Glory", and then Marhandra states m a d e p e a c e . C a n i o f C h o i n x e i a called o n their kinsfolk in
Tarquedon "Master of the Vortex", and T h o m o t h o Tarquedon Dentheia and wild Braxeia, w h o brought armies of hundreds of
" D y i n g S t o r m . " T h e f o r t u n e s o f t h e E m p i r e f a d e d l i k e the c o a l s C a n i to face the m y r i a d s of cyarr. G l i k k o n e n , m o s t e x p e r i e n c e d
o f a d y i n g fire, w i t h t h e e d g e s o f t h e E m p i r e d r i f t i n g o f f t o t h e i r w i t h cyarr, e a r n e d zir a n c i e n t title o f " w i z a r d " again, a n d the
o w n designs, and the heart of the E m p i r e w a s without the will or weight of three thousand years w a s behind zir sorceries. Nine
p o w e r to stop t h e m . In the m i d d l e of T h o m o t h o ' s reign, the city other wizards w h o r e m e m b e r e d the early days c a m e as well, and
C a l a n c h i a i t s e l f l e f t the C a l a n c h i a n E m p i r e . Centrally-located dozens of others hoping to w i n glory and recognition. The bat­
Alarel w a s r e n a m e d " N e w Calanchia." tle o f C a e r n i z a n w a s n o g l o r i o u s c o m b a t . Cyarr died by the
t h o u s a n d s in f l a m e s , in c l a m p s o f lightning, in seas o f d e v o u r i n g
A n d the dwindling continued. Irrelevant emperor succeeded
ants. Half the Cani armies c o m p l a i n e d that they n e v e r got close
irrelevant emperor, each one with less territory and p o w e r than
e n o u g h to strike a b l o w at a cyarr.
his p r e d e c e s s o r . F i n a l l y , in 2 8 8 9 , t h e f o u r r e m a i n i n g c i t i e s o f t h e
Calanchian E m p i r e n e g o t i a t e d a t r e a t y t h a t left t h e Imperial The surviving cyarr were forced to load the rotting corpses of
Court with neither funds nor authority. Amirzakat Tarquedon their slain onto their air-armada and bear t h e m b a c k h o m e . T h e
"Speaker of the Final Word", Eighteenth Calanchian Emperor, p r i m e s d i d n o t e v e n w a n t t h e flesh o f t h e i n v a d e r s t o s u l l y their
quite s o l e m n l y i s s u e d a p r o c l a m a t i o n r e m o v i n g all f o u r r e m a i n ­ lands.
ing cities f r o m t h e E m p i r e , n a m i n g e a c h r e g i o n o r p u b l i c b u i l d ­ T h e nations o f the cyarr w e r e e n r a g e d by the insult, but sensi­
ing that w a s n o l o n g e r a part. The Empire's territory was ble. Conquering Ketheria w a s out of the question. They
reduced to the p u b l i c latrine in N e w C a l a n c h i a . A m i r z a k a t cer­ indulged themselves in lesser acts o f r e v e n g e . They sent ships
e m o n i o u s l y h a n d e d his a m b e r s c e p t e r a n d his title E m p e r o r to o f r e a v e r s t o w r e a k ill u p o n t h e c o u n t r y s i d e , k i l l i n g f a r m e r s a n d
the c h i e f j a n i t o r , a n d s t o r m e d off t o his m o d e s t e s t a t e o u t s i d e c a u s i n g o c c a s i o n a l h u n g r y winters for a few cities. Glikkonen
New Calanchia. T h e latrine is still n a m e d "The Calanchian a n d zir p e e r s w e r e h a r d l y g o i n g to c o m e out for a h a n d f u l of
E m p i r e " to" this day, t h o u g h t h e s c e p t e r h a s l o n g s i n c e been cyarr stomping around the foothills, so the local authorities had
stolen. to deal with the raiders on their own. Historians estimate that
the t w o centuries of reaving killed ten to t w e n t y times as m a n y
YEARS 3 3 5 0 - 3 3 5 1 : GREAT CVARR INVASION primes as the Great Cyarr Invasion proper.
"The domination of the World Tree is given to us, if we reach
out our spears with taking! The primes have hatefulness Ketherian Politics Today
wrapped upon them. Each kind is wearing its own feebleness Politics in K e t h e r i a are c o m p l e x a n d t e m p e s t u o u s . A myriad
like a shawl over its shoulders. We stand upon great mighti­ of greater or lesser p o w e r s vie for land, status, m a g i c , wealth, or
nesses like feasting-tables! A strongness is beneath our right other prizes, their alliances shifting constantly. This chapter
forefeet, a swiftness beneath our left hindfeet! Beneath our right sketches some of the kinds of contenders and gives a few exam­
hindfeet are the Three Snaps, that give the feeblest cyarr more ples of each, focusing on Choinxeia, Dentheia, and Braxeia.
spells in a day than a prime wizard can cast in a month! And There are m a n y more, even on those branches.
beneath our left forefeet, noblest feet of all, is the indominati-
bleness of our mighty spirits! With these things we shall at CANI HOUSES
length immerse all primes and all the World Tree in our domin­ Cani, populous and political, are the dominant species in
ion!" *V Ketheria. N o t all rulers are Cani, and n o t all C a n i get any
a u t h o r i t y o r r e s p e c t - b u t the q u a r t e r o f t h e p o p u l a t i o n t h a t i s
— General Kybnfcyeng Kozyang
Cani holds half the political p o w e r and a third of the wealth of
In the y e a r 3 3 5 0 , the ancient e n e m y of the p r i m e s returned.
Ketheria.
Cyarr nations from four branches near Ketheria united under
T h e y do not h o l d this p o w e r as individuals. R i c h C a n i extend­
General K y a n k y e n g Kozyang, with the immediate goal of driv­
ed families often organize themselves into H o u s e s , h u n d r e d s of
ing all p r i m e s o f f o f C h o i n x e i a a n d r e s t o r i n g t h e a n c i e n t c y a r r
Cani j o i n e d in a particular clan b y birth or marriage, crossing
cities. T h e y b u i l t five v a s t a i r - a r m a d a s t o m a k e t h e t r i p ; t h e
city-state boundaries, with strong e n o u g h internal structure and
Rassimel poet Nassambrin N a m , looking over the edge of the
l o y a l t y t o m u s t e r p o l i t i c a l and e c o n o m i c f o r c e .
world-branch, saw them rising t o w a r d s h i m like bubbles from
the f o r g o t t e n , foul d e p t h s o f a n a b a n d o n e d p o n d .
House Vomvard
It w a s n o t a s u c c e s s f u l i n v a s i o n . T h e cyarr had the force of
H o u s e V o m v a r d is a n o l d a n d n o b l e C a n i family, l a r g e l y o f
numbers, but primes had great magic. Cyarr armies poured
clan Mnorryn. Vomvardu are generally tall a n d black-furred,
t h r o u g h t h e c o u n t r y s i d e like rivers of f l a m i n g ants, d e s t r o y i n g
w i t h a w e d g e o f g l e a m i n g silver fur o n t h e i r f o r e h e a d s . The
villages. B u t the p r i m e cities w e r e w r a p p e d in walls of enchant­
family h a s a h i g h talent for politics a n d l e a d e r s h i p ; V o m v a r d u
ment, w h i c h the cyarr could not break. Twantalo and O b Chahar
are d u k e s or great nobles in fifteen cities in C h o i n x e i a and
fell t o t r e a c h e r y . T h e n a m e o f R h e s h t h r a h a m M a n e y , D o o r w a y e r
B r a x e i a . E v e r y third y e a r the family g a t h e r s for a m o n t h in their
o f T w a n t a l o , is s t i l l r e v i l e d t o d a y .
a n c i e n t estates in V a r d e k M e n e on C h o i n x e i a : l o n g e n o u g h to
T h e cyarr exerted t h e m s e l v e s fiercely for D r c h m a e r , u n d e r the keep the Cani loyalty instinct active, and to m a k e plans.
m i s i m p r e s s i o n t h a t it w a s t h e first c y a r r c i t y t a k e n b y p r i m e s .
A z i n a c V o m v a r d , w h o h a s n o t lost a c h o o f for H o u s e leader-
Drchmaer's walls of deathless birds threw them back time and
ship for four decades, has decreed that H o u s e V o m v a r d shall
s o o n rule a l l the l a n d s t h a t t h e y n o w i n h a b i t . To this end the House Gascodel
Vomvardu h a v e b e e n employing their considerable talents and H o u s e Gascodel, associated with clan P o w y n , is a mighty
training to acquiring p o w e r w h e r e they can. Trozandiu Vomvard House of Choinxeia. Since early on, Gascodel has sought land
choofed Aldous Meszerac for the dukedom of Palair Mene. and wealth, not power. W h e n House Vorayn struggled with
V o m v a r d u are b u y i n g electors b y the handful in M u z s c i a . T h e r e H o u s e T e m e r e s c o for r u l e r s h i p in C h o i n x e i a , G a s c o d e l stayed
are persistent hints that the death of Count Imorias of Querly neutral. So too when Temeresco and Thumarhan and dark,
was n o accident. implacable Roika fought for t h e s a m e p r i z e s t w o c e n t u r i e s later,
A t t h e m o m e n t , f e w o u t s i d e r s a r e a w a r e o f t h e full s c o p e o f t h e and so too a dozen times more. Gascodel avoided the fights,
Vomvard plans. Individual Vomvardu have enemies, but the sold w e a p o n s to all s i d e s , a n d g r a i n a n d g e m s t o n e s to t h e sur­
house as a whole does not yet have organized opposition. The vivors, and m a d e few enemies and m u c h money.
V o m v a r d u k n o w this w i l l n o t l a s t , a n d t h e y k n o w w h i c h H o u s e s Over the years Gascodel became wealthy, then extremely
and other p o w e r s will oppose t h e m as their plans mature. wealthy. In inner C h o i n x e i a , m a s t e r s of guilds, great m e r c h a n t s ,
a n d l o r d f a r m e r s are m o r e l i k e l y t h a n n o t t o b e G a s c o d e l , i f t h e y .
House Caerldlu are Cani.
House Caerldlu, also associated with clan Mnorryn, is G a s c o d e l h a s a t r a d i t i o n a l flaw, a n d t h a t f l a w is g r e e d . The
ancient, tracing its a n c e s t r y b a c k t w o t h o u s a n d y e a r s . In cen­ masters of Gascodel, breaking their old style, h a v e m a d e an
turies long gone, alliance with
Caerldlu controlled sev­ Vomvard, sup­
eral cities of inner porting them
Choinxeia. Today, only and supplying
in Trangderry does a them in
Caerldlu still rule by exchange for
hereditary right. the orchard-
Barckx and Scoe lands in outer
Hybras are the only Vardek, with
other city-states cur­ their b r a n d y and
rently ruled by their cheese a n d
Caerldlu. The Caerldlu their recipe-
hold extensive lands in enchanted hats
Scoe Mene, and the that can be
great manor-palace of made nowhere
t h e H o u s e is t h e r e . else. Gascodel
In their early days, expects to gain
Caerldlu w a s ferocious. greatly as
They assassinated Vomvard rises.
nobles, staged wars, It r e m a i n s t o b e
made and unmade seen how well
promises. Their ene­ they will sur­
mies, w h o were many, vive the politi­
t h o u g h t t h e m little bet­ cal struggles of
ter t h a n pirates. B u t the the sort that
methods of the early they have
Caerldlu worked. They avoided for so
rose above a handred m a n y centuries.
other pirates and gath­ A dozen pow­
ered powers and wealth erful merchant
to themselves - and they companies and
a n d their d e s c e n d a n t s h e l d it. guilds w o u l d like to see G a s c o d e l h u m b l e d or w e a k e n e d , but
N o w H o u s e C a e r l d l u is o n e o f t h e g r e a t o l d H o u s e s . Its sen­ these are business rivalries. Gascodel has no serious enemies
i o r m e m b e r s are t h e o l d e s t a n d m o s t r e s p e c t e d o f n o b l e s , b o r n t o yet. Unlike Vomvard, Gascodel has not realized h o w m a n y ene­
fill t h e h i g h e s t o f f i c e s o f t h e i r c i t y - s t a t e s . T h e y w o u l d n o t s t o o p m i e s it w i l l m a k e , o r h o w b i t t e r t h e y w i l l b e .
to the heinous b e h a v i o r that their earliest ancestors e m p l o y e d to
e s t a b l i s h t h e H o u s e i n t h e first p l a c e . GUILDS AND OTHER ORGANIZATIONS
N o r will they tolerate anyone else doing so. Caerldlu opposes M o s t guilds and organizations are local, with o n e guild having
Vomvard fiercely in s e v e r a l p l a c e s , t h o u g h C a e r l d l u is n o t a w a r e little t o d o w i t h the g u i l d s o f t h e n e i g h b o r i n g cities. Within a
o f the e x t e n t o f V o m v a r d ' s p l a n s . It d o e s n o t f e a r - y e t - t h a t city, g u i l d s m a y h a v e a g r e a t d e a l o f p o w e r . O n c e in a while,
Vomvard will rip Caerldlu from its p l a c e at t h e p i n n a c l e of s o m e bit o f history or necessity causes an organization to spread
H y b r a e i a n society, for Caerldlu has b e e n t o o p o w e r f u l for too b e y o n d t h e w a l l s o f i t s h o m e c i t y , g i v i n g it s t a t u s o r p o w e r o n a
l o n g t o r e m e m b e r t h a t it c o u l d l o s e p o w e r . Caerldlu simply b r a n c h o r o n all K e t h e r i a .
d e s p i s e s V o m v a r d for its i m p u d e n c e .
The Tree-Mages' Guild of Dentheia G e z i r k as a w h o l e - except in places w h e r e Gezirk struggles
T h e r e is n o w i d e s p r e a d g u i l d for m a g i c w o r k e r s in H e r b a d o r have gotten out of control.
in K e t h e r i a , a n d t h e r e n e v e r h a s b e e n . T h e T r e e - M a g e ' s G u i l d o f
D e n t h e i a is t r y i n g to c h a n g e that. T h i s effort is fairly n e w , start­ The Antiquarian Society
ed in 4 2 4 9 by the guildmasters of M o n t h a n e , Vressia, and Half professional society and half hobbyist association with a

Kraunst. I t i s u n p o p u l a r e l s e w h e r e , t h o u g h it i s s p r e a d i n g . The mild flavor o f politics, the Antiquarian Society exerts a surpris­

rates o f t h e n e w guild are inordinately high; woodworking ing a m o u n t of influence in Ketheria. A great m a n y primes,

m a g i c in T r e v e r r e is h a l f a g a i n a s e x p e n s i v e in 4 2 6 0 a s it w a s Rassimel especially, are interested in antiquities. Dealers in

in 4 2 5 5 . T h e tactics that the Guild has b e e n using are disturb­ antiquities do a tolerable business. Cooperation between deal­

ing a s w e l l : u n w i l l i n g t r e e - m a g e s h a v e b e e n b e a t e n b y m a s k e d , e r s in different cities is c r u c i a l for t h a t b u s i n e s s , m o r e t h a n m o s t

scent-hidden assailants, the guildhouses of local guilds have o t h e r s . F o o d a n d c l o t h , m e t a l a n d m a g i c c a n all b e b o u g h t from

been b u r n e d o r filled with poisonous insects, and individuals m a n y sources, but w h e n Count Darceroon wishes to finish his

have b e e n b l a c k m a i l e d or bribed. collection o f C a l a n c h i a n c e r e m o n i a l candlesticks, they n e e d to


c o m e f r o m C a l a n c h i a and N e w C a l a n c h i a .
The c o m m o n p e o p l e in m o s t cities are g e n e r a l l y displeased
S o it w a s n a t u r a l e n o u g h f o r a n t i q u a r i a n s t o m a k e arrange­
with t h e G u i l d . L o c a l T r e e - M a g e guilds o p p o s e t h e m in m a n y
m e n t s for m u t u a l trade a n d trust, e v e n w h e n their cities w e r e
cases. S o far t h e r e is n o u n i f i e d o p p o s i t i o n c r o s s i n g c i t y - s t a t e
q u a r r e l l i n g . It w a s a l m o s t as n a t u r a l for t h e A n t i q u a r i a n S o c i e t y
boundaries.
t o e x e r t i t s i n f l u e n c e t o k e e p the q u a r r e l s d o w n t o a m i n i m u m .
The Gezirk C o u n t D a r c e r o o n collects candlesticks like a m a d thing, to be
The Gezirk is the very loose organization that mediates sure. But w h e n Treverre fights Kraunst, Darceroon's lands pro­
between the major criminals in Ketheria. Most professional v i d e h i m l i t t l e i n c o m e , a n d h e m a y find h i m s e l f o n t h e b a t t l e ­
c r i m i n a l s g i v e it l i p s e r v i c e , a n d m o s t c r i m e l o r d s s u p p o r t it t o field without a candlestick for miles around. D u e in part to a
some extent. Its i n t e n d e d r o l e is t o facilitate i n t e r - c i t y crime. few persuasive conversations with his g o o d friends around the
When, for e x a m p l e , C h e s e w i c k of Treverre stole certain p e r s o n ­ fire at t h e c o z y T r e v e r r e A n t i q u a r i a n C l u b , C o u n t Darceroon
al documents from Count Mezzutiano of Ovirucci, c h o s e to v o t e for a s i m p l e d u e l - w a r w i t h K r a u n s t i n 4 1 1 2 , w h e n
t ' h e s e w i c k ' s c o u n t e r p a r t S p a n c o b a n z i in O v i r u c c i n e g o t i a t e d t h e a b l o o d y r a g e - w a r s e e m e d likely. A n d t h a t v o t e m a d e t h e dif­
ransom, a n d in fact c h o s e to offer them to Mezzutiano rather ference.
than a n e n e m y . C h e s e w i c k a n d S p a n c o b a n z i d o n o t generally T h e A n t i q u a r i a n Society's influence is limited. T h e y are n o t
like e a c h o t h e r , b u t t h e y f o l l o w e d G e z i r k rules, and got Salmo p o o r , b u t t h e y are f a r from being nobility or great merchants.
fimask from Barency to settle their disagreement over The Antiquarian Society doesn't seek power or control.
Spancobanzi's cut of the ransom. T h e G e z i r k , o f c o u r s e , g o t its President Castulpho considers her Society duties a useful and
cut o f t h e d e a l t o o . valuable distraction from h e r t r u e l o v e , the c o l l e c t i o n o f first-
millennium temple bells. She, and most other m e m b e r s , would
be astounded to learn that the Society h a d indirectly stopped
four wars, brought about a d o z e n branch-spanning trade treaties,
f u n d e d t h e i n v e n t i o n o f the c u r r e n t s t y l e o f s k y b o a t s , a n d f o r t y
lesser feats.

RELIGIOUS SECTS
Although religion has never been a major social force in
Ketheria, good strong religious organizations have c o m m a n d e d
a certain a m o u n t o f p o w e r in cities o r e v e n in r e g i o n s . Religion
m a y h a v e the a d v a n t a g e o f cutting a c r o s s all o t h e r loyalties:
family, profession, species, nationality. A sect can bring
together people w h o would never otherwise meet, and divide
opposition which would otherwise be unbreakable.
M o s t primes are not particularly religious, and those w h o are
religious often prefer to w o r s h i p their favorite g o d s at their
favorite temples and n o more. The few w h o are religious and
choose to b e active b e y o n d simple w o r s h i p m a y b e l o n g to the
sects.

The Upstanding Church


In the year 2 7 2 7 , the Cani sailor Plethano Guiro w a s visited by
seven angels of Reluu, w h o d e p l o r e d the state o f things in
Over the decades, the Gezirk has b e c o m e a battleground where
Ketheria. Reluu, they said, w o u l d not act directly; but they k n e w
local c r i m e l o r d s t r y t o g a i n p o w e r a n d i n f l u e n c e , a n d become
h i s d i s p l e a s u r e , a n d h a d t a k e n it u p o n t h e m s e l v e s t o t e l l p r i m e s
regional crimelords. M o s t of the battles are internal, one crimi­
the proper path. Accordingly, Plethano Guiro told his story
nal a g a i n s t a n o t h e r , b u t s e v e r a l o f t h e m h a v e b u r n e d o u t o f c o n ­
wherever he went, and m a n y primes heard his words, and gave
trol a n d k i l l e d b y s t a n d e r s .
u p t h e i r w a y s t h a t d i s p l e a s e d the K i n g o f t h e G o d s . W h e n the
T h e G e z i r k is its o w n w o r s t e n e m y . Cities and knighthoods
first cathedral of the Upstanding Church was consecrated in
oppose individual criminals, but are only dimly aware of the
2731, Reluu's seven angels knelt before Plethano Guiro, and s o m e 1% of the population of each city being m o r e or less active
their g l o r y w a s s e e n as far a w a y as o u t e r M r a s t e i a , members. C o l o m Prais has b e e n careful to recruit a m o n g m e r ­
S i n c e t h e n , the U p s t a n d i n g C h u r c h h a s b e c o m e m i g h t y , b u t t h e c h a n t s a n d nobility in r e c e n t years. In Vressia especially, i m p o r ­
angels have not returned. I n t h e d e c a d e s after its f o u n d i n g , the t a n t p e o p l e f r o m all four political p a r t i e s c a n a g r e e o n little b u t
Church spread quickly and enthusiastically; in its p e a k year that C o l o m Prais ought to b e p r o m o t e d and encouraged.
2 7 8 2 , one Ketherian in twenty w a s a m e m b e r : as m a n y as any C o l o m P r a i s is b i t t e r l y o p p o s e d t o t h e U p s t a n d i n g C h u r c h o n
sect has ever achieved. M a n y o f the r e i g n i n g d u k e s became theological grounds. Followers of the religions have ruined
active members. L a w codes were revised: slavery w a s made each others' t e m p l e s a n d b r a w l e d in the streets, doubtless to the
non-hereditary; r a t e s o f l e g i t i m a t e p r o f i t w e r e s e t ; it b e c a m e a dismay of the gods (and presumably C o l o m ) .
c r i m e t o let p r i m e s g o h o m e l e s s o r t o r e f u s e a lawful command
by a noble. The Temple of the Dark Trinity in Oorah Thrassen
C e r t a i n c r y p t i c l e g e n d s f r o m the e a r l i e s t b e g i n n i n g s s p e a k o f
In 2 7 8 3 , P l e t h a n o d r a n k oil o f t s o m o m o r t h u s i a s after a p e r ­
the D a r k Trinity: three of the World Tree's 7 + 1 2 gods w h o act
s o n a l s o r r o w , w a s t i n g t h e i m m o r t a l i t y that t h e a n g e l s h a d g i v e n
together with disturbing or terrible results. S o m e reputable the­
h i m . H i s s u c c e s s i o n w a s m e s s y , b e c a u s e it h a d b e e n thought
ologians have debated over which gods they are; others discount
unnecessary. Nine D u k e s of the Church vied to succeed him,
the whole concept.
resulting in three y e a r s o f u n p l e a s a n t n e s s that cost the C h u r c h
m u c h o f t h e r e s p e c t a n d p o w e r it h a d w o n . The surviving Popular opinion of which three gods comprise the Dark Trinity
dukes did h a v e e n o u g h sense to elect one of their n u m b e r to lead varies from place to place. In O o r a h Thrassen, a small city-state
the Upstanding Church a s p a r a g u i r o , r a t h e r t h a n s p l i t it in o n t h e s k y b r i d g e b e t w e e n C h o i n x e i a a n d B r a x e i a , it i s G n a r n ,
s c h i s m ; t h i s a l o n e k e p t it f r o m d i s i n t e g r a t i n g t h e w a y a d o u b l e Iraz Varuun, and Accanax. T h e T e m p l e o f t h e D a r k T r i n i t y in
dozen similar organizations have done. O o r a h T h r a s s e n i s a t o w e r o f b l a c k h o m , s u p p o s e d l y e r e c t e d in
a single night by the wizard-priest T h o d o s m u s over a dozen cen­
S o m e 2 - 3 % o f t h e p o p u l a t i o n o f K e t h e r i a is c u r r e n t l y affiliat­
turies ago. I r a z V a r u u n v i s i t s it i n p e r s o n o n c e o r t w i c e a c e n ­
e d w i t h the U p s t a n d i n g C h u r c h , a n d n o t a l l o f those t a k e i t c o m ­
t u r y , a n d s o r c e r e r s a n d w i z a r d s v i s i t it c o n s i d e r a b l y m o r e o f t e n .
pletely seriously. E v e n s o , it c a n d i r e c t a g r e a t d e a l o f a t t e n t i o n
O o r a h T h r a s s e n relies m o r e heavily on sorcery than m o s t p r i m e
w h e n the paraguiro wishes. The church can sway a close elec­
c i t i e s , a n d t h e c i t y p r o f i t s g r e a t l y f r o m the T e m p l e .
t i o n , c a u s e a n u n j u s t c i t y t o b e s h u n n e d b y its n e i g h b o r s , call for
h e r o e s t o fight i t s b a t t l e s . E x a c t l y h o w t h e p a r a g u i r o u s e s t h e s e P o l i t i c a l l y , t h e T e m p l e o f t h e D a r k T r i n i t y is a p o w e r f u l fac­
powers depends on the paraguiro. The best have done great tion in O o r a h T h r a s s e n a n d o u t s i d e . W i t h i n t h e city, t h e T e m p l e
things with them. Tolsomonas Murzia, the current paraguiro, represents the m a g i c a l interests of the city; acting s o m e w h a t as
seems m o r e concerned with a personal vendetta against Palair a Sorcerers' Guild. Ordinary citizens of O o r a h Thrassen often
Mene. w o r s h i p a t t h e T e m p l e a n d s u p p o r t it p o l i t i c a l l y - b u t o r d i n a r y
Oorish citizens have an almost unnatural comfort with the
T h e worst enemies of the Upstanding Church are the other
Temple's darker magics.
o r t h o d o x s e c t s . I n i n n e r D e n t h e i a , it c o n t e n d s w i t h C o l o m P r a i s .
Also, relations between the Upstanding Church and secular O u t s i d e O o r a h T h r a s s e n , t h e T e m p l e is r e g a r d e d a s a f e a r s o m e
p o w e r s a r e f r e q u e n t l y t e n s e . T h e U p s t a n d i n g C h u r c h h a s n o for­ force, laden with w i c k e d magics, as unpredictable a n d capri­
m a l p o w e r in m o s t p l a c e s , b u t w i e l d s s i g n i f i c a n t p o l i t i c a l p o w e r cious and violent as the three gods worshipped there. This view
in m a n y . is justified. A f a i l e d m a g i c a l e x p e r i m e n t f o u r c e n t u r i e s a g o left
five thousand p e o p l e in n e i g h b o r i n g M o n s a a s T h r a s s e n crawling
Colom Prais with bone-eating worms. A few decades ago the Oorish wizards
Colom P r a i s is a s e m i - o r t h o d o x sect, devoted to the 7+12 and their G o r m o r o r allies dealt the C h o i n x e i a n L e a g u e a sting­
gods, especially Mircannis and Kvarse, and to C o l o m , the i n g d e f e a t , for all t h a t t h e L e a g u e is forty t i m e s l a r g e r a n d t w o
Rassimel w o m a n w h o founded the movement. C o l o m is offi­ hundred times richer.
cially considered Rassimel and mortal (which she w a s ) in the T h e C h o i n x e i a n L e a g u e fears and hates the T e m p l e , as do
sect's theology, b u t t h e y r e v e r e h e r as if s h e w e r e s u p e r i o r to t h e m o s t residents o f m o s t nearby cities. Within Oorah Thrassen
7 + 1 2 in p r a c t i c e . S h e w a s , in fact, quite a t a l e n t e d healer, a n d a itself, t h e T e m p l e is r o u g h l y t h e t h i r d m o s t p o w e r f u l political
fierce political a n d m o r a l reformer in Kraunst. She was not faction. I t is g e n e r a l l y o p p o s e d b y t h e B r i g h t P a r t y , r e p r e s e n t ­
notably religious. H e r main brush with the divine, b e y o n d ordi­ ing the less educated a n d magically inclined p o p u l a c e o f O o r a h
nary healing m a g i c , w a s that at o n e point K v a r s e resurrected h e r Thrassen, and also the Healers' Guild and knightly orders. The
without d e m a n d i n g seven years' service. After her death, sever­ ducal faction, small but very powerful, plays the Bright Party
al o f h e r f o l l o w e r s , e i t h e r in a f r e n z y o f f r u s t r a t e d love for against the T e m p l e quite effectively. Other religious groups
C o l o m or in a c a l c u l a t e d m o v e o f p o w e r - g r a b b i n g , transformed rarely worry m u c h about the Temple of the Dark Trinity; indeed,
her political organization into a religious one, stopping just short a substantial n u m b e r of Templegoers are also devout m e m b e r s
o f d e i f y i n g her. T h e m o v e m e n t lost interest in her reformist of the Upstanding Church.
social p o l i c y at this point. T h e religious precepts are c o m p l e x
and unedifying, centering o n strict m o r a l t e a c h i n g s , o b e d i e n c e C I T V - S T A T E S AND LEAGUES
t o the p r i e s t h o o d , a n d s o m e q u i t e u n o r t h o d o x d e v o t i o n a l p r a c ­ City-states are the largest units of loyalty for m o s t primes.
tices w h o s e origins are unclear. Outright wars of conquest or revenge are rare; they are too
C o l o m P r a i s is l o c a l i z e d . T h e h e a d q u a r t e r s is in a v i l l a g e in destructive for b o t h sides. Conflicts b e t w e e n cities u s u a l l y t a k e
V r e s s i a , b u t it h a s b r a n c h e s i n K r a u n s t , M o n t h a n e , Ovirucci, more subtle forms. Trade wars are a popular tool, with one
T r e v e r r e , a n d s e v e r a l c i t i e s o u t w a r d s . It is a r e a s o n a b l y p o p u l a r n e i g h b o r raising tolls for food or valuables. Governments of
r e l i g i o n , the t h i r d o r f o u r t h m o s t c o m m o n i n t h o s e c i t i e s , w i t h o n e city-state often sneak agents into the surrounding cities, to
w o r k mischief of a thousand forms. W h e n the conflicts b e c o m e a n d b e g a n h a r v e s t i n g t h e f e a t h e r s o f the m i s t - g u l l s t h e m s e l v e s .
fierce, duel-wars m a y be fought. D u k e Nastrothon could have m o u n t e d the expensive force nec­
City-states in Ketheria occasionally form leagues, a dozen or essary to evict t h e m herself. Instead, she c a m p a i g n e d a m o n g h e r
two city-states allied against a c o m m o n enemy. A league of n e i g h b o r s a n d c o n j u r e d u p s o m e l o y a l t y t o C h o i n x e i a itself. The
s m a l l c i t y - s t a t e s c a n h o l d a s i n g l e p o w e r f u l s t a t e in c h e c k . A L e a g u e ' s u n i t e d f o r c e s e v i c t e d the D e n t h e i a n s w i t h l i t t l e b l o o d
league of larger city-states can exert control over a significant shed.
c h u n k o f the b r a n c h , f o r a s l o n g a s i t c a n h o l d t o g e t h e r . Such a tool as the L e a g u e w a s too t e m p t i n g to leave sitting idle
for long. B y the t i m e D u k e N a s t r o t h o n died in 4 1 8 3 , the L e a g u e
Kraunst was collecting tribute from the entire length of the trans-
K r a u n s t is a p o w e r f u l c i t y - s t a t e , g r o w n w e a l t h y f r o m recipe Choinxeian teleport chain. Under her over-brave successor
enchantments, durable wood, cheese, and a dozen other valu­ M a r t h e n g o , the L e a g u e tried to take Oorah Thrassen. The
able products. Duchess Amalthis of Kraunst, following her O o r i s h w i z a r d s h i r e d e i g h t t r i b e s o f G o r m o r o r h i l l s m e n from t h e
a n c e s t r a l t r a d i t i o n , is q u i t e i n s i s t e n t a b o u t its b o u n d a r i e s . w r i n k l e d h e i g h t s o f B r a x e i a , and s e n t t h e L e a g u e r s h o m e b l e e d ­
Kraunst bickers with Treverre, Monthane, and Vressia over a ing and dying. If n o t for his p e r c e i v e d s u p p o r t b y the ancient
handful o f m i n o r b o r d e r t o w n s , getting in a d u e l - w a r w i t h s o m e ­ wizard Glikkonen, D u k e M a r t h e n g o m i g h t h a v e lost control of
one every y e a r or so. T h e s e disputes are ancient, g o i n g b a c k to the League. B u t t h e L e a g u e w a s d e m o r a l i z e d , and g a v e u p o n
uncertain boundaries and conflicting claims almost to the begin­ expansion. S i n c e t h e n , t h e L e a g u e h a s b e e n the t a r g e t o f t w o
ning of history. When the colonies that eventually became d o z e n s m a l l e r a d v e r s a r i e s , e a g e r to bite off bits o f the rich b u t
K r a u n s t a n d its n e i g h b o r s w e r e e s t a b l i s h e d b y t h e L i u D r c h in w e a k e n e d a l l i a n c e . F o r the p a s t fifteen years, Marthengo's suc­
the early second century, the b o u n d a r y b e t w e e n t h e m w a s sim­ c e s s o r C o n t u r g e h a s b e e n p l a y i n g the L e a g u e ' s e n e m i e s a g a i n s t
ply the river. O v e r the millennia the river w a n d e r e d , as rivers e a c h other, with m o d e r a t e success. ...
do, and the various sides disagreed over w h a t that did to the
border. Most o f the towns w o u l d prefer not to be part of INDIVIDUALS
Kraunst, as the other city-states give t h e m better treatment and S o m e people c o m m a n d a great deal of respect or power, even
g e n e r a l l y h a v e c l o s e r h i s t o r i c a l and c u l t u r a l t i e s t o t h e m . in K e t h e r i a . M o s t o f t e n p o w e r f u l p e o p l e g e t their p o w e r from
Kraunst also holds tightly to Toinkarch and Bischoffel, two their position: Azinac Vomvard personally is nothing, but
s m a l l e r cities inside its e x p a n s i v e state. E a c h city is o v e r h a l f Azinac Vomvard the leader of H o u s e Vomvard m a y yet control
t h e s i z e o f T r e v e r r e , a n d c o u l d b e a c i t y - s t a t e in i t s o w n r i g h t . three branches of cities, a n d w h o e v e r follows h i m will inherit
K r a u n s t w i l l n o t let e i t h e r o f t h e m l e a v e K r a u n s t M e n e . At m o s t of his power. But s o m e people earn their p o w e r entirely
t i m e s K r a u n s t s e n d s h e r o e s or soldiers to t h e m , a n d at o t h e r from themselves.
t i m e s it s e n d s a m b e r . N e i t h e r city has m a n a g e d to b r e a k free, Many of the surviving first-generation Zi Ri still live in
t h o u g h e a c h has tried h a l f a d o z e n t i m e s in the last t w o c e n ­ K e t h e r i a . T h e y h a v e d o n e a t h o u s a n d d e e d s , and t h e y w a l k w i t h
turies. the weight of history. Nobody younger, no matter h o w power­
K r a u n s t is h a r d l y u n u s u a l in e i t h e r o f these. Few city-states ful, could replace one of them. Other wizards of great reputa­
willingly let their n e i g h b o r s nibble off their t o w n s , o r towns tion often live in Ketheria, a n d w i z a r d s trying to build their sta­
they consider to be their o w n . E v e n fewer are w i l l i n g to split tus often m o v e there.
i n t o t w o o r t h r e e s t a t e s . K r a u n s t is o n e o f t h e m o r e a g g r e s s i v e There are other avenues than wizardry to p o w e r and influence
city-states about both issues, frequently resorting to duel-wars, in Ketheria. Scholars, jurists, authors, athletes, a n d so on can
sabotage, trade pressure, manipulation of internal politics, and exert varying degrees of influence.
occasionally worse tricks.
Glikkonen
Mytrexu G l i k k o n e n i s o n e o f t h e s u r v i v i n g first g e n e r a t i o n Z i R i , a n d
Mytrexu is a r a t h e r p r i c k l y c i t y - s t a t e o n a s i d e b r a n c h of m a n y people call zir the greatest w i z a r d o n the W o r l d Tree. Zir
Braxeia, s o m e t w o hundred miles from the trunk. It h a s s p e n t early deeds are many, and h a v e g r o w n to the status of legend: zir
forty-five o f the last forty-seven decades conquered, paying victories in the v a r i o u s cyarr w a r s o n C h o i n x e i a a n d e l s e w h e r e ,
heavy tributes t o o n e o r a n o t h e r o f its n e i g h b o r s . Forty years zir construction o f the Portal o f D r a h m s a n d zir dealing with
ago, five v e r y talented p e o p l e w e r e b o m in M y t r e x u , a n d the t h o s e w h o c a m e t h r o u g h it, z i r b e t w i t h I r a z V a r u u n . Zir intel­
city conspired to train t h e m to considerable p o w e r . T h e training l e c t u a l a c c o m p l i s h m e n t s a r e w o r t h y a s w e l l : t h e first t w o s p e l l s
p a i d off, a n d M y t r e x u f r e e d i t s e l f f r o m G h o n a t h ' s r u l e . Since z i e i n v e n t e d ( B o u n c y V i g o r a n d T h i c k D i s t a n c e A r m o r ) a r e still
t h e n , it h a s r e c r u i t e d a n d t r a i n e d m o r e p o w e r f u l adventurers, in e v e r y d a y u s e , a n d a n y a d v a n c e d t e x t b o o k in m a g i c theory
w i t h t h e i n t e n t o f t u r n i n g t h e t a b l e s o n its e r s t w h i l e masters. will m e n t i o n zir three or four times.
Rumors suggest that Mytrexu will not be content with an hon­ Z i e calls C h o i n x e i a zir h o m e , k e e p i n g the oath zie s w o r e in zir
o r a b l e w a r o f h e r o e s a g a i n s t h e r o e s ; it p l a n s t o s m a s h G h o n a t h b r a v a d o w h e n zie h e a r d the cyarr d e c l a r e that all p r i m e s w h o set
and O a r d o and Duxet, looting t h e m and humiliating t h e m as foot o n C h o i n x e i a w o u l d die. Zir main h o m e is in ruined
they humiliated M y t r e x u . Drchmaer, a long twisted m a z e of caves connecting the buried
m a n s i o n s in the n o b l e s ' quarter. W h e n t h e m o o d t a k e s zir, z i e
The Choinxeian League also d w e l l s in a tall a m b e r - w a l l e d t o w e r in Querly, a pleasant
N i n e cities on Choinxeia comprise the C h o i n x e i a n League. c o t t a g e o u t s i d e Palair, o r a s p a r e b e d r o o m i n t h e d u c a l p a l a c e in
Nominally they are equals, but any Cani k n o w s that the duke of V h e s h r a m e w i t h zir g r a n d c h i l d H e z i m i k k i n e n .
V h e s h r a m e w i e l d s the L e a g u e a s a f e n c e r w i e l d s a r a p i e r . The G l i k k o n e n d o e s zir best to avoid politics. Z i e h a s taken zir
L e a g u e w a s f o r m e d in y e a r 4 1 0 2 , w h e n k n i g h t s f r o m B a r e n c y in turn as duke - Cyarrgone, in the sixth century - and k n o w s quite
D e n t h e i a settled o n S t a r s t r a m m o c k Island in V r e s h a m e Mene
w e l l that zir m a n y c o m p e t e n c i e s d o not include either rulership give her the victory. Llezcaryg's enchantments were more dev­
or a d m i n i s t r a t i o n . O n c e in a w h i l e , s o m e c a u s e o r o t h e r will astating than zie had intended. T h e lance destroyed m u c h of the
e x c i t e zir. Z i e h a s u s e d z i r n a m e a n d z i r s u b s t a n t i a l f o r m n e in neutral city of D u m a n a a t , w h e r e the duel-war w a s b e i n g fought,
the c a m p a i g n to close t h e unsafe teleport gates, in a m o v e m e n t and only Treeset, protected b y the greaves, and Llezcaryg zirself
opposing a tradition of Herethroy slavery that h a d started grow­ survived. T h e c o u p l e fled the destruction a n d the a n g e r o f three
ing in the second millennium, in another m o v e m e n t ensuring city-states. Llezcaryg was thereafter ranked a m o n g the most
that blee w o u l d not h a v e equal rights to primes. Generally zie p o t e n t o f w i z a r d s , c a p a b l e o f m o r e d e s t r u c t i o n b y m i s t a k e than
plays her age a n d p o w e r d o w n , talking with people as an equal, most could do on purpose.
but occasionally something unpredictable will anger zir and Llezcaryg then built a floating palace of glass: G a w s o c h
m o v e zir to s h o w zir true force. A n a r g u m e n t w i t h a s o u s - c h e f G a w s o n d , w h i c h is t o s a y " B e a u t i f u l R e f u g e " . Z i e l i v e s in t h e
over the seasoning of milk s o u p o n c e inspired zir to destroy the middle air b e t w e e n Choinxeia and Braxeia, or sets G a w s o c h x

manor house of a count of Drchmaer. G a w s o n d drifting elsewhere on the tree on a w h i m , but n e v e r


N o w and then, people use Glikkonen. W h e n the Choinxeian r e t u r n i n g t o D u m a n a a t . G a w s o c h G a w s o n d is a t t i m e s a m a g i ­
League was being formed, D u k e Nastrothon had Hezimikkinen c a l a c a d e m y itself, for L l e z c a r y g still w a n t s t o h a v e s t u d e n t s a n d
i n v i t e G l i k k o n e n t o s t a y a w h i l e w i t h zir. G l i k k o n e n b a r e l y y o u n g m i n d s a r o u n d a t a l l t i m e s . L l e z c a r y g i s fiercely c a r e f u l o f
noticed the turmoil of the League being formed, but every duke zir i n v o l v e m e n t in outside affairs. Z i e insists o n b e i n g i n v o l v e d
o n C h o i n x e i a included the w i z a r d in their calculations of power. o n the side of good, as zie r e c k o n s good, to p a y the w o r l d b a c k
S e v e n y e a r s a g o , a n enterprising O r r e n girl n a m e d Teepers for t h e d e s t r u c t i o n o f D u m a n a a t . L i k e a g o d , z i e interferes fre­
talked Glikkonen into lending her the Sceptre of Rage, with quently, b u t delicately, h e l p i n g p e o p l e w h o s e c a u s e s m e e t zir
w h i c h she a v e n g e d her uncle's m u r d e r as Glikkonen intended, m o r a l standards: giving refuge to the child prince of Q u e r l y
but also she terrorized the roll'gainst coants of Barency and w h o s e throne has b e e n usurped and teaching h i m powerful spells
escaped with half a million lozens - carefully returning the to help h i m retake his throne, but no other help.
Sceptre to G l i k k o n e n as she m a d e her getaway. Glikkonen
steadfastly refuses to a c k n o w l e d g e that a n y o n e could possibly Conffodie besc Guizon
m a n i p u l a t e z i r o r t a k e a d v a n t a g e o f zir. C o n f f o d i e b e s c G u i z o n is a p r o f e s s o r at D a l i n d a r k A c a d e m y in
B a r c k x . A R a s s i m e l w o m a n i n h e r h u n d r e d s , s h e is frail b u t still
The Wild and Scaly Llezcaryg a f o r m i d a b l e p e r s o n a l i t y . D a l i n d a r k is a l e a d i n g u n i v e r s i t y in
T h e W i l d and S c a l y L l e z c a r y g , l i k e G l i k k o n e n , i s o f t e n c a l l e d K e t h e r i a , in n o s m a l l p a r t b e c a u s e l e a d e r s s e n d t h e i r children
the greatest wizard on the World Tree. Llezcaryg w a s a m o n g there, and w h e n the children graduate they often b e c o m e leaders,
t h e first Z i R i b o m o n t h e W o r l d T r e e , s c a r c e l y y o u n g e r t h a n B e s c G u i z o n t e a c h e s a h u g e first-year c o u r s e i n l e g a l e t h i c s , n a v ­
Glikkonen. Zir accomplishments are m o r e intellectual than i g a t i n g t h e m u r k y r e g i o n s b e t w e e n i d e a l i s m and n e c e s s i t y . S h e
Glikkonen's: zie w a s a student of Shaliun, and contributed g e n e r a l l y m i x e s five p a r t s o f r e a l i t y t o o n e o f h o n o r , r e c o m ­
s o m e w h a t to the invention of pattern m a g i c a n d a great deal to m e n d i n g t h a t l e a d e r s d o w h a t t h e y m u s t d o first, a n d r e c o n c i l e it
b o t h spellweaving a n d enchantment, and zie m a d e the first with their consciences afterwards - but never to forget the rec­
modern-style city wall. Zie spent m o s t o f zir time in magical onciliation. S h e t e a c h e s b u d d i n g politicians to b e as ruthless as
academies, m o v i n g every decade or t w o to keep zir point of necessary, but n o m o r e so. The children of dukes and guilds-
v i e w fresh. m a s t e r s a n d all listen t o h e r w o r d s a n d p l a n t h e c o u r s e o f t h e i r
For most o f zir life, zie w a s k n o w n a n d r e s p e c t e d as a s c h o l ­ l i v e s . T h e y fight t o g e t i n t o h e r s e n i o r c l a s s e s , and i n their first
ar: w o r t h y of honor, to be sure, but nothing approaching e s s a y t h e y e x p l a i n w h a t t h e y did to get in a n d e x p l o r e its ramifi­
Glikkonen or the other martial wizards of the early times. In cations.
Slemniscus A c a d e m y in Valinia, o n H y b r e i a , in y e a r 3 8 8 3 , zie Her earlier students have g r o w n up, and gone on to b e c o m e
t o o k a H e r e t h r o y student n a m e d Treeset as a lover. Valinia powerful people: Duchess Amalthis of Kraunst, Duke Conturge
w a s , a t that t i m e , h a v i n g a b o r d e r d i s p u t e w i t h C a u m a a t o v e r a o f V h e s h r a m e , a n d the leaders o f V o m v a r d a n d C a e r l d l u h a v e all
stand of c o p p e r trees. T h e t w o cities agreed taken besc Guizon's senior classes. All have invited her to their
t o a d u e l - w a r , a n d i n a fit o f c l e v e r ­ d o m a i n s for w e e k - l o n g s y m p o s i a , at t i m e s w h e n t h e y felt t h e y
ness Valinia invited Treeset needed her advice. A n d b e s c G u i z o n is g e n e r o u s w i t h h e r
to b e one of the duelists. advice, urging C o n t u r g e to o p p o s e his e n e m i e s strongly,
Treeset was thrilled. A m a l t h i s to b e kinder to h e r border villages, and s o on. B e s c
Llezcaryg was worried. Guizon has no authority beyond her classroom, and no magic
Zie s a w Valinia's plan, b e y o n d t h e e v e r y d a y , b u t t h o s e w i t h a u t h o r i t y a n d m a g i c listen
that zie should volunteer to her very well indeed. B y the measures o f influence and lives
to b e one of the duelists t o u c h e d b y h e r d e e d s , s h e is t h e m o s t p o w e r f u l person on
zirself and thereby carry Choinxeia today.
the day, and zie rejected Her fellow faculty m e m b e r s are generally jealous of her suc­
it. Instead zie w o r k e d cess. T h e Healers' Guild, knightly orders, religious sects, and
frantically, using tech other highly m o r a l p e o p l e often d o not a p p r o v e o f her teachings,
niques of enchantment but being highly m o r a l p e o p l e they are not likely to d o anything
that few wizards can w i c k e d t o her.
achieve and fewer
dare, to m a k e Treeset a
lance and greaves of considerable potency, to protect her and
e l e c t e d p o p u l a r l y . I f y o u are a n o b l e a n d a g u i l d m e m b e r ( a s
T R E V E R R E : A T Y P I C A L CITY s o m e m i n o r n o b l e s a r e ) , y o u g e t t o v o t e f o r three l e g e r i a t o r s .
T r e v e r r e is a r e p r e s e n t a t i v e W o r l d T r e e city. It's a n e s t a b ­ T h e C i v i l i t a t i s the m o s t p r o m i n e n t p u b l i c o f f i c i a l . T h e civil­
lished b u t n o t t e r r i b l y i m p o r t a n t c i t y in K e t h e r i a . T r e v e r r e is a itat is in c h a r g e o f m o s t c i v i c m a t t e r s : b e a u t i f i c a t i o n o f t h e city,
g o o d s e t t i n g for o r d i n a r y W o r l d T r e e c a m p a i g n s . It's t y p i c a l public education, collection of taxes, promotion of trade, organ­
e n o u g h o f p r i m e civilization for t h e g e n e r a l d e s c r i p t i o n to ization of p a r a d e s a n d p u b l i c celebrations, a n d so on. T h e civil­
a p p l y , a n d a c t i v e e n o u g h f o r m o s t p e o p l e t o find s o m e t h i n g o f i t a t is a s s i s t e d o r e n c u m b e r e d b y a g a g g l e o f o f f i c i a l s ( s o m e
interest. appointed, s o m e hereditary, a n d a f e w professional). Civilitats
are customarily Orren, t h o u g h o n c e in a while other species are
Location elected. T h e current civilitat is Judorie W e n n e , a v e r y popular
T r e v e r r e i s o n D e n t h e i a , o n e o f the n i n e b r a n c h e s o f K e t h e r i a Orren w o m a n o f b o u n d l e s s energy a n d considerable creativity.
at t h e t o p o f t h e W o r l d T r e e . T r e v e r r e i t s e l f is s e v e n t y m i l e s T h e c i v i l i t a t , l i k e t h e l e g e r i a t , i s e l e c t e d e v e r y t h r e e t o five
a w a y f r o m t h e m a i n t r u n k : n o t q u i t e a d j a c e n t t o it, b u t c l o s e y e a r s ; a t s o m e t i m e a f t e r t h e third y e a r , t h e d u k e w i l l d i s m i s s t h e
e n o u g h s o t h e s h a d o w c o v e r s t h e w h o l e c i t y f o r five d a y s o f c i v i l i t a t a n d c a l l f o r t h e e l e c t i o n o f the n e x t o n e w i t h i n two
darkened skies a n d indirect light each m o n t h . weeks.
T h e t e r r a i n a r o u n d T r e v e r r e is m o u n t a i n o u s , g r e a t w r i n k l e s in
T h e G u a r d is fairly i m p o r t a n t , as in m o s t cities. T h e captain
[he w o r l d - b a r k a m i l e a n d a h a l f f r o m t o p t o b a s e . D e n t h e i a
o f t h e g u a r d is S t i n e S e a n n a , a d o u r a n d s e v e r e R a s s i m e l n o b l e ­
sprouts an o d d spurious slanted twig from the top of one m o u n ­
m a n . T h e city guard does m a n y things. In r o u g h order of
tain; it i s c a l l e d C a c o d r i l l T w i g , a n d p e o p l e d o n o t g o t h e r e . T h e
i m p o r t a n c e , it ( 1 ) k e e p s m o n s t e r s a n d o t h e r u n d e s i r a b l e s o u t o f
valleys are filled w i t h d e e p c o l d lakes. T h e r e are few easy
T r e v e r r e ; ( 2 ) k e e p s the l a w a n d t h e p e a c e i n s i d e T r e v e r r e ; ( 3 )
roads. T r e v e r r e C i t y is o n t h e b a n k s o f L a k e L a i c r a n e , t h e
defends Treverre M e n e against m o n s t e r s , and (4) k e e p s the l a w
longest o f the lakes. T h e s a p - s c e n t e d T u m b r a y n e R i v e r flows
a n d p e a c e in T r e v e r r e M e n e . (2) a n d (3) sometimes trade
through the m o u n t a i n s , going uphill almost as often as d o w n ­
p l a c e s , e s p e c i a l l y i f m o n s t e r s m a k e the r o a d s t o T r e v e r r e t o o
hill, a n d p a s s e s t h r o u g h L a k e L a i c r a n e o n i t s w a y t o i t s d e s t i n y
d a n g e r o u s for t r a d e .
as a w a t e r f a l l n e a r O v i r u c c i .
T h e d u k e , the l e g e r i a t , t h e c i v i l i t a t , a n d t h e c a p t a i n o f t h e
Treverre M e n e , the w h o l e of the land of the city-state, sprawls
g u a r d are e a c h t h e s u p r e m e a u t h o r i t y i n t h e i r o w n a r e a . T h e y
a l o n g the m o u n t a i n o u s r o l l w a r d s i d e o f t h e b r a n c h , a n d b a r e l y
c a n i n f l u e n c e e a c h o t h e r i n v a r i o u s w a y s - e.g., the c i v i l i t a t c o n ­
reaches to the flatter roll'gainst side. T r e v e r r e controls the less
trols t h e treasury a n d p a y s t h e g u a r d - b u t t h e y h a v e n o a u t h o r ­
v a l u a b l e l a n d s ; h e r r i c h e r n e i g h b o r s rule f e r t i l e p l a i n s a n d s h a l ­
ity o v e r e a c h o t h e r . M a t t e r s t h a t d o n o t n a t u r a l l y fall i n o n e offi­
low, s l o w r i v e r s . T r e v e r r e n o m i n a l l y c o n t r o l s t h e V e r t i c a l s o n
cial's influence are subjects o f political fighting.
the r o l l w a r d s i d e o f t h e b r a n c h ; i n p r a c t i c e , l i t t l e a t t e n t i o n i s
paid to a n y t h i n g b u t s e r i o u s t h r e a t s .
Demographics
T h e m o r e fertile m o u n t a i n s i d e s in Treverre are m a i n l y u s e d to T r e v e r r e is a r e s p e c t a b l y l a r g e c i t y - s t a t e : s o m e s i x t y t h o u s a n d
grow the sweet spices chissowary and ciascun, and the kathia- p e o p l e . It is p o l y s p e c i f i c : a b o u t 1 0 , 0 0 0 C a n i , 1 5 , 0 0 0 R a s s i m e l ,
leaves w h i c h b r e w a n a r o m a t i c stimulating b e v e r a g e . T h e rest 15,000 Orren, 10,000 H e r e t h r o y in the city a n d another 10,000
of t h e p o p u l a t e d m o u n t a i n s i d e s a r e u s e d b y h e r d e r s . A g o o d outside, plus t w o hundred Khtsoyis. The city-state includes
part o f t h e M e n e is u n i n h a b i t a b l e b y a n y o n e b u t S l e e t h . I n d e e d , about t w o hundred Gormoror, m a y b e a hundred Sleeth, and a
the t h r e e t w i s t e d p e a k s o f t h e A l i c o m e s h a v e n e v e r b e e n a d e ­ handful o f Z i R i .
quately e x p l o r e d , t h o u g h n o t for w a n t o f trying.
There are forty major noble families: sixteen Cani, ten Orren,
n i n e R a s s i m e l , five H e r e t h r o y . A b o u t h a l f o f t h e m t r a c e t h e i r
Government l i n e a g e t o the f o u n d i n g o f T r e v e r r e , o r e v e n e a r l i e r a s n o b i l i t y o f
The g o v e r n m e n t of Treverre starts, of course, with the D u k e -
B a r e n c y . T h e M o n v e s t a t f a m i l y i s the n e w e s t n o b l e f a m i l y ;
currently D u k e A d c o m i n i e Brae. H e , and his ancestors before
M e m e M o n v e s t a t w a s g r a n t e d the t i t l e b y p o p u l a r , d u c a l , a n d
him, o w n s a great deal of Treverre M e n e , including the land o f
l e g e r i a t i c a c c l a i m f o r a thirty-year c a r e e r o f h e r o i c s i n c l u d i n g
T r e v e r r e itself, t h e c i t y w a l l s , a n d m a n y o t h e r t h i n g s . H e h a s a
several victories for Treverre. S h e n U r u H s e n , the Zi R i w i z a r d
variety o f formal p o w e r s : h e m u s t a p p r o v e a n y b u i l d i n g d o n e in
w h o h a s l i v e d in t h e c i t y s i n c e it w a s f o u n d e d , is u s u a l l y c o u n t ­
the c i t y ( a n d c a n d e m a n d t h a t a n y b u i l d i n g b e d e s t r o y e d w i t h i n
e d a s n o b l e a s w e l l . N o b i l i t y is h e r e d i t a r y b u t l i m i t e d : o n e p e r ­
three d a y s , a p o w e r w h i c h o n l y o n e d u k e h a s e v e r e x e r c i s e d ) ; h e
s o n in e a c h f a m i l y m a y h o l d t h e h i g h e r title o f "count". T h e
can d i s s o l v e t h e L e g e r i a t a n d Civilitat a n d call for n e w elections
c o u n t ' s i m m e d i a t e f a m i l y g e t s a fair a m o u n t o f s t a t u s ; o t h e r rel­
after it h a s b e e n i n s e s s i o n f o r t h r e e y e a r s ( h e m u s t d o it a t t h e
atives get little o r n o n e .
e n d o f t h e fifth y e a r ) , a n d s o o n . T h e s t r o n g e r d u k e s h a v e m o r e
S o m e two hundred and twenty other citizens are minor nobles,
or l e s s r u l e d t h e c i t y , b y c a r e f u l p o l i t i c a l u s e o f t h e i r p o w e r s a n d
e s q u i r e s . M i n o r n o b i l i t y i s n o t h e r e d i t a r y . T h e r e are s e v e r a l
wealth. A d c o m i n i e h a s b e c o m e c a p r i c i o u s a n d c r a n k y in his
avenues to m i n o r nobility. Ex-civilitats a n d the half-dozen m o s t
old a g e ; t h e l i t t l e f o r c e h e e x e r t s i s l a r g e l y d e s t r u c t i v e .
s e n i o r g u a r d o f f i c e r s are a u t o m a t i c a l l y g i v e n their e s q u i r e s h i p ,
T h e L e g e r i a t is t h e c o u n c i l t h a t m a k e s l a w s , a n d t h e h i g h e s t
a s are the h e a d s o f the h o s t e l l e r s ' , h e a l e r s ' , and p e r f u m e r s '
court in t h e city. It c o n s i s t s o f s e v e n p e o p l e , w h o a r e e l e c t e d
guilds. A n y o n e m a y p u r c h a s e a n esquireship for t w o h u n d r e d
e v e r y t h r e e t o five y e a r s . T w o o f t h e l e g e r i a t o r s are n o b l e s c h o ­
a n d t w e n t y t h o u s a n d l o z e n s ; e v e r y d e c a d e o r t w o , s o m e o n e is
sen b y t h e i r f e l l o w n o b l e s . T h r e e o t h e r s a r e e l e c t e d b y t h e
extravagant enough to do so. T h e legeriat m a y elevate one per­
guilds: o n e b y the s m i t h s a n d hostellers; o n e b y the greater m e r ­
s o n e a c h year, a n d o c c a s i o n a l l y c h o o s e s s o m e o n e w h o isn't a
chants (spice-traders, perfumers, and certain others); the third
legeriator. T h e d u k e m a y elevate three p e o p l e a year, a n d almost
by a l l the o t h e r g u i l d s t o g e t h e r . T h e last t w o legeriators are
never does. b u t i t trieir s i t u a t i o n d o e s n o t i m p r o v e s o o n , t n e i r s t a t u s w i l l t a l l
dramatically.
SOCIOECONOMIC CLASSES A b o u t three t h o u s a n d p e o p l e in the city are u p p e r middle
I f t h e y t h i n k a b o u t it a t a l l , t h e c i t i z e n s o f T r e v e r r e divide class: guild m e m b e r s a n d other expert craftsfolk, lesser mer­
themselves into about five classes, which we call "upper", c h a n t s , g u a r d officers, a f e w a d v e n t u r e r s w h o h a v e settled in
"upper-middle", "middle", "lower", and "bottom". Membership T r e v e r r e , o t h e r h i g h l y skillful p e o p l e , a n d s o m e less skillful p e o ­
i n t h e c l a s s e s is v a g u e : a m i x t u r e o f a n c e s t r y , r e p u t a t i o n , w e a l t h , ple w h o w e r e once wealthy. T h e y live in g o o d h o m e s : u p p e r -
a n d s t y l e . C o u n t e s s S h e l v i d a is c l e a r l y u p p e r c l a s s ; n o b o d y e v e r middle Cani have substantial longhouses with lawns, upper-
questions that. S i l v e r f i s h D a n c e r is n o t s o clear. S h e is a n m i d d l e R a s s i m e l h a v e large a p a r t m e n t s with lots o f s p a c e for
extremely wealthy master-smith, and bought an esquireship on their hobbies, and so on. T h e s e p e o p l e eat well; t h e y are the
a w h i m , b u t s h e lives in t h e w o r k i n g - c l a s s l a k e s i d e neighbor­ most regular patrons at Treverre's array o f fine restaurants.
h o o d s h e g r e w u p in, a n d is n o t i n v i t e d to a n y o f Countess T h e y c a n a f f o r d t o travel a r o u n d K e t h e r i a , u s u a l l y m i x i n g g u i l d
Shelvida's parties, and always wears a leather smith's apron - or clan business with their vacations. Their children are well
made, these days, of enchanted chimeront leather imported educated: academics through high school, followed b y universi­
from the distant branch Juneia. t y , m a g i c a l a c a d e m y , u p p e r - c l a s s g u i l d (e.g., H e a l e r s ' G u i l d ) , o r
other training ensuring that the children will stay well-off. They
usually h a v e a servant or bondsfolk or two.
M o s t of the citizens are middle-class: comfortable but not rich:
semiskilled and unskilled laborers, farmers, and so on. T h e y live
in s m a l l h o u s e s , or large h o u s e s split a m o n g t w o or three fami­
lies. T h e y c a n afford g o o d food ( m e a t e v e r y day, for Cani),
decent places to live, a suit o f nice clothes to w e a r to parties, a
few b o o k s , a n o c c a s i o n a l v a c a t i o n to a n e i g h b o r i n g city, a hall
for their child's w e d d i n g . If they have a few g o o d years, they
m i g h t b e able to send a child to high school or get a good
apprenticeship. T h e middle class in Treverre can h a n d l e a bad
y e a r o r t w o , b u t if t h e y h a v e a few b a d y e a r s , e v e r y o n e in the
f a m i l y w i l l suffer.
A b o u t s e v e n t h o u s a n d p e o p l e in t h e city a r e l o w e r c l a s s . Their
jobs are generally unskilled, unpleasant, and uncertain: day-
7
laborers, prostitutes ' , unskilled workers w h o change jobs fre­
quently, thieves and swindlers of foreigners, street v e n d o r s , and
so on. T h e i r h o m e s tend to b e small, a n d p e r h a p s not w e l l suit­
ed for their s p e c i e s : a C a n i family m i g h t b e split a m o n g three
a p a r t m e n t s in s e p a r a t e b u i l d i n g s , o r a h a l f - d o z e n R a s s i m e l a n d
O r r e n m i g h t try to live t o g e t h e r in a r u n - d o w n l o n g h o u s e . They
don't go hungry, except in bad times, but a lower-class
Herethroy family might eat nothing but plue and simple tarrissy
for a w e e k , o r a n O r r e n m i g h t s p e n d his e v e n i n g s fishing in the
A b o u t six h u n d r e d p e o p l e ( a b o u t sixty families) in the city are lake to be sure of having enough. Their vacations tend to come
upper-class: most of the nobles; the senior merchants and w h e n they c a n n o t get w o r k . Their children are h a p h a z a r d l y edu­
guilds-members, the wizards, certain criminals. Wealth brings cated, as m o n e y and opportunity permit. T h e i r l u x u r i e s t e n d to
a g o o d h e l p i n g o f p o w e r i n t h i s m e r c a n t i l e city. It a l s o b r i n g s a be small or cheap.
surprising n u m b e r of civic duties. T h e wealthy o w n the best T h e r e are t w o g r o u p s at t h e b o t t o m o f s o c i e t y : t h o s e w h o w o r k
h o m e s in T r e v e r r e : the m a n s i o n s o f the o l d nobility are c l u s ­ at v i l e p r o f e s s i o n s , a n d t h o s e w h o a r e n o t f r e e p e o p l e . T h e m a i n
t e r e d n e x t t o the d u c a l p a l a c e i n t h e c e n t e r o f t h e c i t y ; m o r e vile professions in T r e v e r r e are stealing from T r e v e r r e citizens,
recently w e a l t h y families h a v e preferred larger h o u s e s in the b e g g i n g , a n d selling cley. Stealing from f o r e i g n e r s is a s e m i -
Oinette district b e t w e e n the G e n e r o u s Triangle a n d the lake. r e s p e c t a b l e l o w e r c l a s s p r o f e s s i o n , b u t s t e a l i n g f r o m c i t i z e n s is
( N o b o d y w o u l d live outside the city walls, given the choice, n o t a c c e p t a b l e , a n d o n l y t h e l o w e s t o f t h e l o w w i l l d o it: o n l y a
least o f all the w e a l t h y . ) They have m a n y servants and bonds- h a n d f u l at a n y g i v e n t i m e . B e g g i n g is m o r a l l y s h o c k i n g : not
folk, a n d all t h e l u x u r i e s t h e y w a n t . M a n y n o b l e s l i v e t h e i r lives o n l y is t h e b e g g a r u n a b l e or u n w i l l i n g t o d o a n y t h i n g useful -
in a w h i r l of glittering high society - the Orren countess and even a completely paralyzed person can be a professional
S h e l v i d a C a n n e s is c u r r e n t l y i n t h e a s c e n d a n t . m a g e - b u t (for m o s t species) the b e g g a r ' s family m u s t b e shat­
S o m e noble families - the Willen and Rupercon -have not pre­ tered as well. T h e concept disturbs most people; beggars and
served their family fortunes very well, and eat gruel a n d cold other street p e o p l e are generally k i c k e d out o f Treverre, a p e n a l ­
b r e a d in their g r a n d ancestral halls w i t h tapestries o f debt. T h e y t y w h i c h is o f t e n l i t t l e m o r e t h a n a d e a t h s e n t e n c e . Cley-selling
are usually considered to be upper-class despite these matters -

1 1
Lower-class prostitution carries no moral stigma. It's considered just another grungy,
undignified, uncertain, badly-paid way to make a living. Higher-class prostitutes make
-more money and have better working conditions, but it's still not a wonderful job.
is e x c l u s i v e l y a l o w e s t - c l a s s trade i n T r e v e r r e , s o c i a l l y e q u i v a ­ Scholarship: There are t w o small magical academies in
lent t o t h e m o s t d e g r a d i n g f o r m s o f prostitution terrestrially. Treverre, w h i c h hate e a c h other bitterly. Hellestew, the older
Between carters w h o need cley to get through the teleport chain a c a d e m y , is a n a m e t h a t c a r r i e s a fair a m o u n t o f w e i g h t in m a g ­
and students ( a n d faculty) w h o n e e d cley for their studies, ical circles t h r o u g h o u t Ketheria. The Academy of the Glorious
there's a solid underground market for cley in Treverre; s o m e Sun provides better training, but not nearly as m u c h reputation.
fifty p e o p l e s u p p o r t t h e m s e l v e s a t it a t a n y g i v e n t i m e .
A b o u t five h u n d r e d p e o p l e a r e b o n d s f o l k : s l a v e s o r l o n g - t e r m TAXES
indentured servants, w h o d o not have the legal right to leave Foreign m e r c h a n t s w h o bring their g o o d s through Treverre
their j o b s . M o s t o f these people h a v e sold t h e m s e l v e s for a M e n e m u s t p a y a t a x , u s u a l l y from 0 . 1 % t o 2 . 5 % o f t h e v a l u e o f
fixed t e r m ( t w e l v e y e a r s is c o m m o n ) a s a last r e s o r t t o p a y f o r their goods as determined b y s o m e standard Treverre tables.
debts. T h e rest are convicted felons. A t a b o u t fifty s l a v e s p e r That's fairly h i g h ( 2 - 3 t i m e s t h e rates o f t h e n e i g h b o r i n g c o u n ­
year, Treverre d o e s n o t h a v e a b i g e n o u g h trade in b o n d s f o l k to t r i e s ) , a n d t h e m e r c h a n t s c o n s t a n t l y g r u m b l e a b o u t it. M e r c h a n t s
support e v e n o n e professional slave trader. M o s t indentures a r e w h o sell their g o o d s in T r e v e r r e g e t a b o u t 2 / 3 o f their t a x b a c k -
done through b r o k e r s (e.g., s o m e b o d y ' s friend's n e p h e w w h o i f t h e y ' v e k e p t a l l t h e right d o c u m e n t s , w h i c h i s s o m e t i m e s v e r y
k n o w s h i s g u i l d m a s t e r is l o o k i n g ) , j u s t l i k e e m p l o y m e n t o f free hard to d o . Treverre's export tax for native merchants is m u c h
servants. l o w e r , a b o u t 1/6 o f t h e t a x f o r e i g n m e r c h a n t s w o u l d p a y t o s h i p
through Treverre. T h e n e t effect o f this is that t h e foreign m e r ­
S l a v e status is c o n s i d e r e d t o b e undignified for p r i m e s . The
chants usually enter partnerships with Treverre m e r c h a n t s , cut­
m a i n s a v i n g g r a c e o f b o n d s h i p i n T r e v e r r e is t h a t t h e j o b s a r e
ting their taxes in half a n d giving the Treverre merchants a nice
petty. B o n d s f o l k g e n e r a l l y d o h o u s e h o l d duties, r a t h e r t h a n t h e
little profit for j u s t d o i n g a b i t o f b u r e a u c r a c y . Treverre mer­
things w h i c h bring in m o n e y ; their o w n e r s h a v e less incentive
chants love this.
to exploit t h e m than in other slaveholding societies. Certain
a b u s e s rarely occur: t h e c h i l d r e n o f b o n d s f o l k a r e free, a n d Import taxes o n certain g o o d s being sold in the city are high:
indentured s e r v a n t s c a n n o t b e sold o u t o f T r e v e r r e . Still, in l a w grains ( 1 0 % ) , s o m e exhilarating elixirs (at least 1 0 0 % , a n d a f e w
and custom, slaves a r e beaten for offenses that w o u l d g e t a are at 2 0 , 0 0 0 % ) , g e m s t o n e s (50%), metal weaponry (50%).
h i r e d s e r v a n t fired, a n d e n s l a v e d f e l o n s a r e treated q u i t e h a r s h ­ S m u g g l i n g o f these i t e m s i s q u i t e c o m m o n , a n d w h e n i t i s c a u g h t
l y a n d h a v e l i t t l e l e g a l r e c o u r s e . E t h i c a l p e o p l e find t h e s y s t e m it i s p u n i s h a b l e b y a s u b s t a n t i a l fine.
disturbing, b u t n o t h e i n o u s . S l a v e r y is gentler in K e t h e r i a t h a n A d v e n t u r e r s s h o u l d note that they p a y t h e s a m e taxes for large
i n m a n y o t h e r p l a c e s , b u t it i s b e t t e r t o b e free. treasures brought in from outside. More annoying, they o w e
10% o n things found o n ducal lands.
Economy
T r a d e : T r e v e r r e is t h e K e t h e r i a n e n d o f t h e T r a n s - D e n t h e i a FOOD
teleport chain. I n t h e A v e n u e o f P e a r Trees, there is a h u g e a r c h F o o d is e x p e n s i v e in T r e v e r r e ; e x c e p t for t h e b a n k s o f L a k e
of black-and-white striped w o o d , adorned with spikes and L a i c r a n e a n d a f e w v a l l e y s , t h e r e isn't m u c h g o o d farmland.
antlers a n d prods. W a l k i n g t h r o u g h t h e a r c h a n d f e e d i n g it a Treverre M e n e produces plenty of meat a n d cheese, adequate
cley' 2
will bring y o u to a similar gate in M o n t h a n e , the city a m o u n t s o f g r e e n s a n d fruits, a n d v e r y little g r a i n o r o t h e r m a j o r
past Kraunst outward. Walking in t h e s a m e direction through vegetable crops. M a n y staples m u s t b e imported from Barency,
that gate will bring y o u to Lyette, then t o U m r e n t o , a n d s o on. K r a u n s t , O v i r u c c i , o r further. Kraunst and Ovirucci have been
T h e r e a r e thirty g a t e s in all, w i t h t h e last o n e in H a s t r u m v i e n d a raising their prices
some fifteen h u n d r e d miles o u t in Dentheia. on grains - doubling
them over the last
Actually, T r e v e r r e isn't t h e last s t o p o n t h e c h a i n ; B a r e n c y is.
three years.
T h e B a r e n c y g a t e is c o n s i d e r e d b o t h " n o i s y " a n d " p o r o u s " b y
the mages. T h a t i s , w h e n it i s u s e d , it p r o d u c e s a g r e a t t h u n ­ There are f e w dis­
derous belch o f sensation, audible for long distances outside the tinctively Treverre
World Tree's universe although not easily perceived from dishes. In the
i n s i d e , a n d t h u s c a p a b l e o f a t t r a c t i n g a t t e n t i o n o f d a n g e r o u s off- spring, farmers a n d
world creatures. Furthermore, the natural wards which keep restaurants make
offworld creatures off the World Tree are unusually w e a k near kisscandy venison,
the Barency gate. These flaws were discovered w h e n the s i m m e r e d in sweet-
B a r e n c y gate w a s built, a n d t h e gate h a s only been used eight spicy chissowary
times since then. Nothing b a d has happened ... yet. sap. Foreigners bog­
gle when natives
G o o d s brought to Treverre b y teleport gate e n d u p o n barges
drink milk o'quits,
on the Tumbrayne to Ovirucci (cheaper a n d slower), or in sky-
milk with salt,
barges going towards Ovirucci or Barency, or sometimes trade
chopped hot peppers
caravans.
a n d a live snail.
P r o d u c t i o n : Treverre produces expensive spices and some
high-quality kathia, a n d cheap low-grade w o o l e n cloth, sold Inner Dentheian
locally. c o o k i n g h a s its o w n
specialties, as char-

'-The driver of a cart must spend seven cley for the whole cart; each person in the cart
must spend a clev for himself
acteristic o f B a r e n c y o r O v i m c c i a s T r e v e r r e , b u t u n u s u a l in evil intent. T h e j u d g e in the D a n g e r o u s Court m i g h t punish
Inihithre or Lenkasia. A typical city-dweller will start t h e d a y a n y o n e or everyone involved in the case. If you've taken your
w i t h a m e a l o f s i m p l e f o o d : O r r e n m i g h t h a v e c o l d fish f r o m t h e n e i g h b o r t o D a n g e r o u s C o u r t d e m a n d i n g p a y m e n t for lost sleep
n i g h t b e f o r e , R a s s i m e l a r e l i k e l y t o h a v e b r e a d a n d d r i e d fruit, over those fireworks, a n d it i s d i s c o v e r e d i n t h e d i s p u t a t i o n s t h a t
a n d s o o n . M o s t a d u l t s w i l l a c c o m p a n y it w i t h k a t h i a , a n d fin­ you keep a vile-smelling compost heap next to your neighbor's
i s h b r e a k f a s t w i t h a morris awake: a spoonful of cream and hot property, t h e j u d g e m i g h t h a v e each o f y o u p a y t h e other - or,
peppers. since those would cancel each other out, she might have both of
M o s t people eat a single m i d d a y meal. Restaurants d o a brisk you flogged instead.
business i n clouvaines, S-shaped breads stuffed with soft A b o v e t h e D a n g e r o u s C o u r t s is t h e L e g e r i a t . I f y o u d o n ' t like
cheese, grilled m u s h r o o m s , a few scraps o f meat, a n d a change­ t h e D a n g e r o u s C o u r t ' s d e c i s i o n , y o u c a n a s k t o a p p e a l it. T h e
able fourth ingredient w h i c h c a n b e anything from chopped l e g e r i a t o r s w i l l t a k e a l o o k at it; if a n y t w o t h i n k y o u h a v e s o m e
a l m o n d s t o r a w fish. P e o p l e e a t i n g a t h o m e a r e m o r e l i k e l y t o m e r i t , the w h o l e l e g e r i a t w i l l d e c i d e it. T h e l e g e r i a t t e n d s t o b e
have a soup m a d e from p o w d e r e d dried lake-fish a n d seasonal vicious a n d political about court cases.
ingredients, likely a c c o m p a n i e d b y a plate o f pickled berries C o m m o n p e n a l t i e s i n c l u d e : fines ( u s u a l l y 1 0 % t o 5 0 % o f y o u r
and insects. p r o p e r t y , n o t a flat f e e ; w h e n f a m i l i e s a r e i n v o l v e d , this g e t s
M a g e s i n T r e v e r r e t r a d i t i o n a l l y h a v e a flickertide, a small messy); flogging (usually public, with audience size proportion­
m e a l at m i d a f t e m o o n . T h e s e d a y s it is little m o r e t h a n a f e w al t o the i m p o r t a n c e o f t h e c a s e ) ; e x i l e ; p u b l i c h u m i l i a t i o n i n
s a v o r y pastries or salted nuts a n d a c u p of kathia at their guild­ various forms; servitude. If c o n v i c t e d criminals flee, t h e crim­
hall or club. M a n y i m p o r t a n t guild-matters a r e d e c i d e d at flick­ inal's family or associates are usually punished instead.
ertide; if you're a sorcerer, m a k e sure you're there. Treverre's legal s y s t e m c a n g e t quite barbaric a n d unfair, espe­
D i n n e r is e a t e n in early e v e n i n g - or later for t h o s e w h o cially w h e n t h e city feels itself t o h a v e b e e n e n d a n g e r e d or
indulged heavily at flickertide. O n e o f t h e g r e a t dishes is t h e insulted.
dascine: a five-layer casserole o f shellfish a n d veal pate, b a c o n
and lentil pate, artichoke hearts, dascine cheese, a n d m u s h r o o m LEGAL FEUDS
pate. (Herethroy enjoy a vegetarian "green dascine" with a bot­ O n the whole, citizens are expected to b e h a v e civilly to each
t o m layer of carrots a n d leeks, and n o bacon.) Making a prop­ other. S o m e t i m e s they don't. There are laws allowing for legal
e r d a s c i n e t a k e s a g o o d d a y a n d a half, t h r e e o r four h o u r s o f f e u d s , i n w h i c h c i t i z e n s c a n d o things t o e a c h o t h e r that are o r d i ­
which must b e spent in the kitchen. It is m o s t often e a t e n in narily illegal. F e u d s usually involve a f e w p e o p l e o n e a c h side:
restaurants. D o i n g it r i g h t is o n e test o f a g r e a t chef. families, businesses, factions. O n e party usually declares the
feud. T h e city gives the other party formal notice o f the feud (or
More common a n d less dignified i s diffywobble: a heavy,
m a y reject the feud for certain tricky reasons). T h e feud starts
slightly sweet grain p u d d i n g with h o n e y e d caterpillars, usually
a f e w d a y s o r w e e k s a f t e r it i s d e c l a r e d . U s u a l l y t h e d e c l a r e r o f
served with cream a n d scrambled eggs as a m a i n dish at din­
the feud p a y s a substantial fee t o t h e city; s o m e t i m e s , a j u d g e
nertime. It is c o m m o n l y a children's dish ( o r eaten b y a fami­
w i l l r u l e t h a t t h e t a r g e t o f t h e f e u d w a s t r y i n g t o s t a r t it, a n d
l y w i t h c h i l d r e n ) ; a d u l t s m i g h t c h o o s e cobbles and drapes,
makes them p a y instead.
boiled turnip-potatoes and long thin sausages with a beer sauce.
T h e c o m m o n beverages include kathia, apple wines (as com­ B l o o d feuds (the m o s t extreme degree o f legal feud) allow the
plex as a n y terrestrial grape wines), hosh beers (likely to be feuders to c o m m i t a n y crime against e a c h other, so long as the
served with a shot o f gingery syrup, o r a d o s e o f bitter spices), rest o f t h e city isn't hurt; t h e b l o o d feud lasts for a m o n t h , start­
and infusions o f wildflowers. ing at d a w n o n e m o n t h a n d o n e d a y after t h e notice is g i v e n . F u r
feuds (the most m i n o r a n d m o s t c o m m o n ) allow acts o f vandal­
Laws ism a n d theft for a p e r i o d o f a y e a r a n d a d a y , starting a w e e k
Treverre h a s a strong legal system, b y W o r l d Tree standards. after t h e notice. A t a n y g i v e n t i m e , h a l f the nobility a r e e n g a g e d
T h e r e i s an a c t u a l w r i t t e n l a w - c o d e , l i s t i n g c e r t a i n t h i n g s a s in f u r f e u d s w i t h s o m e o n e .
being definitely illegal a n d certain others as definitely legal. A T h e penalties for illegal feuding, o r b r e a k i n g t h e restrictions
great m a n y things ( i n c l u d i n g m u r d e r ) are n o t c o v e r e d i n t h e on a legal feud, are quite harsh.
c o d e , a n d a r e left t o d i s c r e t i o n . M e n t a d o r is n o t illegal p e r se,
t h o u g h m a n y u s e s o f it a r e . T h e c o d e s o m e t i m e s g i v e s very UNUSUAL LAWS
detailed tables o f penalties and sometimes just says "punishable Certain things are reserved for t h e nobility a n d their close
by fines" or "punishable by the Captain of the Guard", depend­ families: wearing garments with crimson stripes; o w n i n g jewel­
ing largely o n h o w m a n y Rassimel a n d h o w m a n y Orren were ry m a d e o f t h e a r o m a t i c m e t a l y u l e x i o n ; flying b a n n e r s i n s i d e
in t h e legeriat t h e y e a r t h e l a w w a s m a d e . the city b o u n d s ; riding in palanquins b o m e b y p r i m e s ; drinking

There are eleven Pleasant Courts, which handle most cases mezragay.

which will not have penalties (and are usually outside of the It i s i l l e g a l a n d p u n i s h a b l e b y p u b l i c h u m i l i a t i o n t o s a y o r
l a w code): terrestrially, they w o u l d b e m o r e like mediators. i m p l y , in p u b l i c , t h a t k a t h i a is in a n y w a y i n f e r i o r t o a n y o t h e r
They handle disagreements which the principals cannot resolve beverage. N o t just taste a n d aroma, w h i c h are actually pretty
themselves. If your neighbors are setting off fireworks at mid­ good. It's illegal t o s a y that k a t h i a is less i n t o x i c a t i n g than
night every night a n d y o u want them to stop, go to a Pleasant w h i s k e y , e v e n t h o u g h k a t h i a isn't intoxicating at all. T h e m a i n
Court. use o f this l a w is to trick a n n o y i n g foreigners into s a y i n g s o m e ­
thing illegal. C i t i z e n s a n d their friends b r e a k this l a w freely, b u t
If y o u w a n t to collect damages, you'll have to go to a
an o b n o x i o u s foreigner might b e shaved bald, painted with the
Dangerous Court. T h e seven Dangerous Courts handle most
praises o f kathia, a n d driven through the streets.
cases which will h a v e penalties - criminal cases a n d matters o f
u l t y , m a i n l y the y o u n g e r o n e s , s t o r m e d o u t o f t h e s c h o o l , r e n t e d
Neighbors and Foreign Relations b u i l d i n g s a c r o s s the t o w n , and e s t a b l i s h e d a rival s c h o o l : t h e
B a r e n c y , the t r u n k w a r d n e i g h b o r , i s f a i r l y f r i e n d l y , though A c a d e m y o f the Glorious S u n . T h e faculty o f the t w o schools
n e i t h e r c i t y w i l l a d m i t it. T r e v e r r e w a s o r i g i n a l l y a m a j o r o u t ­ a r e b i t t e r e n e m i e s - t o t h e p o i n t o f m u r d e r i n t h e c i t y s t r e e t s , in
post o f B a r e n c y , p r o t e c t i n g t h e r o a d s ; m o s t o f t h e p e o p l e w h o 4 2 5 1 - a n d a l l t h e e f f o r t s o f the d u k e a n d m a n y c i v i l i t a t s h a v e
colonized Treverre originally c a m e form Barency. T h e t w o done nothing to calm the hatred.
cities h a v e f r e q u e n t l y b e e n a l l i e s o r g i v e n e a c h o t h e r a s s i s t a n c e H e l l e s t e w A c a d e m y is s m a l l e r ( s i x full-time faculty, h a l f a
in t i m e s o f n e e d . E a c h c i t y c o n s i d e r s i t s e l f g r e a t l y s u p e r i o r t o dozen local sorcerers w h o s o m e t i m e s teach, ninety students or
the o t h e r , a n d i n t i m e s o f c a l m t h e m o r e a d v e n t u r o u s f o l k o f s o ) . T h e A c a d e m y o f the G l o r i o u s S u n i s l a r g e r ( t w e l v e f a c u l ­
e a c h c i t y s n e a k i n t o the o t h e r a n d p l a y p r a c t i c a l j o k e s . R e c e n t l y ty, a l l f u l l - t i m e , a h u n d r e d a n d s i x t y s t u d e n t s ) , b u t t h e f a c u l t y a r e
three B a r e n c y O r r e n s n u c k into T r e v e r r e a n d p a i n t e d t h e s t a t u e y o u n g e r a n d less expert.
o f T a r s u s B r a e , t h e first d u k e , a n e y e - s t r a n g l i n g c o m b i n a t i o n o f Hellestew A c a d e m y hasjust embarked on an ambitious expan­
blues, p i n k s , o r a n g e s , a n d a particularly vile s h a d e o f m a u v e . sion project: starting a D e p a r t m e n t o f Natural Philosophy,
K r a u n s t , t h e o u t w a r d n e i g h b o r , i s another m a t t e r . T h e t o w n s i m p o r t i n g five y o u n g p r o f e s s o r s from K e t h e r i a . T h e y ' r e b u i l d ­
on t h e o u t w a r d f l a n k s o f t h e m o u n t a i n s w e r e o r i g i n a l l y i n ing a n e w building o n the edge o f t o w n for their n e w depart­
K r a u n s t M e n e . K r a u n s t , a n d e s p e c i a l l y its C a n i r u l e r s , w e r e ment: an eccentric narrow six-story structure with wild buttress­
very d i s p l e a s e d w h e n T r e v e r r e c l a i m e d t h e m . T h e border es carved with scowling birds' heads. T h e neighbors are nerv­
t o w n s h a v e c h a n g e d h a n d s a d o z e n t i m e s i n t h e l a s t five c e n ­ ous.
turies; K r a u n s t c u r r e n t l y h o l d s t h e m . T h e p o p u l a r o p i n i o n in
T r e v e r r e i s t h a t K r a u n s t t o o k t h e m u n f a i r l y , b y s e t t i n g fires i n RELIGION
T r e v e r r e the n i g h t b e f o r e the d u e l - b a t t l e that d e c i d e d the b o r d e r T h e m o s t influential religious o r g a n i z a t i o n is t h e U p s t a n d i n g
town's o w n e r s h i p three years a g o . Despite the politics, Kraunst C h u r c h : an o r t h o d o x o r g a n i z a t i o n d e v o t e d t o R e l u u a n d K v a r s e ,
and T r e v e r r e t r a d e e x t e n s i v e l y - t h o u g h c i t i z e n s o f o n e t o w n a r e a n d p r i n c i p l e s o f l a w a n d s o c i a l o r d e r . T h e i n f l u e n c e o f the
not a l w a y s s a f e i n t h e o t h e r . U p s t a n d i n g C h u r c h h a s w a x e d a n d w a n e d o v e r the y e a r s ( i t ' s
O v i r u c c i is t r u n k w a r d - r o l l w a r d , a n d t h e T u m b r a y n e f l o w s currently medium-strength - m a y b e 6 % of the population - a n d
t o w a r d s it. R e l a t i o n s h i p s b e t w e e n T r e v e r r e a n d O v i r u c c i a r e d e c l i n i n g ) , b u t it h a s a l w a y s b e e n p o p u l a r a m o n g t h e C a n i .
uncertain. O n e y e a r they are friendly, t h e n e x t antagonistic, The wandering Gormoror prophetess Gulthung Sinbjotur
based o n the m o o d s o f the d u k e s o f the cities, o r h o w b a d l y shows u p in Treverre a few times a year, chanting her horrible
some merchants got cheated, or some other vagary of the day. visions o f chaos in s m o o t h alliterating songs that leave children
screaming nightmares for w e e k s .
Features of Interest
The water-bubbles in Lake Laicrane are perhaps the most T H E GUILDS
u n u s u a l p h y s i c a l f e a t u r e o f t h e c i t y : s e v e n b u b b l e s , f r o m fifty T h e m a i n tradesfolk a n d crafters o f Treverre are organized
to e i g h t y f e e t i n d i a m e t e r , w a l l s o f w a t e r t w o f e e t t h i c k , o n t h e i n t o g u i l d s , a n d t h e g u i l d s are q u i t e p o w e r f u l financially and
side o f t h e lake. T h e y a r e v e r y solid; four o f t h e m h a v e b e e n politically.
there since t h e earliest r e c o r d s , a n d n o n e h a v e ever p o p p e d . S m i t h s : I n t h e e a r l y d a y s , T r e v e r r e w a s n o t e d for its great
T h e T r e v e r r e O r r e n l o v e t h e m dearly, s w i m m i n g u p t h e m in smithcraft. This hasn't b e e n true for t w o hundred years.
otter f o r m a n d d i v i n g f r o m t h e t o p . P a i x t e n e ' s F i s h R e s t a u r a n t Treverre's seven remaining master smiths are adequate but not
is i n s i d e t h e l a r g e s t b u b b l e . e x c e p t i o n a l . ( T h e n u m b e r is l i m i t e d to s e v e n b y a local guild l a w
T h e c i t y w a l l s a r e w o v e n from s e r p e n t s , h i s s i n g a n d s n a p ­ o f t h e l a s t c e n t u r y . ) S t i l l t h e g u i l d r e t a i n s s o m e o f the p o l i t i c a l
p i n g . T h e i r c o i l s fill m o r e t h a n o r d i n a r y s p a c e ; o f t e n c r e a t u r e s p o w e r i t o n c e h a d - m a i n l y b y s t a y i n g v e r y c l o s e t o the
w h o teleport t h r o u g h t h e walls o r fly o v e r t h e m w i n d u p u n h a p ­ Hostellers.
pily i n t h e s e r p e n t s ' coils. H o s t e l l e r s : T r e v e r r e is a n a t u r a l s t o p p i n g - p l a c e f o r t r a d e r s ,
T h e G e n e r o u s T r i a n g l e i s t h r e e w i d e a v e n u e s t h a t f o r m a tri­ a n d t h e r e are m a n y i n n s , t a v e r n s , h o t e l s , a n d s o o n . The
angle six blocks o n a side, in the m i d d l e o f t o w n . T h e a v e n u e s Hostellers' guild i n c l u d e s all o f t h e m , d o w n t o t h e p e o p l e w h o
are w i d e , a n d l i n e d w i t h fruit t r e e s : p e a r s , m u s k - o r a n g e s , c o n - take a n occasional paying guest in their spare b e d r o o m , or w h o
simmons. T h e city tends the trees, a n d passers-by m a y pick a n d sell s a u s a g e s in carts in t h e G e n e r o u s Triangle. That's a b o u t 7 %
eat t h e i r f r u i t i n s e a s o n . T h e t r e e s a r e t h e o n l y g e n e r o u s t h i n g o f t h e p o p u l a t i o n o f the c i t y ; the H o s t e l l e r s ' G u i l d i s e x t r e m e l y
a b o u t t h e t r i a n g l e , t h o u g h : t h e s t r e e t s are l i n e d w i t h c a f e s , b o u ­ powerful.
tiques, perfumeries, bookstores, restaurants, theaters, a n d S p i c e - t r a d e r s : T h e s p i c e - t r a d e r s trade i n n a t i v e s p i c e s a n d
hotels, including s o m e o f the m o s t expensive o n Dentheia. o n e s i m p o r t e d from o u t w a r d s . T h e g u i l d a n d i t s m a s t e r s a r e
wealthy - a n d constantly in need of reliable a n d strong people to
Miscellania g u a r d its c a r a v a n s .
P e r f u m e r s : T h e p e r f u m e r s d o f a i r l y w e l l h e r e ; there a r e a
THE MAGICAL ACADEMIES number of obscure mountain plants which m a k e good perfumes.
T h e r e are t w o m a g i c a l a c a d e m i e s in Treverre: Hellestew Treverre doesn't have enough Cani to m a k e perfuming as impor­
Academy, a n d the A c a d e m y o f the Glorious Sun. Originally, t a n t a s it i s i n s o m e p l a c e s . T h e r e are e i g h t e e n M a s t e r P e r f u m e r s
there w a s just H e l l e s t e w A c a d e m y , n a m e d in h o n o r o f P a t h a d in Treverre, half o f w h o m p r o d u c e m a i n l y for export.
Hellestew. O v e r the s i x c e n t u r i e s o f i t s h i s t o r y , H e l l e s t e w
H e a l e r s : T h e Healers' G u i l d is a chapter o f the grand Healers'
Academy has earned a respectable reputation.
G u i l d ; it's n o t v e r y s t r o n g . T h e g u i l d h o u s e is a s m a l l b u i l d i n g a
In 4 2 1 0 (fifty years ago), political matters in Hellestew few blocks off the Generous Triangle. There are twenty-two
A c a d e m y w e n t from b a d to cataclysmic. Two-thirds o f t h e fac­
professional healers in t o w n , p l u s s o m e other guild m e m b e r s .
W e a v e r s : T h e Weavers' Guild covers the hundreds of people
w h o m a k e t h e c h e a p cloth o f T r e v e r r e . It is n e i t h e r p o w e r f u l n o r
well-respected.
Sky Pilots: T h e S k y Pilots' Guild extends throughout
Ketheria. T h e b r a n c h in Treverre m a i n t a i n s a fairly n i c e tavern
with a dock for skyboats. N o s k y pilots currently m a k e Treverre
their h o m e , and the guild has n o p o w e r here.
Tree-Mages: The twenty-two professional tree-mages
(Herbador specialists) h a v e recently b e e n organized into a trans-
city guild, a n d raised their prices. T h i s w a s n o t a p o p u l a r m o v e .
The guild has m a n y enemies.
T h i e v e s : Only a guild in the m o s t m o c k i n g sense: there's n o
organization, or rules, or dues, or guildhall, or sense o f c o m m u ­
nity, o r m u c h e l s e . There are certain citizens w h o m a k e their
living b y preying o n foreign travelers. So long as they keep
their depredations within reasonable bounds, a n d d o n o t molest
citizens o f Treverre, t h e city guard h a s better things to d o than
hunt them with any determination. The more civic-minded of
the thieves take pains to ensure that the guards don't h a v e t o d o
a n y u n n e c e s s a r y w o r k , e.g. b y b e a t i n g u p t h i e v e s w h o s t e a l from
Treverre citizens. Egnoster Chesewick considers herself the
h e a d thief, a n d d o e s a n a d e q u a t e j o b o f k e e p i n g h e r p o r t i o n o f
the thieves i n l i n e . T h e o t h e r t w o - t h i r d s o f the thieves a r e m o r e
erratic.

EDUCATION
T h e r e a r e s c h o o l s for y o u n g c h i l d r e n ( r o u g h l y , g r a d e s 1-6);
almost all natives h a v e attended o n e o f t h e m . M o s t citizens o f
Treverre a r e literate, if y o u don't expect t o o m u c h .
People w h o w a n t their children to have m o r e advanced edu­
cation - terrestrial high school or b e y o n d - have a f e w choices.
S o m e children are sent to boarding schools (Ruteland A c a d e m y
or B r a e A c a d e m y a r e t h e t w o c h o i c e s in Treverre). M o r e often,
p a r e n t s find t u t o r s f o r t h e i r c h i l d r e n f o r a f e w y e a r s . U s u a l l y a
d o z e n o r s o families will split t h e e x p e n s e o f a tutor for their
children.

ARTS AND LETTERS


T r e v e r r e h a s a n e w s p a p e r o f s o r t s : t h e Daily Banner. Four
large p a g e s o f n e w s , notices, advertisements, opinions, carica­
tures, a n d drivel are posted o n the public boards around town,
scattered in t h e t a v e r n s , d e l i v e r e d to t h e h o u s e s o f the rich. T h e
quality of the writing, the reporting, a n d even the newsprint are
n o t e x c e p t i o n a l - b u t t h e p a p e r is a l m o s t free. The paper has a
c e r t a i n a m o u n t o f p o w e r ; a t l e a s t , it c a n d e s t r o y reputations.
T h e penalties for libel in Treverre a r e very low.
M a n y O r r e n i n t h e c i t y e n j o y Bratapulco's Whimsical Hour, a
w e e k l y magazine o f short stories, number- a n d letter-puzzles,
poetry, a n d other frivolities.
T h e r e is a scatter o f professional artists, s u r v i v i n g b y d o i n g
p o r t r a i t s a n d c o m m i s s i o n e d a r t w o r k f o r the w e a l t h y and n o b i l i ­
ty. T h e r e a r e f o u r t h e a t e r s , o n e f o r e a c h o f t h e p o p u l o u s s p e c i e s .

Material Culture
W e describe a typical building in Treverre, w h i c h gives s o m e ­
w h a t o f a feel o f l i v i n g in t h e city.

THE. F O X IN FLAMES
T h e m a i n p l a c e w h e r e a d v e n t u r e r s h a n g o u t in T r e v e r r e is a n
inn called T h e F o x In Flames. T h e F o x in F l a m e s is a typical
inn (including the quirks: every inn has quirks), and typical of
Treverre style and architecture as well. m a t t r e s s e s o f l i n e n fiber, a n d c l e a n w o o l b l a n k e t s - b u t a r e u s u ­
It g e t s i t s n a m e from a fireproof w o o d e n statue o f a fox that a l l y r e n t e d b y t h e b e d , n o t t h e r o o m , s o y o u m i g h t find y o u r s e l f
is k e p t i n t h e b i g fireplace. Katine Arl, the ex-adventurer t h r e e feet a w a y f r o m a s n o r i n g G o r m o r o r y o u don't d a r e annoy.
R a s s i m e l i n n k e e p e r , s o m e t i m e s a n i m a t e s t h e fox (it b e c o m e s a
l i v e f l e s h f o x ) a n d s e n d s it o u t t o c h a s e o r c u d d l e someone. PLUMBING
The F o x in F l a m e s has b e e n the favored tavern of adventurers Treverre boasts a fairly g o o d w a t e r a n d s e w e r system, b a s e d
f o r fifty y e a r s o r m o r e - t h e h o u s e g i v e s a free r o u n d o f d r i n k s on equal parts careful construction a n d sorcery. A spell cast
to a d v e n t u r e r s w h o tell a g o o d e n o u g h story o f their a d v e n ­ e v e r y few h o u r s b y o n e o f the three A q u a d o r m a g e s in the
tures. Retired adventurers, n o w upper-class, often c o m e to the Treverre Department of Flowing induces water to flow uphill
Fox in F l a m e s to relive their exciting days. There's a signboard from the lake into a h o l d i n g p o n d on an artificial hill o n the out­
on t h e w a l l u s e d for calls for a d v e n t u r e r s . w a r d c o m e r o f t h e city. A f e w e x p e r t s (all C a n i ) taste t h e w a t e r

T h e c o m m o n r o o m takes u p a l m o s t h a l f the g r o u n d floor: a regularly, casting purification spells if n e e d be. F r o m the hold­

l o n g l o w r o o m , lit b y w i n d o w s a n d c a n d l e s a n d fireplaces and ing pond the water flows downhill through a dozen conduits: big

light s p e l l s c a s t b y c l i e n t s . If a light spell expires, y o u can p i p e s m a d e from t h e t r u n k s o f a n c i e n t t r e e s , l i n e d w i t h w a x . The

s o m e t i m e s g e t a f r e e h a l f - p i n t b y b e i n g t h e first t o c a s t a n e w conduits n e e d constant m a i n t e n a n c e ; they are laid in trenches

one. There are three long tables, w h e r e y o u might find your­ c o v e r e d b y b o a r d w a l k - s t y l e s i d e w a l k s , w h i c h c a n b e t a k e n u p in

self rubbing shoulders and swapping adventuring stories with a m o m e n t - though, in recent decades, a d v a n c e d sentient w a x -

a n y o n e from a s l u d g e - p o o r sailor from h a l f a b r a n c h a w a y to w o r k i n g and w o o d w o r k i n g spells h a v e gained popularity as a

the civilitat J u d o r i e W e n n e . There are a scattering of rickety faster w a y of fixing the waterworks. A forking labyrinth of

smaller tables as well, a n d t w o small dining r o o m s for m o r e smaller pipes brings w a t e r to m o s t of the buildings of Treverre.

private discussions. T h e d e c o r is a d v e n t u r i n g memorabilia, M o s t buildings h a v e city water, in the form o f a w e l l - r o o m : a


Katine's and s o m e regular patrons', but never ask the story s m a l l r o o m , t r a d i t i o n a l l y k e p t v e r y c l e a n a n d b r i g h t l y lit, w i t h a
behind the splint a r m o r patched with m a c r a m e h a n g i n g over well or a fountain fed b y the city's water. (Big homes might
the bar. h a v e t w o or three well-rooms. O n l y the w a t e r - m a g e s h a v e any­
T h e f o o d is d e c e n t . If you're poor, y o u c a n feed y o u r s e l f for thing close to terrestrial hot and cold running water.) The
a few terch for a b i g b o w l o f p o r r i d g e w i t h a s p o o n f u l o f j a m r o o m s that need water are usually right a b o v e the well-room,
or s p i c e d p r e s e r v e d m e a t for flavor. If y o u ' r e not so poor, the w i t h buckets a n d pulleys to bring w a t e r to them. C a r r y i n g w a t e r
grilled m e a t s are fine a n d c o m m o n f a r e is d o n e w e l l , b u t i f is t r a d i t i o n a l l y t h e j o b o f t h e y o u n g e r c h i l d r e n , a n d a t o p i c o f
you're g o i n g to p a y for fancy c o o k i n g , g o s o m e w h e r e which universal complaining.
d o e s it b e t t e r f o r n o t m u c h m o r e m o n e y . Katine brews excel­ Sewers are m a n a g e d similarly. E a c h h o u s e has a toilet or two,
lent h o s h beer. T h e s e r v i c e is s l o w t h e s e d a y s b e c a u s e K a t i n e feeding into the city sewer; a substantial a m o u n t o f t e c h n o l o g y
is h a v i n g t h e k i t c h e n r e n o v a t e d ; t h e j o k e i s t h a t t h e i r r e c i p e f o r a n d m a g i c is u s e d t o k e e p t h e s t e n c h o u t o f t h e h o u s e . T h e s e w -
cobbles a n d drapes starts, "First build yourself a stove." erpipes are k e p t in different t r e n c h e s from the w a t e r p i p e s , a n d
T h e p h y s i c a l b u i l d i n g is s t a n d a r d T r e v e r r e c o n s t r u c t i o n . The maintained by a distinctly lower-status branch of the
walls are w o o d , held together b y m e n g nails a n d precise join­ Department of Flowing. T h e sewers pour into t w o underground
ery a n d p a t c h e d in t w o p l a c e s b y H e r b a d o r s p e l l s . It's t h r e e sto­ p o n d s at t h e side o f t h e r i v e r l e a d i n g o u t o f t h e l a k e , w h e r e c a r e ­
ries tall, p l u s a t w o - l e v e l b a s e m e n t : a s h o r t e r b u i l d i n g w o u l d fully-crafted e n c h a n t m e n t s render the sludge as inoffensive as
w a s t e s p a c e , w h i c h is at a p r e m i u m i n s i d e t h e c i t y w a l l s ; a p o s s i b l e b e f o r e it p o u r s i n t o t h e r i v e r .
taller b u i l d i n g w o u l d n e e d m a g i c a l r e i n f o r c e m e n t for safety,
and w o u l d have b e e n too expensive. The City Guard
T h e city g u a r d h a s a fair a m o u n t o f p o w e r . T h e city experi­
T h e first f l o o r h a s v e r y t h i c k w a l l s : a d o u b l e w a l l , e a c h p a r t
ences a great m a n y visitors, w h o are as h a p p y to plunder the
four i n c h e s thick, w i t h t w o feet o f earth b e t w e e n t h e m . The
Treverrans as the Treverrans are to plunder them. Treverre
thickness protects somewhat against the extreme temperatures
M e n e h a s a b i g s t r e t c h o f V e r t i c a l s , w h i c h is f a i r l y w i l d by
of t h e m o n t h o f S u r p r i s e , a n d g i v e s e x t r a s u p p o r t t o t h e u p p e r
K e t h e r i a n s t a n d a r d s . O n c e i n a w h i l e T r e v e r r e fights a d u e l - w a r
stories. I t a l s o p r o t e c t s s o m e w h a t a g a i n s t fire a n d a s s a u l t b y
w i t h a n o t h e r city.
m o n s t e r s , b o t h o f w h i c h are serious if o c c a s i o n a l concerns.
T h e e i g h t g u e s t r o o m s o n t h e first f l o o r a r e t h e n i c e s t i n t h e i n n : S t i n e S e a n n a is t h e c u r r e n t c a p t a i n o f t h e city g u a r d : a d o u r

they h a v e c o m f o r t a b l e b e d s with bran m a t t r e s s e s a n d fur blan­ R a s s i m e l c o u n t w h o s e e s t r o u b l e e v e r y w h e r e . H e is a s s i s t e d b y

kets, and smallish glass w i n d o w s , and are rented b y the r o o m . e i g h t l i e u t e n a n t s , five f o r m a t t e r s i n s i d e t h e c i t y , t h r e e t o r o a m


the countryside.
The upper stories are m u c h lighter construction: single walls,
U n d e r t h e l i e u t e n a n t s , t h e o r g a n i z a t i o n is i n f o r m a l . Most
floors o f light p l a n k s s u p p o r t e d b y h e a v y b e a m s . The staff
( m a y b e 7 5 % ) guards are informally recognized as "petty": lack­
constantly tells j o k e s about h o n e y m o o n e r s b r e a k i n g through
ing the personality or intellect or c o n n e c t i o n s or skill t o b e g i v e n
t h e u p p e r - s t o r y f l o o r s , b u t it h a s n ' t h a p p e n e d y e t - p e r h a p s d u e
charge of anything serious. They always do the routine matters:
to a s c a r c i t y o f h o n e y m o o n e r s ; t h e F o x i n F l a m e s i s n ' t t h e m o s t
guarding the gates, patrolling the m a i n streets, helping out in
romantic p l a c e to stay for the m o n e y in Treverre. T h e upper
more complex matters.
rooms are pleasant e n o u g h seven m o n t h s out of nine, with good
furnishings and decent beds and latticework glassless win­ T h e rest, "officers o f the guard", u s u a l l y d o r o u t i n e j o b s as
dows. T h e y r e n t f o r a q u a r t e r o f their u s u a l p r i c e d u r i n g w i n ­ w e l l - t h e r e is n o official d i s t i n c t i o n b e t w e e n them and petty
ter a n d S u r p r i s e , b u t e v e n w i t h that t h e y ' r e m o s t l y e m p t y . guards. H o w e v e r , w h e n s o m e t h i n g c o m e s up, usually a lieu­
t e n a n t w i l l c h o o s e a n o f f i c e r o f t h e g u a r d t o t a k e c a r e o f it.
T h e u p p e r b a s e m e n t is m o s t l y s t o r a g e . The lower basement
S o m e t i m e s t h e c h o i c e i s f o r t u i t o u s — e.g., the guard w h o gets to
has eighteen guest r o o m s . These are reasonably nice - good
the scene of the m u r d e r m i g h t b e a s k e d to take care of the inves­ t w o s m i t h s from B a r e n c y w h o are living in T r e v e r r e for four
tigation. S o m e t i m e s i t ' s i n t e n t i o n a l ; i f K a r a s p l a s h d o e s w e l l at months.
investigating one murder, she might b e put in charge of the next
one. S o m e t i m e s t h e i n t e n t i o n s a r e d a r k e r : it's n o t a l w a y s a g o o d ADMISSION T O THE SMITHS' GUILD
thing to b e p u t in c h a r g e of a tricky investigation, or set an T h e S m i t h s ' G u i l d rules are v e r y strict: c o p i e d f r o m a city with
impossible task. a m u c h m o r e powerful guild. T h e only g u i l d - m e m b e r s are the
O f t e n , g u a r d p r o j e c t s are s p o n s o r e d b y i n d i v i d u a l s . T h e g u a r d seven masters. To b e admitted to the guild, o n e m u s t (1) h a v e
u s u a l l y w i l l n o t i n v e s t i g a t e a n y b u t the m o s t h e i n o u s c r i m e v e r y c o m p l e t e d a n apprenticeship with one of the guild-masters; (2)
deeply, especially if t h e likely p e r p e t r a t o r is a citizen o f m o r e d e m o n s t r a t e the craft-skills o f a smith b y c o m p l e t i n g a master­
influence than the victim. If the v i c t i m offers to p a y a few thou­ p i e c e ; (3) s u r v i v e a s e c r e t v o t e b y the g u i l d m a s t e r s , g e t t i n g at
sand lozens or a useful m a g i c item towards the costs of the l e a s t five " y e s s e s " .
i n v e s t i g a t i o n , t h e g u a r d i s m u c h m o r e l i k e l y t o d o it. (Some T h e only w a y s out of the guild are (1) death, (2) m o v i n g a w a y
p e o p l e c o m p l a i n t h a t t h i s is u n f a i r . T h e y ' r e right. The guard's for s e v e n y e a r s , or ( 3 ) n o t p a y i n g t h e e x p e n s i v e g u i l d d u e s for
official a n s w e r is, " H a v e the civilitat p a y all o u r e x p e n s e s , a n d three years. ( 3 ) is t r a d i t i o n a l l y a c c o m p a n i e d b y b e a t i n g t h e e x -
we'll investigate everything.") This practice invites corruption, master with h a m m e r s until fourteen b o n e s are b r o k e n .
a n d a c e r t a i n a m o u n t o f b r i b e r y is t o l e r a t e d b y t h e s e n i o r g u a r d s . T h e master-smiths are individually powerful. The smiths and
T h e city's t o l e r a n c e h a s its limits; e v e r y g e n e r a t i o n , a f e w i m p o r ­ hostellers together elect a legeriator, the t w o guilds h a v i n g equal
tant g u a r d s are exiled or tortured tp death for e x c e s s i v e corrup­ w e i g h t - so the vote of o n e m a s t e r - s m i t h h a s the s a m e w e i g h t as
tion or not sharing properly. hundreds of hostellers. So Smiths' Guild matters are watched
In Treverre, there are currently 165 g u a r d s (plus the lieu­ far m o r e carefully t h a n s u c h a tiny g u i l d w o u l d o r d i n a r i l y w a r ­
tenants a n d captain), about forty of w h o m are officers o f the rant.
guard. T h e y are fairly e v e n l y distributed b e t w e e n C a n i , O r r e n ,
and Rassimel, with somewhat fewer Herethroy, and a few of
other species. S o m e thirty g u a r d s (half o f t h e m officers) are
g u a r d m a g e s , skilled at s u c h c o m b a t a n d investigative m a g i c as
is i n s i d e t h e g u a r d ' s b u d g e t .
Petty guard training is h a p h a z a r d : a n " a p p r e n t i c e s h i p " o f a f e w
months under some senior guard, and a few hours of training
w i t h a w e a p o n o r t w o o r b r a w l i n g e a c h w e e k for a f e w y e a r s .
Officers o f the g u a r d are usually trained m o r e carefully, or h a v e
some background adventuring.
T h e guard's e q u i p m e n t is m i x e d . T h e y h a v e thirty-eight m e t a l
w e a p o n s , m o s t l y s w o r d s , m o s t l y u s e d b y t h e g u a r d s at t h e g a t e s .
T h e r e is a n o d d c o l l e c t i o n o f o t h e r useful e q u i p m e n t ( i n c l u d i n g
three B i g B a g s and an enigmatic glass sword w h i c h cut the hand
off t h e last p e r s o n t o d r a w it), w h i c h is o c c a s i o n a l l y g i v e n to
o f f i c e r s w h e n t h e y n e e d it, a n d m o r e o f t e n k e p t l o c k e d a w a y .
In serious e m e r g e n c i e s , the captain o f the g u a r d m a y draft just
about a n y o n e in the city to help. T h i s is r a r e l y n e c e s s a r y . The
last t i m e the city w a s t h r e a t e n e d - a m a l e v o l e n t s c y a n t u r g e sent
p o i s o n o u s t e n d r i l s c r a w l i n g t h r o u g h the c i t y s t r e e t s - H e l l e s t e w
and Glorious Sun competed fiercely t o b e t h e first t o d e a l w i t h
the matter.

Smiths' Guild
T h e S m i t h s ' G u i l d is a t y p i c a l s m a l l W o r l d T r e e g u i l d . There
are, b y an "ancient" c u s t o m conveniently discovered in some
guild politics last century, o n l y s e v e n m a s t e r - s m i t h s in T r e v e r r e .
The current master-smiths are: Vind H a m m a r m o r t h (Rassimel
man, weapons-smith); Crander Antorron (Cani man, weapons-
smith, hasn't t o u c h e d a forge in t w e n t y years), N a b u s Ventretti
( H e a d of guild; Cani m a n , m o v e d from Ovirucci w h e n he got the
chance to b e the h e a d of the guild; priest of Tenmen; armorer);
Silverfish D a n c e r (Orren w o m a n , jeweler); E n a Snullens (Cani
w o m a n , married to current head of Hostellers' Guild; mainly
decorative work); Bilitatton Darkstripe (Herethroy co-lover,
armorer); Gastorla Petz (Rassimel woman, toolmaker and some­
thing of an enchanter).
T h e Smiths' Guild has a handful of auxiliary m e m b e r s of one
form or another: a Rassimel w o m a n w h o has finished her jour-
n e y w o r k a n d is w a i t i n g for a n o p e n i n g a m o n g t h e full m e m b e r s ;
In my youth J was a proper and upstanding scoundrel, all my
attention on matters of demeanor and title and etiquette, and it
damn near left me sitting in the Nobles' Pavilion instead of the
throne. For we had a choof among us to see who was to be heir-
designate to Treverre, Clytemna my sister and Gravion my
brother and I. Barency had just sent a new ambassador to
Treverre, with a dozen children in tow, all chubby fluffy tidy
well-mannered Rassimel. So we arranged that whichever of us
collected the most of them in our social circle would win the
choof. Clytemna picked up seven, and Gravion got four. I was
left with only priggish, piggish Porence Butterman, trading bit­
ter comments about how rude and improper all our siblings
were.
So, when it came time for the three of us to get our first posi­
tions, Clytemna stood as the Secretary-Apprentice, in the corner
of the Legeriat, and became known to every important person in
Treverre. Gravion stood as a lieutenant in the guard, and
earned respect in that rough company. And I stood to the truly
unimpressive position of Administrator of the Post, supreme
leader of three air-mages and a dozen riders too wild to stay in
any city, plus some collection of grooms and ill-kempt coach­
men.
When Gravion was married, we sent polite announcements all
about. Joiret Dansanguine was the messenger to Barckx, for
Caerldlu were relatives in some remote degree of a co-husband;
while such a distant and important House would never attend in
person, we had to invite them. Joiret scarcely made half the
journey, with some strangely persistent brigands pursuing her.
She returned to Treverre, message not delivered, missing two
lingers and most of her tail.
"What better could you expect from the Post with Adcominie
running it? Ho, he'll just ask them politely to let the messenger
through, and expect that will be that!", is what everyone said.
From hearing that, I had a fury. 1 gathered followers to me:
one of the Post's air-mages, two of my more aggressive cousins,
a classmate at Hellestew who ached to try her new Pyrador
\pells as they were meant to be cast, an Orren fencer who
thought that any prince would be a good patron, a Sleeth guide
who generally alerted us to danger by running off at the first
tign of it, a dozen others. We retraced Joiret's path. Our Sleeth
fled many times, as we fought jack o'hooks and evasive brig­
ands, and remorshka and evasive brigands, and finally brigands
and evasive brigands.
At length we arranged a situation in which evasion was futile,
and with a great price in blood and cley we made them our cap­
tives, and brought them along with our message to Barckx. The
sorcerers of Caerldlu put the brigands to the question, and
pulled their secrets out like teeth. The brigands were no simple
highwaymen, but mercenaries and agents of House Temeresco;
and their intention was not simple banditry, but the weakening
of House Caerldlu as a move in their subtle political struggle.
And, in the grand tradition of Ketherian politics, Caerldlu
thought that Temeresco was its stoutest ally beforehand.
So poor Prince Gravion was surprised and honored when
three high lords of Caerldlu came to his wedding. But he was
not pleased, nor was Clytemna, to see them walk arm in arm
with me, already speaking to me as if I were their equal.
- Duke Adcominie Brae of Treverre
[Memoir of a Sleeth fire-mage named Rrengra]
After we get back, Azliet invites me to stay in her longhouse while we recover from fighting too many scawn. I am not sure now
why I accept. Perhaps it is the biting insects in the Fox in Flames' sleeping rooms, or perhaps it is Azliet's stories about Cheknou's
cooking. Either way I do the right thing staying with her. There are no biting insects here, and Cheknou is better than any inn I am
willing to pay for. Dinner is a feast welcoming Azliet home alive, and me and Orkozarmon for bringing her here. Cheknou buys a
whole guntry, cuts two thousand little slits in it, and sticks spices in each slit. When I have a week to cook a guntry, and hands, I
remember this recipe.
Dinner is very late, and everyone goes to sleep right afterwards. Azliet and Hraff curl up in a corner, with most of the other adults
nearby. Three of the puppies decide that I am a good pillow, so I show them how a mother Sleeth washes her kittens' faces. They yelp
and squirm, and everybody laughs. Then they go to sleep cuddled up to me. Squirmy little puppies -1 sleep sounder with the biting
insects.
I do not know before then that Cani sleep all night. I wake up at the usual time, but everyone else is asleep like statues. Except for
the puppies, who are asleep like squirming statues. I cover them with a blanket and look around. When we talk first, Azliet says that
her family is not terribly rich. Someday I want to be not terribly rich like this! They have the dozen enchanted things around the
house, several metal things out in the open, the tapestries everywhere, the very fine furs for sleeping, and many other things.
I do not want to wake any Cani, so I go into the kitchen first. The stove is the amazing stove. It is a huge pottery thing in the mid­
dle of the kitchen, big enough for me to sleep inside. I cannot get in, though. The fire is behind some doors with such complicated
latches that clever-fingered Cani puppies can't get in either. It is made of hardened clay, and glazed in shiny colors. Cheknou this
morning tells me that the red and black glazed parts are cool enough to touch. The blue ones are hot enough to simmer water. There's
one big tank for simmering water, and another for heating up to simmering. They never have to wait for the dishwater to get hot. That
is the very important thing of the stove, since otherwise the puppies lose interest too fast in doing the dishes. The green parts are boil­
ing hot. Yesterday Lantie cooks the soup in the middle-sized green well, and boils all the eggs at once in the small one. There are two
wide places, glazed white and searing hot. I suppose you use the flat one when the meat is dry, and the dished one when it's juicy or
when you make a sauce. Then there are the three ovens. Each morning it needs the three logs and the three cley, and then it burns all
day. It is not the work of a great world-burning fire wizard, but the spellwork is as solid as the pottery and the pottery holds up for
two hundred years without a crack. It is the wedding present to Azliet and family, from Hraffs parents' longhouse. Four of Hraffs
parents come with it - for Cani I suppose that too is a present- and two of them are still living here.
The rest of the kitchen is not making a fire-mage's ears stand up quite so much, but it is rich. The floor is big shiny red-brown clay
tiles. There is the cistern in the corner with a Doubled Drink talisman by the side. Earlier that day Azliet forbids me to drink out of
it without a cup, so that night I plan to wake her up and pry her off of Hraff and make her scoop a bowl of water for me. If she is as
13
clever about Sleeth as she is about scawn she shows me the drinking horns or leaves a bowl on the floor. There is the trap door
14
into the pantry , in which they keep much dried spiced guntry, and other things that do not make me so hungry.
The gathery room is the biggest room of the house. The floor is some hard wood, frace perhaps, but everywhere are the rugs and
so it is hard to tell. The walls are definitely frace; I poke behind one of the tapestries. Three walls are protected with Unburning
Wood. The fourth one just has the tattered traces of a spell. I think I tell Azliet to scratch the one who cast that spell. If she asks I
do it better myself.
If I stay here longer perhaps I earn my keep by fireproofing houses. The tapestries should be fireproofed too, but that is harder since
they are woven with some wool and some plant fiber. At least Azliet does not have tapestries near the fireplace. Rrai, I suppose I do
not care if five Cani dancing around a flowering bush burn up, as long as they are only woven on a tapestry.
They keep a little bit of dried spiced guntry up here, in a wooden box that is not locked. Paws can open it after a bit of trying, which
is a shame. It is not the same kind as in the kitchen and not as good. I do not know why even some Cani would spice a guntry with
thallassy. Fortunately there are pepper pods in the kitchen where I can reach them, to burn the taste out of my mouth. I see where
Azliet learns to be the clever adventurer; her home is full of traps set for intruders.
Then I find the second trap. The bench along the short wall is teetery, and Cheknou and Ravide come running and growling when
a Sleeth knocks it over at night. So I will explore more in the daytime. Now I go back to the squirming puppies.

13
Rrengra could use her innate Ruloc Corpador to scoop up some water with a drinking horn, and not have to lap out of the cistern with her tongue. She's a little annoyed at her friend's
unconscious prejudice, so she's pretending not to notice the horns. She won't use a saucer directly, because her innate and free powers only affect animal matter, not pottery. With a con­
servative adventurer's habits she doesn't want to use ordinary magic; it might cost a cley.
14
A trap door into a pantry would be inconvenient for a typical human house; the cook would have to climb out of the pantry and hold the food he was fetching at the same time. Cani
longhouses are built assuming there will always be several people around, and that it'll never be a problem to have someone climb down and hand the food up to the cook. Rrenngra would
just jump back up with the food in her mouth; the issue wouldn't occur to her either.
Basic "Rales for £\nxioas Players
T h i s c h a p t e r s u m m a r i z e s t h e rules o f t h e W o r l d T r e e g a m i n g
s y s t e m : r e a d it, a n d y o u k n o w e n o u g h t o b e g i n t o p l a y . T h e r e s t Dice
o f t h e rules a r e e l a b o r a t i o n s o n t h e ^ e ; r e a d t h e m a n d y o u w i l l T h e W o r l d T r e e R P G u s e s t w o k i n d s o f d i c e : simple ( d 6 , d 2 0 ,
k n o w e n o u g h t o p l a y w e l l , a n d r e a l l y l i v e t h e life o f a n a d v e n ­ e t c . ) a n d stress ( s 6 , s 2 0 , e t c . ) . S t r e s s r o l l s c o m e i n s i t u a t i o n s
turer o n the World Tree. w h e r e y o u m i g h t fail t e r r i b l y o r s u c c e e d g l o r i o u s l y . S t r e s s d i c e
can roll very well or very badly. F o r m o r e information s e e p a g e
136.
ROLEPLAYING
• A r o l l o f 1 m i g h t m e a n " v e r y b a d l y " . R o l l s o m e b o t c h dice,
W o r l d T r e e is a r o l e - p l a y i n g g a m e , a n a d v e n t u r e o f s h a r e d s t o ­
w h i c h a r e d 6 ' s . U s u a l l y you'll o n l y roll o n e , b u t t h e g a m e m a s ­
r y t e l l i n g . M o s t o f t h e p e o p l e i n v o l v e d , t h e p l a y e r s , t a k e the
ter m i g h t tell y o u t o roll m o r e . I f a n y o f t h e b o t c h d i c e c o m e u p
roles o f c h i e f characters o f t h e story, usually o n e character p e r
1, s o m e t h i n g b a d h a p p e n e d . E x a c t l y w h a t i s u p t o t h e g a m e m a s ­
p l a y e r . P l a y e r s c o n t r o l t h e i r c h a r a c t e r s , w i t h i n t h e rules a n d t h e
t e r : y o u m i g h t d r o p y o u r s w o r d o r c a s t t h e fireball o n y o u r s e l f .
s c o p e o f t h e story.
If y o u didn't botch, y o u either rolled a n o r d i n a r y 1 o r j u s t failed,
O n e person, the gamemaster, does everything else. The
at t h e g a m e m a s t e r ' s c h o i c e .
g a m e m a s t e r is in charge o f all the other characters in the story:
the non-player characters, or NPC's. T h e gamemaster sketches • I f y o u roll t h e die's m a x i m u m , roll a g a i n a n d a d d t h e n e w roll.
the o u t l i n e o f t h e s t o r y - b u t t h e d i f f e r e n c e b e t w e e n t h e n o v e l ­ S o , if y o u roll a 2 0 o n a n s 2 0 , y o u roll again. I f y o u r s e c o n d roll
i s t ' s a r t a n d t h e g a m e m a s t e r ' s i s that the p l a y e r s , n o t t h e is 7 , t h e n y o u r o l l e d 2 0 + 7 = 2 7 o n t h e s 2 0 . I f t h e s e c o n d r o l l is
gamemaster, control m a n y chief characters, a n d the story will a n o t h e r 2 0 , y o u g e t t o k e e p g o i n g . ( I f t h e s e c o n d r o l l i s a 1, y o u
w h i r l a n d d a n c e a w a y in directions that n o b o d y , least o f all t h e rolled a 21 total, n o t a c h a n c e to botch.)
g a m e m a s t e r , e x p e c t s . T h e g a m e m a s t e r i s t h e final a r b i t e r o f t h e
rules. T h i s is a great deal o f w o r k , for w h i c h m i c r o c o s m i c near- A T T R I B U T E S A N D SKILLS
o m n i p o t e n c e is a scant reward. There are ten Attributes, which describe your character's r a w
R o l e p l a y i n g g e n e r a l l y is a c o o p e r a t i v e g a m e f o r t h e p l a y e r s . physical a n d mental ability: Strength, Stamina, [Manual]
I n - c h a r a c t e r , c h a r a c t e r s m a y d i s a g r e e a n d fight a n d h a t e e a c h D e x t e r i t y , [ B o d i l y ] A g i l i t y , P e r c e p t i o n , F a i t h , M e m o r y , Wits,
o t h e r ; b u t b e s t i f t h e players w o r k t o g e t h e r . I n p a r t i c u l a r , t h e W i l l , a n d C h a r i s m a . A n a t t r i b u t e o f 0 i s a v e r a g e : n o b o n u s , no
g a m e is n o t a c o n t e s t o f p l a y e r s a g a i n s t g a m e m a s t e r . The penalty. A n attribute o f - 2 is p o o r b u t n o t crippling. A + 3 is
g a m e m a s t e r gives the players a chance to b e other people, to live n o t a b l y g o o d ; a + 5 is i m p r e s s i v e . ( S e e p a g e 1 3 6 . )
(and perhaps die) heroically; to experience and explore a radi­ T h e r e a r e a l a r g e n u m b e r o f Skills, w h i c h d e s c r i b e y o u r
cally n e w world. T h e players give the g a m e m a s t e r an active learned or a c q u i r e d abilities. A w a r r i o r m i g h t h a v e a h i g h skill
a u d i e n c e w h o tells h a l f t h e story, a delightfully a n d exasperat- level in E d g e d W e a p o n s ; a traveler m i g h t h a v e G e n e r a l
ingly unpredictable set of characters, and a means to bring imag­ K n o w l e d g e . T h e s k i l l n u m b e r y o u u s e i s t h e level. A s k i l l l e v e l
ination closer t o m u n d a n e reality. of 0 indicates n o e x p e r i e n c e . A skill o f 5 is a r e s p e c t a b l e a m a ­
t e u r l e v e l . A skill o f 10 is a d e c e n t s t a r t i n g p r o f e s s i o n a l l e v e l ; a
s k i l l o f 15 i s a n e x p e r t i n t h e field. ( S e e p a g e 1 3 7 . )
CHARACTER CREATION
A l m o s t e v e r y roll y o u m a k e h a s t h e f o r m
You'll p r o b a b l y u s e a g a m e m a s t e r - d e s i g n e d character for your
first g a m e . R e a d y o u r c h a r a c t e r s h e e t , a n d a s k t h e g a m e m a s t e r
t o e x p l a i n anything t h a t d o e s n ' t m a k e s e n s e . Y o u a r e r e s p o n s i ­ A t t r i b u t e + Skill + d 2 0
b l e f o r r e m e m b e r i n g t h i n g s o n i t , s i n c e y o u a r e l o o k i n g a t it a n d or
t h e g a m e m a s t e r isn't. I f y o u forget that y o u r c h a r a c t e r can't b e A t t r i b u t e + Skill + s 2 0 .
poisoned, the gamemaster might unwittingly poison you - and
gamemaster mistakes are permanent. T h e s t r e s s d i e is u s e d in s i t u a t i o n s w h e r e t r i u m p h s o r d i s a s t e r s
are possible.
T h e c h a r a c t e r creation rules start o n p a g e 1 0 8 . B u t read this
c h a p t e r a t least b e f o r e y o u start, s o it will m a k e s e n s e .
For example, if you're trying to pick a lock, y o u w o u l d u s e the
Attribute o f D e x t e r i t y ( m a n u a l dexterity), a n d t h e skill o f P i c k Knacks
Locks; for a typical lock, y o u m i g h t need a total o f 2 0 o r better. You m a y h a v e k n a c k s in s o m e skills. A k n a c k is a b o n u s that
If y o u ' r e t r y i n g t o e x a m i n e a l o c k a n d g u e s s h o w h a r d it w i l l b e y o u a d d in w h e n e v e r y o u u s e t h e skill. It's straightforward for
(o p i c k , y o u m i g h t r o l l P e r c e p t i o n + P i c k L o c k s + s 2 0 , a n d n e e d n o n m a g i c a l skills. F o r m a g i c , y o u get to a d d all the k n a c k s of
a total o f 15 o r better. the spell's art - if y o u cast M u t o c P y r a d o r Illusidor a n d h a v e
Higher dierolls a n d higher totals are a l w a y s better. The k n a c k s in all three arts, a d d all three k n a c k s . See page 145.
gamemaster will pick a number, a n d if y o u r Attribute + Skill +
s20 total is t h a t n u m b e r o r a b o v e , y o u s u c c e e d . S o , if you're TIMING
p l a y i n g a n a m a t e u r thief w i t h D e x t e r i t y = + 3 a n d P i c k L o c k s = W h e n t h e p r e c i s e o r d e r o f e v e n t s is i m p o r t a n t - like in a battle
6, a n d t h e g a m e m a s t e r d e c i d e s t h a t y o u n e e d a t o t a l o f 2 0 o r - w e u s e initiative. I n i t i a t i v e s are c a r d s d r a w n from a n o r d i n a r y
h i g h e r t o o p e n t h e d o o r , y o u ' l l n e e d t o r o l l a n 11 o r m o r e o n t h e deck of playing cards. E v e r y o n e w h o gets a n A c e goes first;
d 2 0 , t o g e t 3 + 6 + 1 1 = 2 0 >= 2 0 . I f y o u r s k i l l w e r e 1 5 - a n e x p e r t then e v e r y o n e w i t h a 2 , a 3 , a n d s o o n to King, a n d t h e n b a c k to
lockpicker - y o u ' d o n l y n e e d to roll a 2 or better. Ace again. (See page 148.)
W h e n e v e r y o u act, y o u immediately d r a w another initiative
Experience card as your next initiative. F o r example, suppose y o u d r a w an
Your level in a skill is d e t e r m i n e d b y h o w m a n y experience Ace, and your opponent draws a Queen. You act o n A c e , and
points y o u p u t i n t o it. S k i l l s a r e d i v i d e d i n t o n i n e skill cate­ then draw again: a 4. You act o n 4, a n d draw again: a 5. You
gories, s u c h as m a g i c a l skills a n d social skills. A s y o u play, t h e act o n 5, a n d d r a w another 5. Y o u n o w h a v e to w a i t until 5
gamemaster will assign experience for each skill category. c o m e s u p again; your e n e m y acts next, o n Queen.
Between sessions, y o u can take some of the experience from the W h e n it's n o t y o u r initiative, y o u can't d o m u c h . Y o u c a n talk
c a t e g o r y ' s p o o l a n d a p p l y it t o s o m e i n d i v i d u a l s k i l l s i n t h a t c a t ­ and look around. You c a n set off bound defense or healing
egory. R a i s i n g a skill b y o n e costs a n u m b e r o f experience spells. Y o u m a y b e able to r e s p o n d t o events like falling or get­
p o i n t s e q u a l t o t h e l e v e l y o u a r e r a i s i n g t h e s k i l l t o : it c o s t s 5 ting jumped; ask the gamemaster. See page 150.
points t o g o f r o m level 4 to level 5. In m o s t cases, y o u c a n gain
at m o s t o n e l e v e l i n a p a r t i c u l a r s k i l l p e r s e s s i o n . S o , g o i n g a l l
the w a y f r o m 0 t o 5 w o u l d t a k e 1+2+3+4+5=15 experience
COMBAT
E v e r y o n e h a s Life Points, indicating h o w healthy, large, a n d
p o i n t s , a n d five s e s s i o n s . See page 146.
t o u g h t h e y are. A s u p e r b w a r r i o r m i g h t h a v e fifty; a t o u g h n o n -
warrior will h a v e half that. A s long as y o u have a positive num­
ber, you're O K . W h e n y o u h a v e a small n e g a t i v e n u m b e r , you're
incapacitated but not dead. W h e n y o u have a large negative
n u m b e r , y o u are d e a d ; r e s t o r i n g y o u t o l i f e i s n o t e a s y . (See
p a g e 150.)
C o m b a t depends o n several attributes a n d skills, but is boiled i n g t h e m , M u t o c o f c h a n g i n g t h e m , a n d so o n . T h e N o u n s tell
d o w n to a few n u m b e r s . F o r example, your Attack B a s e is w h a t k i n d o f m a t e r i a l t h e s p e l l is w o r k i n g w i t h : H e r b a d o r is
d e t e r m i n e d m o s t l y b y y o u r skill at u s i n g y o u r w e a p o n , your p l a n t m a t e r i a l , P y r a d o r i s fire. S o , a fireball s p e l l w o u l d c r e a t e
D e x t e r i t y , a n d w h a t k i n d o f w e a p o n it i s . S e e p a g e 1 5 2 . fire, a n d t h u s u s e C r e o c P y r a d o r . T h e s p e l l t o p u t o u t a fire
To hit s o m e o n e w i t h a w e a p o n , roll y o u r A t t a c k = A t t a c k would b e Destroc Pyrador. See p a g e 172.
Base + s20. Y o u r v i c t i m w i l l roll a D e f e n s e = D e f e n s e Base + S o m e spells h a v e multiple arts: if y o u w a n t to turn a n u t into a
s20. I f t h e A t t a c k t o t a l i s h i g h e r , t h e w e a p o n h i t s . T h e d a m a g e g l o v e , y o u w o u l d u s e t h e V e r b M u t o c ( c h a n g i n g ) , and t h e N o u n s
is, a b a s e d a m a g e d e p e n d i n g o n t h e w e a p o n a n d y o u r S t r e n g t h , Corpador (animal material, including leather) a n d H e r b a d o r
p l u s a Damage Increment for every ten points b y w h i c h Attack (vegetable material, including nuts). W h e n e v e r a spell uses sev­
b e a t s D e f e n s e , m i n u s a Soak s c o r e d e t e r m i n e d b y y o u r v i c t i m ' s e r a l a r t s , y o u r s k i l l a t it i n v o l v e s t h e worst o f i t s V e r b s k i l l s a n d
a r m o r - b u t t h e d a m a g e is at least o n e point, n o m a t t e r h o w g o o d t h e worst o f i t s N o u n s k i l l s - e.g., M u t o c , a n d w h i c h e v e r o f
the armor or pathetic the weapon. C o r p a d o r a n d H e r b a d o r y o u a r e w o r s t at.
H e r e a r e t h e s e v e n Verbs a n d t w e l v e N o u n s . N o t e that they do
Combat Stance overlap; some things are covered b y more than one Art. Blood
Skilled fighters can choose to b e aggressive or defensive. On is b o t h C o r p a d o r ( a s all flesh i s ) , a n d A q u a d o r ( a s all l i q u i d s
your initiative, y o u m a y pick a number, called your C o m b a t are). It c a n b e affected b y e i t h e r N o u n , o r m o r e e a s i l y b y u s i n g
S t a n c e , w h i c h is a d d e d t o y o u r A t t a c k - a n d subtracted f r o m b o t h at o n c e .
y o u r Defense, o n every defense roll until y o u r next action. If
you choose a positive stance, y o u l i r e aggressive: you'll hit and M a g i c a l Arts
be hit m o r e a n d harder. If y o u choose a negative stance, you're
Name Abrv. Domain
defensive. Your stance m a y b e n o larger than your C o m b a t
Stance B a s e skill in absolute v a l u e . S e e p a g e 1 5 7 . VERBS
Creoc Cr Creation
Combat Options Destroc De Destruction
Experienced warriors have m a n y options available in combat.
T h e y m i g h t try to hit accurately at t h e e x p e n s e o f d a m a g e , o r Healoc HI Healing, Restoring
hard at the expense o f accuracy. T h e y might retreat a f e w steps Kennoc Ke Knowing, Information(unreliable)
to gain a defensive advantage, o r try to force their e n e m y to
Mutoc Mu Changing, Transforming
r e t r e a t . T h e n u m b e r o f o p t i o n s a v a i l a b l e t o y o u is e q u a l t o y o u r
C o m b a t S t a n c e B a s e skill. S e e p a g e 157. Ruloc Ru Control

Sustenoc Su Sustaining
Magic in Combat
M o s t attack spells don't t a k e effect i m m e d i a t e l y . T h e y r e q u i r e NOUNS
o n e a c t i o n t o build; d r a w a n i n i t i a t i v e f o r w h e n t h e y finish. Airador Ai Air, Weather, Sound
W h i l e they are building, they a r e usually visible (if y o u ' v e cast
Aquador Aq Water, Liquids.
a s p e l l t o s e t s o m e o n e o n fire, t h e y w i l l s m o l d e r ) , b u t t h e y d o n o
d a m a g e until their initiative. S e e p a g e 185. Corpador Co Animal Matter, People, Flesh, B o n e
M o s t d e f e n s i v e s p e l l s a n d c o u n t e r s p e l l s a r e fust; t h a t i s , t h e y Durudor Du Metal, Stone, Glass
t a k e effect instantly. You m a y get the opportunity to counter-
Herbador Hr Plants, Plant Matter, Soil
s p e l l a n a t t a c k s p e l l b e f o r e it t a k e s effect, if y o u r i n i t i a t i v e is
b e f o r e t h e attack spell's. It is h a r d t o e l i m i n a t e e v e n a m o d e r ­ Illusidor II I m a g e s , Illusions, Light, S o u n d
ately-powerful attack, b u t y o u c a n usually soften the blow. Locador Lo Space, Places
T h e simple, l o w - p o w e r attack spells are n o t very dangerous. Magiador Ma Magic
In battle, m a g e s tend to b e support: blinding enemies, healing
allies, providing distractions a n d t h e like. Mentador Me Mind, Thought
Pyrador Py Fire, Heat, Cold, Light
MAGIC Spiridor Sp Spirits, Sentient Magic

Tempador Te Time
Cley
M o s t m a g i c r e q u i r e s cley, a k i n d o f s p e l l - p o i n t . C a s t i n g a p a t ­
tern spell requires o n e cley, regardless o f h o w strong o r tricky
the spell is. A s p o n t a n e o u s spell requires d 3 cley. E a c h p e r s o n Complexity and Power
gets a daily supply o f cley: at d a w n (for most people), y o u will T h e r e a r e t w o m e a s u r e s o f a s p e l l : Complexity a n d Power.
b e r e s t o r e d t o F a i t h + C l e y B a s e + d 6 cley. I f it's n o t d a w n , y o u C o m p l e x i t y tells h o w tricky a spell is; if it's t o o tricky, y o u
c a n g e t a f e w c l e y b y m e d i t a t i n g o r g e t t i n g a gift o f c l e y from m i g h t n o t b e a b l e t o c a s t it. P o w e r t e l l s h o w m u c h f o r c e t h e r e i s
s o m e o n e else. S e e p a g e 173. b e h i n d a spell. F o r e x a m p l e , p i c k i n g a l o c k m a g i c a l l y is a h i g h -
complexity spell that doesn't usually n e e d m u c h power.
Magic Arts: Nouns and Verbs B l u d g e o n i n g a d o o r d o w n is l o w c o m p l e x i t y , b u t r e q u i r e s a g r e a t
U s i n g t h e s p e l l s d e p e n d s o n a p a i r o f s k i l l s , t h e s p e l l ' s magical
deal of power.
arts. T h e a r t s a r e V e r b s a n d N o u n s . T h e V e r b s t e l l w h a t y o u a r e
C o m p l e x i t y is a l w a y s a m u l t i p l e o f 5 . Complexity-5 spells
d o i n g : C r e o c is t h e Verb o f c r e a t i n g things, D e s t r o c o f destroy­
are the World Tree equivalent o f appliances: c o m m o n , easy to
use, unexceptional. Complexity- self). F o r e x a m p l e , if y o u cast a Fire F l o w e r o n initiative A c e
1 0 a n d 15 a r e p r o f e s s i o n a l q u a l ­ a n d d r a w 7 for t h e spell's initiative, y o u r e n e m i e s h a v e t h e time
ity. Complexity-20 and higher b e t w e e n 2 a n d 6 to try to d o s o m e t h i n g about the spell.
is s e r i o u s m a g i c . C o m p l e x i t y is
mainly used to determine Magic Resistance
w h e t h e r or not y o u c a n cast the spell. Ordinarily, w h e n a spell is a b o u t t o take effect o n y o u , y o u
O n c e a spell h a s b e e n cast, its c o m p l e x ­ m a y m a k e a M a g i c R e s i s t a n c e + s 2 0 roll. If y o u roll h i g h e r than
ity d o e s n ' t m a t t e r a n y m o r e . the spell's P o w e r , y o u g e t a r e d u c e d effect. It is v e r y h a r d t o
P o w e r c a n b e a n y n u m b e r ; it is b a s e d o n m a k e this roll. Y o u c a n s p e n d cley to defend yourself, giving a n
y o u r skill p l u s a d i e roll, p l u s a n attribute, extra s 2 0 p e r cley o n t h e roll. D e f e n s i v e m a g i c is useful t o o -
knacks, and other modifiers. It d e t e r m i n e s b u t it m u s t b e c a s t i n a d v a n c e , o r o n a b o u n d s p e l l . (You m a y
many aspects o f w h a t the spell does. A w a i v e y o u r M a g i c R e s i s t a n c e roll if y o u wish.) See page 185.
m o r e p o w e r f u l spell m a y last longer, affect
a w i d e r area, b e harder to resist, d o m o r e OTHER TOPICS
damage, and so on. See page 173.
Trouble
Styles of Magic If you're badly w o u n d e d , or tied u p , or dead drunk, o r blind­
T h e r e are a half-dozen styles o f m a g i c in c o m m o n u s e o n t h e folded, or h a v e a small child hanging o n your s w o r d a r m , y o u
world tree, b u t most people mainly deal with three: m a y n o t b e able to w o r k as effectively as otherwise. These
Pattern Magic: P a t t e r n spells a r e l e a r n e d s p e l l s , r o u t i n e a n d effects a r e called T r o u b l e . T r o u b l e is d e s c r i b e d b y o n e n u m b e r ,
reliable. T h e y c a n g e t quite complex, though y o u c a n only cast w h i c h is u s e d a s a p e n a l t y o n all a p p r o p r i a t e d 2 0 a n d s 2 0 rolls
pattern spells o f Complexity < ( M e m o r y + N o u n + Verb). Their (including Attack Total a n d Defense Total). So, Trouble 3
P o w e r is M e m o r y + N o u n + Verb + d 2 0 : d e c e n t l y strong, fairly m e a n s a 3-point penalty. (See page 151.)
p r e d i c t a b l e . T h e r e a r e w a y s o f c a s t i n g p a t t e r n spells w i t h a little
extra p o w e r , o r w i t h little c h a n c e o f u s i n g a cley. S e e p a g e 1 7 5 . Role-playing and Rule-playing
Spontaneous Magic: S p o n t a n e o u s spells are m a d e u p o n t h e T h e rules a r e u l t i m a t e l y a s c a f f o l d t o s u p p o r t t h e s t o r y w h i c h
spot. Y o u c a n try t o d o a n y t h i n g at all with s p o n t a n e o u s m a g i c : you and the gamemaster are improvising. Sometimes the
just s a y w h a t y o u w a n t to d o , a n d try to invent a spell that d o e s g a m e m a s t e r w i l l f o l l o w them t o t h e l e t t e r . S o m e t i m e s t h e y w i l l
it. Y o u m i g h t s u c c e e d , o r y o u m i g h t fail, d e p e n d i n g o n h o w be taken informally, or thrown out altogether, as the needs o f the
c o m p l e x t h e effect is in relation t o y o u r skill a n d l u c k - a n d t h e r e story require. You m a y politely remind the gamemaster about
aren't m a n y p e o p l e w h o c a n reliably spont even c o m p l e x i t y - 1 0 the usual rules, in case she's forgotten them. However, the
o r 1 5 s p e l l s . S p o n t a n e o u s m a g i c i s a s v a r i a b l e a s i n s p i r a t i o n : it g a m e m a s t e r m a y c h a n g e t h e rules i n s p e c i f i c c a s e s b y d e s i g n o r
c a n b e a m a z i n g l y g o o d o r a m a z i n g l y b a d . It c o s t s d 3 c l e y . F o r by chance.
e a c h a r t i n v o l v e d i n t h e s p e l l , y o u m u s t r o l l W i t s + A r t + s 2 0 >=
2xComplexity.
T h e P o w e r is W i t s + N o u n + Verb + S p o n t a n e o u s F o r c e +
(#cley)d20: usually significantly stronger than the s a m e effect
from a pattern spell, especially if t h e spont costs t w o o r three
cley. See page 178.
Bound Magic: B o u n d spells a r e m i n o r o n e - u s e m a g i c items.
T h e y are pattern spells cast b y experts onto objects, set to g o off
under certain specified conditions. A p o p u l a r b o u n d spell is a
healing spell, set to heal y o u w h e n y o u are incapacitated. U s i n g
a b o u n d spell doesn't t a k e a dieroll o r a cley. A d v e n t u r e r s often
choose to b u y a g o o d collection o f b o u n d spells before they set
off; y o u m a y s t a r t o f f o w n i n g s o m e . Y o u m a y o w n a t m o s t y o u r
C l e y B a s e b o u n d spells at a n y o n e time.
Y o u c a n b i n d spells if y o u h a v e t h e skill: useful for m a g i c a l
traps a n d the like. See page 180.

Timing of Magic
M o s t spells d o n o t g o off instantly. F o r e x a m p l e , if y o u cast a
Fire F l o w e r spell, the basic spell to set s o m e o n e o n fire, they
w i l l start s m o l d e r i n g a n d s m o k i n g w h i l e t h e s p e l l builds. W h i l e
a s p e l l i s b u i l d i n g , it i s r e l a t i v e l y e a s y t o s t o p o r r e d u c e . Your
e n e m y could hit that Fire Flower with a counterspell, or j u m p
into a pond. After a f e w s e c o n d s , u n l e s s s o m e t h i n g is d o n e , t h e
spell t a k e s effect: t h e e n e m y b u r s t s into f l a m e s a n d t a k e s d a m ­
age. See page 185.
Ordinarily, attack spells take o n e action to build. When you
cast o n e , d r a w a n initiative for t h e spell (as well a s o n e for your­
If y o u a r e p l a y i n g t h e W o r l d T r e e R P G , y o u will take a char­ p a g e 2 0 4 . A list o f c o m m o n g o o d c h o i c e s is f o u n d o n p a g e 3 0 9 .
acter: a n alter e g o living o n the W o r l d Tree. (You, yourself, are 8. D e t e r m i n e w h a t y o u o w n : E v e r y o n e s t a r t s o u t w i t h s o m e
called a "player".) Y o u m a y design y o u r character. You h a v e a m o n e y : s 6 x l 0 0 + s 2 0 x l 0 l o z e n s . I f y o u b o t c h e i t h e r roll, you
great m a n y c h o i c e s - e v e n a b e g i n n i n g c h a r a c t e r is far m o r e t h a n h a v e n o cash to spend, b u t y o u d o h a v e t h e -1 D i s a d v a n t a g e of
a s p e c i e s , a g e n d e r , a p r o f e s s i o n , and a f e w n u m b e r s . At the N o Cash and m a y take another +1 Advantage beyond the usual
beginning of the game, your character will b e capable, a n d h a v e limit. B u y e q u i p m e n t a n d b o u n d s p e l l s ; s e e p a g e 6 0 . A list of
a s m u c h h i s t o r y and c o n t e x t a n d p e r s o n a l i t y a s y o u c a r e t o w o r k c o m m o n g o o d c h o i c e s f o r b o u n d s p e l l s is f o u n d o n p a g e 3 1 0 .
out. A s t h e g a m e p r o g r e s s e s , a g o o d deal m o r e o f all these will 9. Fill in t h e details. S k e t c h y o u r life-history, personality, a g e ,
come. a n d o t h e r interesting qualities. D e c i d e w h e n in t h e d a y y o u r
cley is refreshed.
OUTLINE 10. Total e v e r y t h i n g u p . T r a n s f e r all t h e i n f o r m a t i o n a b o u t
H e r e are t h e s t e p s o f c h a r a c t e r c r e a t i o n . T h i s s c h e m e i s f o r your character to your p e r m a n e n t character sheet, p a g e 3 0 2 .
a d v e n t u r e r s , a m o n g the b e s t p r i m e s o f t h e W o r l d T r e e . T h e Note: Frequently, t h e steps will b l u r into each other; p i c k i n g a
a v e r a g e p r i m e w o u l d h a v e less native talent, a n d p r o b a b l y less character concept says something about y o u r personality, skills
i n t e r e s t i n g training, t h a n a c h a r a c t e r d e v e l o p e d b y t h i s m e t h o d . a n d a d v a n t a g e s . Y o u c a n c o m b i n e t h e s t e p s o r d o t h e m i n a dif­
Use the worksheet (page 298) as a guide through the charac­ ferent order if y o u wish.
ter creation process.
1. F i r s t , g e t a c h a r a c t e r c o n c e p t . D e c i d e w h a t s p e c i e s a n d CHARACTER CREATION 1:
s e x y o u are, w h a t k i n d o f p l a c e y o u c o m e f r o m , w h a t y o u ' r e b e s t
at, a n d w h a t y o u r n a m e is. CONCEPT
2 . R e a d y o u r species template, s t a r t i n g a t p a g e 1 2 0 . T h i s tells
Figure o u t in r o u g h terms w h a t y o u w a n t to b e , a n d w h a t that
you what experience y o u got by growing up Cani or Zi Ri, and
will require b y w a y o f skills a n d A d v a n t a g e s . D i s c u s s t h e c o n ­
whatever other advantages and disadvantages your species pro­
c e p t w i t h t h e g a m e m a s t e r : y o u r v i c i o u s d o o m e d fire m a g e b a r ­
vides.
b a r i a n m i g h t n o t fit t h e g a m e m a s t e r ' s l i g h t h e a r t e d g a m e o f p o l i t ­
3. Generate your attributes; see p a g e 110. ical intrigue a m o n g h i g h - s o c i e t y nobility v e r y w e l l .
4. Select Advantages, special talents, training, or c i r c u m ­ W h a t e v e r y o u d o , k e e p t w o things in m i n d . First, h o w will
stances w h i c h w o r k i n y o u r character's favor. A d v a n t a g e s h a v e your character get involved in the gamemaster's story? Second,
n u m e r i c v a l u e s . T h e first + 5 A d v a n t a g e s a r e free; A d v a n t a g e s w h a t will y o u b e able to d o o n c e y o u are in it?
b e y o n d that m u s t b e balanced b y corresponding Disadvantages.
Standard starting characters m a y take at m o s t - 1 0 total points o f A player decides to play a helpful Cani healer, a woman
Disadvantages, a n d h e n c e at m o s t + 1 5 total points o f named Azliet.
Advantages. Campaigns requiring more exceptional or more Here are some suggestions of character concepts. These are
ordinary characters might have these numbers adjusted u p or not character classes. Y o u c a n b e w h a t e v e r m a k e s sense for t h e
d o w n accordingly. T h e A d v a n t a g e s start o n p a g e 2 5 0 . story, w h a t e v e r t h e g a m e m a s t e r will allow.
5. D e c i d e w h a t experience a n d training you've h a d g r o w i n g Regular Person: Y o u a r e a h o u s e w i f e , a poet, a fisherman, or
up. Y o u get 2 0 blocks o f 30 experience points each, which you whatever, but you have some reason to adventure. You proba­
m a y allocate as y o u w i s h a m o n g t h e n i n e skill categories. bly h a v e a n a s s o r t m e n t o f skills - c o o k i n g , literature, b o a t i n g ,
6. Distribute t h e e x p e r i e n c e i n e a c h c a t e g o r y t o skills i n s i d e a n d t h e l i k e - b u t it w i l l t a k e s o m e c r e a t i v i t y t o u s e t h e m a l l i n
that category. S e e p a g e 113 for, h o w to p u t e x p e r i e n c e into a g a m e s . It m a y b e a g o o d i d e a t o h a v e a f e w A d v a n t a g e s s u i t a b l e
s k i l l . T h e full d e s c r i p t i o n o f s k i l l s s t a r t s o n p a g e 1 3 7 . O n c e a l l for t h e k i n d o f a d v e n t u r e s y o u r story will i n v o l v e . P e r h a p s y o u
the experience h a s b e e n distributed, determine the levels o f your are a m i d d l e - a g e d O r r e n h o u s e w i f e w h o h a s to take y o u r ten-
skills. T h e table is o n p a g e 113. year-old s o n o n a three t h o u s a n d mile trip. B u t you're a serious
7 . S e l e c t y o u r spells. E v e r y o n e s t a r t s w i t h 3 + d 6 c o m p l e x i t y - and talented amateur Aquador m a g e , a n d your husband bought
5 spells. If y o u h a v e a n a d v a n t a g e that lets y o u h a v e m o r e spells y o u the Cruel Ice Fairy spell. Your g r a n d m o t h e r gave y o u a
- a n d m o s t a d v e n t u r e r s d o - p i c k t h e m t o o . T h e spells start o n magic sword n o t k n o w i n g that you've never s w u n g a sword in

Name A%Ue£ Species Gender Female/


your life - a n d y o u d o n ' t k n o w t h a t y o u h a v e a s t r o n g K n a c k i n C o n a n . Y o u d o u s e m a g i c , o f c o u r s e ; a l l p r i m e s do. A s t e r e o ­
swordfighting. typical choice for Gormoror.
Town G u a r d : Y o u ' r e i n t h e t o w n g u a r d , p e r h a p s a n officer o r Hunter / Guide: You're a civilized forest-dweller. You know
detective: a profession w h i c h gives y o u a bit o f prestige, a n d y o u r c h u n k o f f o r e s t v e r y w e l l ; y o u h u n t there, a n d p e r h a p s y o u
finds y o u i n v e s t i g a t i n g l o c a l d a n g e r s a n d m y s t e r i e s . guide outsiders there. A stereotypical choice for Sleeth.
Scholar Mage: Y o u h a v e s t u d i e d a lot o f m a g i c at a u n i v e r s i ­
ty, i n c l u d i n g a d v a n c e d m a g i c a l t e c h n i q u e s ( M a g i c A n a l y s i s , CHARACTERIZATION QUESTIONS
Enchantment, Spellweaving, and so on) and probably a good If y o u h a v e a g o o d idea o f the person y o u w a n t to play, g o
collection o f spells. You're probably a bit unworldly. You're a h e a d a n d w o r k o u t the d e t a i l s . I f y o u ' r e h a z y o n t h e d e t a i l s , o r
a d v e n t u r i n g b e c a u s e it's interesting - o r b e c a u s e y o u h a v e d e b t s w a n t t o u n d e r s t a n d y o u r c h a r a c t e r ' s p a s t l i f e b e t t e r , s o m e o f the
to p a y off. ( U n i v e r s i t y M a g e A d v a n t a g e s , l o t s o f K n o w l e d g e s a s following questions might help focus y o u r attention.
well a s m a g e skills.) I f y o u a n s w e r a f e w o f these q u e s t i o n s , y o u s h o u l d h a v e
Knight: A straightforward warrior or warrior m a g e : trained b y enough material to take t h e -3 points o f characterization
a knightly order, probably m i n o r nobility or at least planning to D i s a d v a n t a g e s t h a t the s t a n d a r d rules a l l o w . A t t h e g a m e m a s -
be. S e e p a g e 7 9 for information about World Tree knightly ter's discretion, y o u c a n j u s t take t h e describe y o u r character's
orders; they b e h a v e more like trade guilds than terrestrial personality a n d history, count that as t h e - 3 , a n d n o t bother with
knighthoods. the details o f fitting them into the exact characterization
Thief: Y o u ' r e s o m e k i n d o f t h i e f o r o t h e r c r i m i n a l - s w i n d l e r , Disadvantages.
cat b u r g l a r , f o r g e r , s m u g g l e r , o r w h a t e v e r . A d v e n t u r i n g g i v e s If y o u write d o w n t h e answers to these questions ( o rjust write
you a c h a n c e to h o n e y o u r skills, m a k e strong friends, a n d g e t a p a g e o r t w o about your character), y o u will provide the
out o f t o w n w h e n it's h o t . Y o u p r o b a b l y d o n ' t steal f r o m c i t i z e n s gamemaster with material to m a k e your g a m i n g experience bet­
of y o u r o w n city-state, b u t travelers a r e fair g a m e — or, if y o u ' r e ter. T h e g a m e m a s t e r w i l l b e a b l e t o i n v o l v e y o u i n s t o r i e s m o r e
w i l l i n g t o t a k e t h e risks, y o u c a n t a k e t r i p s t o o t h e r c i t i e s . S e e easily, a n d to p l a n stories that interest y o u better.
page 78.
Minstrel: Y o u ' r e a t r a v e l i n g e n t e r t a i n e r : s o m e c o m b i n a t i o n o f Character's Past
singing, playing instruments, juggling, stage m a g i c , illusion 1. W h a t w a s y o u r f a m i l y l i k e ? S e e y o u r s p e c i e s d e s c r i p t i o n
spells, a n d other a m u s e m e n t s . for t h e s t a n d a r d ; b u t p e r h a p s y o u r h o m e w a s
Merchant: You're n o t specifically an different, o r p e r h a p s y o u w e r e e v e n raised b y
adventurer, b u t y o u r trading takes y o u into another species.
dangerous places, or otherwise involves y o u 2. W h a t did your parents d o ? Were they
in i n t e r e s t i n g s i t u a t i o n s . Your skills tend adventurers themselves, or artisans, or
towards the social, b u t y o u probably have a nobles, or peasants, or merchants, or profes­
surprise or t w o for self-defense. You're sionals, or sorcerers, or rogues?
p r o b a b l y r e a s o n a b l y w e l l - o f f , and y o u m a y 3. H o w m a n y siblings a n d cousins d o y o u
well hire adventurers - other characters - to h a v e ? A few, a lot? W h a t kind o f terms are
assist y o u . y o u o n w i t h them: d o y o u l i v e w i t h t h e m
Would-be Wizard: Y o u w a n t to b e a w i z ­ now, or see them every month or so, or dread
ard: o n e o f the great m a g e s w h o s e n a m e s g e t t h e a n n u a l f a m i l y r e u n i o n , o r l i v e five h u n ­
into history b o o k s . It's g o i n g t o b e a long dred miles away to avoid them?
hard r o a d t o g e t there, requiring skill a n d 4. W h a t notable friends d o y o u h a v e ? A
dedication a s well a s native talent. Perhaps childhood lover of another species? A
you are willing to sacrifice friendship a n d cranky old sorcerer w h o s o m e h o w likes y o u ?
honor to get there... A close b u d d y from t h e city guard?
Noble: You're a n o b l e , o r nearly s o - per­ 5. D i d something interesting h a p p e n to y o u
haps a child o f the ruler o f a city-state. when you were young? Perhaps some com­
You've probably b e e n well-trained in social m o n life e v e n t , l i k e l o s i n g a r e l a t i v e o r b e i n g
graces and s o m e practical matters. Your apprenticed to someone. P e r h a p s it w a s
story m i g h t b e y o u r attempt to p r o v e your­ s o m e t h i n g m o r e u n u s u a l , l i k e running away
self w o r t h y t o inherit t h e c r o w n - o r t o sur­ from h o m e or getting a very o d d pet.
vive your siblings' attempts to keep y o u from 6. W h e r e d o y o u c o m e from? T h e choice
inheriting. O r perhaps you're just a dissolute of answers will depend o n your campaign
playabout. setting. M o s t characters in Treverre c o m e
Thug: You're a minor criminal tending from the city o f Treverre, b u t they could
towards violence. (Or m a y b e you're not a c o m e from t h e s u r r o u n d i n g c o u n t r y s i d e , t h e
full-time criminal; m a y b e you're as h a p p y to n e i g h b o r i n g cities, o r further. I f y o u a r e far
get a j o b protecting people from extortionists from the place y o u started, w h y did y o u trav­
as y o u are being t h e extortionist). A stereo­ el?
typical choice for Khtsoyis. 7. H o w a n d w h y d i d y o u l e a v e h o m e , if
Barbarian: You're a barbarian, a forest- y o u did? D i d y o u marry, or s o m e t h i n g like
dweller, noble savage, hunter, warrior w h e n that? Just grow u p ? Quarrel with your fam­
there is n e e d : t h e W o r l d T r e e v e r s i o n o f ily? G e t kidnapped? G e t forced out?
8. W h o t r a i n e d y o u , a n d h o w ? D i d y o u a p p r e n t i c e w i t h s o m e ­ " H o w A z l i e t b e c a m e rich a n d p o w e r f u l a n d i m p o r t a n t " , a n d t h a t
o n e ( a n d , if s o , w h a t is y o u r r e l a t i o n s h i p like n o w ) ? D i d y o u story w o r k s v e r y w e l l for g a m i n g . P e r h a p s y o u c a n b e m o r e
study in a m a g i c a l a c a d e m y , o r a u n i v e r s i t y ? Did you just pick specific: " H o w Azliet b e c a m e the rising star of the Healers'
up things on your own? G u i l d in Treverre". T h e story could also be something com­
9. W h a t h a v e y o u b e e n d o i n g for t h e last f e w y e a r s ? W e r e y o u pletely different: " H o w F a r a l a n l e a r n e d trust a n d l o v e in the
s t u d y i n g in an a c a d e m y , or w o r k i n g as a city g u a r d , or e x p e r i ­ midst of the w a r s with the cyarr." You are likely to spend a year
m e n t i n g w i t h s o r c e r y in y o a r uncle's old b a r n , or selling b o u n d o r t w o o f g a m i n g p l a y i n g o u t t h i s s t o r y , a n d it m a y l e a k o v e r i n t o
spells, or w o r k i n g as a tree-mage? (Consider the "experience" y o u r r e a l life, s o b e careful.
Advantages, page 257). 2 2 . W h a t k i n d o f t h i n g s d o y o u ( t h e p l a y e r ) e n j o y o r d i s l i k e in
Character's Present Life r o l e - p l a y i n g - o r at least, d o y o u w a n t t o s e e in this c a m p a i g n ?
10. W h a t d o y o u look like? If y o u are C a n i , y o u m i g h t look H o w d o y o u feel a b o u t t r e a s u r e h u n t i n g ? F i g h t i n g m o n s t e r s ?
like a n a n t h r o p o m o r p h i c L a b r a d o r or husky. H o w d o y o u usu­ Evading traps? D o i n g detective w o r k ? Doing politics? Dealing
ally dress? with interesting people? Traveling? Romance? Let the
11. H o w old are y o u n o w ? Ordinarily player-characters are gamemaster know!
y o u n g adults in their early 30's (early 20's in E a r t h years), b u t
y o u could b e older or s o m e w h a t younger. B e sure to c h o o s e CHARACTER CREATION 2 :
A d v a n t a g e s that m a t c h y o u r a g e : if y o u are 2 0 W o r l d Tree y e a r s
old, y o u p r o b a b l y h a v e n ' t h a d e v e n o n e t e r m in the city g u a r d . SPECIES T E M P L A T E S
12. W h a t k i n d s o f t h i n g s are y o u interested in l e a r n i n g about, B e i n g b o r n a n d g r o w i n g u p in a s p e c i e s g i v e s y o u q u i t e a bit
or seeing? Unusual scenery? Strange magic? Gods? of experience, and s o m e innate abilities. E a c h species has a
Elementals? Monsters? Far-off cities w h e r e the p e o p l e are c l o s e r e l a t i o n w i t h i t s c r e a t o r g o d ( s ) ; C a n i are c l o s e t o R e l u u ,
strange? Ancient history? Fighting? Winemaking? a n d thus are g o o d at Reluu's Verb R u l o c . C h i l d r e n o f each
13. H o w r e l i g i o u s a r e y o u ? A l m o s t all p r i m e s b e l i e v e in the s p e c i e s g r o w u p in characteristic w a y s : Sleeth children are
7+12 World Tree gods. Some people take them very seriously; t a u g h t to h u n t at a n e a r l y a g e ; O r r e n c h i l d r e n l e a m a b o u t s w i m ­
m o s t t a k e t h e m for g r a n t e d . S o m e p e o p l e b e l i e v e in o t h e r g o d s m i n g , a n d so on. T h e species t e m p l a t e s start o n p a g e 120.
as well, or in transcendent philosophical principles that they Write your species typical attribute n u m b e r s on the worksheet
consider superior to the 7+12 gods. Consider taking the Bizarre in step 3 . W r i t e y o u r species e x p e r i e n c e in the " S p " c o l u m n of
B e l i e f D i s a d v a n t a g e i f y o u are o n e o f t h e m . t h e e x p e r i e n c e c h a r t i n s t e p 6. W r i t e y o u r s p e c i e s k n a c k s i n t h e
14. A r e y o u m a r r i e d , o r the e q u i v a l e n t ? See your species " K n " c o l u m n o f t h e e x p e r i e n c e c h a r t i n s t e p 6. Y o u m a y a l s o
d e s c r i p t i o n , a n d t a k e t h e M a r r i e d a d v a n t a g e if y o u are m a r r i e d . w i s h t o w r i t e y o u r s p e c i e s A d v a n t a g e s i n t h e A d v a n t a g e l i s t in
15. D o y o u k n o w the other players' characters? If so, h o w ? step 4; give t h e m 0 cost.
B e polite: discuss this with the other players. T h e g a m e m a s t e r God Connection: E v e r y p r i m e species h a s a special c o n n e c ­
will p r o b a b l y b e g l a d if y o u d e c i d e that y o u are c h i l d h o o d t i o n t o its c r e a t o r g o d ( s ) , w h i c h t r a n s l a t e s a s a k n a c k ( s e e p a g e
f r i e n d s w i l l i n g t o risk y o u r l i v e s f o r e a c h o t h e r . I f y o u a r e o l d 145) in t h o s e g o d s ' V e r b s . A l l C a n i are g o o d at R u l o c , for e x a m ­
and bitter enemies, the c a m p a i g n will be strongly flavored with p l e . T h i s k n a c k is c a l l e d t h e " g o d c o n n e c t i o n . "
y o u r hatred. B e careful.
16. W h a t is y o u r f a v o r i t e f o o d ? F a v o r i t e c o l o r ? F a v o r i t e t h i n g
Azliet has the standard Cani +4 knack in Ruloc.
to d o for fun in the e v e n i n g ?
17. W h a t t i m e o f d a y is y o u r cley refreshed? F o r 9 7 % of the
p r i m e s , t h e a n s w e r i s d a w n . N o o n t i m e is a s s o c i a t e d w i t h h o n o r
CHARACTER CREATION 3 :
and intense personality: a disproportionate n u m b e r of knights
g e t c l e y at n o o n t i m e . S u n o u t is a s s o c i a t e d w i t h s h y n e s s , d e c e i t ,
ATTRIBUTES
a n d s o r r o w . M i d n i g h t is a s s o c i a t e d w i t h evil.
A t t r i b u t e s a r e n u m b e r s w h i c h d e s c r i b e y o u r i n n a t e a b i l i t i e s in
Character's Future
v e r y b r o a d t e r m s : e.g., y o u m i g h t b e v e r y s t r o n g a n d n o t v e r y
18. W h y d o y o u like (or p u t u p with) a d v e n t u r i n g ? Perhaps
s m a r t . A n a t t r i b u t e o f 0 is e x a c t l y a v e r a g e for t h e W o r l d T r e e as
y o u s e e it a s a c h a n c e t o g e t w e a l t h y q u i c k l y . P e r h a p s y o u s e e
a w h o l e . + 2 is n o t i c e a b l y g o o d ; + 4 is v e r y g o o d ; + 6 is e x t r a o r ­
it a s a g o o d w a y t o g e t s k i l l f u l q u i c k l y ( w h i c h it i s : e v e n u n s u c ­
d i n a r i l y g o o d . - 2 i s n o t i c e a b l y b a d , - 4 i s v e r y b a d ; - 6 is e x t r a o r ­
c e s s f u l a d v e n t u r e r s g e t e x p e r i e n c e ) . P e r h a p s y o u r b e s t friend is
dinarily bad. For m o r e details, see p a g e 136.
determined to be an adventurer, and you want to keep him alive.
G e n e r a t i n g a t t r i b u t e s is d o n e in f o u r s t e p s .
1 9 . W h a t d o y o u w a n t t o d o i n l i f e ? B e rich? B e p o w e r f u l ?
Marry Remirza? Become a Master Smith? Be a good enough Generating Attributes 3a: Species
enchanter to build the next city walls? L i v e forever? L e a m O n the character creation worksheet, m a k e sure y o u have writ­
e v e r y t h i n g t h e r e is t o k n o w a b o u t L o c a d o r m a g i c ? P e r f e c t y o u r t e n d o w n the s t a n d a r d n u m b e r s for y o u r s p e c i e s in t h e " S p e c i e s
collection of ancient G w a n musical instruments? Default" row. You will probably end up better than your species
20. H o w w o u l d y o u like to die? In a glorious battle that will d e f a u l t in m o s t a t t r i b u t e s ; p l a y e r - c h a r a c t e r s a r e u n u s u a l l y c a p a ­
b e r e m e m b e r e d in l e g e n d s a n d h i s t o r y texts? A s a w e a l t h y old ble.
person surrounded by hordes of family and friends? N o t at all
(a real o p t i o n for Z i R i a n d g o o d e n o u g h w i z a r d s ) ? Azliet is a Cani. Her Strength, Perception, Faith, and
Player's Intent Charisma all start out at +1. The others start at 0.
2 1 . W h a t kind of story w o u l d y o u (the player) like to experi­
ence through your character? T h e classical g a m i n g story is,
T h e g a m e m a s t e r will p u t s o m e limit o n t h e m a x i m u m n u m b e r
Generating Attributes 3b: Fixed o f D i s a d v a n t a g e s t h a t y o u m a y t a k e . I n a t y p i c a l g a m e , y o u may
Arrange the ten n u m b e r s + 3 , + 2 , + 2 , + 1 , + 1 , 0, 0, 0, - 1 , -1 as take u p to -10 Disadvantages, a n d thus u p to + 1 5 Advantages.
you wish a m o n g the ten attributes, in the "Fixed" row. Y o u will A l l s p e c i e s c o m e w i t h b u i l t - i n A d v a n t a g e s : e v e r y C a n i can
a d d t h i s n u m b e r i n t o t h e final a t t r i b u t e v a l u e . I f y o u w a n t t o b e s m e l l e x c e p t i o n a l l y w e l l c o m p a r e d t o m o s t o t h e r p r i m e s . These
as s t r o n g a s p o s s i b l e , p u t t h e + 3 i n t o S t r e n g t h . I f y o u d o n ' t m i n d built-ins don't count against your A d v a n t a g e or Disadvantage
being clumsy, p u t o n e o f t h e - l ' s into Agility. total.
After you have started playing, your balance between
Azliet's player puts the +3 in Memory, which is impor­
A d v a n t a g e s a n d D i s a d v a n t a g e s will probably c h a n g e - hopeful­
tant for a spellcaster. The +2's go in Faith, important
ly t o w a r d s A d v a n t a g e s . Gaining or losing Advantages a n d
because it provides cley, and Charisma because Azliet is a
D i s a d v a n t a g e s i n p l a y d o e s not a l l o w y o u t o r e b a l a n c e y o u r
very social character. The + l's go to Wits and Will, also
character. T h e n u m b e r s o n A d v a n t a g e s a n d Disadvantages are
useful for mages. The -1 's go to Stamina and Agility.
just a b o o k k e e p i n g m e c h a n i s m for creating characters, not a part
o f a c t u a l g a m i n g o r life o n t h e W o r l d T r e e .
Generating Attributes 3c: Variable
T h e list o f A d v a n t a g e s a n d D i s a d v a n t a g e s starts o n p a g e 2 5 0 .
You m a y choose t o g a m b l e with your attributes. F o r whichev­
Experience and K n a c k s : S o m e A d v a n t a g e s g i v e e x p e r i e n c e
er a t t r i b u t e s y o u w i s h ( i n c l u d i n g all o r n o n e ) , roll a d 6 . W r i t e
and knacks. Write experience d o w n in the " A d " c o l u m n o f the
t h e n u m b e r from t h e t a b l e b e l o w i n t h e V a r i a b l e r o w o f t h e
s k i l l t a b l e , a n d k n a c k s d o w n i n the " K n " c o l u m n .
w o r k s h e e t . Y o u w i l l a d d t h i s n u m b e r i n t o t h e final a t t r i b u t e
Spells: A s y o u w o r k o u t y o u r A d v a n t a g e s a n d D i s a d v a n t a g e s ,
value. O n the a v e r a g e , if y o u roll for all ten attributes, y o u will
r e c o r d t h e n u m b e r o f s p e l l s t h a t y o u g e t from t h e m . S o m e t i m e s
g e t t h r e e o r f o u r p o i n t s m o r e - b u t y o u m i g h t l o s e p o i n t s from
t h e r e w i l l b e r e s t r i c t i o n s o n s o m e o f the s p e l l s , w h i c h y o u s h o u l d
the m o s t important ones. ( S e e t h e next step for w a y s t o get
w r i t e d o w n t o o . F o r e x a m p l e , the H e a l e r ' s G u i l d l e t s t r a i n e d
p o i n t s w i t h o u t risking l o s i n g t h e m . )
healers b u y healing spells at a 5 0 % discount - b u t this discount
Variable A t t r i b u t e G e n e r a t i o n only applies to healing spells.

d 6 roll Attribute Modifier Some noteworthy kinds o f Advantages and Disadvantages:


• Knacks: K n a c k s represent innate ability at s o m e skill.
1-2 -1
S m a l l k n a c k s in s o m e o f y o u r m a i n skills a r e c h e a p a n d worth­
3 0 w h i l e . S e e p a g e 1 4 5 f o r h o w t h e y w o r k , a n d p a g e 2 5 9 f o r the
+1 Advantages proper.
4-5
• Experience Advantages: T h e s e represent a f e w years'
6 +2
working in s o m e profession, such as "Pattern M a g e " or
Azliet's player rolls for many attributes, and is pleased "Burglar". T h e y give a significant c h u n k o f experience in the
to get +2's on Dexterity and Wits, but less pleased to lose skills m o s t helpful t o those professions. S e e p a g e 2 5 7 . T h e
points from Agility and especially the Memory he had e x p e r i e n c e f r o m t h e s e A d v a n t a g e s g o e s i n the " A d " c o l u m n o n
chosen to be her best attribute. He chooses not to roll the skill sheet.
Charisma, not wanting to risk her high score in that. • Spells: I f y o u e x p e c t t o u s e m a g i c , b e s u r e t o t a k e s o m e g o o d
spells as A d v a n t a g e s . S e e p a g e 2 6 0 . A g o o d starting m a g e will
Generating Attributes 3d: Other h a v e 2-6 a d v e n t u r i n g spells o f c o m p l e x i t y 15 a n d 2 0 , a n d a
A few other things will modify attributes. Y o u m a y choose to selection o f 10's. M a n y will also h a v e professional spells o f
i n c r e a s e a n a t t r i b u t e b y 1 a s a + 3 A d v a n t a g e , o r r e d u c e it b y 1 higher complexity, such as specialized healing spells or metal-
as a - 2 D i s a d v a n t a g e . This will usually c o m e during later parts creation spells, that are vital for professional u s e b u t only rarely
of character creation. useful adventuring.
•Characterization: Y o u m a y take a f e w points of
Azliet's player considers giving her a +1 on Memory, but
Disadvantage for describing your character. These
decides to save the Advantage points for other things.
Disadvantages are usually n o t painful; they c a n help guide your
roleplaying. T h e g a m e m a s t e r will probably limit h o w m a n y
characterization disadvantages y o u can take. See page 254.
CHARACTER CREATION 4 : If y o u a r e n e w t o r o l e p l a y i n g , o r h a v e n o t r e a d m u c h o f this
b o o k yet, consider t h e D i s a d v a n t a g e s "In S h o c k " o r "Nai've"
ADVANTAGES AND DISADVANTAGES w h i c h will explain your ignorance, or the A d v a n t a g e " C o m m o n
A d v a n t a g e s a n d D i s a d v a n t a g e s let y o u c u s t o m i z e y o u r char­ S e n s e " w h i c h lets y o u talk to t h e g a m e m a s t e r m o r e than usual.
acter extensively. Y o u c a n - if t h e g a m e m a s t e r a p p r o v e s - get
any additional skills, abilities, tricks, o r qualities that y o u like;
you will p a y for t h e m b y a suitable n u m b e r o f weaknesses,
flaws, limitations, a n d p r o b l e m s . T h e g a m e m a s t e r will assign
n u m e r i c v a l u e s t o a l l o f t h e s e . Y o u are t y p i c a l l y a l l o w e d a t o t a l
of + 5 A d v a n t a g e s , unless the g a m e m a s t e r h a s c h o s e n a different
number. T h e total positive value o f t h e a d v a n t a g e s past + 5
should b a l a n c e the total negative value o f t h e Disadvantages.
For uniformity, w e refer t o t h e s e collectively a s A d v a n t a g e s ; s o ,
a -1 A d v a n t a g e is t h e s a m e a s a -1 D i s a d v a n t a g e .
Character Creation 3 : Azliet's Attributes
Strength Stamina Dexterity Agility Perception Faith Memory Wits Will Charisma
Species default +1 0 0 0 +1 + 2 0 0 0 + 1

Fixed 0 -1 0 -1 0 +2 +3 +1 +1 +2
Variable 0 +1 +2 -1 no-roil 0 -1 +2 -1 vxcrroU/
other
total +1 0 +2 -2 +1 +3 +2 +3 0 +3

C h a r a c t e r C r e a t i o n 4 : A z l i e t ' s A d v a n t a g e s and D i s a d v a n t a g e s
Adv+ Disad - Name Page Details
0 Cani/Standard/ 121 zrteridlivwte(choien/yycU&ifaXU) + 3 , metxthihieXdi Ruloc'k#wLcb+4; Loyalty bonuy+l
0 Harried/ 263 Azliet, Uk&rnoitCarU/, iymarriech.
-4 Eicceaiveiy Hetpfub 255
-2 DarhSecret 253
•2 Sleeth-frCe*\d/ 253 ^$j^ar^Ur-er^aspr-OYnLie't&be<Xrm£'goo&
-2 SutceptMe/to-Magio 259
+3 Healer'y GuUdTrru 257
+3 Healer €ieperie*\c&- 257
+2 ZpUv-l 5 SpeXl (twice) 260 Two-healing (frovrvHealer'y(jUild'Trainir\g>) £rone' ruyry/hecdiv\fy ipeil
+2 OpViu-20 SpeH 260
+1 CpWlO Spell* 260
+1 Cplx^5 ipeUy 260
+1 K,ruuih+2:Corpcui<yr 259
+1 E)dya/'£.%perience' 257
+1 Socicd/Cortfacty 263
+15 •10 TOTALS

Azliet gets the standard character creation amounts. Her


Advantage is +5; maximum Advantages=+15 and CHARACTER CREATION 5 :
Disadvantages=-10. Experience from Advantages has been
entered into the "Ad. " column of the skill table, and Knacks EXPERIENCE INTO POOLS
have been written in the "Kn" column. Azliet's player chooses
In t h i s p h a s e o f c h a r a c t e r g e n e r a t i o n , y o u s u m m a r i z e your
Sleeth Friend (-2) by agreement with Rrengra's player. Next,
e d u c a t i o n a n d e a r l y life, figuring out y o u r skill levels. You get
he chooses Excessively Helpful, a -4 Disadvantage that
a great deal of experience w h i c h you m a y allocate roughly as
means that Azliet will try to help people frequently. The
you see fit. ( T h i s is n o t all t h e e x p e r i e n c e y o u h a v e h a d : y o u
gamemaster is pleased; Azliet will be easy to involve in
got s o m e from y o u r species, a n d y o u m a y h a v e gotten some
almost any story. Azliet's player chooses Dark Secret (-2),
from A d v a n t a g e s as well.)
which the gamemaster accepts. Then Azliet's player then
In this p h a s e , y o u d i v i d e y o u r e x p e r i e n c e c o a r s e l y a m o n g t h e
tries to take Heart on Sleeve (-2), which would make her
n i n e skill c a t e g o r i e s : M a g i c , A t h l e t i c s , K n o w l e d g e s , a n d s o on.
poor at concealing her emotions. The gamemaster frowns,
S e e C h a p t e r 8 for m o r e details o n skill c a t e g o r i e s .
and decides that Azliet's Excessively Helpful and Dark Secret
You m a y allocate 20 blocks of 30 experience points each to the
are enough roleplaying Disadvantages. Azliet's player
n i n e skill categories.
replaces Heart on Sleeve with Susceptible to Magic, a -2
In the n e x t p h a s e , y o u will p u t the e x p e r i e n c e into individual
Disadvantage which reduces her Magic Resistance: an unde­
skills.
niable problem with game-mechanical teeth to it. The
gamemaster is mollified. Azliet's player puts four blocks into Magic, three into
Nouns, three into Verbs. Azliet has wanted to be an
Azliet's player chooses Healer's Guild Training (+3), and
adventurer for a long time, and has taken some fighting
then Healer Experience (+3), summarizing several years of
lessons: two blocks into Fighting, two into Athletics. She
her life, giving her a good deal of experience and several
has a sneaky incident or two in her background: one
spells. Many of the next choices are spells, giving Azliet a
block in Rogue Arts. She takes two blocks in Social, two
substantial repertoire.
in Crafts (including her professional craft of Medicine),
Azliet ends up with a set of Advantages and Disadvantages
and one in Knowledges.
as shown. For reference, her player writes some of the stan­
dard Cani species advantages there as well.
a f t e r t h e first g a m e .
CHARACTER CREATION 6: After character creation, y o u d o n o t n e e d t o r e m e m b e r h o w
m a n y experience points w e n t w h e r e . All y o u n e e d to k e e p track
P O O L S I N T O SKILLS o f i s the s k i l l l e v e l s t h e m s e l v e s , a n d t h e n i n e e x p e r i e n c e p o o l s i n
the categories.
N o w , t a k e e x p e r i e n c e from t h e p o o l s a n d p u t it i n t o the s k i l l s
in t h o s e c a t e g o r i e s . E x p e r i e n c e i n F i g h t i n g c a n b e u s e d f o r L i f e
Base o r A r c h e r y , b u t n o t for
Dancing. S e e C h a p t e r 8 for Azliet got 30 exp in Healoc from Healer's Guild Training,
the s t a n d a r d s k i l l s . and 25 from Healer Experience. These 55 exp would give
M a k e sure that y o u have her a skill level of 10: a decent starting professional level.
included your species back­ The player decides that she will start off as a better healer
ground experience from than that, and puts another 11+12=23 points into Healoc,
your s p e c i e s t e m p l a t e , a n d giving her a total of 78 exp = skill level 12. This is
experience given by midrangeprofessional. She would like to be better, but that
Advantages. will have to come with time.
Pay attention t o t h e fol­ Cani have a +4 Ruloc knack (the god connection knack)
lowing important skills: and an initial 10 exp in Ruloc, so the player decides that
• Cley Base: vital for Azliet has studied Ruloc further to take advantage of this
mages, w h o should proba­ powerful and free advantage. He puts another 18 exp into
bly h a v e 1 0 o r m o r e ; u s e f u l Ruloc, for a total of 28 exp = skill level 7. The +4 Ruloc
for e v e r y o n e . knack makes this an effective skill of 11 (or better, when
• Magic Resistance: your , used in some combinations; see page 145.) Ruloc is a nice
last d e f e n s e a g a i n s t m a g i c practical Verb, allowing many useful effects, and Azliet will
5-7 o r m o r e i s p r u d e n t . probably use it more than Healoc on adventure.
• Combat Stance Base: He wants her to have some breadth of ability, and so he
vital for fighters, who uses 15 exp to get Creoc=5, 21 exp to get Kennoc = 6, and
should probably h a v e 8 or 10 exp to get Sustenoc=4. He has 3 points left over, which
more. she decides to leave in her Verbs experience pool.
• Life B a s e : vital for all
adventurers. 7 or more is'|
advisable. See p a g e 140. E x p e r i e n c e L e v e l s a n d Skills
• D o d g e : useful if you'd
Exp Skill L e v e l Note
r a t h e r n o t l o s e l i f e p o i n t s . Ti
or m o r e i s a d v i s a b l e . 1 1
The standard skills are 3 2
listed o n t h e w o r k s h e e t .
6 3
You m a y g e t o t h e r s k i l l s ,
cither species-specific o n e s 10 4
(e.g., Gormoror Bard, 15 5 good amateur
Rassimel Stay Awake), or
invent other skills (e.g., 21 6
Glassblowing, Cartography) with the gamemaster's consent. 28 7
Write t h e s e o n t h e w o r k s h e e t i n t h e a p p r o p r i a t e category, u s u a l ­
36 8
ly C r a f t s .
45 9
You allocate e x p e r i e n c e points t o skills d u r i n g c h a r a c t e r cre­
a t i o n j u s t a s i f y o u w e r e g a i n i n g s k i l l i n a n y o t h e r w a y . T h e full 55 10 starting professional
details a r e o n p a g e 1 4 6 . T h e f o l l o w i n g is a s u m m a r y : 66 11
It t a k e s 1 e x p t o g o f r o m l e v e l 0 t o l e v e l 1, 2 e x p t o g o f r o m
78 12
l e v e l 1 t o l e v e l 2 , a n d s o o n . F o r e x a m p l e , it t a k e s 1 0 e x p t o g o
f r o m l e v e l 0 t o l e v e l 4 . T h a t i s , 1 e x p f o r 0 - 1 , 2 e x p f o r 1-2, 3 91 13
exp for 2 - 3 , a n d 4 e x p for 3 - 4 , for a total o f 1 + 2 + 3 + 4 = 1 0 e x p . 105 14
These n u m b e r s are s u m m a r i z e d in the Experience Levels a n d
120 15 expert professional
Skill t a b l e .
W h e n y o u a r e allocating e x p e r i e n c e at this part o f character 136 16
c r e a t i o n , y o u w i l l d o b e s t i f y o u t r y t o e n d u p w i t h full s k i l l l e v ­ 153 17
els. If you have gotten 25 points from species a n d advantage
171 18
experience, a d d 3 m o r e points to g e t a total o f 2 8 experience =
skill l e v e l 7 . O r , a d d 3 0 p o i n t s t o g e t 5 5 e x p e r i e n c e = skill l e v e l 190 19
10. 210 20 master
I f a n y e x p e r i e n c e i s left o v e r , e i t h e r i n t h e p o o l o r i n i n d i v i d ­
ual s k i l l s , p u t i t b a c k i n t o the p o o l . Y o u w i l l b e a b l e t o u s e it
Pool: 4x<30=120; 3 loft: Nouns Pool:3)630+19 extras 10 left: Verbs P o o l : 3 x 3 0 = 9 0 ; 3 left;
Magic
Sp Ad Exp tot lvl Kn Sp Ad Exp tot lvl Kn Sp Ad Exp tot lvl Kn
6 10+20 19 10 Airador Creoc 15 15 5
Cley Base 55
Concentration 10 10 Aquador Destroc
Feather Cast. Corpador 35+7 36 78 12 +2 Healoc 30+25 2 3 78 1 2

Finesse 6 6 3 Durudor Kennoc 21 21 6

Hammer Casting 21 21 6 Herbador 15 15 5 Mutoc


Mag. Analysis 10 10 4 Illusidor Ruloc 10 18 28 7 +4

Mag. Resist. 6 15 21 6 Locador Sustenoc 10 10 4

Mag. Theory 10 10 4 Magiador


Meditation 10 10 4 Mentador 21 21 6

Ritual Magic Pyrador 15 15 5

Spellbinding 5 10 15 5 Spiridor
Spont. Force 6 6 3 Tempador

lighting Pool: 2*3 0 = 6 0 ; 2 left; Athletics P o o l : 2 * 3 0 = 6 0 ; 5 left: Rogue Arts Pool: 1 x 3 0 ; Oleft;
Sp Ad Exp tot lvl Kn Sp Ad Exp tot lvl Kn Sp Ad Exp tot lvl Kn
Archery Climb 15 15 5 Alertness 15 15 5

Brawling 15 15 5 Dance Disguise


Claws&Teeth Dodge 15 21 36 8 Forgery 15 15 5

Cmb.Stnc.Base 6 9 15 5 Hunt Make/Pick Locks


Crushing Jump Pick Pockets
Edged Ride 6 6 3 Search 15 15 5

Fencing Run 15 15 5 Set/Disarm Trap


Knives Swim Sleight of Hand
Life Base 15 13 28 7 Track 6 4 10 4 Sneak 15 15 5

Pole & Staff 36 36 8

Thrown

Social Pool :2K3 0 + 1 1 e*tv a ; 8 left Crafts Pool: 2 x30 ; 3 leit Knowledges Pool: 1K30; aU/uieci
Sp Ad Exp tot lvl Kn Sp Ad Exp tot lvl Kn Sp Ad Exp tot lvl Kn
Bargain 10 11 21 6 Animal Handl. 10 10 4 GenKnowl 15 13 28 7

Command 28 28 7 ArmorRepair God's Tongue


Empathy 28 15+21 1 2 66 11 Enchantment Hist & Lit 6 4 10 4

28 5 3 36 8 Medicine 35+ 25 3 1 91 13 Judge Val 3 3 2


Etiquette
Flirting 21 21 6 Music 6 6 3 Languages
Friendliness 28 15 2 45 9 +3 Spellweaving 10 10 4 Law 6 6 3

Guile 6 6 3 Wilds Survival Natural Science 30 6 36 8

Interrogate 15 13 28 7 Woodworking Social 15 15 5

Intimidate 10 11 21 6 Teaching 6 4 10 4

Theology
T h e spell list s t a r t i n g o n p a g e 2 0 4 i n c l u d e s a g r e a t d e a l , s o m e
CHARACTER CREATION 7 : o f w h i c h is m o r e o f i n t e r e s t t o a d v a n c e d m a g e s t h a n starting
c h a r a c t e r s . T h e r e is a s h o r t e r list o f g o o d s p e l l s t o k n o w o n p a g e
CHOOSING SPELLS 309. Start with spells that are y o u r best N o u n + V e r b combina­
tions, a n d in c o m m o n N o u n s like C o r p a d o r a n d H e r b a d o r . F o r
T h e W o r l d T r e e is a w o r l d o f p l e n t i f u l m a g i c . Every prime
e x a m p l e , if y o u are H e r e t h r o y , y o u p r o b a b l y should look at
l e a m s a f e w spells a n d a little m a g i c w h e n g r o w i n g u p ; s o m e
Creoc Herbador spells.
primes l e a m a great deal indeed. M a g e s rely heavily on their
pattern spells: concrete spells w h i c h do one thing quite well. All B e sure that y o u can cast the spells y o u choose. You need to
p r i m e s start out w i t h 3 + d 6 p a t t e r n spells of c o m p l e x i t y 5, w h i c h h a v e M e m o r y + Worst N o u n + Worst Verb b e at least as big as
are the simplest pattern spells. Many Advantages and the spell's complexity. (If y o u h a v e K n a c k s in s o m e o f the
Disadvantages give extra pattern spells. As you figured them spell's N o u n s a n d Verbs, a d d t h e m in too.)
out, y o u kept a record of h o w m a n y spells they gave: For example, Azliet has M e m o r y = +2, Ruloc = 7 with a + 4
k n a c k , a n d M e n t a d o r = 6. S h e c a n cast Q u i c k N a p ( R u M e 15),
Character Creation 7: Azliet's Spell Count because 2 + ( 7 + 4 ) + 6 = 1 9 >= 1 5 . She cannot cast any Ruloc
12 + 7+1 stawiard/heaUng' M e n t a d o r 2 0 spells until she gets o n e m o r e skill level in either
5
Ruloc or Mentador. She has Mutoc=0, Sustenoc=4, and
10 4+ 1 itaridard/healirig/
Corpador =12 with a +2 Knack. H e r total for Strength of

15 1 any; 2 healings, 1 yta^id^a^d/healCng' M a d n e s s ( R u M u S u C o M e 15) is 2 + ( 0 + 4 ) + ( 6 + 2 ) = 14 a n d s h e


c a n n o t c a s t it. N o t e t h a t b o t h K n a c k s c o u n t , e v e n t h o u g h her
20 1 + 1 i^ruiard/healina'
h i g h R u l o c a n d C o r p a d o r skills are w a s h e d out b y h e r lower
2 5 a n d up 2 heaMjrufypelly (25'y> M u t o c and Mentador scores.

Character Creation 7: Azliet's Spells


Spell Name Verbs Nouns Cplx Mem+Noun+Verb Page
KUythe/Stinging/Cut HI Co- 5 28 215
Heai/Once' HI Co- 10 28 215
Preteme/ofHealth HI Ccr 15 28 215
Heahtrw/Awful/Wound/ HI Co- 20 28 216
Temporary Health HI Co- 25 28 226
StraXghte^vthe/Spinning/Head' HI Co- 25 28 226
PouncUr\#15oy\&> Rw Co- 20 27 220
Reduce/Itchy Venom/ HI Co- 25 28 226
Healing-Sleep HI Co- 15 28 225
Quick/Nap Ru/ He> 25 29 242
.evitaturrv RlA/ Co- 20 27 229
Doughty Warrior Su/ Co- 20 20 222
Alhip S&chSUp Stick Ru/ Hr 20 18 227
'. iiterv to- Secrety Ke-[Su/Cr] Ae/ 20 It- 239
The/pain/ Locked/1 n/Ity Coffin* Ru/Ve/ ^Ae/Co- 20 24 242
Bcme/Vart CrRw Co- 5 25 223
Healtke/'Body'yWeapony HI Co- 5 28 225
find/the/fallen/'Bird/ Ke/ Co- 5 22 217
Ber\d/'Bone/and/Horr\/ Mu/ Co- 5 26 217
JoiAVBoney Mu/ Co- 5 26 217
jUide/the/faU/ Rw Co- 5 27 219
Carry the/Slain/Heatt Ru/ Co- 5 27 219
Ethereal/VrCU De- Hr 5 7 225
Carry the/Log' Ru/ Hr 5 18 226
SClentWordy Cr He/ 5 13 238
Deflect Corpador Ru/ Co­ 5 27 207
IrwiiMe/potHolder Ru/ py 5 18 245
E>ctU\gu4^hthe/fire/ De/ Py 5 7 244
Purify Scent HI \V 5 24 209
Remedy for Corpador HI Co- 5 28 207
Remedy for Herbador HI HrCo- 5 21 207
Armor Turning/Corpador Ru/Su/ Co- 5 24 207
Armor Turning-Herbador Ru/Su/ Hr 5 15 207
DUmahltch/ De- Co- Me/ 5 20 224
You c a n l e a m spells that y o u cannot cast yet. If y o u c h o o s e to for s o m e suggestions. You c a n b u y b o u n d spells from a spell­
do so, explain h o w y o u acquired them or w h y y o u spent the binder in m o s t cities. Or, if y o u or y o u r c o m p a n i o n s have
m o n e y o n something n o t yet useful. Y o u h a v e t o p a y t h e full e n o u g h S p e l l b i n d i n g skill ( s e e p a g e 181), y o u c a n b i n d t h e m for
A d v a n t a g e cost, w h e t h e r y o u c a n cast the spell yet or not. each other. Indeed, most adventuring groups usually bind most
You (the player) m a y invent s o m e o f your character's spells, of their o w n spells.
s u b j e c t t o the g a m e m a s t e r ' s r e v i e w . I n v e n t s p e l l s a p p r o p r i a t e t o In this party, Azliet and Rrengra can both bind spells.
y o u r c h a r a c t e r ; e.g., i f y o u ' r e f r o m a f a r m v i l l a g e , m a k e u p s o m e They equip each other with a selection of useful spells;
cantrips o f u s e to farm villages. If y o u invent spells, keep them indeed, this is how Azliet hired Rrengra in the first place.
in line with the standard ones. F i r e F l o w e r is perfected; there's With a Cley Base of 10, Azliet can carry 10 bound spells.
n o b e t t e r w a y t o b l a s t s o m e o n e w i t h fire w i t h a c o m p l e x i t y - 5 She would like to bind her spell Temporary Health, a supe­
spell. S e e p a g e 197 for s o m e guidelines. rior version of Pretense of Health, but is not yet good
Azliet h a s a substantial n u m b e r o f spells, as counted in Step 4. enough at spellbinding to do so: she has Spellbinding +
M a n y o f t h e m are m i n o r complexity-5 spells, so easy that she Will + Noun + Verb =5 + 0 + (12+2) + 12 = 31, and she
c a n cast t h e m despite h a v i n g skill 0 in t h e N o u n o r Verb. S h e needs 25+10=35 to bind it.
a l s o t a k e s s o m e M e n t a d o r s p e l l s (cf h e r D a r k S e c r e t ) , which
The spells are bound to go off either at a word or under
m a y get her in considerable trouble if she uses t h e m t o o openly.
the obvious circumstance. The Heal the Awful Wound
spells will go off if Azliet is struck down; the Levitation
CHARACTER CREATION 8 : spell will go off if she falls. The last three spells all go off\
on the same command phrase "danger fight", letting her get
MONEY, POSSESSIONS, A N D ready for a fight quickly - or waste three valuable bound
spells quickly if she uses them at a poorly-chosen time.

B O U N D SPELLS Azliet does not spend any money on bound spells, since
she can bind many useful ones and get others from Rrengra.
Characters typically start o u t w i t h s6xl00+s20xl0 lozens.
Buying bound spells would give her a better variety, but
B o t h stress dice g e t o n e botch die; if either botches, the charac­
could be expensive.
t e r h a s n o c a s h o n h a n d , e f f e c t i v e l y the N o C a s h D i s a d v a n t a g e ,
but m a y take an additional + 1 Advantage - not o n e which gives
cash! - b e y o n d t h e usual limit.
You m a y u s e your starting m o n e y to b u y things; see the price
list o n p a g e 6 0 for s t a n d a r d p r i c e s o f s o m e c o m m o n t h i n g s . F o r
c o n v e n i e n c e , t h e g a m e m a s t e r m a y a l l o w y o u t o start w i t h rea­
sonable equipment for y o u r skills a n d profession a n d social
background. If y o u h a v e a h i g h P i c k L o c k s skill, y o u h a v e a set
of lockpicks. I f y o u are m i n o r n o b i l i t y , y o u h a v e a c c e s s t o a
mansion or t w o , coaches, clothes, cooks, maids, a n d so o n - or
the local equivalent. W o u l d - b e adventurers will typically start
with leather armor a n d bone or w o o d w e a p o n s if they want
them, a n d m a y b u y more or have them from some Advantage or
other.

Azliet starts with 510 lozens, representing her personal


money. Since she is a married professional, she has other
money and possessions, but they also belong to her family,
and she will not use them without the consent of whichever
of her spouses has affan in financial matters. For her first
adventure, she buys a good spear with a metal point for the
standard 150 lozens, and holds onto the rest of her money.
She starts with leather armor, as most adventurers do. Her
great-uncle Donat, once an adventurer, gives her his metal
shield; this is from the Cani advantage "Starting Presents".

C h a r a c t e r C r e a t i o n 8 : Azliet's P o s s e s s i o n s

Possession Cost
metal-tipped/ Spear 150
meted> ihield/ from/ great- uncle'
leather armor itOA%dard/

O n e o f the m o s t i m p o r t a n t p o s s e s s i o n s o f a s t a r t i n g modem
a d v e n t u r e r i s bound spells: cheap one-use m a g i c items that cast
their spells under s o m e specific situations. A l m o s t a n y spell c a n
b e b o u n d , b u t s o m e spells w o r k better than other. See page 309
C h a r a c t e r Creation 8 : Azliet's B o u n d S p e l l s

# Spell Verb, N o u n , Cplx Power Cost

1 Heal<theAwfxd/Wound/ HlCo-20 21 0

2 HeaJ/the/AwfvdWotAnd HlCo-20 19 0

3 Pretence/ of H e a t t i v HlCo-15 22 0

4 Preteme/ of Health HlCo-15 18 0

5 Pounding/Bone- (on/tip ofipear) UwCo-20 21 0

6 Levitatlon/ P.wCo-10 24 0

7 Quick/Imtant CrTe/10 10 on
8 Quichln&tunt (command/ "danger fight!") CrTe/10 12 on
9 Vowghty Warrior (command "danger fight!") SwCo-10 15 0

10 Toughen/the/fleih (command "danger fight!") Su/Co-10 12 on


11

12 (*) 'Rrengra/g<M/e>A%Uettheies>pellsrfor free

13

14

15

CHARACTER CREATION 9 : Azliet's details:


Age: 35 World Tree (24 Earth): 25 + d6 + 4 years' train­

DETAILS. ing + 4 years' work.


Birthday and year: Thory 13, 4225. (Current year is
Explain m o r e details o f y o u r b a c k g r o u n d a n d the like, elabo­
rating m a t t e r s that c a m e u p w h e n y o u w e r e selecting skills a n d 4260)

advantages. T i m e c l e y is r e f r e s h e d : dawn, like most decent people.


Decide h o w old y o u are. T h e typical starting character will b e Short Self-Description: "I'm a Cani woman, a trained
about 2 5 - 4 0 World Tree years, equivalent to 16-26 Earth years. Guild healer with four years private practice. As an adven­
Some will b e older; very few will b e younger. Your age should turer, I'm decent with a spear and Corpador magic. I'm
reflect y o u r e x p e r i e n c e a n d b a c k g r o u n d . I f y o u h a v e s e r v e d five pretty nervous about this adventure, but I'll do what I have
four-year terms in t h e city guard, y o u shouldn't be much to."
younger t h a n 4 5 . A g o o d default is to start o u t at 2 5 + d 6 years
B a c k g r o u n d s t o r y : See "Into the Verticals" and page 14.
old, a n d a d d w h a t e v e r t i m e y o u r A d v a n t a g e s a n d D i s a d v a n t a g e s
mention.
CHARACTER CREATION 1 0 : PERMANENT CHARACTER SHEET
S o m e of the information o n the character creation w o r k s h e e t g o e s to y o u r p e r m a n e n t character sheet. C o p y it t h e r e a s c o n v e n i e n t .
T h e rest o f the information - w h i c h attributes w e r e rolled, h o w m u c h experience c a m e from A d v a n t a g e s , and so on - w a s j u s t inter­
m e d i a t e m a t e r i a l from c h a r a c t e r c r e a t i o n a n d w i l l n o t b e n e e d e d l a t e r .

Calculate the character's c o m b a t statistics, and write t h e m Azliet has a Life Base of 7, and Stamina and Will both 0.
d o w n on the character sheet. M o s t of these d e p e n d o n one skill. She has 21 life points. She will be badly hurt if she is
• Life P o i n t s = 3 x ( L i f e B a s e + S t a m i n a ) . B a d I n j u r y a n d down to 10, and terribly hurt if she is down to 5. She will
Terrible Injury a r e a h a l f a n d a q u a r t e r o f L i f e P o i n t s , r o u n d e d be dead if she is reduced to - 7.
down. Dead is -(Life B a s e + W i l l ) . She has Faith = +3 and Cley Base = 10, and rolls
• Cley is C l e y B a s e + F a i t h + d 6 . R e r o l l t h i s e v e r y g a m e d a y , d6=4, giving 17 cley her first day. She will reroll this
u s u a l l y at d a w n . every day. Azliet simply takes the first five combat
F o r e a c h o f y o u r m a i n w e a p o n s , c a l c u l a t e the c o m b a t num­ options, Vary Stance through Wild Attack.
bers. Azliet is a good starting character. She's an excellent
• A t t a c k is D e x t e r i t y + y o u r s k i l l i n t h e w e a p o n , p l u s a m o d ­ healer: a good profession between adventures, and a valu­
ifier t h a t d e p e n d s o n t h e w e a p o n . See page 152. able skill during them. She has a few powerful spells for
dealing with menaces, building on her strengths. She has
• Base Damage a n d Damage Increment are g i v e n in the table a decent collection of utility spells. She'll do well in most
on page 154. social situations. She isn't helpless in combat, though
• D e f e n s e is A g i l i t y + D o d g e p l u s m o d i f i e r s f o r y o u r s p e c i e s ' she'll usually fight defensively and let more dangerous
i n n a t e a r m o r , t h e a r m o r y o u are w e a r i n g , t h e s h i e l d y o u a r e people do the killing. She has a few surprising tricks and
u s i n g , a n d t h e w e a p o n y o u a r e u s i n g . T h e first t h r e e a r e f o u n d skills, like basic mind-magic and forgery. She'll be able to
o n p a g e 156; the fourth is o n p a g e 154. do something worthwhile in almost any situation.
• Soak is y o u r s p e c i e s ' i n n a t e s o a k p l u s t h e s o a k o f t h e a r m o r The gamemaster will be pleased as well. Azliet will be
you are using, both found on p a g e 156. easy to involve in stories, and her friendship with Rrengra
• Combat Options: F o r each point of C o m b a t S t a n c e B a s e will help drag the Sleeth in as well. Azliet has a few
y o u k n o w , c h e c k off o n e b o x in the table of c o m b a t o p t i o n s o n strong personality traits, providing good material for role-
y o u r c h a r a c t e r s h e e t , o r d i n a r i l y s t a r t i n g w i t h t h e first b o x . S e e playing.
p a g e 156 for details.
Name A%Ue£ Species CewU/ Gender female/

Strength Stamina Dexterity Agility Perception Faith Memory Wits WIN Charisma

+1 0 +2 -2 +1 +3 +2 +3 0 +3

Magic 3 Knack Nouns io Knack Verbs 3 Knack

Cley Base 10 Airador Creoc 5

Concentration 4 Aquador Destroc


Feather Casting Corpador 12 +2 Healoc 12
Finesse 3 Durudor Kennoc 6
Hammer Casting 6 Herbador 5 Mutoc
Magic Analysis 4 Illusidor Ruloc 7 +4
Magic Resistance 6 Locador Sustenoc 4
Magic Theory 4 Magiador
Meditation 4 Mentador 6 gar

Ritual Magic Pyrador 5

Spellbinding 5 Spiridor
Spont. Force 3 Tempador
Fighting 2 Knack Athletics 5 Knack Rogue Arts 0 Knack

Archery Climb 5 Alertness 5

Brawling 5 Dance Disguise


Claws&Teeth Dodge S Forgery S

Combat Stance Base 5 Hunt Make/Pick Locks


Crushing Jump Pick Pockets
Edged Ride 3 Search 5

Fencing Run 5 Set/Disarm Trap


Knives Swim Sleight of Hand
Life Base 7 Track 4 Sneak 5
Pole & Staff 8
Thrown
Social 8 Knack Crafts 3 Knack Knowledges 0 Knack

Bargain 6 Animal Handling 4 General Knowledge 7


Command 7 Armor Repair Gods' Tongue
Empathy 11 Enchantment History & Literature 4
Etiquette 8 Medicine 13 Judge Value 2

Flirting 6 Music 3 Languages


Friendliness 9 +3 Spellweaving 4 Law 3

Guile 3 Wilds Survival Natural Science 8


Interrogate 7 Woodworking Social 5

Intimidate 6 Teaching 4
Theology
SPECIES TEMPLATE:
CANI
Cani are dogfolk, very civilized a n d extremely social. Clan
a n d family ties are v e r y strong; C a n i adventurers usually start
with a few useful gifts ( i n c l u d i n g s o m e m e t a l e q u i p m e n t or
m i n o r m a g i c i t e m s ) , a n d h a v e a lot o f p e o p l e t h e y c a n call o n for
a s s i s t a n c e if n e e d b e . A f t e r a f e w w e e k ' s a s s o c i a t i o n w i t h s o m e -
o n e o r s o m e g r o u p , a C a n i w i l l b e q u i t e l o y a l t o it - e v e n i f t h e y ' d
rather not be. C a n i f r e q u e n t l y find t h e m s e l v e s w i t h m a n y c o n ­
flicting strong loyalties to resolve.

Category Skill Experience

Magic Cley Base 6

Magic Magjc Resistance 6

Verbs Ruloc 10

Fighting Life B a s e 15

Fighting Brawl 15

Fighting Combat Stance Base 6

Athletics Dodge 15

Athletics Ride 6

Athletics Track 6

Rogue Arts Alertness 15

Rogue Arts Search 15

Social Command 28

Social Empathy 28

Social Etiquette 28

Social Flirting 21

Social Friendliness 28

Social Guile 6

Social Intimidate 10

Knowledges General 15

Knowledges History and Literature 6

Knowledges Social 15

Knowledges Law 6

Knowledges Teaching 6
Strength Stamina Dexterity Agility Perception Faith Memory Wits Will Charisma

Species Default +1 0 0 0 +1 +1 0 0 0 +1

Ruloc C a n i h a v e a + 4 K n a c k i n R u l o c , the m a g i c a l a r t o f c o n t r o l .
Knack(God
Connection)

Social Knack Cani h a v e a + 3 k n a c k at s o m e s o c i a l skill. D o m i n a n t C a n i usually h a v e the k n a c k in C o m m a n d or Intimidate. Less


dominant ones frequently have Friendliness, Etiquette, o r Guile.

loyalty Cani are instinctively loyal. C a n i w i l l f i n d t h e m s e l v e s b e i n g l o y a l t o a n y o n e t h a t they h a v e b e e n around for a f e w


weeks. U s u a l l y t h i s i s n ' t a p r o b l e m , b u t it a p p l i e s a s m u c h t o k i d n a p p e r s a s f r i e n d s . Cani often e x p e r i e n c e
conflicting loyalties, of course, and are r e a s o n a b l y g o o d at d e a l i n g w i t h t h e m C a n i think o f this trait as a n
a d v a n t a g e ; p l a y e r s m a y find i t a d i s a d v a n t a g e .

Ix>yalty B o n u s C a n i o p e r a t e m o r e e f f e c t i v e l y i n s t r e s s f u l s i t u a t i o n s i n w h i c h l o y a l t y i s a k e y f a c t o r . T h e y get a +1 bonus o n all


s t r e s s ( s 2 0 ) r o l l s o n s k i l l s i n these s i t u a t i o n s . C o m m o n s i t u a t i o n s i n w h i c h t h i s b o n u s a p p l i e s are: ( 1 ) t h e C a n i i s
w o r k i n g t o w a r d s a c o m m o n p u r p o s e w i t h a g r o u p o f p e o p l e t h a t h e i s l o y a l t o ; ( 2 ) the C a n i i s d e f e n d i n g s o m e o n e
t h a t h e i s l o y a l t o ; ( 3 ) the C a n i i s a c t i n g i n a s p h e r e i n w h i c h h e h o l d s a f f a n , w h i l e p e o p l e w h o a r e l o y a l t o h i m a r e
watching.

Natural C a n i c a n bite and c l a w w h e n they need to. It's n o t p a r t i c u l a r l y d e a d l y - Cani are a l w a y s better with w e a p o n s - but
Weapons Cani are never unarmed.

N a t u r a l A r m o r C a n i fur a n d s k i n p r o v i d e s a l i t t l e p r o t e c t i o n ( + 1 S o a k ) , e v e n w h e n the C a n i i s n ' t w e a r i n g a r m o r .

Excellent Cani h a v e an exceptional sense of smell: a + 6 bonus. T h e n u m b e r i s n ' t the w h o l e s t o r y ; C a n i c a n s m e l l f a i n t s m e l l s


S e n s e o f S m e l l a n d m a k e d i s t i n c t i o n s that m o s t o t h e r p e o p l e c a n ' t - e.g., to C a n i , e a c h p e r s o n h a s a d i s t i n c t i v e p e r s o n a l o d o r .

Family Cani b e l o n g to l a r g e families. D e s c r i b e y o u r s i n r e a s o n a b l e d e t a i l ; b e c o n s i s t e n t w i t h the s e t t i n g a n d t h e r e s t o f y o u r


Connections character. ( E . g . , i f y o u ' r e a r i c h C a n i in a c i t y , m o s t l i k e l y y o u r f a m i l y i s a s w e l l . ) E v e n the l e a s t i m p o r t a n t C a n i h a s
s o m e d i s t a n t c o n t a c t s a n y w h e r e that Cani l i v e : p e o p l e w h o ought to offer f o o d a n d m i n o r a s s i s t a n c e a t least.

Starting C a n i a d v e n t u r e r s s t a r t o u t w i t h p r e s e n t s from t h e i r f a m i l y . T h e exact nature o f the p r e s e n t s is up to the g a m e m a s t e r ; a


Presents metal w e a p o n o r m o d e s t m a g i c i t e m (used b y s o m e a d v e n t u r e r in the family a f e w g e n e r a t i o n s a g o ) is a c o m m o n
present.

Clan You a r e a m e m b e r of o n e of the t r e e - w i d e C a n i c l a n s . N o t e that e a c h clan has a personality stereotype, w h i c h


Affiliation n o b o d y r e a l l y e x p e c t s y o u to l i v e up to. Y o u a r e a n a u x i l i a r y m e m b e r o f a few others. R o l l a d 6 ; o n a 1, y o u h a v e
one auxiliary clan; on 2-4, you have two; on 5-6, you h a v e three. C h o o s e them a l l .

Married C a n i u s u a l l y m a r r y y o u n g . Y o u m a y t a k e t h e M a r r i e d A d v a n t a g e a t n o c o s t , though i f y o u h a v e s p o u s e s o f a d v e n t u r e r
(Optional) s t r e n g t h , y o u m u s t t a k e them a s + 2 A d v a n t a g e s . R o l l 3 d 6 f o r the n u m b e r o f C a n i i n y o u r f a m i l y , c o u n t i n g y o u .
D e s c r i b e y o u r f a m i l y h i s t o r y a n d o c c u p a t i o n s , a n d g i v e n a m e s a n d d e s c r i p t i o n s o f y o u r s p o u s e s . If y o u h a v e b e e n
m a r r i e d f o r m o r e than a f e w y e a r s , t h e r e a r e p r o b a b l y s o m e p u p p i e s a s w e l l .
SPECIES TEMPLATE:
GORMOROR
G o r m o r o r are bear-folk: big, brawny, shaggy, and rough. They
are p r o u d b a r b a r i a n s , living in s m a l l tribes for t h e m o s t part,
hunting and gathering and raiding. T h e y are the joint creation
of R e l u u and A c c a n a x , created a w h i l e after A c c a n a x m a d e the
Khtsoyis, p r e s u m a b l y so that A c c a n a x could h a v e a reasonable
s p e c i e s in the w o r l d . T h e y are c o n s i d e r e d s a v a g e b u t h o n o r a b l e ,
a n d b y in large live u p to that reputation.
Unlike the other species, G o r m o r o r are sexually dimorphic:
m e n are considerably m o r e ursine (bearlike) than w o m e n , and
w o m e n are tougher than males.

Category Skill Experience

Magic Cley Base 6

Magic Magic Resistance 6

Verbs Destroc 6

Verbs Ruloc 6

Fighting Life B a s e 28

Fighting Brawl 36

Fighting Claws&Teeth (Men) / 28


Knife (Women)

Fighting Combat Stance Base 28

Fighting t w o different w e a p o n skills 15 e a c h

Athletics Dodge 36

Athletics Climb 15

Athletics Dance 10

Athletics Hunting 36

Athletics Run 15

Athletics Swim 6

Athletics Track 6

Rogue Arts Alertness 6

Rogue Arts Set/Disarm Traps 10

Rogue Arts Sneak 10

Social Flirting 6

Social Intimidate 15

Crafts Animal Handling 6

Crafts Gormoror Bard 6

Crafts Medicine 10

Crafts Wilderness Survival 15

Knowledges General 10

Knowledges Natural Science 10


Strength Stamina Dexterity Agility Perception Faith Memory Wits Will Charisma

Species Default +1 male +2 0 -2 +1 0 0 0 +1 0


female +3

Ruloc and G o r m o r o r h a v e a + 3 k n a c k in b o t h R u l o c a n d D e s t r o c m a g i c . S e e the A d v a n t a g e " K n a c k " for m o r e d e t a i l s .


Destroc
Knacks(God
Connection)

Flexible G o r m o r o r c a n c h o o s e t o fight v e r y f i e r c e l y , o r ( n o t a s w e l l r e s p e c t e d ) v e r y d e f e n s i v e l y . T h e y h a v e a K n a c k + 5 in
Warrior Combat Stance Base.

Berserk Life A G o r m o r o r c a n fight o n a l i t t l e w h i l e a f t e r t a k i n g t e r r i b l e d a m a g e , e v e n d a m a g e that w o u l d k i l l a n o t h e r p r i m e . W h e n


a G o r m o r o r is r e d u c e d to 0 life p o i n t s o r b e l o w a n d stays there for l o n g e r than a s e c o n d , s h e g o e s b e r s e r k . All
T r o u b l e from w o u n d s a n d f a t i g u e d r o p s a w a y . She takes her most aggressive c o m b a t stance. She becomes fierce:
+s6 { n o b o t c h d i c e } d a m a g e o n e a c h hit. T h i s s t a t e l a s t s f o r h e r n e x t 2 - 4 a c t i o n s , r o l l e d s e c r e t l y b y the g a m e m a s t e r ;
w h e n h e r final a c t i o n c o m e s , s h e k n o w s . If s h e i s h e a l e d b a c k t o l i f e , s h e w i l l s u f f e r T r o u b l e 1 0 f o r t h e r e s t o f t h e
d a y f r o m the p h y s i c a l s t r e s s o f the d e e d , i n s t e a d o f t h e u s u a l first d a y ' s T r o u b l e from b o u n c i n g . If t h e G o r m o r o r was
a c t u a l l y k i l l e d , she'll b e at T r o u b l e 9 the next d a y , T r o u b l e 8 the d a y after, a n d s o o n . G o r m o r o r d o not stay b e r s e r k
i f t h e y a r e h e a l e d b a c k t o l i f e . T h e y d o n o t g o b e r s e r k ( o r g e t T r o u b l e ) if they a r e h e a l e d b e f o r e their first action
berserk, e.g. b y a bound healing spell. O n l y the d e m a n d s of c o m b a t i n s p i r e b e r s e r k life, and only as l o n g a s the
G o r m o r o r is a c t u a l l y fighting.

N a t u r a l A r m o r G o r m o r o r fur a n d s k i n i s l i k e l e a t h e r a r m o r : + 1 S o a k . T h e y c a n a n d s h o u l d w e a r m o r e a r m o r o v e r it.

Word of G o r m o r o r k e e p their s w o r n W o r d s o f H o n o r , o r suffer g r a v e l y .


Honor

Check G o r m o r o r c a n t e l l e a s i l y w h e n o t h e r G o r m o r o r h a v e b r o k e n t h e i r W o r d s o f H o n o r : a + 1 0 b o n u s o n the r o l l .
Gormoror
Code

Resistance to G o r m o r o r a r e r e s i s t a n t t o R u l o c M e n t a d o r , g a i n i n g a + s 2 0 b o n u s o n a l l r e s i s t a n c e r o l l s a g a i n s t it. G o r m o r o r get


Mind-Control d o u b l e e f f e c t from e a c h c l e y s p e n t i n d e f e n d i n g themselves against Ruloc Mentador, as well.

Alcohol G o r m o r o r c a n h o l d t h e i r l i q u o r w e l l : t h e first t h r e e d r i n k s h a v e n o p a r t i c u l a r e f f e c t .
Tolerance

Gormoror G o r m o r o r generally k n o w their species' style of alliterative poetry and song. W r i t e this o n the c h a r a c t e r sheet a s a
Bard Craft skill.
SPECIES T E M P L A T E :
HERETHROY
H e r e t h r o y are fairly insectile p e o p l e , like h u m a n o i d crickets or
m a n t i s e s . T h e y w a l k on either t w o or four legs, using the others
as hands. The species has three genders: male, female, and co-
lover. T h e i r carapaces are beautiful, shining in simple natural
patterns or c o m p l e x designs of paint, lacquer, and (for the
wealthy) inlaid metal. M a n y are farmers b y inclination. Their
carapace provides some armor; and a Herethroy fighting with a
t w o - h a n d e d s w o r d , a spear, a n d a shield (at the s a m e t i m e ) can
b e quite effective.

Category Skill Experience

Magic Cley Base 6

Magic Magic Resistance 6

Magic Meditati6n 10

Verbs Creoc 10

Fighting Combat Stance Base 15

Fighting Life B a s e 21

Fighting Pole/Staff 15

Athletics Climb 15

Athletics Dodge 6

Athletics Running 10

Rogue Arts Set/Disarm Traps 6

Social Bargain 6

Social Empathy 6

Social Etiquette 6

Social Flirting 6

Social Friendliness 6

Crafts Animal Handling 21

Crafts Gardening 28

Crafts Herethroy Singing 21

Crafts Woodworking 15

Knowledges General 10

Knowledges History and Literature 21

Knowledges Judge Value 6

Knowledges Languages 6

Knowledges Law 6

Knowledges Natural Science 15

Knowledges Teaching 6
Strength Stamina Dexterity Agility Perception Faith Memory Wits Will Charisma

Species Default 0 +1 0 -1 0 +1 0 +1 0 0

C r e o c K n a c k + 4 ( G o d H e r e t h r o y h a v e a + 4 K n a c k in C r e o c .
Connection)

Climbing Knack +3 T h e extra limbs give Herethroy a + 3 K n a c k at Climbing.

Running H e r e t h r o y run v e r y fast on four l e g s ( + 6 K n a c k o n R u n n i n g , b u t o n l y w h e n u s i n g four l e g s ) . They can


m a i n t a i n this s p e e d for ( S t a m i n a + 6 ) h o u r s .

Carapace T h e H e r e t h r o y c a r a p a c e i s d e c e n t a r m o r b y i t s e l f ( + 2 S o a k ) a n d H e r e t h r o y c a n w e a r m o r e a r m o r o v e r it.

Fxtra H a n d s H e r e t h r o y c a n s t a n d o n t w o feet, a n d u s e all four h a n d s . T h e y c a n a l s o u s e h u g e t h r e e - h a n d e d s w o r d s . A


t y p i c a l H e r e t h r o y k n i g h t f i g h t s w i t h s w o r d , s h i e l d , a n d staff: a n i m p r e s s i v e d e f e n s e .

Pole/Staff In L o w e r H e r e t h r o y m a y use a p o l e a r m ( s p e a r o r p i k e ) or a staff in the l o w e r p a i r of a r m s w i t h o u t penalty. T h i s is m o r e


Arms effective than usual multiple w e a p o n use ( p a g e 159). It d o e s n o t r e q u i r e a n y p a r t i c u l a r s k i l l i n C o m b a t S t a n c e
Base. It d o e s n o t b r i n g a n y A t t a c k p e n a l t y . T h e H e r e t h r o y m a y u s e o t h e r w e a p o n s i n the u p p e r a r m s a t the
same time.

Special Skills H e r e t h r o y get e x p e r i e n c e in t w o skills that other s p e c i e s d o not a u t o m a t i c a l l y l e a r n : G a r d e n i n g ( w h i c h i s w h a t


it s o u n d s l i k e ) a n d H e r e t h r o y S i n g i n g ( s i n g i n g i n t h e traditional Herethroy styles). Write both skills as Craft
skills. T h e s e a r e i m p o r t a n t p e r s o n a l a n d s o c i a l s k i l l s f o r m o s t H e r e t h r o y ; t h e y are u n l i k e l y t o b e t h e m o s t
i m p o r t a n t s k i l l s for a d v e n t u r e r s .
SPECIES TEMPLATE:
KHTSOYIS
K h t s o y i s a r e l a r g e a i r - h e p t a p o d s : s e v e n five-foot t e n t a c l e s in
radial d i s p l a y a r o u n d a n u g l y t w o to t h r e e foot l u m p y h e a d .
T h e y m o v e as if t h e y w e r e u n d e r w a t e r , s w i m m i n g t h r o u g h the
air: g r a v i t y is b a r e l y real for t h e m . T h e y a r e d e s t r u c t i v e a n d n o t
terribly bright; Khtsoyis w h o happen to be very bright usually
h i d e it. T h e y c a n u s e u p t o t h r e e s h i e l d s a n d c l u b s a t a t i m e .
They can heal themselves.

Category Skill Experience

Magic Cley Base 15

Magic Concentration 6

Magic Magic Analysis 6

Magic Magic Resistance 6

Magic Meditation 10

Verbs Destroc 10

Fighting Brawl 15
Fighting Combat Stance Base 15

Fighting Crushing weapons 36

Fighting Life B a s e 36

Athletics Dodge 36

Athletics Running 10

Athletics Track 6

Rogue Arts Alertness 15

Rogue Arts Pick Pockets 6

Rogue Arts Search 6

Rogue Arts Set/Disarm Traps 6

Rogue Arts Sleight of H a n d 6

Rogue Arts Sneak 15

Social Bargain 6

Social Flirting 6

Social Guile 10
Social Intimidate 15

Knowledges General 6

Knowledges Judge Value 10


Knowledges Law 6
Strength Stamina Dexterity Agility Perception Faith Memory Wits Will Charisma

Species Default + 1 +3 0 0 0 0 0 -1 0 -1

Destroc K n a c k Khtsoyis have a + 4 Knack at Destroc.


(God
Connection)

Sneak Bonus K h t s o y i s d o n ' t m a k e m u c h n o i s e a s they d r i f t a r o u n d , a n d t h e y c a n c h a n g e their c o l o r . T h i s g i v e s them u p t o a + 1 0


bonus on sneaking and hiding in most situations.

Self-Healing Khtsoyis c a n r e g e n e r a t e , h e a l i n g d 6 + S t a m i n a points at the c o s t of t w o cley. It m u s t b e d o n e o n the K h t s o y i s ' a c t i o n ,


b u t d o e s n o t t a k e t h e a c t i o n : t h e K h t s o y i s m a y s e l f - h e a l a n d d o s o m e t h i n g e l s e a t the s a m e t i m e . T h i s h e a l i n g h a p p e n s
a t the e n d o f the K h t s o y i s ' a c t i o n .

Non-Healing K h t s o y i s h a v e a l m o s t n o i n t e r n a l o r g a n s , e v e n b y W o r l d T r e e s t a n d a r d s . In p a r t i c u l a r t h e y h a v e n o o r g a n s o f h e a l i n g .
Their w o u n d s d o not r e c o v e r o v e r time unless they are tended. G i v e n their p o w e r o f s e l f - h e a l i n g , t h i s a l m o s t n e v e r
matters.

Tough Skin K h t s o y i s a r e t o u g h ; their s k i n i s l i k e l e a t h e r a r m o r .

Poor Taste and Khtsoyis can't taste or smell very w e l l . T h e y a r e - 3 o n a l l P e r c e p t i o n r o l l s f o r those s e n s e s , a n d h a v e d i s t i n c t l y


Smell c o a r s e r perceptions than humans (or the other p r i m e s ) d o . T h e y c o n s i d e r this a n a d v a n t a g e : t h e y c a n d r i n k a n d e n j o y
r e a l l y c h e a p stuff that o t h e r p r i m e s w o n ' t t o u c h , a n d they d o n ' t n e e d t o k e e p t h e i r h o m e s from s t i n k i n g .

Air-swimming K h t s o y i s d r i f t i n t h e a i r . T h e y are n a t u r a l l y s l o w ( h a l f o f a b i p e d ' s w a l k i n g s p e e d ) , b u t w h e n they h a v e e n o u g h


t e n t a c l e - h o l d s they c a n p u l l themselves around faster (at standard m o v e m e n t ) . T h e y c a n lift
( S t r e n g t h + 4 ) x l 0 0 p o u n d s , if they h o l d it w i t h a l l t h e i r t e n t a c l e s .

Color K h t s o y i s c a n c h a n g e their s k i n c o l o r a t w i l l ; i n p a r t i c u l a r , they c a n c h a n g e t o m a t c h the s u r r o u n d i n g s . This isn't


Changing perfect -they can't d o bright c o l o r s and rarely manage an exact match of e v e n a solid dull color.

Armor Khtsoyis can't w e a r much a r m o r on their tentacles, or they couldn't m o v e them S o they g e n e r a l l y o n l y w e a r l i g h t
Limitation h a r n e s s e s a n d a s h i e l d o r t w o , a n d r e l y o n s e l f - h e a l i n g t o s a v e them w h e n they g e t b a t t e r e d .

Clubs and Khtsoyis prefer to use clubs (or maces) and shields. T h e y c a n u s e u p t o t h r e e o f them, i n a n y c o m b i n a t i o n : t h r e e
Shields c l u b s , o r t h r e e s h i e l d s , o r t w o o f o n e a n d o n e o f the o t h e r , w i t h n o A t t a c k o r d a m a g e p e n a l t y . This special talent
d o e s not a p p l y to other crushing w e a p o n s : j u s t clubs and m a c e s . (One-handed w e a p o n s take t w o tentacles; t w o -
h a n d e d o n e s t a k e four. K h t s o y i s d o n ' t h a v e the l e v e r a g e t o u s e t h r e e - h a n d e d w e a p o n s effectively.)

Overhead K h t s o y i s c l u b b i n g p e o p l e w h o are d i r e c t l y u n d e r them a r e + 2 t o A t t a c k a n d t o b a s e d a m a g e . Another g o o d r e a s o n to


Bonus use three clubs.

Bite K h t s o y i s h a v e a n a s t y b i t e , though i t c a n o n l y b e u s e d i n c l o s e c o m b a t .

Subject T o M o s t p r i m e s c o n s i d e r K h t s o y i s d a n g e r o u s thugs, little better than m o n s t e r s . This prejudice is r e a s o n a b l e enough:


Prejudice m a n y K h t s o y i s a r e d a n g e r o u s thugs, l i t t l e b e t t e r than m o n s t e r s .

"Running" K h t s o y i s i n t e r p r e t the R u n n i n g s k i l l a s F l o a t i n g . T h e s k i l l g o v e r n s their s p e e d w h e n t h e y are h u r r y i n g , e x a c t l y the


Skill s a m e w a y that the R u n n i n g s k i l l d o e s f o r o t h e r p r i m e s w h e n a c t u a l l y r u n n i n g .
SPECIES TEMPLATE:
ORREN
Orren are otter-people, human in size, brown-furred and
brown-eyed. W h e n they are w e t enough, they turn into otters,
a n d usually g o off to play. T h e y are smart but frequently unfo­
cused. T h e y are subject to sudden, short bouts of enthusiasm,
b e i n g interested in s o m e t h i n g fanatically for a f e w w e e k s and
t h e n d r o p p i n g it i n f a v o r o f s o m e t h i n g e l s e . I n e m e r g e n c i e s t h e y
c a n e n t e r a w i l d rush, a c t i n g v e r y q u i c k l y b u t c a r e l e s s l y .

Category Skill Experience

Magic Cley Base 6

Magic Magic A|ialysis 6

Magic Magic Resistance 6

Magic Meditation 6

Magic Spontaneous Force 10

Verbs Kennoc 10

Fighting Life B a s e 10

Athletics Dance 15

Athletics Jump 15

Athletics Run 15

Athletics Swim 55

Athletics Dodge 21

Rogue Arts Disguise 6

Rogue Arts Search 6

Social Flirting 10

Social Friendliness 6

Social Guile 6

Crafts Medicine 6

Crafts Music 15

Knowledges General 21

Knowledges Languages 6

Knowledges Law 10
Strength Stamina Dexterity Agility Perception Faith Memory Wits Will Charisma

Species Default 0 +1 0 +2 0 0 0 +2 -2 0

Kennoc Knack Orren have a +4 Knack with Kennoc. ( N o n e t h e l e s s , their K e n n o c s p e l l s are n o m o r e r e l i a b l e than a n y o n e e l s e ' s ;
(God t h e y s t i l l fail a b o u t o n e t i m e in 2 0 . )
Connection)

Fast O r r e n m o v e m o r e quickly ( o v e r short distances) than most b i p e d s their size. They're a bit faster w a l k i n g or running
t h a n C a n i , e v e n though t h e y ' r e a b i t s m a l l e r . T r e a t this a s a + 4 K n a c k in Run, but o n l y for short d i s t a n c e s .

Shapechanging O r r e n i n s t a n d y turn into otters w h e n they a r e in w a t e r , a n d turn b a c k into their h u m a n o i d O r r e n - s h a p e s w h e n they a r e


to Otter o n l a n d . C h a n g i n g i s m o s t l y r e f l e x i v e b u t s u b j e c t t o the O r r e n ' s c o n t r o l . In i n t e r m e d i a t e c i r c u m s t a n c e s (e.g., h a v i n g a
b a r r e l of w a t e r d u m p e d o n them), the O r r e n m a y d e c i d e w h e t h e r to c h a n g e or not. O r r e n h a v e to p a y s o m e attention
( T r o u b l e 2 ) w h e n they s h o u l d c h a n g e a n d d o n ' t - e . g . , a n O r r e n w a d i n g i n a p o n d a n d t r y i n g t o s t a y i n l a n d - f o r m , o r
just drenched by a spell. O r r e n h a v e g r e a t d i f f i c u l t y c h a n g i n g t o w a t e r - f o r m w i t h o u t a t l e a s t b e i n g s o a k i n g w e t ; it
3
requires a Will + Finesse + s20 20 roll. O r r e n m a y a l s o b e in a human-sized otter s h a p e in the water.

P i c k U p S k i l l s O r r e n a r e v e r y g o o d a t p i c k i n g u p n e w t o p i c s a s a d u l t s , i f t h e t o p i c s c a t c h their i n t e r e s t . If, d u r i n g p l a y ( b u t n o t
Quickly c h a r a c t e r c r e a t i o n ) a n O r r e n gains a l e v e l at a skill w h i c h started at level 4 o r b e l o w , r o l l a d 2 0 . O n a r o l l o f 1-5,
it's not that interesting; n o benefit. O n a r o l l o f 6 - 1 5 , g a i n a n e x t r a l e v e l , thus r a i s i n g the s k i l l b y t w o l e v e l s r a t h e r
than one. O n a roll of 16-19, gain t w o extra l e v e l s . O n 2 0 , g a i n t w o e x t r a l e v e l s a n d a +1 K n a c k u s u a l l y
a c c o m p a n i e d b y fanatical i n t e r e s t for a little w h i l e .

Extra P i c k o n e s k i l l p e r c a t e g o r y , w h i c h y o u l e a r n e d f o r fun. For e a c h of these, roll d20. O n 1-5, get 5 e x p . O n 6 - 1 5 , get


Experience 10 e x p . O n 1 6 - 1 9 , get 15 e x p . O n 2 0 , get 2 0 e x p a n d a +1 Knack
during
Character
Creation

Holding O r r e n c a n h o l d their b r e a t h f o r t w o m i n u t e s o f frantic activity, or fifteen minutes if they b a r e l y m o v e . They are very
Breath hard to strangle.

Hard to H o l d ; O r r e n are smooth and wiggly, and very hard to hold with regular wrestling m o v e s . H o w e v e r , they a r e r e l a t i v e l y e a s y
Easy to Stun to k n o c k out.

Wild Rush Orren can get very excited, acting quickly and carelessly. W h e n the O r r e n is sufficiently excited (as d e t e r m i n e d b y
either player or gamemaster), roll a d 6 on e a c h action. O n a r o l l o f 6, the O r r e n starts r u s h i n g . W h i l e rushing; the
O r r e n g e t s the b e t t e r o f t w o i n i t i a t i v e d r a w s o n e a c h a c t i o n , t h e r e b y m o v i n g c o n s i d e r a b l y f a s t e r than m o s t p e o p l e .
T h e O r r e n a l s o gets three extra botch dice. W i l d r u s h often r e q u i r e s g o o d r o l e - p l a y i n g : a r u s h i n g O r r e n w i l l not b e
thinking clearly, and will frequently ( p e r h a p s o n e d e c i s i o n in eight) d o the w r o n g thing v e r y quickly. Where there
a r e n ' t any d e c i s i o n s - a s in a s t r a i g h t f o r w a r d fight - this is n o t a n i s s u e ; but a r u s h i n g O r r e n w i l l h a v e t r o u b l e
c a r r y i n g o u t a n y s o r t o f p l a n . If t h e p l a y e r h a s trouble p l a y i n g c a r e l e s s l y enough, the p l a y e r or g a m e m a s t e r m a y
c h o o s e t o h a v e s 2 0 r o l l s o f 1-4 r e q u i r e b o t c h d i c e , i n s t e a d o f j u s t 1. D o i n g t h i s w e l l i s n o t e a s y . The Orren
c h a r a c t e r s o f o n e o f t h e a u t h o r s d o t h e f i r s t t h i n g t h a t p o p s i n t o their h e a d w h e n r u s h i n g , w h i c h i s e x a c t l y r i g h t The
other author has trouble playing intentional confusion, and requests the extra b o t c h rolls instead. T h e O r r e n m a y try
to l e a v e the r u s h at a n y time, b y c a l m i n g d o w n ; roll a 6 o n a d 6 to l e a v e the r u s h . T h e O r r e n w i l l a l w a y s l e a v e the
r u s h w h e n the s i t u a t i o n c a l m s d o w n .

Resist or Orren, being natural shape-shifters, h a v e a d e g r e e of influence o v e r shapeshifting ( M u t o c C o r p a d o r ) spells c a s t upon


Enhance them T h e y m a y r e s i s t the s p e l l s , getting + s 2 0 o n M a g i c R e s i s t a n c e a g a i n s t them O r t h e y m a y e n h a n c e the s p e l l s ,
S h a p e s hi fting a d d i n g + s 2 0 to the spell's P o w e r . T h i s a p p l i e s to any M u t o c C o r p a d o r s p e l l s c a s t o n the O r r e n , e v e n b y the O r r e n
herself. ( N o t e : M u t o c C o r p a d o r s p e l l s c a s t b y the O r r e n o n other p e o p l e d o not get e x t r a p o w e r . )
SPECIES TEMPLATE:
RASSIMEL
R a s s i m e l are shortish r a c c o o n f o l k , a n d , if a n y t h i n g , m o r e c i v ­
ilized than even Cani. T h e y are quick learners, and energetic and
clever. A s c h a r a c t e r s , R a s s i m e l start o u t a bit w e a k , w i t h o u t all
the innate advantages of s o m e other species. However, they
leam faster than other species; in the long term, Rassimel
b e c o m e very powerful. T h e y h a v e n o particular disadvantages or
w e a k n e s s e s either.

Category Skill Experience

Magic Cley Base 6

Magic Concentration 36

Magic Finesse 15

Magic Magic Resistance 10

Verbs Healoc 10

Fighting Life B a s e 6

Athletics Climb 28

Athletics Dodge 6

Athletics Ride 6

Rogue Arts Pick Pockets 10

Rogue Arts Search 6

Rogue Arts Sleight of Hand 10

Social Friendliness 15

Crafts Stay Awake 6

Knowledges General 21

Knowledges History and Literature 15

Knowledges Judge Value 6

Knowledges Languages 6

Knowledges Natural Science 15

Knowledges Social 10
Strength Stamina Dexterity Agility Perception Faith Memory Wits Will Charisma

Species Default 0 0 +2 0 0 0 +1 +1 0 0

Healoc Knack R a s s i m e l h a v e a + 4 b o n u s on all H e a l o c s p e l l s .


(God
Connection)

Quick Learner R a s s i m e l l e a r n f a s t e r t h a n o t h e r p r i m e s . T h e y g e t a b o n u s o f 1/3 e x t r a e x p e r i e n c e f r o m a d v e n t u r i n g : i f a n o r d i n a r y


p e r s o n w o u l d get 9 exp, a R a s s i m e l w o u l d get 12. ( R e c o r d fractions. R a s s i m e l a r e s m a r t e n o u g h to d e a l w i t h
fractions.) T h e y a l s o h a v e a d v a n t a g e s in other l e a r n i n g situations. O v e r the c o u r s e of a lifetime, this is quite
impressive. (This d o e s not a p p l y during character creation.)

Intense Study Y o u h a v e studied three topics in g r e a t depth: take 4 0 e x p e r i e n c e in e a c h of three skills, p r o b a b l y related to your
during profession or your adventuring career. You have a hobby, probably a Craft o r K n o w l e d g e skill, at m o s t tangentially
Character r e l a t e d to your p r o f e s s i o n o r a d v e n t u r i n g c a r e e r ; t a k e 4 0 p o i n t s in that fourth skill a s w e l l .
Creation

Poison R a s s i m e l r e c o v e r q u i c k l y from p o i s o n . R e d u c e the strength of the p o i s o n afflicting t h e m b y 1 e v e r y d l O minutes.


Resistance ( N o t e that t h i s b o n u s i s u s e l e s s a g a i n s t q u i c k - a c t i n g p o i s o n s . )

No Circadian R a s s i m e l don't n e e d to s l e e p in any particular day, a s l o n g a s they get e n o u g h s l e e p in e a c h w e e k or s o . It's n o g r e a t


Rhythm matter for a R a s s i m e l to stay up three d a y s s o l i d and s l e e p the w h o l e next day.

Need Less R a s s i m e l n e e d l e s s s l e e p a night than m o s t p e o p l e . T h e y a r e a l l o w e d to take the "Stay A w a k e " s p e c i a l skill.


Sleep
SPECIES TEMPLATE: SLEETH
S l e e t h are b l a c k a n d b l u e - g r e e n p a n t h e r s . They're not terribly civilized; they live mainly a r o u n d the edges of branches a n d o n the
t r u n k . T h e y d o n ' t h a v e h a n d s ; they m a k e u p f o r t h e l a c k p a r t l y b y t h e i r f r e e l o w - c o m p l e x i t y R u l o c C o r p a d o r m a g i c . T h e y a r e r e g a r d ­
ed as unpredictable a n d d a n g e r o u s , w h i c h they are; and as m o n s t e r s or wild animals, w h i c h they are not. T h e y are reasonably g o o d
fighters, though weaker against armored enemies.

Strength Stamina Dexterity Agility Perception Faith Memory Wits Will Charisma

Species Default 0 0 0 +2 +2 0 0 0 0 0

Category Skill Experience Category Skill Experience

Magic Cley Base 21 Athletics Climb 21

Magic Concentration 6 Athletics Dodge 21

Magic Finesse 6 Athletics Hunting 36

Magic Magic Resistance 6 Athletics Jump 36

Magic Meditation 15 Athletics Running 28

Nouns Corpador 6 Athletics Track 10

Verbs Mutoc 6 Crafts Storytelling 10

Verbs Ruloc 6 Knowledges General 6

Fighting Brawl 15 Knowledges History & Literature 6

Fighting Claws & Teeth 36 Knowledges Natural Science 15

Fighting Life B a s e 21 Knowledges Sleeth Silent Language 21

Rogue Arts Alertness 15

Rogue Arts Search 6

Rogue Arts Sneak 21


Mutoc Knack Sleeth h a v e a +4 knack at Mutoc. S e e the A d v a n t a g e " K n a c k " for d e t a i l s . ( G o d C o n n e c t i o n )

Climbing and S l e e t h c l i m b a n d j u m p v e r y w e l l , in the s a m e w a y that terrestrial cats d o : a + 3 K n a c k


Jumping

Sneaking S l e e t h a r e v e r y quiet: a + 6 K n a c k in Sneak.

Flexible S l e e t h c a n fall a s l e e p o r w a k e up i n a n instant. T h e y s l e e p w i t h b o t h e a r s o p e n , a n d are h a r d t o s n e a k u p o n e v e n


Sleeper when asleep.

No Hands Sleeth have no hands. J a w s , f o r e p a w s , and m a g i c c o m p e n s a t e to s o m e extent. T h e r e a r e s o m e things S l e e t h c a n ' t d o


at all, like use weapons. T h e r e are many other things Sleeth cannot d o w e l l , like o p e n d o o r k n o b s ; typically, - 8 o n
r o l l s a n d 4 e x t r a b o t c h d i c e - a n d t h e y d o h a v e t o m a k e r o l l s f o r things w h i c h p e o p l e w i t h h a n d s w o u l d n o t .

Hearing and Sleeth can smell as well as Cani: a +5 bonus. T h e y h a v e the s a m e ability to d i s c r i m i n a t e b e t w e e n different scents,
Smell a n d they a r e j u s t a s s e n s i t i v e to faint scents. S l e e t h c a n h e a r a s w e l l a s they c a n s m e l l : a l s o a + 5 b o n u s .

Dark Vision S l e e t h c a n s e e in the d a r k , o r in e x t r e m e l y b r i g h t light. The most extreme conditions (absolute darkness, dazzling
light) i m p o s e a minor penalty: -1 on s o m e d i e rolls. O r d i n a r y d a y or night gives no penalty. This is better than
terrestrial cats, w h o need s o m e light to s e e .

Innate R u l o c S l e e t h h a v e a n i n n a t e gift f o r R u l o c C o r p a d o r m a g i c : m o v i n g a n d c o n t r o l l i n g f l e s h a n d a n i m a l m a t t e r . S e e the + 4


Corpador advantage " I n t u i t i v e M a g i c " f o r t h e full d e t a i l s . Briefly, Sleeth can cast all complexity-5 R u l o c C o r p a d o r spells at
will, without using cley or making a die roll. T h e s e s p e l l s a r e v e r y w e a k ( P o w e r 5 ) , b u t that's g o o d e n o u g h t o h o l d
a j o i n t o f m e a t o v e r a fire t o c o o k o r g u i d e t h e i r f a l l t o a s a f e p l a c e , l e v i t a t e themselves very slowly, or paralyze a
r a b b i t for a few s e c o n d s , to w r a p a s c r a p o f l e a t h e r a r o u n d a s t i c k e t c . Sleeth generally keep "preps and flaps",
s c r a p s of leather a n d b o n e to use as tools.

Solar Healing S l e e t h h a v e a potent but s l o w f o r m o f self-healing. S l e e p i n g o r m e d i t a t i n g f o r a n h o u r i n the s u n ( o r o t h e r b r i g h t


light) h e a l s a S l e e t h l d 6 life p o i n t s . T h i s i s true h e a l i n g , c u m u l a t i v e w i t h o t h e r k i n d s o f h e a l i n g .

N a t u r a l A r m o r S l e e t h fur a n d s k i n i s f a i r l y t o u g h : + 1 S o a k l i k e l i g h t l e a t h e r armor. S l e e t h are a l s o a g i l e a n d c a p a b l e d o d g e r s .

Armor Sleeth cannot w e a r standard prime armor. A l m o s t n o b o d y m a k e s a r m o r for Sleeth; there aren't e n o u g h S l e e t h to m a k e
Limitation the b u s i n e s s w o r t h w h i l e , a n d m o s t p r i m e s w o u l d p r e f e r that S l e e t h not get m o r e a d v a n t a g e s in c o m b a t . M o s t S l e e t h
w o u l d n ' t w e a r m u c h a r m o r a n y w a y ; i t w o u l d c o s t them t h e i r n a t u r a l S n e a k , C l i m b , J u m p , a n d D e f e n s e b o n u s e s .
Slightly a r m o r e d h a r n e s s e s for S l e e t h , g i v i n g a b i t o f p r o t e c t i o n w i t h o u t m u c h e n c u m b r a n c e , a r e o c c a s i o n a l l y
a v a i l a b l e for r i d i c u l o u s p r i c e s .

Natural Sleeth h a v e effective c l a w s and teeth. In o r d i n a r y c o m b a t , a S l e e t h gets to a t t a c k o n c e w i t h c l a w s a n d o n c e w i t h


Weapons teeth in e a c h a c t i o n . C l a w s are more accurate, but teeth do m o r e damage. ( T h e t w o f o r e p a w s are c o u n t e d a s a
single a t t a c k ) In c l o s e c o m b a t , a S l e e t h c a n r a k e w i t h p o w e r f u l h i n d l e g s , g e t h n g a t h i r d a t t a c k Sleeth complain
that their c l a w s and teeth d o b a d l y against p e o p l e in a r m o r . That's true, but a p p l i e s to a n y o n e using s e v e r a l small
w e a p o n s i n s t e a d o f o n e b i g o n e . S l e e t h s i m p l y d o n o t h a v e the o p t i o n o f u s i n g a l a r g e w e a p o n .

Supple Body Sleeth can creep through s m a l l e r h o l e s than y o u w o u l d e x p e c t , l i e c o m f o r t a b l y o n the b a c k o f a c o u c h w i t h t h e i r


forelegs hanging d o w n and their hind legs sticking up, and so on.

Seen As S l e e t h a r e o f t e n s e e n a s l i t t l e m o r e than m o n s t e r s , b y o t h e r p r i m e s a n d c i v i l i z e d n o n - p r i m e s . Even people who are


Monsters trying to b e unprejudiced and rational are frequently afraid of t h e m w i t h a subtle fear tinged w i t h unjustified,
ashamed hatred. N o n - S l e e t h often try not to n o t i c e Sleeth, o r r e f u s e to t a l k to t h e m Sleeth rarely get justice, and as
o f t e n a s n o t d o n ' t g e t the s e r v i c e they p a y for. Sleeth w h o a r e o b v i o u s l y c o m p a n i o n s to non-Sleeth (e.g., m e m b e r s of
the s a m e a d v e n t u r i n g party) a r e s o m e t i m e s s p a r e d the w o r s t of this. Their companions will probably be called upon
t o v o u c h f o r t h e S l e e t h , a n d m a y g e t a t a s t e o f the a n t i - S l e e t h p r e j u d i c e . S e e the - 2 D i s a d v a n t a g e "Sleeth Friend".

Silent Sleeth h a v e a language of gestures, mainly used for hunting.. T h e skill in s p e a k i n g it is a K n o w l e d g e w h i c h f e w b u t


Language Sleeth bother to acquire.
S P E C I E S T E M P L A T E : ZI R I
Z i R i a r e s m a l l d r a g o n s : 1-2 f e e t o f b o d y , 1-2 f e e t o f n e c k a n d h e a d , a y a r d o f t a i l , a n d f o u r f e e t o f w i n g s p a n ; s c a l e s o f s e v e r a l c o l ­
ors; long-lived, cheerful, a n d playful. Zi R i c h a r a c t e r s u s u a l l y start a d v e n t u r i n g later t h a n o t h e r species w o u l d , often b e t w e e n t h e ages
of40tol00.

Strength Stamina Dexterity Agility Perception Faith Memory Wits Will Charisma

Species Default -3 0 0 +2 0 0 +1 0 0 0

Category Skill Experience Category Skill Experier.


Magic Cley Base 28 Fighting Claws&Teeth 10

Magic Concentration 15 Fighting Life B a s e 1

Magic Feather C a s t i n g 15 Athletics Climb 15

Magic Finesse 15 Athletics Dodge 10

Magic Hammer Casting 15 Athletics Hunting 6

Magic Magic Analysis 15 Rogue Arts Alertness 6

Magic Magic Resistance 15 Social Etiquette 10

Magic Magic Theory 15 Social Flirting 10

Magic Meditation 15 Social Guile 10

Magic Spellbinding 6 Knowledges General 21

Magic CVQ-PT ! Spell weaving 6 Knowledges History & Literature 36

Magic Spontaneous Force 15 Knowledges Judge Value 6

Verbs Sustenoc 10 Knowledges Natural Science 10

Knowledges Social 10

Knowledges Theology 6
Sustenoc Zi Ri h a v e a + 7 k n a c k in S u s t e n o c . ( C l e v e r Zi Ri find w a y s to t a k e a d v a n t a g e o f this p o t e n t b u t o b s c u r e a d v a n t a g e )
Knack ( G o d
Connection)

Knack at Zi R i h a v e a + 4 k n a c k in M a g i c R e s i s t a n c e .
Magic
Resistance

Flying Z i R i fly e x t r e m e l y w e l l , b y t h e i r w i n g s a n d i n n a t e l e v i t a t i o n a b i l i t y . T h e y c a n h o v e r o r fly s l o w l y w i t h f o l d e d


w i n g s , a n d m o v e s o m e w h a t faster w h e n a c t u a l l y flying. Zi R i a r e g r a c e f u l a n d a g i l e f l i e r s , b u t s l o w e r t h a n m o s t
other w i n g e d things.

N a t u r a l A r m o r Zi R i s c a l e s p r o v i d e s o m e p r o t e c t i o n : + 1 S o a k . Zi R i a r e a g i l e d o d g e r s .

Armor Zi R i c a n n o t w e a r a n y m o r e a r m o r , t h o u g h they c a n u s e b u c k l e r s if they a r e n o t f l y i n g w i t h t h e i r w i n g s .


Limitation

Natural Zi R i h a v e s h a r p l i t t l e c l a w s a n d t e e t h , m a i n l y e f f e c t i v e f o r t a k i n g s m a l l p r e y . A Z i R i i n full b a t t l e fury i s


Weapons c o n s i d e r e d about the equal of a p o o r l y a r m e d child of a larger s p e c i e s .

Weapon Zi R i c a n o n l y u s e v e r y s m a l l w e a p o n s , l i k e d a g g e r s . It's r a r e l y w o r t h t h e e f f o r t - e x c e p t w i t h a p o w e r f u l magic


Limitation dagger.

Fire Breath Z i R i m a y b r e a t h e q u i c k s h a r p f o u r - f o o t j e t s o f fire a t w i l l . T h i s i s treated as a w e a p o n attack. It's n o t a v e r y g o o d


weapon. Z i R i m o s t l y u s e it t o l i g h t fires.

Extra Starting Zi R i start off w i t h 3 + d 6 c o m p l e x i t y - 1 0 s p e l l s extra.


Spells

Fire Z i R i a r e s o m e w h a t i m m u n e t o fire, t a k i n g 6 p o i n t s l e s s d a m a g e from fire t h a n m o s t p e o p l e . S o , a Zi R i c a n sit o n a


Resistance s m a l l c o o k i n g fire f o r a l o n g t i m e , b u t w i l l p r o b a b l y w a n t t o g e t o u t o f a b i g b o n f i r e q u i c k l y . A fire m a g e c a n t o a s t a
Z i R i , b u t s h e ' l l h a v e t o w o r k a t it. T h i s i s b e t t e r t h a n r e g u l a r S o a k ; a Z i R i w i l l t a k e n o d a m a g e from s m a l l fires,
rather than the m i n i m u m of o n e p o i n t that t o t a l l y - s o a k e d injuries c a u s e .

M e d i t a t i o n In Zi R i c a n m e d i t a t e v e r y e f f e c t i v e l y i n a fire ( a s l o n g a s t h e f i r e i s s m a l l e n o u g h f o r t h e Z i R i ' s fire r e s i s t a n c e t o


Fire protect zir). Zi R i g e t a + 3 b o n u s i n a n o r d i n a r y fire. Fires of aromatic w o o d s give a +6 bonus; certain incenses
c a n b e a d d e d to get a + 9 ; and a few exotic w o o d s g i v e a + 1 2 b o n u s .

Unaging Zi R i d o not suffer b a d ( o r g o o d ) effects of aging, after a d o l e s c e n c e .

Immortal Zi R i d o n o t d i e o f n a t u r a l c a u s e s . If they c a n a v o i d a c c i d e n t s a n d e n e m i e s a n d t h e l i k e , they n e e d n e v e r d i e .


roll n o l's, y o u d i d n o t b o t c h ; y o u s i m p l y d i d a s p o o r l y a s y o u
DICE could h a v e without a n actual disaster.
I only fought remorshka twice. The first time I got lucky. It T h e e f f e c t o f b o t c h i n g i s u p t o t h e g a m e m a s t e r , a n d d e p e n d s on
jumped me and it tripped and it bashed its head on a tree and h o w b a d l y y o u b o t c h e d . A single b o t c h is s o m e t h i n g m o d e r a t e l y
knocked itself silly. Sure and I ran off after that! The second b a d , like d r o p p i n g y o u r s w o r d . A d o u b l e b o t c h is w o r s e , like
time I got luckier. One nice clean thrust, through the eye, breaking your sword. Triple botches are awful, like hitting your­
through the brain. My point broke out the other side of the skull. self for double d a m a g e . Q u a d r u p l e a n d w o r s e botches a r e cata­
Sure and it ran off after that! strophic, like d i s e m b o w e l i n g t h e hostage you're trying to save.
— Siles Gloriosus, hero of his own legends We provide tables as a reference to the g a m e m a s t e r (page 2 9 4 ) ,
T h e World Tree gaming system uses several kinds o f dice, b u t t h e g a m e m a s t e r m a y u s e o r i g n o r e the t a b l e s a s s u i t s t h e p l o t
mostly 20-sided a n d 6-sided: d20's a n d d6's. These abbrevia­ or situation.
t i o n s are u s e d f o r m u l t i p l e d i c e : 4 d 6 m e a n s , r o l l 4 s i x - s i d e d d i c e Very well: I f y o u r o l l t h e h i g h e s t p o s s i b l e n u m b e r o n a s t r e s s
a n d a d d the n u m b e r s t h a t s h o w u p . 2 d 6 + 4 m e a n s , r o l l t w o s i x - die, then y o u m a y roll that die a g a i n a n d a d d t h e result to t h e
s i d e d d i c e , a d d t h e r e s u l t s , a n d a d d four. highest number. F o r e x a m p l e , if y o u a r e rolling s 2 0 in c o m b a t ,
Often y o u will a d d y o u r character's attributes a n d skills to a a n d r o l l a 2 0 , y o u m a y r e r o l l t h e d i e a n d a d d 2 0 t o t h e r e s u l t . If
dieroll. T h e roll to see h o w m u c h y o u r e m e m b e r about the clas­ y o u r o l l a n o t h e r 2 0 , y o u m a y r e - r e r o l l t h e d i e , a n d k e e p g o i n g as
s i c e p i c Thyton and Llyziant w i l l b e a r o l l o n M e m o r y + H i s t o r y l o n g a s y o u k e e p r o l l i n g 2 0 ' s . W i t h s o m e l u c k , it i s p o s s i b l e t o
a n d Literature + d 2 0 . I f y o u r M e m o r y is - 2 , y o u r H i s t o r y a n d roll arbitrarily h i g h scores this w a y . R o l l i n g a 1 o n a reroll s i m ­
Literature skill level is 5 , a n d y o u roll a 8 o n t h e d 2 0 , y o u h a v e p l y s c o r e s a 1, a n d d o e s n o t c a l l f o r b o t c h d i c e .
a total o f 11. Ordinary: A l l other rolls s i m p l y score t h e m s e l v e s .
H i g h rolls are almost a l w a y s g o o d in the World Tree g a m i n g
Stress Dice s y s t e m , so 1 is t h e w o r s t p o s s i b l e n u m b e r to roll o n a d i e . B u t
U n d e r stress situations, t h e g a m e m a s t e r m a y call for stress
the rules are just t h e s a m e for those few dierolls for w h i c h high
dice, w r i t t e n " s 2 0 " a n d " s 6 " i n s t e a d o f " d 2 0 " a n d " d 6 " , o n w h i c h
rolls a r e b a d . F o r e x a m p l e , if y o u ' v e g o t a - s 6 p e n a l t y o n your
it i s p o s s i b l e t o d o e i t h e r v e r y b a d l y o r v e r y w e l l .
d a m a g e , you'd prefer to roll a small n u m b e r . B u t this is a stress
r o l l , s o y o u m i g h t b o t c h i f y o u r o l l a 1, a n d y o u c a n g e t a v e r y
large p e n a l t y if y o u roll a f e w 6's. T r y for a 2.
Certain dierolls are considered stress, b u t h a v e n o chance of
b o t c h i n g . S o m e t i m e s t h i s w i l l b e a t the g a m e m a s t e r ' s o p t i o n ,
s i m p l y d e c i d i n g that, w h i l e y o u m i g h t fail t o b o r r o w y o u r m o t h ­
er's s w o r d , n o t h i n g w o r s e will h a p p e n (this time) t h a n s i m p l y
f a i l i n g . C e r t a i n o t h e r k i n d o f d i e r o l l s n e v e r b o t c h ; w h i l e y o u can
botch hitting s o m e o n e with a rapier, o n c e y o u h a v e hit y o u will
n o t b o t c h i n t h e a c t o f d o i n g d a m a g e . ( D o i n g d a m a g e is n o t a
p h y s i c a l l y s e p a r a t e d e e d from h i t t i n g , d e s p i t e t h e f a c t t h a t t h e
rules involve t w o dierolls.) These dierolls are m a r k e d as "(no
botch dice} ".

Very badly: I f y o u roll a 1 o n a stress d i e , t h e n y o u s c o r e that


ATTRIBUTES
1, o r ( a t t h e g a m e m a s t e r ' s o p t i o n ) a u t o m a t i c a l l y fail - a n d t h e The ten Attributes give a coarse physical and mental descrip­
g a m e m a s t e r will h a v e y o u roll s o m e m o r e dice to see if y o u tion o f your character: perhaps y o u are enduring b u t not very
botch a n d s o m e t h i n g w o r s e o c c u r s t h a n s i m p l y r o l l i n g b a d l y . strong, g o o d with y o u r hands, very clever, a n d n o t particularly
T h e b o t c h dice a r e d 6 ' s , a n d a roll o f 1 o n a b o t c h d i e indicates attractive. Attributes a r e broadly applicable: being g o o d with
a botch. T h e gamemaster decides h o w m a n y botch dice are your hands helps y o u fencing, picking locks, a n d doing surgery.
a p p r o p r i a t e f o r a g i v e n s i t u a t i o n . O n e b o t c h d i e is p l e n t y f o r t h e Attributes are a player-side concept. Your character's strength
a v e r a g e fight; b u t i f y o u ' r e h a l f - b l i n d e d , o n u n c e r t a i n g r o u n d , isn't really a s i n g l e s m a l l n u m b e r . It w o u l d t a k e a p a r a g r a p h t o
a n d h a v e h a d a tremor spell cast o n y o u , y o u m a y well roll eight describe, explaining h o w m u c h h e can bench-press a n d h o w
or t e n dice. T h e m o r e l's y o u roll, t h e w o r s e off y o u are. If y o u m a n y t i m e s , a n d t h a t t h e fingers o n h i s l e f t h a n d a r e a b i t w e a k
d u e t o a c h i l d h o o d injury, a n d s o o n . W e c o n d e n s e all this to a
single n u m b e r for t h e p u r p o s e s o f playing. Then w e fudge the getting hit in combat. (If y o u have high Agility and low
descriptions a bit m o r e to m a k e the attributes easy to use, so that D e x t e r i t y , y o u c a n l e a p and d a n c e e x c e l l e n t l y , b u t y o u h a v e t r o u ­
"Strength" really includes all t h e things that apply to d o i n g d a m ­ ble t y i n g k n o t s a n d y o u r h a n d w r i t i n g is poor. If y o u have high
age with w e a p o n s . D e x t e r i t y and l o w A g i l i t y , y o u w i l l d o w e l l a t j e w e l r y m a k i n g a n d
Attributes are small numbers, usually ranging from about -6 to s u r g e r y , b u t y o u f r e q u e n t l y run i n t o d o o r f r a m e s a n d t r i p g o i n g u p
+6 o r s o . T h e r e a r e n o a b s o l u t e limits, b u t it's r a r e t o g e t m o r e stairs.)
than ± 6 . - 2 is s i m p l y b a d ; - 4 is i m p r e s s i v e l y b a d ; - 6 is a m a z ­
ingly b a d . A score o f 0 is neutral, u n r e m a r k a b l e either w a y . Perception
Most people have 0 or + 1 o n most attributes, a n d most of the P e r c e p t i o n m e a s u r e s the q u a l i t y a n d a c u i t y o f y o u r senses.
+ l's are from species modifiers: most Gormoror have a + 1 These include the standard o n e s : sight, sound, touch, smell, a n d
Strength, m o s t R a s s i m e l a 0. A s c o r e o f + 2 is r e s p e c t a b l e ; + 3 t a s t e . P e r c e p t i o n a l s o c o v e r s the i n n a t e m a g i c s e n s e o f a l l W o r l d
and + 4 are impressive; + 5 a n d b e y o n d are very impressive. Tree dwellers. S o m e species have o n e sense more acute than the
Player-characters usually manage to b e i m p r e s s i v e at s o m e ­ o t h e r s ; e.g., C a n i g e t a + 6 b o n u s t o P e r c e p t i o n w h e n they are
thing. smelling.

Strength Faith
S t r e n g t h r e p r e s e n t s p h y s i c a l s t r e n g t h : h o w m u c h y o u c a n lift Faith is a m e a s u r e o f y o u r innate c o n n e c t i o n w i t h t h e g o d s . It
a n d c a r r y , and h o w h a r d y o u c a n h i t w i t h w e a p o n s . M o s t fight­ influences your supply o f cley (which is important to every
ers s h o u l d h a v e e i t h e r h i g h S t r e n g t h ( + 3 o r m o r e ) , o r s o m e o t h e r adventurer, but especially important to mages). It a l s o a p p l i e s
good trick. w h e n dealing with gods, their servants, or s o m e advanced m a g ­
ics.

Memory
M e m o r y represents your ability t o recall things precisely, a n d
t o w o r k w i t h structured i n f o r m a t i o n . It is crucial for m o s t m a g e s :
it a p p l i e s t o t h e u s e o f p a t t e r n s p e l l s , w h i c h a r e t h e m o s t c o m m o n
form of magic. It is also often used in conjunction with
K n o w l e d g e skills.

Wits
W i t s r e p r e s e n t s y o u r ability t o t h i n k quickly. It is u s e d i n s p o n ­
taneous magic, inventing spells o n t h e spot. It is also u s e d in
other topics related to quick thinking.

Will
Will is y o u r ability t o assert yourself. It is i m p o r t a n t w h e n y o u
a r e p u s h i n g y o u r p h y s i c a l o r m e n t a l l i m i t s ; e.g., w h e n y o u a r e o n
the edge o f death a n d w i s h to remain alive. It is u s e d i n b o u n d
magic.

Charisma
C h a r i s m a is y o u r ability to i m p r e s s o r p e r s u a d e or c h a r m p e o ­
ple. It i n c l u d e s b o t h a p p e a r a n c e a n d force o f character.
Stamina
Stamina represents endurance a n d vitality, especially the SKILLS
aspects contributing to surviving d a m a g e . T h e higher your A decent adventurer should be able to run three miles, tell fire-
Stamina, t h e healthier y o u are, a n d t h e h a r d e r t o kill. (If y o u magic from wind-magic, climb a tree, fast-talk a city guard, use
have high Strength and l o w Stamina, y o u c a n carry a great deal, a weapon, ride a horse, cast a few kinds of spells. All basic stuff.
but y o u get sick a lot.) Also better be really good at one or two things.
— Sir Bloodslash, Herethroy knight
Dexterity Y o u r c h a r a c t e r ' s l e a r n e d a b i l i t i e s are m e a s u r e d b y S k i l l s . A s k i l l
D e x t e r i t y i s manual dexterity, the ability to use your hands level o f 0 indicates that the character h a s n e v e r studied that skill.
(tentacles, m o u t h , o r whatever) well. It is u s e d w i t h m o s t craft A skill level o f 5 is a d e c e n t a m a t e u r ; a skill level o f 10 is l o w -
skills a n d m a n y r o g u e a r t s . It a l s o is o n e o f t h e n u m b e r s w h i c h g r a d e professional; a skill level o f 15 is expert. T h e r e is n o u p p e r
goes into your Attack score, determining h o w well y o u hit with limit, b u t for m o s t skills a n d m o s t situations a 4 0 is a s g o o d a s a
weapons. 20.

Agility Skill Rolls


A g i l i t y i s bodily agility, t h e ability t o m o v e y o u r b o d y grace­
T h e t y p i c a l Skills roll, f o r a t a s k w h i c h c a n s u c c e e d o r fail, h a s
f u l l y w h e r e y o u w a n t it t o g o . It covers m o v i n g gracefully,
the form, Attribute+Skill+d20 or Attribute+Skill+s20, and suc­
j u m p i n g , c l i m b i n g , a n d d a n c i n g . It i s o n e o f t h e n u m b e r s w h i c h
c e e d s i f t h e total is a t l e a s t a s b i g a s s o m e gamemaster-set
goes into your Defense score, determining h o w well y o u avoid
threshold. T h e g a m e m a s t e r will g e n e r a l l y n o t tell y o u w h a t t h e
t h r e s h o l d i s . S o , h i g h e r skill rolls are better. T h e d i e i s a d 2 0 the task. I f y o u r total at c l i m b i n g that tree is a 5 6 , a n d y o u o n l y
under ordinary circumstances, or an s 2 0 in emergencies a n d other n e e d e d a 10, t h e n y o u c l i m b e d it brilliantly. T h e g a m e m a s t e r
stressful situations. m a y find s o m e w a y t o u s e t h i s - e.g., i f y o u w e r e c h a s i n g a s q u i r ­
For example, a typical Climb roll is based on r e l u p t h e tree, y o u p r o b a b l y c a u g h t u p t o it. If y o u needed a 5 5 ,
A g i l i t y + C l i m b + s 2 0 . C l i m b i n g a tree i s v e r y e a s y , t h r e s h o l d 1 0 - y o u j u s t b a r e l y m a n a g e d it.
a t y p i c a l S l e e t h w i l l h a v e n o t r o u b l e at all o r d i n a r i l y , b u t h a s In s o m e situations the g a m e m a s t e r m a y allow a chance o f a
s o m e small chance o f getting in trouble (botching the s20) in an great success. A g r e a t s u c c e s s i n d i c a t e s a t r i u m p h o f t h e skill.
e m e r g e n c y . C l i m b i n g a tall tree w i t h o u t b r a n c h e s m i g h t n e e d a T h e great s u c c e s s is a s e c o n d threshold, usually 3 0 p o i n t s h i g h e r
15 - t h e S l e e t h h a s a g o o d c h a n c e o f d o i n g it, b u t m i g h t h a v e than t h e threshold for ordinary success. F o r e x a m p l e , a singer
s o m e trouble. C l i m b i n g a cliff o f r o u g h glass c o u l d b e a 3 0 : chal­ m i g h t m a k e a C h a r i s m a + M u s i c + s 2 0 roll to impress the audi­
lenging even t o a Sleeth. e n c e . T h e o r d i n a r y s u c c e s s roll m i g h t b e 2 0 , g i v i n g a profes­
T h e attribute might c h a n g e in unusual circumstances. Finding sional r o u g h l y e v e n chances. T h e g a m e m a s t e r m i g h t decide that
h a n d h o l d s a n d f o o t h o l d s w h i c h a r e s t a b l e e n o u g h t o fight from o n a great s u c c e s s , a roll o f 5 0 o r m o r e , s o m e o n e in t h e a u d i e n c e
m i g h t require a Perception + C l i m b roll. H a n g i n g o n to a tiny is s m i t t e n w i t h t h e singer, a n d m a y a t t e m p t a m e e t i n g for a p r i ­
hold might require Strength (or Agility). Deciding which wall of vate performance or something m o r e intimate.
a b u i l d i n g is best t o c l i m b m i g h t r e q u i r e W i t s o r P e r c e p t i o n . N o t e that this m a y well get the singer into deep trouble that a
F r e q u e n t l y y o u c a n a t t e m p t s o m e t h i n g w i t h n o training i n it: simple success would not have caused. T h e gamemaster might
y o u c a n c l i m b a tree, cast a s p o n t a n e o u s spell, w h a c k s o m e t h i n g c h o o s e t o w a r n t h e p l a y e r : "This performance is going extremely
w i t h a stick. Y o u shouldn't e x p e c t t o d o w e l l , b u t y o u c a n try. well; the crowd loves you, and the golden-furred Cani girl in the
Ordinarily, a skill o f 0 is treated a s s i m p l y a skill o f 0, p e r h a p s blue bodice is watching you with fascinated eyes." T h e player
with a penalty o f a f e w b o t c h dice. S o m e skills c a n n o t b e tried if m i g h t at this point d e c i d e to p r e s s t h e situation, p e r h a p s flirting a
y o u d o n o t k n o w t h e m : i f y o u ' v e n e v e r s t u d i e d the g o d s ' t o n g u e , b i t - o r m i g h t c h o o s e t o a v o i d it, d e l i b e r a t e l y m i s s i n g a f e w n o t e s
y o u h a v e n o h o p e o f u n d e r s t a n d i n g it a n d t h e g a m e m a s t e r w o n ' t and muddying up the performance.
e v e n let y o u roll.
OPPOSED ROLLS
Skill Roll Thresholds S o m e t i m e s y o u are directly c o m p e t i n g with s o m e o n e else.
T h i s u s u a l l y c a l l s f o r s o m e k i n d o f o p p o s e d roll: a r o l l o f y o u r s
Rating Attribute+Skill+s20
against a roll o f theirs, a n d w h o e v e r ' s roll is higher, w i n s .
Ridiculously easy, but failure is possible. 5 C o m b a t w o r k s b y o p p o s e d rolls: o n e roll for y o u r s w o r d vs. o n e
Easy 10 for y o u r foe's a t t e m p t t o a v o i d y o u r b l o w .
Ties c a n b e a standoff (arm-wrestling in w h i c h neither person
Medium 15
h a s t h e a d v a n t a g e ) o r a d r a w (in a g a m e o f chess). I f there is a
A bit tricky 20 d e f e n d e r o f s o m e sort, ties a r e b r o k e n i n t h e d e f e n d e r ' s favor: if
Hard 25 y o u r total t o stab t h e d u k e is 3 7 , a n d h i s total to a v o i d b e i n g
s t a b b e d is 3 7 , y o u j u s t b a r e l y m i s s e d . S o m e t i m e s o p p o s e d rolls
Very hard 30
h a v e a cushion. F o r example, arm-wrestling is o p p o s e d Strength
Extremely hard 35 + B r a w l i n g + s 2 0 rolls. If o n e p e r s o n is t e n points a h e a d o f t h e
Just barely p o s s i b l e 40 other, that o n e w i n s . If o n e is a h e a d b y f e w e r t h a n t e n p o i n t s , s h e
h a s the a d v a n t a g e b u t h a s n ' t w o n y e t ; t h e g a m e g o e s o n f o r a n o t h ­
Not quite impossible 60+
er round, b u t t h e o n e w h o w a s a h e a d adds h e r a d v a n t a g e to her
next r o u n d ' s roll.
Occasionally, there are several relevant skills. F o r e x a m p l e , if
you're trying to r e m e m b e r the story about the nenthai a n d the
blue vase, either K n o w l e d g e of History and Literature or
REPEATED ATTEMPTS
Storytelling might help you. (Literary knowledge m e a n s y o u
Brattledore flung down his ax. "Accanax take this snaremak-
k n o w about stories a n d c a n separate truth from fiction;
ingl 'tis cowards'play I I shall leap myself from behind yon flow­
Storytelling is t h e art o f telling t h e m well, w i t h o u t r e g a r d t o
ering shrub, singing my battle song!"
w h e t h e r t h e y ' r e true o r f a l s e ) . I n t h i s c a s e , t h e g a m e m a s t e r m i g h t Snurr laughed. "Just sayin' that 'cause you can't make snares
call for a roll o n t h e better o f t h o s e skills. I n other cases, like t 'save your life today."
b e i n g a s k e d t o tell t h e story e n t e r t a i n i n g l y b u t w a r n t h e i m p r e s ­ — Laha Barsuada, The Tower of Glass and Other Stories
sionable children a b o u t t h e false parts, y o u m i g h t h a v e t o u s e t h e Ordinarily, c h a r a c t e r s a r e a l l o w e d a s i n g l e roll a g a i n s t a skill.
worst of the two, or the average. I f it f a i l s , t h e c h a r a c t e r w i l l h a v e t o find a n o t h e r w a y t o t r y t h a t
task. Fail a n Agility + J u m p roll to leap across a c h a s m , a n d y o u
S o m e t i m e s y o u will b e forced t o u s e t h e w r o n g skill. Your
didn't g e t all t h e w a y across; y o u r n e x t roll will involve C l i m b , or
n e p h e w d e m a n d s a b e d t i m e story, b u t y o u h a v e n o skill in
M e d i c i n e . Fail a M e m o r y + Natural Science roll t o r e m e m b e r
Storytelling. Y o u m a y b e able t o substitute a n o t h e r skill, usually
w h a t a nendrai c a n d o , a n d y o u can't remember.
a t a s u b s t a n t i a l p e n a l t y : e.g., t e l l i n g h i m a c h i l d ' s v e r s i o n o f t h e
Sometimes the gamemaster will allow repeated attempts. For
c l a s s i c a l n o v e l Amaranth and Rizardella, using your History and
e x a m p l e , i f y o u fail a n A g i l i t y + C l i m b r o l l , y o u c a n p i c k y o u r ­
Literature skill o f 10 at a -7 penalty. Fortunately, if y o u b o r e h i m
self u p from t h e foot o f t h e wall a n d try again. A n d again.
t o o m u c h , he'll p r o b a b l y fall a s l e e p .
E v e n t u a l l y , i f y o u k e e p t r y i n g , y o u w i l l p r o b a b l y m a n a g e it.
Q U A L I T V of SUCCESS T h e r e m a y well b e p e n a l t i e s o n t h e s e c o n d a n d later rolls. If
T h e (Attribute + Skill + s 2 0 ) total tells h o w w e l l y o u p e r f o r m e d y o u fail a D e x t e r i t y + F o r g e r y r o l l a n d ruin y o u r a t t e m p t e d f o r g e d
letter, y o u w i l l h a v e t o start a g a i n ; f a t i g u e , a n n o y a n c e , a n d i m p a ­
tience m i g h t give y o u a -5 p e n a l t y o n the s e c o n d attempt, a - 1 0 FEATI-IER CASTING
o n t h e third, a n d s o o n . I n t h i s c a s e , t r y i n g a g a i n a n d a g a i n w o n ' t T h e art o f c a s t i n g spells at v e r y l o w p o w e r , b u t w i t h o u t u s i n g
help much. cley. It i s u n r e l i a b l e , b u t u s e f u l i n m a n y s i t u a t i o n s . See page
177.
AVOIDING OR REQUESTING ROLLS
The gamemaster should allow people to succeed at easy, FINESSE
straightforward, or u n i m p o r t a n t tasks w i t h o u t b o t h e r i n g to roll. T h e art o f getting y o u r m a g i c to g o w h e r e y o u w a n t a n d d o
Officially, y o u n e e d to m a k e a roll to sing the W o r l d T r e e ver­ what you want, especially in unusual o r difficult ways. For
sion o f " H a p p y Birthday" correctly. In some situations the example, an elemental created b y a high-Finesse m a g e will be
g a m e m a s t e r m a y call for a roll - m a y b e y o u ' r e s i n g i n g for a m o r e effective than o n e by a low-Finesse m a g e . E x a m p l e : You're
fiendish musician/wizard who'll toast y o u if y o u ' r e o f f key. using a M a g e ' s M a s k spell to disguise yourself as Seven-Barbs.
M o s t o f t h e t i m e , w e l l , it's n o t a v e r y h a r d s o n g a n d it d o e s n ' t R o l l W i t s + F i n e s s e + s 2 0 >= 2 5 t o l o o k e x a c t l y l i k e h i m . If y o u
m a t t e r h o w flat y o u a r e , s o t h e g a m e m a s t e r w o n ' t c a l l for a roll. fail, y o u w i l l l o o k a g r e a t d e a l l i k e h i m , b u t p e o p l e w i l l n o t m i s ­
t a k e y o u for h i m . R e c o m m e n d e d for all s e r i o u s m a g e s .
Too m u c h use o f complicated rolls rapidly b e c o m e s cumber­
s o m e . If t h e p l a y e r tells a c o n v i n c i n g lie, t h e g a m e m a s t e r may
j u s t h a v e t h e d u k e b e l i e v e it.
HAMMER CASTING
T h e art o f c a s t i n g spells w i t h extra p o w e r , s p e n d i n g extra cley
D i e r o l l s are a w a y o f k e e p i n g t h e g a m e fair, o f m a k i n g s u r e
to d o so. S e e p a g e 177 for details.
that p l a y e r s g e t to u s e t h e attributes that t h e y p a i d for during
c h a r a c t e r c r e a t i o n . I f t h e c h a r a c t e r i s a b r i l l i a n t l i a r ( G u i l e o f 15
MAGIC ANALYSIS
w i t h + 4 K n a c k a n d + 5 W i t s ) , b u t t h e p l a y e r isn't feeling c r e a t i v e
Understanding the construction of active magics, including
at t h e m o m e n t , t h e p l a y e r s h o u l d b e a l l o w e d t o s a y " M y e x p e r t
detecting the arts and a p p r o x i m a t e p o w e r of spells as they are
liar m a k e s u p a s t o r y " a n d b e a l l o w e d a dieroll w i t h o u t h a v i n g
cast. It c a n b e u s e d for v a r i o u s o t h e r i n s p e c t i o n s , i n c l u d i n g telling
to h a v e t h e p l a y e r m a k e u p a story. If a character w i t h o u t G u i l e
if a G o r m o r o r h a s r e c e n t l y b r o k e n h i s w o r d o f h o n o r .
skill o r W i t s k e e p s telling brilliant lies b y virtue o f h a v i n g a bril­
liant liar for a player, t h e g a m e m a s t e r m a y r e q u i r e G u i l e rolls to
MAGIC RESISTANCE
d e t e r m i n e h o w w e l l the lies are delivered - a n d o f c o u r s e give
M a g i c R e s i s t a n c e is y o u r last d e f e n s e a g a i n s t m a g i c . Magic
the c h a r a c t e r t h e e x p e r i e n c e in G u i l e .
R e s i s t a n c e i s u s e d alone in m a g i c resistance rolls, unlike m o s t
skills. Y o u r m a g i c r e s i s t a n c e is a p a r t o f t h e m a g i c a l s i d e o f y o u r
Magic Skills b e i n g , a m a g i c o - p h y s i c a l o b j e c t , i n t h e s a m e w a y t h a t c l e y a r e . It
T h e s e are the skills o f m a g e s , in the v a r i o u s w a y s o f u s i n g looks like a wall o f b r a m b l e b u s h e s a r o u n d y o u , to the magic
m a g i c . T h e y w i l l n o t , b y t h e m s e l v e s , let y o u cast spells: for that sense.
you need N o u n s and Verbs, w h i c h are their o w n categories of
M a g i c R e s i s t a n c e rolls are v e r y difficult: they're j u s t Magic
skills.
Resistance + s20 vs. the spell's Power. A barely competent mage
B e c a u s e m a g i c infuses all a s p e c t s o f W o r l d T r e e life, a n d cat­
can m a n a g e a P o w e r of 20 reliably; even s o m e o n e with a good
e g o r i z a t i o n is a n i m p e r f e c t t o o l , s o m e skills i m p o r t a n t t o m a g i c
M a g i c Resistance skill will h a v e s o m e trouble resisting. There
are not listed in the "Magic" category. Enchantment and
are a n u m b e r o f w a y s t o b o o s t m a g i c r e s i s t a n c e , i n c l u d i n g d e f e n ­
S p e l l w e a v i n g a r e C r a f t s r a t h e r than M a g i c s k i l l s . M a g i c T h e o r y
sive spells a n d p r e v e n t i v e action. You m a y choose to spend one
is a M a g i c s k i l l ; i t c o u l d e q u a l l y s e n s i b l y b e a Knowledge.
or m o r e cley to boost y o u r roll; each cley gives an extra s20. See
T h e s e c h o i c e s b a l a n c e t h e v a l u e s a n d n u m b e r s o f skills for p l a y
page 185.
purposes.

MAGIC THEORY
CLEY BASE A c o n v o l u t e d a c a d e m i c discipline. G o o d for e s t i m a t i n g how
A m e a s u r e o f y o u r ability t o u s e m a g i c . Its m a i n p u r p o s e is t o
c o m p l e x a d e s i r e d e f f e c t i s b e f o r e t r y i n g t o s p o n t it, o r t e l l i n g
determine your daily cley supply: you have Faith + Cley Base +
w h e t h e r s o m e t h i n g is p o s s i b l e b y m a g i c at all. A l s o useful for
d6. It a l s o d e t e r m i n e s t h e n u m b e r o f b o u n d s p e l l s y o u m a y o w n
inventing n e w spells. E x a m p l e : T h e h i g h w a y m e n have tied your
at a g i v e n t i m e , w h i c h i s s i m p l y y o u r C l e y B a s e . T h e r e a r e f e w
h a n d s a n d feet w i t h leather t h o n g s . You wish to improvise a
rolls using C l e y B a s e .
D e s t r o c C o r p a d o r s p e l l t o c u t t h e t h o n g s , b u t y o u r D e s t r o c is n o t
very good. Fortunately y o u have several minutes to think and
CONCENTRATION
prepare y o u r spell before they return. Roll Wits + M a g i c T h e o r y
C o n c e n t r a t i o n is m a i n l y u s e d for m a i n t a i n i n g s p e l l s , or c a s t i n g
+ s 2 0 >= 2 0 t o g e t a b o n u s o n the s p o n t a n e o u s c a s t i n g r o l l s ; s e e
them under distracting ctrcumstances. It h a s m u n d a n e u s e s as
page 179.
well, like standing sentry duty o r w a t c h i n g a m o u s e - h o l e wait­
ing for l u n c h . E x a m p l e : T h e t h u g is t r y i n g to p u t a k n i f e in y o u r
MEDITATION
ribs, a n d you're b l o c k i n g h i m w i t h y o u r shield. You decide that
Techniques of quiet contemplation and prayer. T h e main use of
it w o u l d b e v e r y h e l p f u l t o h a v e a s p e a r , a n d y o u t r y i m p r o v i s ­
M e d i t a t i o n is r e g a i n i n g c l e y ; s e e p a g e 1 7 4 . You m a y also use
ing a C r e o c Herbador spell to m a k e one. Make a Will + m a k e M e d i t a t i o n + Faith rolls to pray to individual g o d s (add
C o n c e n t r a t i o n + s 2 0 >= 1 0 r o l l t o b e a b l e t o c a s t t h e s p e l l a n d s t i l l y o u r k n a c k , b u t n o t y o u r skill, in the g o d ' s art); a d d a f e w points
defend yourself adequately. if y o u ' r e in a p l a c e s a c r e d to t h e g o d . T h e results of prayer are
very minor: e.g., you might leam whether or not the god
approves of your actions. ( A n easier T h e o l o g y + W i t s roll could
p r o b a b l y tell y o u t h e s a m e t h i n g for a n y b u t t h e m o s t c a p r i c i o u s
gods.) M o s t people don't care what the gods think. DANCE
D a n c i n g is a p o p u l a r s o c i a l a c t i v i t y i n m a n y p a r t s o f t h e w o r l d .
RITUAL MAGIC Example: T h e Orren j u d g e that y o u h a v e been flirting w i t h at the
Casting certain long, complicated, and very expensive spells, p a r t y d r a g s y o u o n t o t h e d a n c e floor t o d o t h e t r i a f r e l l a w i t h h e r .
w h o s e effects are g r e a t e r t h a n c o u l d b e a c h i e v e d b y ordinary Y o u ' v e n e v e r d a n c e d it b e f o r e . R o l l A g i l i t y + D a n c e + s 2 0 >= 2 0
m a g i c o f the s a m e complexity. G o o d m a g e s often k n o w some t o f a k e it w e l l e n o u g h t o k e e p h e r f a v o r .
ritual m a g i c , b u t it's n o t r e q u i r e d . U s i n g t h e R i t u a l M a g i c skill
r e q u i r e s k n o w i n g s o m e r i t u a l s p e l l s , w h i c h are r a r e a n d e x p e n ­
sive. S e e p a g e 183 for m o r e i n f o r m a t i o n .

SPELLBINDING
T h e magical technique of storing pre-cast spells o n objects, to
g o off u n d e r specified c i r c u m s t a n c e s . S e e p a g e 180 for h o w this
is u s e d .

SPONTANEOUS FORCE
T h e skill o f m a k i n g y o u r s p o n t a n e o u s spells strong. T h i s skill
is a d d e d directly t o t h e p o w e r o f y o u r s p o n t a n e o u s spells. It a l s o
g i v e s y o u s o m e c o n t r o l o f the a m o u n t o f c l e y y o u u s e ; s e e p a g e
178.

Nouns and Verbs


T h e s e are the skills y o u actually n e e d to cast spells. E a c h of
the seven Verbs and twelve N o u n s (see page 172) is a skill.
T h e y a r e l e a r n e d b y t h e s a m e rules a s a n y o t h e r skill. T h e y are
used in anusual rolls, often in the form ( N o u n + Verb).

Combat Skills
E a c h o f t h e c a t e g o r i e s o f w e a p o n s is a skill; t h e skill " E d g e d
W e a p o n s " c o v e r s a l l s w o r d s , from s h o r t s w o r d s t o t h r e e - h a n d e d
greatswords. For m o r e details, see page 152.

COMBAT STANCE BASE


C o m b a t S t a n c e B a s e is a m e a s u r e of h o w e x p e r i e n c e d a w a r ­
rior y o u are. It g o v e r n s t h e n u m b e r o f c o m b a t o p t i o n s you
k n o w ; see page 156.
Its p r i m a r y u s e is to tell h o w m u c h y o u a r e a b l e to v a r y y o u r
d e g r e e o f a g g r e s s i v e n e s s or d e f e n s i v e n e s s in c o m b a t . You m a y
m a k e t h e fight m o r e o r l e s s fierce, adding or subtracting a n u m ­
b e r from e v e r y o n e ' s A t t a c k r o l l s ; t h e n u m b e r y o u c h o o s e m a y b e
at m o s t y o u r C o m b a t Stance B a s e level.

LIFE. BASE
Life B a s e is a m e a s u r e o f y o u r vitality. I t i s a true s k i l l , a s
m u c h as Pick Pockets or Social K n o w l e d g e . You get 3x(Life
B a s e + S t a m i n a ) life p o i n t s . S e e p a g e 1 5 0 for m o r e d e t a i l s .
T h e r e are a f e w r o l l s a g a i n s t t h e L i f e B a s e s k i l l . F o r e x a m p l e ,
if s o m e o n e tries to k n o c k y o u out with a blackjack to the skull,
y o u r c h a n c e o f s t a y i n g c o n s c i o u s is a vitality roll, S t a m i n a +
Life B a s e + s20. DODGE
D o d g e is a b i g c o n t r i b u t o r t o y o u r D e f e n s e t o t a l , measuring
Athletics h o w h a r d it i s t o h i t y o u . S e e p a g e 152 for details. D e f e n s e rolls,
to a v o i d b e i n g hit or hurt b y a w e a p o n attack, are really A g i l i t y +
CLIMB
D o d g e rolls, with modifiers for y o u r w e a p o n s , armor, circum­
C l i m b i n g i s a g o o d w a y t o g e t a r o u n d i n the V e r t i c a l s , o r i n
stances, and so on.
forests. It is m o r e o f t e n a b o u t c l i m b i n g o n t r e e s a n d s l o p e s t h a n
sheer walls. E x a m p l e : C l i m b i n g a tall tree w i t h m a n y b r a n c h e s HUNTING
r e q u i r e s a n A g i l i t y + C l i m b + d 2 0 >= 1 0 r o l l . I f y o u fail b y o n l y T h e art o f finding prey, a n d k n o w i n g w h a t to d o w h e n y o u ' v e
a little, y o u didn't g e t v e r y far u p . I f y o u fail b y a lot, y o u g o t f o u n d it, a n d h o w t o p r e p a r e it o n c e i t ' s d e a d . The actual catch­
far u p a n d fell.
ing and killing are a matter o f combat. T h i s skill c o v e r s foraging
as w e l l . E x a m p l e : Y o u a r e a S l e e t h , and y o u ' r e g e t t i n g s i c k o f
dried meat. You s n e a k out o f c a m p into the forest, a n d l o o k for
a fresh dinner. R o l l P e r c e p t i o n + H u n t i n g + s 2 0 >= 1 5 e a c h h o u r SWIM
y o u h u n t t o find s o m e t h i n g t a s t y . Swimming. Example: The Khtsoyis
w h o grabbed y o u dropped y o u into the
JUMP c h u r n i n g p o o l a t t h e f o o t o f the w a t e r f a l l .
L e a p i n g across c h a s m s and the like seems to be a c o m m o n part M a k e a n A g i l i t y + S w i m + s 2 0 >= 2 5 r o l l t o
o f t h e a d v e n t u r e r ' s l i f e s t y l e . M o s t o f t e n it c a l l s f o r a n A g i l i t y + d i v e s a f e l y i n t o the w a t e r .
J u m p or Strength + J u m p roll.
TRACK
RIDE Following people and animals by
Skill in r i d i n g t h e u s u a l r i d i n g a n i m a l s . A t l o w skill, y o u can the marks they leave. Example: The
ride well-trained a n i m a l s d o i n g straightforward things. A t h i g h Orren thief grabbed your p o u c h and
skill, y o u c a n ride half-trained animals, take your m o u n t into r a n o f f i n t o the a l l e y , a n d r o u n d e d s o m e
battle, and the like. E x a m p l e : You're o n horseback, fleeing the comers. R o l l P e r c e p t i o n + T r a c k i n g -I
G o r m o r o r , a n d d e c i d e t o t a k e a f e w a r r o w s h o t s at t h e m o n t h e s 2 0 >= 2 5 t o f o l l o w . If you are Cani or
way. It's n o t that e a s y , b e c a u s e y o u h a v e t o t w i s t a r o u n d b a c k ­ S l e e t h , y o u track b y s c e n t a s w e l l a s s i g h t , a n d a d d y o u r s m e l l i n g
w a r d s in t h e s a d d l e a n d still c o n t r o l t h e h o r s e . Roll Agility + b o n u s to that roll.
R i d e + s 2 0 >= 2 0 t o a v o i d m i s h a p s .
Rogue Arts
RUNNING T h e s e a r e the a r t s o f t e n u s e d b y f o l k w h o a r e l e s s t h a n c o m ­
S p r i n t i n g a n d l o n g - d i s t a n c e r u n n i n g . Useful for e s c a p i n g from pletely honest. T h e skills are not exactly illegal or i m m o r a l b y
trouble. In a typical short c h a s e or race, each party m a k e s a themselves, but m o r e o f their uses are dubious than honest.
Running+Agility+s20 roll. I f o n e o r the o t h e r i s a h e a d b y 10
points, that one wins. I f t h e d i f f e r e n c e is l e s s t h a n 1 0 , w h o e v e r ALERTNESS
had the larger n u m b e r draws ahead of the other (or widens/nar­ Noticing things that y o u should notice, like mostly-hidden
r o w s t h e lead); a d d t h e difference to that o n e ' s roll o n t h e n e x t s c r o l l s and p e o p l e w h o are a b o u t t o a m b u s h y o u . Example: You
round. L o n g e r races are similar, but m a y involve S t a m i n a as are w a l k i n g d o w n a d a r k h a l l w a y , a n d s o m e o n e v e r y q u i e t t r i e s
well. to t h u m p you on the head with a club from behind. Roll
In c o m b a t a n d other e m e r g e n c i e s , p e o p l e o n t w o legs m o v e P e r c e p t i o n + A l e r m e s s + s 2 0 v s . the t h u g ' s A g i l i t y + S n e a k + s 2 0
about as fast as h u m a n s o f the s a m e height. T h e f o l l o w i n g table to n o t i c e t h e m b e f o r e y o u g e t hit.
gives w a l k i n g speeds. If y o u are running a short distance, you
can go faster: add (5+Running)xl0% to your speed. So, a DISGUISE
R u n n i n g skill o f 5 a d d s 1 0 0 % , d o u b l i n g y o u r m o v e m e n t . If y o u Dressing yourself to appear as other than you are, and taking
are running, y o u can't take any other action. You can't k e e p that o t h e r roles; the skill c o u l d also b e c a l l e d A c t i n g . It's h a r d t o d i s ­
up o v e r a l o n g d i s t a n c e , b u t y o u c a n still h u r r y s o m e : add guise y o u r s e l f as a n individual a n d fool p e o p l e w h o k n o w that
R u n n i n g x 5 % to y o u r speed. individual. If there are Sleeth or Cani around, y o u will h a v e to
disguise your scent as well as your appearance. Wearing a very
strong p e r f u m e is e n o u g h to k e e p t h e m f r o m identifying your
Walking Speed
scent, just as wearing a m a s k will k e e p them from identifying
Species feet/second miles/hour y o u r face - a n d it's e q u a l l y s u s p i c i o u s b e h a v i o r . More subtle
Cani 6 4 means require magic or a skilled perfumer.
E x a m p l e : Y o u a r e t r y i n g t o s c o u t o u t the s m i t h ' s s h o p y o u ' r e
Gormoror 5.25 3.5
planning to rob. You're in a foreign city a n d n o b o d y k n o w s you,
Herethroy 5.25 t w o legs; 3.5 t w o legs; b u t y o u w a n t t o k e e p y o u r trail a s c o n f u s i n g a s p o s s i b l e . You
7.5 four l e g s 5 four legs h a v e a D i s g u i s e skill o f 9 a n d D e x t e r i t y o f 3 a n d an h o a r to spare.
Khtsoyis 3 2 A t the e n d o f that hoar, y o u look quite different than usual.
People w h o s a w y o u before will h a v e to roll Perception + s20 vs.
Orren 6.75 4.5
y o u r D e x t e r i t y + D i s g u i s e + s 2 0 r o l l t o s e e t h a t it's y o u - a n d
Rassimel 5.25 3.5 they'll o n l y try to roll if t h e y s u s p e c t y o u for s o m e r e a s o n .

Sleeth 6.75 4.5


FORGERY
Zi Ri 6.75 4 . 5 flying
Writing d o c u m e n t s that appear to b e written b y other people. A
biped 5.25 to 6.75 3.5 to 4.5 r a r e s k i l l , b u t that m e a n s t h a t m o s t p e o p l e d o n o t e x p e c t it. Be
a w a r e that m a g i c can reveal forgeries. C o p y i n g someone's sig­
quadruped 6 to 12 4 to 8
n a t u r e g i v e n a g o o d s a m p l e r e q u i r e s D e x t e r i t y + F o r g e r y + s 2 0 >=
hexapod 6.75 to 8.25 4 . 5 to 5.5 15.
flier 6 to 18 4 to 12
MAKE/PICK LOCKS
slitherer 3 to 4 . 5 2 to 3
Opening mechanical and (with suitable magic) magical locks,
floater 2 . 2 5 to 3.75 1.5 t o 2 . 5 w h i c h t h e o w n e r s h a v e n e g l e c t e d to l e a v e o p e n for y o u . If you
are a g o o d e n o u g h s m i t h o r w o o d c r a f t e r o r m a g e , y o u c a n m a k e
your o w n locks as well. L o c k s m i t h i n g is a n i g n o r e d art o n the
World Tree, and m o s t locks are pathetic b y terrestrial standards: r o l e - p l a y i n g the b a r g a i n i n g in detail, a n d h a s y o u a n d the smith
D e x t e r i t y + P i c k L o c k s + s 2 0 >= 10 t o o p e n . T r a p s a r e o f t e n u s e d b o t h roll C h a r i s m a + B a r g a i n + s 2 0 . Y o u r roll is h i g h e r b y a s u b ­
t o p r o t e c t v a l u a b l e s , b u t w o r k i n g w i t h t h e m is a s e p a r a t e skill. stantial 10 p o i n t s ; y o u get t h e s w o r d at a 2 0 % d i s c o u n t .

PICK POCKETS COMMAND


Removing small objects which other people are carrying, Getting y o u r followers and hirelings to d o w h a t y o u w a n t them
without troubling them by asking. F o r e x a m p l e , if the g u a r d is to, e s p e c i a l l y in situations like battles w h e r e t h e y m i g h t b e
w e a r i n g a d a g g e r i n a h i p - s h e a t h , t a k i n g it w i l l b e a D e x t e r i t y + inclined to do other things. There are s o m e obvious species mod­
P i c k P o c k e t s + s 2 0 >= 15 + g u a r d ' s P e r c e p t i o n r o l l . I f y o u w a n t i f i e r s : C a n i a r e + 5 t o b e c o m m a n d e d , i f they a r e l o y a l t o t h e i r
t h e t i n y w a l l e t d e e p i n h e r b a c k p o c k e t i n s t e a d , it m i g h t be c o m m a n d e r . Sleeth and Zi Ri are -5 to b e c o m m a n d e d b y anyone.
25+Perception. B e careful picking Cani and Sleeth pockets; E x a m p l e : You h a v e hired three stout farmers to protect y o u on
they often get their smelling b o n u s o n their Perception. the road to Barency, but they weren't expecting to h a v e to protect
y o u a g a i n s t a v e n o m b e a r . R o l l C h a r i s m a + C o m m a n d + s 2 0 >=
SEARCH 2 0 - separate rolls for e a c h o f t h e m - to k e e p t h e m from running
Finding hidden things, such as secret doors, assassins lurking away. Quick promises of extra pay, or other inspirational moves,
in the s h a d o w s , or the b o o k y o u r e a d fifteen years ago. give y o u b o n u s e s on the roll.
E x a m p l e : W h e r e d i d y o u l e a v e t h a t w a n d ? It m u s t b e s o m e ­
w h e r e i n t h e h o u s e . . . R o l l P e r c e p t i o n + S e a r c h + s 2 0 >= 15 t o EMPATHY
find it. R e r o l l f o r e a c h t e n m i n u t e s y o u s p e n d s e a r c h i n g . Understand other peoples' emotional states, reading nonverbal
c u e s a n d m a n n e r i s m s a n d t h e like. T h i s skill is n o n m a g i c a l a n d
SET/DISARM TRAPS i m p e r f e c t , b u t still u s e f u l - in p a r t b e c a u s e y o u a r e n o t u s i n g
M a k i n g , d e t e c t i n g t r a p s a n d d i s p o s i n g o f t h e m . It a p p l i e s t o M e n t a d o r s p e l l s w h e n y o u u s e it. M e m b e r s o f t h e s a m e s p e c i e s
n o n m a g i c a l traps, a n d to s o m e extent to simple magical ones as u n d e r s t a n d e a c h o t h e r w e l l : a + 3 b o n u s . C a n i h a v e a rich b o d y
w e l l . I n g e n e r a l t w o r o l l s a r e n e c e s s a r y ; t h e first a P e r c e p t i o n + language, and c o m m u n i c a t e their emotions very precisely; empa­
D i s a r m T r a p s r o l l t o u n d e r s t a n d t h e trap, t h e s e c o n d a D e x t e r i t y t h y rolls a b o u t C a n i a r e at + 3 b y m o s t p e o p l e , + 9 b y C a n i .
+ D i s a r m T r a p s r o l l t o a c t u a l l y d i s a r m it. S o m e t r a p s r e q u i r e E x a m p l e : Y o u told a n off-color j o k e to t h e G o r m o r o r in the bar,
m o r e rolls. B o t c h i n g the Dexterity roll usually m e a n s that the and she stands up slowly and growls. Make a Perception +
t r a p g o e s off. M a g i c a l t r a p s t y p i c a l l y a l s o r e q u i r e s o m e M a g i c E m p a t h y + s 2 0 >= 15 r o l l t o s e e i f s h e ' s a b o u t t o l a u g h o r s w a t y o u .
A n a l y s i s a n d suitable counterspells; the D i s a r m T r a p s skill tells
h o w t o p r o c e e d . T h e s a m e skill ( o f t e n w i t h craft skills) is u s e d ETIQUETTE
t o d e s i g n traps. E x a m p l e : T h e k i d n a p p e r s a r e i n t h a t h u t . Y o u E t i q u e t t e is k n o w i n g h o w t o act a p p r o p r i a t e l y in v a r i o u s social
inspect the w i n d o w y o u plan to enter. T h e g a m e m a s t e r asks situations. In s o m e situations, a n E t i q u e t t e roll will tell y o u to
y o u r P e r c e p t i o n + D i s a r m T r a p s t o t a l , w h i c h is 8 , a n d m a k e s a u s e the small fork. I n o t h e r s i t u a t i o n s , it'll t e l l y o u t h a t y o u ' r e
secret s 2 0 roll, a n d tells y o u that y o u didn't see a n y t h i n g . s u p p o s e d to get into a fistfight w i t h t h e b r i g a n d l e a d e r b u t let h i m
beat you up. Example: You're an innocent n o b l e w o m a n , and
SLEIGHT o r HAND
y o u ' v e g o n e into a r o u g h ruffian's b a r to try to find out who
T h e n o n m a g i c a l skill of m a k i n g small objects vanish, as well
a s o t h e r s t a g e m a g i c . S t a g e m a g i c is a s a p p r e c i a t e d o n W o r l d thrashed your equerry. R o l l C h a r i s m a + E t i q u e t t e + s 2 0 >= 2 5 t o
Tree as terrestrially - o n W o r l d Tree, the a u d i e n c e p e e r s at y o u avoid unwanted attentions.
with m a g i c - s e n s e w i d e o p e n to m a k e sure you're not using gen­
FLIRTING
u i n e m a g i c a s y o u d o y o u r t r i c k s . S l e i g h t o f h a n d is a l s o useful
M a k i n g a p p r o p r i a t e p e o p l e s e x u a l l y interested in y o u , and,
for thieves and swindlers o f various sorts. E x a m p l e : Your party
w h e n y o u s u c c e e d a n d w i s h to, f o l l o w i n g u p o n t h e matter. In
h a s b e e n troubled b y p e o p l e y o u b e l i e v e w e r e h i r e d b y C o u n t
g e n e r a l , a s u c c e s s f u l F l i r t i n g r o l l w i l l g e t a r e a c t i o n , b u t w h a t the
G o l g o r o t h . Y o u b l u f f y o u r w a y i n t o h i s s t u d y , b u t h e is sur-
s u b j e c t d o e s a b o u t it d e p e n d s o n t h e s u b j e c t ' s p e r s o n a l i t y a n d c i r ­
rounded by guards. Y o u r c o m p a n i o n s start a b i g s c r e a m i n g
c u m s t a n c e ; e.g., a l o y a l m a r r i e d p e r s o n m i g h t b e a s h a m e d a b o u t
a r g u m e n t w i t h h i m a n d e a c h o t h e r a b o u t n o t h i n g in particular,
b e i n g i n t e r e s t e d i n y o u , a n d w o n ' t e v e n t o u c h y o u . P e r s o n a l , sit­
getting everyone's attention. You sidle over to his desk and try
uational and species modifiers are very important: the methods
to steal t h e letter he's w r i t i n g , for u s e as e v i d e n c e o r a n a r c a n e
one uses to seduce (and please) a homosexual male Rassimel
c o n n e c t i o n ; r o l l D e x t e r i t y + S l e i g h t o f H a n d + s 2 0 >= 2 0 t o t a k e
b a n k e r a r e likely to b e different t h a n t h o s e a p p r o p r i a t e for a het­
it w i t h o u t a n y o n e n o t i c i n g .
erosexual female Sleeth dancer. E x a m p l e : You're a h a n d s o m e
R a s s i m e l thief, a n d y o u ' d like to g e t i n t o C o u n t G y v a x ' s castle
SNEAK
without m a k i n g anyone suspicious. You meet one of his maid­
M o v i n g around without disturbing other people, or alerting
s e r v a n t s i n t o w n , a n d t r y t o flirt w i t h h e r e n o u g h t o h a v e a r e a s o n
one's intended prey. E x a m p l e : You try to get into y o u r house,
for h e r to b r i n g y o u into t h e castle. R o l l C h a r i s m a + Flirting +
well after m i d n i g h t , after a v e ^ p l e a s a n t e v e n i n g indeed. Roll
s 2 0 >= 2 5 , p r o b a b l y w i t h m o d i f i e r s b a s e d o n t h e c i r c u m s t a n c e s
A g i l i t y + S n e a k + s 2 0 >= 2 5 t o k e e p f r o m w a k i n g y o u r s p o u s e s .
and your approach.
Don't forget the Trouble that the night's drinking h a s given you.

Social Skills FRIENDLINESS


Skill at m a k i n g friends, m a k i n g p e o p l e like y o u p e r s o n a l l y , a n d
BARGAIN so on. Example: A huge G o r m o r o r has just caught y o u hunting
Negotiating with people about prices and deals. Example: You in h e r tribe's l a n d s , a n d is d r a g g i n g y o u h o m e . Y o u try to g e t into
w a n t to b u y a s w o r d . T h e g a m e m a s t e r d e c i d e s t h a t it's n o t w o r t h h e r g o o d g r a c e s b y e n g a g i n g h e r in c o n v e r s a t i o n a b o u t h e r great
battles and hunts, on the theory that any G o r m o r o r has s o m e of be 30.
each. R o l l C h a r i s m a + F r i e n d l i n e s s + s 2 0 >= 1 5 .
ARMOR REPAIR
GUILE. F i x i n g d a m a g e d a r m o r in the field, given equipment and d20
Telling lies, feigning e m o t i o n s , a n d otherwise b e i n g deceptive. m i n u t e s t o s p e n d w o r k i n g o n it. For non-metal armor damaged
U s e f u l for all a d v e n t u r e r s - s o m e t i m e s y o u d o n ' t w a n t t o tell the in fighting, r o l l ( D e x t e r i t y + A r m o r R e p a i r + d 2 0 >= 1 5 ) t o p a t c h
nendrai w h y you're there - a n d especially for thieves, m e r c h a n t s , one point o f the S o a k reduction. F o r m e t a l armor, roll (Dexterity
and politicians. G u i l e is p a r t i c u l a r l y effective if y o u ' r e t e l l i n g + A r m o r R e p a i r + d 2 0 >= 2 0 ) t o p a t c h o n e p o i n t . S m i t h c r a f t i s a
the truth in m i s l e a d i n g w a y s . Example: You've been captured separate Craft skill.
i n C o u n t G y v a x ' s m a p - r o o m , a n d h e i s t r y i n g t o find o u t w h o
hired you. Roll your Wits + Guile + s20 vs. his Wits + E-NCHANTMENT
Interrogate + s20 - with role-playing modifiers on either side - T h e high, o b s c u r e art of m a k i n g m a g i c items. Making any­
to h e l p t h e g a m e m a s t e r d e c i d e w h a t , if a n y t h i n g , h e c a n g e t out t h i n g n o n t r i v i a l is q u i t e h a r d . W h i l e E n c h a n t m e n t is a r o u t e to
of you. considerable power - and not just magical power - beginning
characters are advised to get high N o u n s and Verbs scores and a
INTLRROGATL great deal of experience before doing m a n y enchantments. See
T h e art o f getting i n f o r m a t i o n o u t o f less t h a n c o m p l e t e l y will­ p a g e 2 0 0 for details.
ing informants. T h i s is t h e skill u s e d b y , say, m e r c h a n t s c o n ­
fronting shoplifters or m o t h e r s confronting children, as w e l l as /MEDICINE
t o r t u r e r s i n d u n g e o n s . (TTie d i f f e r e n c e i s o n e o f d e g r e e . ) Proper T h e art o f h e a l i n g t h e i n j u r e d . M e d i c i n e is u s u a l l y p r a c t i c e d in
t o o l s a n d s e t t i n g m a k e t h e m a t t e r s o m e w h a t e a s i e r . T h i s s k i l l is conjunction with Healoc magic: doctors use the same healing
m o r e often u s e d o n t o u g h s in bars or m o n s t e r s m e n a c i n g you spells as a n y o n e else, but heal m u c h m o r e effectively w i t h t h e m .
than o n c a p t i v e s in d u n g e o n cells. E x a m p l e : y o u are trying to (F.g, see the spell H e a l Once),
get the g u n c h e s to tell y o u w h o h i r e d t h e m , w i t h o u t enraging M e d i c i n e c a n a l s o b e u s e d w i t h o u t m a g i c , t h o u g h it i s m u c h
t h e m i n t o b e a t i n g y o u u p . R o l l W i t s + I n t e r r o g a t e + s 2 0 >= 2 0 . less effective. I n e m e r g e n c y s i t u a t i o n s , it i s g o o d f o r first a i d : i f
s o m e o n e i s w o u n d e d , y o u c a n r o l l W i t s + M e d i c i n e + s 2 0 >= 15
INTIMIDATE to heal o n e point of d a m a g e , o n c e p e r w o u n d , if first a i d is
Often a good w a y to resolve situations without recourse to vio­ applied within a few minutes of wounding. A healer with access
lence. This m a y be physical (waving a w e a p o n menacingly and to the right herbs can try to heal poison: s20 x slO minutes' w o r k
snarling), social (coolly stating in an aristocratic a c c e n t that y o u a n d a M e m o r y + M e d i c i n e + s 2 0 >= 2 5 r o l l w i l l l e t a h e a l e r m a k e
are the son of Lord Margrand), or whatever. Situational modi­ d 6 d o s e s o f a r e m e d y that r e d u c e s t h e s t r e n g t h o f t h e p o i s o n b y
fiers a r e i m p o r t a n t ; it's e a s i e r t o i n t i m i d a t e a p r i s o n e r in a d u n ­ ( t h e d i e r o l l / 2 0 ) if u s e d i m m e d i a t e l y . This remedy maxes.
g e o n t h a n a n e n d r a i h o l d i n g y o u in its m o u t h . Example: Seven Splinting, binding w o u n d s , a n d the like can reduce o n e point of
l i z a r d - m o u n t e d C a n i h a v e j u s t run d o w n y o u r s t a g e c o a c h , a n d Trouble from an injury to a b o d y part on a Dexterity + Medicine
are m e n a c i n g y o u with spears and arrows. There's no chance + s 2 0 >= 2 0 r o l l , b u t t h i s u s u a l l y m a x e s r a t h e r t h a n a d d s with
you could survive fight or flight. You roll y o u r eyes, mutter magical healing. T h e M e d i c i n e skill c a n also be u s e d to t e m ­
"Gad. M o r e o f t h e m . " in a b o r e d irritated v o i c e , a n d s u m m o n a porarily alleviate injuries that cause Trouble: binding hamstrung
spiky ball of menacing-looking purple flame to y o u r hand. On l i m b s , splinting b r o k e n b o n e s in a w a y that m a k e s t h e limb
a roll o f C h a r i s m a + I n t i m i d a t e + s 2 0 >= 2 0 , t h e y ' l l b e s c a r e d u s a b l e , a n d s o o n . O n a r o l l o f M e d i c i n e + D e x t e r i t y + s 2 0 >= ( 1 0
e n o u g h t o b a c k off a bit a n d m a y b e let y o u c o m e u p w i t h a real + 4xTrouble), you can reduce the Trouble from such a w o u n d by
plan. h a l f for a f e w h o u r s . T h i s is risky. R o l l o n e b o t c h d i e p e r p e r i o d
o f e x e r t i o n (e.g., p e r fight); each botch indicates that the trouble
Crafts becomes d3 points worse.
Craft skills c o m b i n e the p h y s i c a l a n d m e n t a l and sometimes
spiritual. T h e r e are lots o f crafts a n d h o b b i e s , i m p o r t a n t o n the Music
W o r l d T r e e in g e n e r a l b u t n o t n e c e s s a r i l y for a d v e n t u r e r s . Some T h e skill in s i n g i n g a n d / o r p l a y i n g m u s i c a l i n s t r u m e n t s . If
examples: amber-working, smithing, bone-working, brewing, m u s i c is a m a j o r p a r t o f t h e story, t h e r e s h o u l d b e s e p a r a t e skills
standup comedy, cooking, farming, glassblowing, jewelry, for e a c h category of i n s t r u m e n t s a n d e a c h style o f singing, m u c h
leatherworking, philosophy, pottery, sewing and tailoring. as t h e r e are for w e a p o n s . E x a m p l e : You're h u n g r y , a n d y o u don't
M a n y o f t h e s e m a k e g o o d p r o f e s s i o n s : a s k i l l t o t a l o f 10 is a b o u t have any money. I f y o u c a n m a k e a C h a r i s m a + M u s i c + s 2 0 >=
t h e m i n i m u m t o p r a c t i c e p r o f e s s i o n a l l y , a n d a s k i l l t o t a l o f 15 15 r o l l , y o u c a n s i n g f o r a w h i l e i n t h e l o c a l t a v e r n a n d s o m e o n e
m e a n s y o u ' r e o n e o f the better p e o p l e a r o u n d in y o u r field. will b u y y o u dinner. (Note: the standard styles of Herethroy and
T h e c h a r a c t e r s h e e t h a s s e v e r a l b l a n k s p a c e s for y o u to w r i t e G o r m o r o r m u s i c are s e p a r a t e species-specific craft skills.)
in y o u r c h o s e n crafts.

ANIMAL HANDLING
M a k i n g animals do m o r e or less w h a t y o u want. This skill
includes e v e r y t h i n g from a bit o f veterinary m e d i c i n e to k n o w l ­
edge about h o w to befriend animals. Example: You are trying
to get into the chateau w i t h o u t raising a fuss, a n d the stable d o g
d i s c o v e r s y o u . R o l l C h a r i s m a + A n i m a l H a n d l i n g + s 2 0 >= 2 0 t o
k e e p it q u i e t . I f it w e r e a trained guard-dog, the threshold would
of C o u n t Golgoroth's house, you acquired a small ivory statuette
of an Orren princess. Y o u d i d n o t h a v e t i m e t o i n s p e c t it c l o s e ­
l y w h e n y o u p i c k e d it u p . R o l l W i t s + J u d g e V a l u e + d 2 0 >= 2 0
t o t e l l i f it is a r e a s o n a b l y v a l u a b l e o r i g i n a l o r a c h e a p c o p y .

GENERAL KNOWLEDGE
Casual details about the area and the world: w h o the important
p e o p l e a r e , h i s t o r y o f l o c a l i n s t i t u t i o n s , h o w t h i n g s a r e m a d e , and
so on. A skill level o f 3 is b a s i c literacy; m o s t p r i m e s c a n read.
Example: You're exploring an old ruined c a s t l e fifty m i l e s f r o m
your home, and discover some flooded r o o m s . I f it w a s a n O r r e n
castle, they're probably flooded on purpose... Roll M e m o r y +
G e n e r a l K n o w l e d g e + s 2 0 >= 1 5 t o r e m e m b e r w h a t k i n d o f p e o ­
p l e m a d e it.

HISTORV AND LITERATURE


Knowledge of history and literature. T h i s is t h e material
learned in a liberal arts e d u c a t i o n , a n d a h i g h d e g r e e o f skill c o n ­
v e y s a m e a s u r e o f p r e s t i g e in m o s t civilized p l a c e s . The proper
u s e s o f t h i s k n o w l e d g e a r e f o r r e m e m b e r i n g h i s t o r y , e.g., finding
out the story of w h y Castle R o s e y b l a d e w a s built. The improp­
er u s e o f this k n o w l e d g e is to i m p r e s s l e s s - e d u c a t e d people.
Example: You have found a very old-looking book by
SPELL WEAVING T s e m n o m i d e s b u r i e d in a b o x . Roll M e m o r y + History and
T h e art o f building very c o m p l e x and very w e a k spells, v e r y L i t e r a t u r e + s 2 0 >= 2 5 t o s e e i f y o u ' v e h e a r d o f T s e m n o m i d e s .
slowly. A useful specialty for s o m e w i z a r d s . Spellweaving
r e q u i r e s a m a g i c a l l a b o r a t o r y for b e s t effect. Not a good spe­ NATURAL SCIENCE
cialty for n o v i c e s . See page 183. Mainly biology and astronomy; very descriptive and rather
religious. G o o d for u n d e r s t a n d i n g the p r o p e r t i e s a n d p o t e n t i a l s
WILDERNESS SURVIVAL of things, a n d for k n o w i n g o b s c u r e information a b o u t properties
The fine art o f living off the l a n d a n d living tolerably com­ a n d abilities o f p l a n t s a n d a n i m a l s . N a t u r a l S c i e n c e w i l l let y o u
fortably out of doors. E x a m p l e : You are out in the w o o d s , and m a k e a g u e s s from g e n e r a l p r i n c i p l e s o r a n a l o g i e s if y o u don't
the s n o w s t o r m is starting. Roll D e x t e r i t y + W i l d e r n e s s S u r v i v a l know the precise answer. Example: Your lover has been poi­
+ s 2 0 >= 1 5 t o m a k e a s h e l t e r t h a t w o n ' t d u m p s n o w o n y o u a n d soned by the bite of a three-headed scarlet serpent. You don't
the princess halfway through the night. k n o w a n y spells to h e l p t h e itching. Y o u l o o k for s o m e h e r b s to
make a good poultice. R o l l M e m o r y + N a t u r a l S c i e n c e + s 2 0 >=
WOODWORKING 20 to recognize good ones.
A v e r y useful craft o n t h e W o r l d T r e e , i n c l u d i n g w h i t t l i n g , car­
pentry and some architecture. Example: You want to get SOCIAL
t h r o u g h that wall in a hurry, a n d y o u decide to take a b o a r d out Knowledge about peoples and cultures: aspects of history,
using your sword as a crowbar. Roll Strength + Woodworking a n t h r o p o l o g y , politics, e c o n o m i c s , a n d so on. T r a v e l e r s to distant
+ s 2 0 >= 15 t o d o it. lands m a y use social k n o w l e d g e to avoid breaking local laws and
c u s t o m s . C o u r t i e r s m a y u s e it t o f o l l o w t h e p o l i t i c s o f their
Knowledges duke's court. This knowledge covers the important species of
K n o w l e d g e s are things y o u studied. If y o u don't h a v e a skill n o n - p r i m e s , as w e l l as all t h e p r i m e s . E x a m p l e : Y o u ' v e m e t a
i n o n e , i t ' s a l m o s t i m p o s s i b l e t o f a k e it. tribe o f R a s s i m e l d r e s s e d in b l u e w i m p l e s , living in a village.
You desperately need food and water. You a s k t h e m for h e l p .
GODS' TONGUE They quietly ask you whether you support or oppose the
S k i l l a t s p e a k i n g t h e g o d s ' t o n g u e . T h e r e are f e w n a t i v e s p e a k ­ Doctrine of Transcendent Rotation. M a k e a Wits + Social + s20
e r s o f t h e g o d s ' t o n g u e o n t h e W o r l d T r e e itself, b u t p r i e s t s u s e >= 2 5 t o g u e s s w h a t t h e r i g h t a n s w e r i s .
it w h e n t h e y a r e t a l k i n g w i t h t h e g o d s . T h e g o d s ' t o n g u e i s v e r y
d i f f i c u l t f o r W o r l d T r e e d w e l l e r s , b e c a u s e it i s n o t b a s e d o n t h e LANGUAGES
c o m m o n t o n g u e . A f e w b o o k s o f great a r c a n a are w r i t t e n in the K n o w i n g useful bits of the various World Tree languages. As
gods' tongue a n d not in a n y mortal language; this m a k e s the World Tree l a n g u a g e s are not very different from each other, a
mortal authors seem more impressive. good linguist has a decent chance to understand an utterly n e w
language. Languages from outside the World Tree are rare, and
JUDGE VALUE require separate skills. E x a m p l e : You've just m e t the h u g e spot­
D e t e r m i n i n g h o w valuable things are - either intrinsic value ted cave-snails, and they w h i s p e r s o m e t h i n g to you. Roll Wits +
(e.g., a m b e r bricks and metal w e a p o n s ) , or extrinsic value (e.g., L a n g u a g e s + s 2 0 >= 2 5 t o figure out the gist of w h a t they're try­
the d a g g e r u s e d to kill L o r d M a r g r a n d , n o w a collector's item, ing to say.
and valuable despite being a cheap m e n g dagger). A n essential
(This skill d o e s not a p p l y to l a n g u a g e s y o u s p e a k natively; in
skill for dealers in v a l u a b l e objects. E x a m p l e : O n y o u r w a y out
g e n e r a l a s s u m e that y o u h a v e a 15 skill in t h e m . )
Awake. T h e y need (Stay A w a k e / 3) fewer hours per night of
LAW sleep than ordinary p r i m e s . T h e skill also applies to resisting
A s o m e w h a t tricky s k i l l , a s l a w i s i n f o r m a l o n W o r l d T r e e i n sleep spells, enduring tedious lectures, a n d so on.
most places. See p a g e 7 7 . K n o w l e d g e of w h a t things are con­
sidered illegal o r d u b i o u s , a n d skill in t r y i n g to p e r s u a d e rulers STORYTELLING
or c r o w d s t h a t t h e d e f e n d a n t s h o u l d n ' t b e c o n v i c t e d . L a w y e r s T h e art o f telling stories. Popular a m o n g Sleeth.
suffer a - 5 p e n a l t y o u t s i d e t h e i r m a i n c i t y . E x a m p l e : Y o u h a d
befriended a s e n t i e n t b a t - c r e a t u r e , a n d b r o u g h t h e r i n t o t h e city. Knacks
The n e i g h b o r s f o u n d o u t a n d a c c u s e d y o u o f d o o r w a y i n g , a ter­ Jinthinia was as good as a Herethroy at Creoc, and even bet­
rible c r i m e . Y o u ' v e b e e n d r a g g e d b e f o r e a j u d g e . R o l l W i t s + ter at Aquador. When she was five, she soaked her bed every
L a w + s 2 0 >= 3 0 t o find s o m e l e g a l r e a s o n w h y t h e y s h o u l d h e a l night by a spell, and slept all night as an otter. When she grew
you after t h e y ' v e e x e c u t e d y o u t h r e e times. up, she studied magecraft and sorcery with the Balinger wizards,
and spent her evenings out on the river.
TEACHING — Laha Barsuada, The Tower of Glass and Other Stories
S o m e p e o p l e are e s p e c i a l l y g o o d a t o n e o r a n o t h e r s k i l l . F o r
T h e a r t o f i n s t r u c t i n g p e o p l e in t h i n g s y o u k n o w ; in particular,
e x a m p l e , all S l e e t h a n d K h t s o y i s are g o o d at s n e a k i n g around,
of m a k i n g a d v a n c e d k n o w l e d g e a c c e s s i b l e t o n o v i c e s . S e e p a g e
147. and some of the world's best swordsmen (and woodworkers)
s e e m e d to m a s t e r their skill as s o o n a s t h e y started. T h i s is q u a n ­
THEOLOGY tified a s a k n a c k : a n A d v a n t a g e w h i c h a d d s t o all t o t a l s i n v o l v ­
K n o w l e d g e a b o u t t h e g o d s . I n c l u d e s a l o t o f h i s t o r y and a l o t i n g the s k i l l .
of s p e c u l a t i o n . T h e r e a r e a g r e a t m a n y t h e o l o g i c a l s c h o o l s , d i s ­ F o r m o s t p u r p o s e s , a d d the k n a c k d i r e c t l y t o t h e s k i l l l e v e l
agreeing o n such essential matters as w h y the creators m a d e the w h e n y o u u s e it. S o , a S l e e t h w i t h a + 6 K n a c k a n d a s k i l l o f 4
world; a g o o d t h e o l o g i a n will b e a w a r e o f all t h e m a j o r schools. in S n e a k w o u l d h a v e a n effective S n e a k level o f 10. S h e w o u l d
Example: T h e wild scawn s h o w y o u an inky-black cloud, churn­ o n l y n e e d 5 e x p e r i e n c e p o i n t s t o g e t to a skill level o f 5 ( a n d
ing, s h o t w i t h s i l v e r l i g h t n i n g s , i n a c o r r i d o r . T h e y c l a i m t h a t it e f f e c t i v e s k i l l o f 1 1 ) ; i f s h e h a d a s k i l l o f 1 0 w i t h o u t the k n a c k ,
is t h e D e s t r o c - g o d A c c a n a x . I t c e r t a i n l y l o o k s l i k e t h a t m o s t it w o u l d t a k e 11 e x p e r i e n c e t o d o t h a t .
dangerous o f deities ... b u t w h a t w o u l d h e b e d o i n g sitting in a K n a c k s in magical arts are especially valuable. F o r e x a m p l e ,
c o r r i d o r ? M a k e a M e m o r y + T h e o l o g y + s 2 0 >= 2 0 r o l l t o t r y t o a k n a c k in Creoc adds to all spells involving Creoc - e v e n w h e n
remember any stories of similar occurrences. C r e o c isn't t h e w o r s t V e r b in t h e spell. C a s t i n g a spell t o c r e a t e a
r e a l tree w i l l r e q u i r e C r e o c ( t o c r e a t e i t ) a n d S u s t e n o c ( t o m a k e
Other Skills t h e c r e a t i o n p e r m a n e n t ) . T h e f o r m u l a s f o r s p e l l s i n v o l v e the
T h i s list o f skills c o v e r s t h e m a i n skills o f interest t o g e n e r a l weaker o f t h e v e r b s : e.g., i f y o u h a v e a C r e o c o f 1 0 a n d a
a d v e n t u r e r s , b u t is n o t c o m p r e h e n s i v e . F e e l free to i n v e n t o t h e r S u s t e n o c o f 5, t h e S u s t e n o c ' s 5 is a d d e d in. H o w e v e r , t h e total
kinds o f skills as necessary. F o r e x a m p l e , a scholar m i g h t h a v e d o e s i n v o l v e t h e skill o f C r e o c : it's m e n t i o n e d in t h e formula,
a skill o f K n o w l e d g e o f M a t h e m a t i c s . M a t h e m a t i c s isn't o n the e v e n t h o u g h its v a l u e h a p p e n e d t o b e c a n c e l e d o u t i n y o u r case.
list, b e c a u s e it r a r e l y s h o w s u p o n a d v e n t u r e s . I f i t w e r e n e e d ­ I f y o u h a v e a K n a c k + 4 i n C r e o c ( e . g . , y o u are a H e r e t h r o y ) , y o u r
e d , w e ' d u s e G e n e r a l K n o w l e d g e i n s t e a d . If, f o r s o m e r e a s o n , k n a c k gets a d d e d t o t h e total, m a k i n g it 5 + 4 = 9 . If y o u h a v e a
s t o r i e s f r e q u e n t l y h i n g e d o n m a t h e m a t i c s - e.g. i f a p a r t i c u l a r K n a c k + 2 in Sustenoc too, both knacks are added (because both
story w e r e a tale o f political i n t r i g u e a n d s c h o l a r l y s a b o t a g e in skills are m e n t i o n e d in the f o r m u l a ) , b r i n g i n g t h e total t o
a university math department - the gamemaster should make 5 + 4 + 2 = 1 1 . T h i s s p e c i a l treatment i s d u e t o t h e f a c t t h a t m a g i c
every n e w character take the skill. arts are u s e d in c o m p l i c a t e d w a y s . I f other skills are u s e d in the
s a m e w a y (e.g., y o u n e e d to roll a g a i n s t t h e w o r s t o f
GORMOROR BARD Concentration or Knitting, and y o u have a knack in both),
Skill at the alliterative G o r m o r o r style o f c o m p o s i n g and Knacks add.
singing. Skilled G o r m o r o r Bards carry a certain a m o u n t of
K n a c k s are v e r y h a r d t o g a i n o r l o s e i n p l a y . O r r e n o c c a s i o n ­
social force, b e i n g able to write h e r o - s o n g s about their friends
ally pick u p m i n o r k n a c k s here a n d there. G o d s can grant knacks
and slander-songs about their enemies.
i n t h e i r o w n A r t , o r i n r e l a t e d s k i l l s . K n a c k s are p a r t o f t h e s p i r ­
it, a n d r e m a i n p a s t d e a t h . I f y o u h a v e a k n a c k i n P y r a d o r , y o u
HERETHROY SINGING
p r o b a b l y p l e a s e d F l o k i n in a p r e v i o u s life.
Singing, i n t h e H e r e t h r o y village style. A n i m p o r t a n t skill for
P e o p l e c a n h a v e k n a c k s i n any s k i l l : L i f e B a s e a n d C l e y B a s e
Herethroy villagers. N o n - H e r e t h r o y r a r e l y l e a r n it, b u t
as well as W o o d w o r k i n g a n d Theology. A n y t h i n g w h i c h it
Herethroy villagers are often pleased w h e n they bother.
m a k e s s e n s e t o p u t e x p e r i e n c e p o i n t s i n , it m a k e s s e n s e t o h a v e
a k n a c k in. F o r e x a m p l e , Life B a s e m e a s u r e s y o u r skill in h a v ­
SLEETH SILENT LANGUAGE
i n g y o u r spirit s t a y a t t a c h e d t o y o u r b o d y , w h i c h is to say, in
Sleeth h a v e a silent language o f gestures, whisker-twitches,
staying alive. T h e m o r e experienced y o u are, the better your
e a r - f l i c k s , t a i l - c u r l s , c l a w - s t r e t c h e s , a n d s o o n . It u s e s t h e w h o l e
s p i r i t i s a t h a n g i n g o n t o a d a m a g e d b o d y . S o m e p e o p l e are e s p e ­
Sleeth body; other species and even crippled Sleeth cannot
c i a l l y g o o d a t t h a t ; i.e., h a v e a k n a c k i n L i f e B a s e .
s p e a k it c o h e r e n t l y . A n y o n e w h o can see can l e a m to under­
s t a n d it.
O P T I O N A L : DESCRIPTIONS or SKILLS
STAY A W A K E There's m o r e to a character's skill than j u s t a n u m b e r . Three
R a s s i m e l a n d occasional other p r i m e s h a v e a skill in Stay professional m u s i c i a n s m i g h t h a v e t h e skill M u s i c at skill level
13, b u t that doesn't m e a n that they're t h e s a m e . One might be l e a m History a n d Literature without going to classes or explicit­
an expert violinist; the s e c o n d m i g h t b e g o o d with harp, guitar, ly b e i n g taught.
d r u m , snout-whistle, a n d g o n g ; the third (Herethroy) m i g h t b e
able to p l a y banjo a n d a c c o r d i o n at t h e s a m e time. Using Experience
W h e n desired, y o u m a y d e s c r i b e w h a t y o u r skill is really like. To g o f r o m . . . ... to . . . ... takes
W e r e c o m m e n d that y o u o n l y describe a f e w skills this w a y , but
0 1 1 exp
it's u p t o y o u . W r i t e a s e n t e n c e a b o u t y o u r s k i l l , d e s c r i b i n g h o w
y o u l e a r n e d it o r h o w y o u f e e l a b o u t it. T h i s h a s m i n i m a l e f f e c t 1 2 2 exp
on the game, though the gamemaster m a y occasionally assign 2 3 3 exp
you a bonus or penalty (probably ± 5 ) .
3 4 4 exp
Chalthamerax the Gormoror barbarian describes her and so on
Natural Science skill (level 8) as "From stories told
around Gormoror campfires". She keeps talking about
Grandmother Toltomerax, who killed a nendrai, as part of
Experience from Adventuring
ordinary role-playing. When she encounters a nendrai
I started sneaking into the near Verticals when I was twenty-
herself; the gamemaster decides to give her a +5 bonus
four, because I wanted to get better at Ruloc than my older
on rolls concerning nendrai.
brother. Worked just nicely. I kept doing it for the money, of
In the next game, a new species of creature comes to her course.
branch. People with a college training in Natural Science
— Hraff Onehand, Cani adventurer
have learned common principles and trends, and get ordi­
Adventurers get experience quickly. T h e f o l l o w i n g s c a l e is
nary Natural Science rolls. Chalthamerax gets a -3
i n t e n d e d f o r g a m i n g s e s s i o n s l a s t i n g a f e w h o u r s ; it i s i n c r e a s e d
penalty on rolls to guess what the new creatures are like.
significantly for l o n g e r o n e s , o r if t h e g a m e m a s t e r d e c i d e s that
t h e s i t u a t i o n o r t h e q u a l i t y o f p l a y i n g w a r r a n t it. Adventuring
e x p e r i e n c e c o m e s f r o m u s i n g s k i l l s . I f y o u u s e a s k i l l at all, n o
m a t t e r h o w trivially, y o u g e t e x p e r i e n c e in its category. For
EXPERIENCE A N D TRAINING. e x a m p l e , y o u get e x p e r i e n c e in social skills if y o u m a k e a n effort
Apprentice, now I will show you the spell, Tapestry of Rippling to b e friendly to t h e Herethroy g r o o m w h o tends y o u r horses in
Splendor. Note how the woven knights seem to fence each other, the inn, even if y o u don't actually m a k e a Friendliness roll. Life
how the woven fire crackles, how the woven wind stirs the B a s e is u s e d if t h e c h a r a c t e r is i n j u r e d ; C l e y B a s e is u s e d if t h e
woven trees! No, you will not be able to achieve this effect your­ character uses a cley for anything.
self. For fifty years I have studied the arts of illusion, and this
Y o u g e t 1-5 e x p e r i e n c e p o i n t s i n e a c h s k i l l c a t e g o r y t h a t y o u
is the pinnacle of my mastery. For the time being you must con­
used. T h e g a m e m a s t e r will usually announce limits w h e n y o u
tent yourself with simpler illusions.
get experience, like "5 in o n e category, 0-3 in the others".
— Dr. Ambronius, who is not as impressive as he thinks he is
Y o u g e t 1 e x p if y o u u s e d a n y skill in t h e c a t e g o r y at all, n o
L e v e l s i n c r e a s e b y m e a n s o f experience points. T h e s k i l l s a r e
m a t t e r h o w trivially. Y o u g e t 2 if y o u u s e d t h e c a t e g o r y m o d e r ­
d i v i d e d i n t o n i n e skill c a t e g o r i e s , l i k e " F i g h t i n g S k i l l s " a n d a t e l y , 3 i f y o u u s e d it h e a v i l y ( u s i n g h a l f t h e s k i l l s i n t h e c a t e g o ­
" K n o w l e d g e s " a n d "Craft Skills". E a c h skill c a t e g o r y h a s its ry, o r o n e o f t h e m a l o t ) . I f y o u a r e a l l o w e d t o t a k e 4 o r 5 p o i n t s
o w n experience pool: a n u m b e r o f e x p e r i e n c e p o i n t s which in a category, p i c k t h e o n e that y o u think y o u l e a r n e d t h e m o s t
have not yet used. about, or used t h e most. Ordinarily w e let players decide h o w
m a n y e x p they get per category.
Increasing Skills
You get a few d6's o f experience in categories that y o u r char­
"The more Magic Theory I learn, the more I discover I don't
acter used m o s t , o r w o u l d h a v e tried t o l e a m , d u r i n g t h e story.
know."
Usually t h e g a m e m a s t e r will give y o u three d6's for a typical
— Maon tusu Wantele
evening session o f gaming; assign them to the three categories
To i n c r e a s e a skill level b y o n e point, t a k e a n u m b e r o f p o i n t s
you think y o u learned the most about (or paid the most attention
equal t o the n e w level (that is, the current level plus o n e ) o u t o f
to), a n d then roll t h e m . You m a y assign more than one die to a
that skill c a t e g o r y ' s e x p e r i e n c e p o o l . S o , it c o s t s 6 e x p e r i e n c e
single category if y o u wish.
points from your Fighting Skills experience pool to raise your
E d g e d W e a p o n s skill f r o m 5 t o 6. Y o u m a y o n l y r a i s e a g i v e n Last Monday's game was a good one. The gamemaster had
skill o n c e p e r g a m i n g s e s s i o n , a n d t h e n o n l y if y o u u s e d that planned a series of tough battles that would take three sessions
skill d u r i n g t h e g a m e ( i n a n y w a y , n o m a t t e r h o w trivial), o r if to plough through. What happened was totally different. The
y o u g o t s o m e training in that skill recently. party paid off most of the enemy's warriors, so they could get at
the archvillain. The game ended with the archvillain realizing
Going from 0 t o 1 m a y , a t the g a m e m a s t e r ' s o p t i o n f o r t h a t
that he was betrayed when the party stormed into his room. The
skill, require a teacher. If y o u don't k n o w h o w to bind spells or
gamemaster awarded each player 5 exp. in one pool, 1-3 in
perform surgery, y o u can't easily figure it o u t o n y o u r o w n . F o r
other pools that they used, and 5 d6's (two more than usual) to
o t h e r s k i l l s , i t d o e s n ' t r e q u i r e a t e a c h e r t o g o f r o m 0 t o 1: i f y o u
use as they wished. He suggested the Social pool would be a
fall i n t h e r i v e r , y o u ' l l l e a m a l i t t l e a b o u t s w i m m i n g .
good place for some of it, as the main triumph of the evening -
O n c e y o u h a v e a l e v e l o f 1 o r m o r e , y o u c a n l e a m from a n y
buying off the warriors - was a social coup. The actual archi­
e x p e r i e n c e s that are relevant to t h e skill. If you spend an
tect of the buyoff got an extra d6 experience in Bargain.
evening discussing ancient epics with the countess, y o u can
study for a time before y o u c a n get firsthand experience.
Optional: Experience Pools in Skills I f y o u w a n t t o b e t a u g h t a s k i l l , y o u m u s t find s o m e o n e w h o
Catch each day one new bird. In three years you are the great k n o w s m o r e o f t h a t s k i l l t h a n y o u d o : the teacher's skill level
hunter of birds. must be higher than the student's. If you're a major Creoc mage
— Sleeth saying with skill level 2 0 , a n o t h e r m a g e w i t h C r e o c 2 0 can't teach y o u
At the gamemaster's option, y o u m a y keep separate experi­ anything.
ence pools for e a c h skill, rather t h a n e a c h category. This s y s t e m Unfortunately, the experts in a topic aren't a l w a y s the best
is m o r e r e a l i s t i c , b u t r e q u i r e s m o r e b o o k k e e p i n g . I t t e n d s t o teachers, as m a n y a terrestrial student at a N o b e l Laureate's lec­
result in c h a r a c t e r s w h o h a v e m o r e total e x p e r i e n c e , b u t s p r e a d ture h a s discovered. T h e experts in a topic can always talk to
more broadly. In this case, y o u get o n e experience point in each other experts, b u t explaining a d v a n c e d ideas to novices is anoth­
s k i l l t h a t y o u u s e d u r i n g a g a m e , i n s t e a d o f 1-5 p e r c a t e g o r y er matter. Instructors l a c k i n g t h e T e a c h i n g skill c a n o n l y teach
pool. T h e experience d6's g o into individual skills as well. a d v a n c e d s t u d e n t s : t h a t i s , s t u d e n t s w h o s e l e v e l i n t h e skill is
half the instructor's. So, a mage with Creoc 30 and Teaching 0
Experience From Life c a n o n l y i n s t r u c t s t u d e n t s w h o s e C r e o c skill is at l e a s t ( 3 0 / 2 ) =
For a hundred years I have worked in this very shop, making 15 ( b u t l e s s t h a n 3 0 ) .
the shoes from the leather and the cork and the glue. My first O n e i m p o r t a n t c o m p o n e n t o f t h e T e a c h i n g skill is t h e art o f
pair was a labor of three weeks and a day, and when I had fin­ explaining things to novices. Subtract the instructor's Teaching
ished, we gave them to the town fool for her show. The pair I am level from t h e "half t h e instructor's skill" limit. S o a m a g e with
now working on shall be shoes of surpassing excellence, nailed C r e o c 3 0 a n d T e a c h i n g 10 c a n t e a c h students w h o s e C r e o c is
with enduring strength and polished with shining beauty as the ( 3 0 / 2 - 10) = 5.
cobblers' saying goes. I began it this morning; I shall end with
plenty of time to dress for lunch. Count Morfosio will not be TEACHING TIME AND EXPERIENCE
displeased with them. A World Tree w e e k (nine days) of devoted class-time study on
— Balinbrax Ramofus, master-cobbler of Treverre a topic, or a n intense 1-day seminar, ordinarily gives 1 experi­
Most characters do something between adventures. ence in that topic. A f u l l - t i m e s t u d e n t c a n l e a m five t o p i c s t h a t
Industrious o n e s study, o r train, or w o r k at d e m a n d i n g j o b s . intensely, but won't get m u c h sleep. S o m e topics require other
M o r e frivolous ones m a y pa ss their days in flirtation a n d d a n c ­ r e s o u r c e s ; e.g., s t u d y i n g a m a g i c a l a r t o r t e c h n i q u e r e q u i r e s 8 - 1 2
ing a n d other p a s t i m e s . Either w a y , they'll g e t e x p e r i e n c e f o r it. cley a day.
B u t d a y - t o - d a y e x p e r i e n c e isn't a s i n t e n s e a s a d v e n t u r i n g e x p e ­ A g o o d teacher c a n d o s o m e w h a t better. F o r long-term study,
rience, for primes. add (2xTeaching)% to the experience from the class. (So, ten
Characters get experience continually, b u t slowly. For book­ weeks' study from an expert (Teaching--15) teacher gives the
k e e p i n g p u r p o s e s , w e r e c o r d it e v e r y t h r e e m o n t h s - o n t h e l a s t b a s e 10 at 1/week, p l u s ( 3 0 % x l 0 ) , for a total o f 13 e x p e r i e n c e . )
day o f t h e third, sixth, a n d ninth m o n t h s o f the n i n e - m o n t h year For seminars, each student has a (2xTeaching) percent chance of
- t h e c h a r a c t e r gets e x p e r i e n c e in m a t t e r s o f daily life. getting a n extra experience point.
Young people learn m o r e quickly than older ones. Children E x p e r i e n c e f r o m s t u d y g o e s i n t o t h e s k i l l ' s p o o l , b u t it s h o u l d
learn quickly; at that a g e , everything's a n adventure. Young b e used for t h e topics that w e r e actually studied. In some cases,
adults - u p to 4 0 World Tree years old - get d 6 points in each o f t h e e x p e r i e n c e r e a l l y i s i n s e v e r a l s k i l l s : e.g., fighting training
three pools, a n d 1 point in each o f three pools. After a g e 4 0 , this covers a w e a p o n skill, D o d g e , Life B a s e , a n d C o m b a t Stance
goes d o w n to d 6 in o n e pool, a n d 1 point in each o f three pools. Base.

STUDYING DURING ORDINARY LITE


A typical player-character c a n study o n e topic at a time (taking
one evening class) a n d hold an ordinary j o b .
It m a y o r m a y n o t b e e a s y t o f i n d a c l a s s o r s e m i n a r i n s o m e
desired topic. I n Treverre, a m e d i u m - s i z e city with t w o c o m p e t ­
i n g m a g i c a l a c a d e m i e s , it i s u s u a l l y p o s s i b l e t o g e t i n t o a c l a s s i n
a n y m a g i c a l a r t o r skill i n 1-12 w e e k s . T h e small schools of
a r m s run b e g i n n e r s ' c l a s s e s c o n s t a n t l y , b u t t h e r e i s a w a i t i n g l i s t
for a d v a n c e d i n s t r u c t i o n . Advanced nonmagical academic top­
ics, b e y o n d l e v e l 8 - 1 0 , u s u a l l y r e q u i r e s g o i n g t o a u n i v e r s i t y i n
a different city.

LEARNING WITHOUT A TEACHER


Y o u c a n l e a m w i t h o u t a t e a c h e r , b u t it's slower. You'll n e e d
Experience from Instruction something to study from: s o m e b o o k s for k n o w l e d g e s , a target
C h i l d r e n learn r e a d i l y f r o m t e a c h e r s , b u t that p h a s e o f life is and a lot o f a r r o w s for archery, a n d so o n . You'll g e t o n e e x p e ­
over before the g a m e starts. A n adult studying with a good rience point per w e e k of study under the best circumstances -
teacher c a n learn o n e topic quickly: not as m u c h experience as and you'll spend d o u b l e or triple the time that y o u w o u l d spend
f r o m a d v e n t u r i n g , b u t m u c h safer. w i t h a t e a c h e r . T h a t w i l l d r y u p a t s o m e p o i n t : e.g., o n c e y o u ' v e
W h e n a skill c a n ' t b e u s e d u n t i l a c e r t a i n l e v e l , t h i s is t h e o n l y read the history b o o k twice a n d gotten all 4 experience points out
w a y t o l e a m it. F o r example, casting even the simplest ritual o f i t , r e a d i n g it m o r e w o n ' t h e l p y o u .
m a g i c spell requires a R i t u a l M a g i c skill o f 3 . Y o u will h a v e to
I drank battle from my mother's right teat, and war from her s i n g l e c a r d . A n y o n e w i t h a n A c e g o e s first - t h e A c e a c t i o n s a r e
left. A great-ax was my rattle, and I slept in a shield. I am of simultaneous, if there a r e several. T h e character takes o n e
the mighty ones on the field of blood, and there are few who can action, w h a t e v e r that m a y b e for t h e character. T h e n t h e p e o p l e
stand before me. w i t h 2's g o , t h e n 3's, a n d s o o n t o K i n g , then b a c k a r o u n d t o A c e .
— Gormoror war-boast P e o p l e c a n talk at a n y time; o c c a s i o n a l l y there a r e other r e a s o n s
M o r t a l c o m b a t o n t h e W o r l d T r e e isn't quite like terrestrial for b r e a k i n g i n i t i a t i v e o r d e r .
m o r t a l c o m b a t . Life is a c o m b i n a t f o n o f b o d y , m i n d , a n d spirit, Whenever a character finishes a n action, the player discards
a n d k i l l i n g s o m e o n e r e q u i r e s d a m a g i n g t h e m e n o u g h s o that t h e t h e first c a r d a n d d r a w s a n o t h e r . T h e n e w c a r d i s the c h a r a c t e r ' s
spirit c a n n o longer h o l d o n t o t h e body. That requires extensive n e x t a c t i o n . T h e b e s t c a r d t o d r a w is o n e m o r e t h a n t h e o l d c a r d
hacking. P r e c i s e a t t a c k s aren't n e a r l y a s lethal a s t h e y a r e ter­ - a 2 , if y o u j u s t a c t e d o n A c e - w h i c h m e a n s y o u r n e x t a c t i o n is
restrially. Putting a n arrow through someone's throat or heart r i g h t after this o n e . T h e w o r s t c a r d t o d r a w is t h e s a m e a s t h e
w i l l d o m o r e d a m a g e t h a n p u t t i n g it t h r o u g h t h e i r a r m , b u t y o u old o n e - a n A c e following a n A c e - w h i c h m e a n s y o u will have
w o u l d n ' t e x p e c t it t o k i l l t h e m . P u t t i n g a n a r r o w t h r o u g h s o m e ­ t o w a i t a full c y c l e o f 13 i n i t i a t i v e s b e f o r e y o u c a n a c t .
o n e ' s e y e a n d i n t o their b r a i n i s a g o o d h i t - i t ' l l b l i n d t h e m i n o n e E a c h p o i n t o f i n i t i a t i v e t a k e s a s e c o n d , i f it i s n e c e s s a r y t o
eye, hurt a lot, a n d b e disorienting. Still, y o u ' d b e a m a z e d if a n measure time precisely. O n the average, each person acts once
e x p e r i e n c e d w a r r i o r d i e d a f t e r o n l y t a k i n g t h r e e a r r o w s t o the every 6-7 seconds.
throat, heart, a n d e y e .
Smurge Hempenthwack, Khtsoyis heavy, assaults the
S o , c o m b a t isn't v e r y subtle, i n either g a m e o r real w o r l d s .
Cani town guard Astry. Astry has her sword out already.
S i n c e t h e r e isn't s u c h a n a d v a n t a g e t o p r e c i s e attacks, w a r r i o r s
[Smurge's player and Astry's player draw cards. Smurge
t e n d t o h a c k at e a c h other casually, preferring t o g e t t w o q u i c k
draws a 2, Astry a 9.J
hits w h e r e v e r they c a n to hitting once o n a vulnerable spot.
C r i p p l i n g hits are popular. It's usually a better idea t o b r e a k y o u r Smurge is the quicker one to start with, and whacks at
enemy's a r m than to skewer his heart, because breaking his a r m Astry with three clubs. [This is on Smurge's first draw of
will hinder his ability to fight more than skewering his heart 2. He draws a 5 for his second initiative.]
will. The two feint and parry for a few seconds, then Smurge
sees an opening and whacks at Astry again. [This is on
T h e m e c h a n i c s o f t h e g a m e ' s c o m b a t s y s t e m is e v e n less s u b ­
Smurge's second draw of 5. He draws again, getting a 6.
tle: t h e y a r e i n t e n d e d t o b e r e a s o n a b l y c o n v e n i e n t , a n d give w a r ­
His player gloats.]
riors a reasonable variety o f options; they are not particularly
designed for realism. There's one number representing h o w Smurge batters at Astry a third time, in a whirl of move­
m u c h injury y o u c a n take, a few others for h o w well y o u hit a n d ment. [This is on Smurge's third draw of 6, which is still
h o w m u c h damage y o u do, a n d a few other numbers describing ahead of Astry's 9. Smurge draws again, getting King.]
h o w aggressive or defensive y o u are, and h o w your weapon Astry finally sees her chance to riposte, and slashes
works. Usually, getting hit simply takes off some points from Smurge with her sword. [This is on her first draw of 9.
y o u r life s c o r e ; v e r y g o o d hits also inflict c r i p p l i n g w o u n d s . W e She draws Jack for her next initiative.]
treat w e a p o n s in a simplistic w a y ; small axes are g o v e r n e d b y The two clash weapons inconclusively for a few seconds,
the s a m e skill as gigantic t w o - h a n d e d clubs. then Astry attacks again. [This is on her Jack. She draws
a 2.]
Smurge gets the next action [on his King. He draws a
INITIATIVE Jack; now he will have to wait almost a full cycle.]
Oi, I bashed him, and then he bashed me, and then I bashed
Astry gets the next action [The count wraps around,
him, and then I bashed him again, and then I bashed him anoth­
King to Ace to 2, and so the next action is Astry's, on her
er time, and then he bashed me again, and then I bashed him one
2. She draws a 5, and will get to act before Smurge.]
more time, and then he runs away healin' himself like the
dashitzie.
— Morberth Oobsnacker, Khtsoyis warrior
W e k e e p track o f the order o f events b y a simple initiative sys­
tem to determine w h e n people get to take actions. W e use play­
ing c a r d s , b u t y o u c a n u s e d l 2 ' s if y o u prefer.
W h e n t i m i n g is i m p o r t a n t - i n battles, d u e l s , chases, a n d m o s t
other contests - w e get out the cards. E a c h c h a r a c t e r is g i v e n a
Spells
Always, always bring a mage to a fight. Not that they're so
good at fighting - a top-notch fire mage is about as dangerous
as a good swordsman, and costs much much more - but a few
clever spells can give your enemies so much trouble.
— Sir Darnion
M o s t spells take a single action to cast. M o s t defensive spells
take effect instantly. M o s t attack spells t a k e effect o n e a c t i o n
l a t e r - the s p e l l ' s c a s t e r d r a w s a n i n i t i a t i v e c a r d f o r t h e s p e l l ( a s
w e l l a s o n e f o r h e r s e l f ) ; it t a k e s e f f e c t o n t h a t c a r d ' s i n i t i a t i v e .
T h i s is d i s c u s s e d at g r e a t e r l e n g t h o n p a g e 1 8 5 .

Tharziblarn the Magnificent has been accosted by the


young Cani ruffians Breg and Yund in an alley. He scowls
and casts Fire Flower (a basic fire attack spell) at Breg.
[Tharziblarn started with 2 for initiative; Breg drew 4, and
Yund 6. Tharziblarn draws 7 for his next action. Like most
attack spells, Fire Flower takes effect an action after it is
cast; Tharziblarn's player draws Jack for the spell]
Multiple Initiatives
Breg looks at the spell with Magic Sense, sees its power, Spells like Quick Instant will sometimes give you extra
and gets worried. He casts Ward Against A Spell, a cantrip actions. You will h a v e t w o initiative cards instead o f one: one
which makes a spell weaker. (Ward Against A Spell only that i s y o u r o r d i n a r y i n i t i a t i v e , a n o t h e r o n e from t h e s p e l l . Keep
works on spells which have not taken effect yet; once they t r a c k o f w h i c h is w h i c h . W h e n y o u u s e y o u r ordinary initiative,
take effect they are less vulnerable to meddling.) Ward d r a w a n e w card j u s t as y o u a l w a y s d o for y o u r o r d i n a r y initia­
Against A Spell, like most defensive spells, takes effect tive. W h e n y o u use the initiative created b y the spell, j u s t dis­
immediately; the Fire Flower's power is somewhat c a r d it; y o u o n l y g e t a n o t h e r o n e i f s o m e o n e c a s t s t h e spell
reduced. [Initiative 3 passes without event. Breg acted on again.
initiative 4. Breg draws a King as his next initiative; he
O n c e in a while, y o u will w i n d u p w i t h t w o of the s a m e initia­
won't get to act again until after the Fire Flower goes off]
tive: o n e J a c k that is y o u r o r d i n a r y action, a n o t h e r c r e a t e d b y a
Yund, seeing Breg in trouble, shoves her comrade into the Q u i c k Instant. W h e n this h a p p e n s , delay one of t h e m one point:
biggest puddle she can find. This leaves Breg covered with y o u w o u l d act o n c e o n Jack and then o n Q u e e n , rather than
stinking mud and sprawled on his hands and knees - but the twice on Jack.
cold wet mud will give some protection against the fire.
[This is on Yund's initiative of 6; she draws a 10 as her next Simultaneous Initiative
action.] I f y o u a n d y o u r o p p o n e n t h a v e the s a m e i n i t i a t i v e , y o u a c t a t
Tharziblarn, not wanting to be thought inequitable, casts the same time. At the beginning of the action, declare things
a Fire Flower on Yund. [This is on Tharziblarn's initiative that will h a v e an effect o n t h e w h o l e action, s u c h as y o u r c o m ­
of 7; he draws an initiative of King for himself, and 9 for b a t s t a n c e . R e s o l v e t h e e v e n t s o f that i n i t i a t i v e i n w h a t e v e r r e a l -
the second Fire Flower. This means that the second-cast life o r d e r is c o n v e n i e n t , b u t r e m e m b e r that t h e y h a p p e n at the
Fire Flower goes off on 9, sooner than the first-cast one on s a m e t i m e in t h e W o r l d T r e e . F o r e x a m p l e , if y o u d i s a r m y o u r
Jack. Some castings are just slower than other castings.] o p p o n e n t , s h e still g e t s t o h i t at y o u w i t h t h e s w o r d s i m u l t a n e ­
Yund is wreathed in flames from Tharziblarn's second- ously. In particular, Trouble and death caused b y parts o f that
cast Fire Flower, and injured - though not as badly as if p a s s at a r m s d o e s n o t t a k e effect until t h e end.
Tharziblarn had hit her with a sword. [This is on 9. She Optional: T h e g a m e m a s t e r m a y c h o o s e n o t to allow simulta­
didn't have a chance to defend herself. The second-cast n e o u s initiatives, a n d roll dice to d e c i d e w h o gets to g o first.
Fire Flower is now over; it doesn't get another initiative] T h i s is e a s i e r t o m a n a g e , t h o u g h it e l i m i n a t e s the c h a n c e for
Yund and Breg plead with Tharziblarn for mercy. s o m e d r a m a t i c s c e n e s w h e r e y o u a n d y o u r o p p o n e n t kill each
Tharziblarn nods and accepts their surrender. [This is on other simultaneously.
10, when nobody has initiative. Talking is usually permit­
ted off-initiative.] Counting Actions
Breg is wreathed in flames from Tharziblarn's first-cast M a n y spells a n d c o n d i t i o n s last for s o m e p a r t i c u l a r n u m b e r o f
Fire Flower, which has been building for most of the bat­ a c t i o n s . It is c o n v e n i e n t t o d r a w t h e i n i t i a t i v e s for all t h e a c t i o n s
tle. Tharziblarn probably couldn't have canceled the attack a t o n c e a n d p u t t h e m i n a p i l e , and t u r n t h e m u p o n e a t a t i m e
even if he had an action; most spells are hard to cancel. w h i l e the spell lasts. W h e n t h e last initiative in t h e pile is used,
This spell was weakened by Breg's counterspell, and damp­ t h e s p e l l is over. T h i s m a k e s it e a s y t o r e m e m b e r w h e n s p e l l s
ened by Breg's mud; Breg is not as badly hurt as Yund was. end.
[This is on Jack, after the surrender. Breg knew that it was
going to happen, so he doesn't take it as treachery by
Tharziblarn.]
• W h e n a quick event h a p p e n s that requires a response. F o r
Sythyry can cast an Leather Noose spell that lasts eight
example, if the branch you're standing o n collapses under you,
actions, on a good cast. Zir player draws eight cards with­
you m i g h t b e given a n action at that instant. Often you'll h a v e to
out looking at them, and puts them in a pile with one card
m a k e a r o l l t o g e t i t : D e x t e r i t y + A g i l i t y + s 2 0 >= 15 i s t y p i c a l .
up. The top card is the Leather Noose's first initiative.
• A character c a n wait for s o m e event; for e x a m p l e , she c a n
When it is over, that card is discarded, and the one under it
s t a n d n e x t t o a d o o r i n t e n d i n g t o b l a s t t h e first p e r s o n w h o c o m e s
is the second initiative. This continues until the eighth card
t h r o u g h it. I f s h e d e c l a r e s h e r i n t e n d e d a c t i o n t o t h e g a m e m a s ­
is discarded; then the spell is over.
t e r i n a d v a n c e , s h e h a s a c h a n c e o f b e i n g a b l e t o d o it o n the
i n s t a n t t h e e v e n t h a p p e n s : r o l l P e r c e p t i o n + A l e r m e s s + s 2 0>=2 0 .
Wild Rush I f s h e f a i l s this r o l l , s h e g e t s t o d r a w i n i t i a t i v e a s u s u a l .
S o m e t i m e s p e o p l e m o v e u n u s u a l l y f a s t ; e.g., O r r e n i n a w i l d
I f s h e w a n t s t o c h a n g e h e r m i n d (e.g., t h e p e r s o n c o m i n g
r u s h . T h e s e p e o p l e d r a w t w o i n i t i a t i v e s a n d t a k e the b e s t o f t h e
t h r o u g h t h e d o o r i s h e r l o v e r r a t h e r than t h e g u n c h ) , s h e m u s t
t w o . F o r e x a m p l e , if t h e r u s h i n g O r r e n a c t s o n 7 , a n d d r a w s 10
m a k e t w o Perception + Alertness rolls. If she succeeds o n the
a n d A c e , h i s n e x t action w o u l d b e o n 10 - w h i c h is s o o n e r after
first, s h e w i l l a c t o n t h e i n s t a n t the e v e n t h a p p e n s . I f s h e s u c ­
7 than A c e is.
ceeds o n the second, she m a y d o w h a t e v e r s h e likes. B u t if s h e
Etiquette of Initiatives f a i l s t h e s e c o n d , s h e w i l l d o h e r d e c l a r e d a c t i o n (e.g., blast her
lover).
In c o m b a t scenes, the g a m e m a s t e r should count initiatives o u t
loud: " A c e ... t w o ... t h r e e . . . " W h e n M calls your initiative, • A character m a y have bound spells or other gadgets which g o
w a v e y o u r h a n d a n d let h i m k n o w that it's y o u r turn. If there are off automatically w h e n certain events h a p p e n . For example,
several p e o p l e with t h e s a m e initiative, he'll deal with each o f m a n y archers have the spell T h e M i g h t y Archer (which m a k e s a n
y o u in turn; m a k e sure y o u ' r e n o t forgotten, b u t let h i m take p e o ­ archer's next shot accurate and hard) bound to o n e or t w o arrows,
p l e i n w h a t e v e r o r d e r h e w a n t s . I f y o a r i n i t i a t i v e is c a l l e d a n d s e t t o g o o f f w h e n those a r r o w s a r e s h o t . T h e s e b o u n d s p e l l s t a k e
y o u d o n ' t n o t i c e , t h e g a m e m a s t e r m a y c h o o s e t o rule t h a t y o u r n o effort o r t h o u g h t t o trigger, s o t h e y don't c o n s u m e a n action.
character m i s s e d a n action, o r m a y c h o o s e to let y o u take y o u r N o t e : B o u n d s p e l l s t h a t r e q u i r e any d i r e c t i o n o r c o n t r o l c a n ­
action then. not b e s e t w i t h o u t a n i n i t i a t i v e . F o r e x a m p l e , p a r a l y s i s s p e l l s a r e
It's h e l p f u l i f y o u l a y y o u r i n i t i a t i v e s f a c e - u p o n t h e t a b l e . T h e g e n e r a l l y b o u n d o n sticks, t o p a r a l y z e t h e p e r s o n t h e stick is
g a m e m a s t e r might choose to hide non-players' initiatives. There p o i n t e d a t . I t does t a k e a n a c t i o n t o p o i n t the s t i c k a n d t r i g g e r
are s o m e sithations w h e n players' k n o w l e d g e o f others' initia­ the spell.
t i v e s i s b a d (e.g., a d u e l b e t w e e n c h a r a c t e r s ) ; p u t t i n g t h e c a r d s
f a c e - d o w n is a p p r o p r i a t e t h e n . S h o w i n g t h e c a r d w h e n y o u r ini­ LIFE P O I N T S A N D T R O U B L E
tiative c o m e s around is g o o d m a n n e r s . Now this here is a spell you'll really love: The Flowing
Cascade of Boiling Honev. Dumps boiling-hot honey on some
Actions guy's head. Hurts from ear to ear and back again, and causes
W h e n it's y o u r initiative, y o u m a y t a k e a n a c t i o n . Typical 'im no end of conceptual difficulty. No, 's never gonna kill some­
actions in c o m b a t include: one, 'cept like maybe some little squeaking homicidal weasel, but
• Attacking with a ready weapon neither's any fighty spell you're strong enough to cast. Y'use it at
• C a s t i n g a spell the beginning of a fight, not the end. You'll be 'mazed and 'nrap-
• Running a modest distance. tured at how much easier it is t'skewer someone wearing boiling
O n y o u r action y o u m a y also perform m i n o r deeds, such as honey in his eyes.
taking a few steps. — Drogo Moopra, spellseller
If y o u don't w a n t t o d o a n y t h i n g o n y o u r initiative, y o u don't T h e r e are t w o m e a s u r e s for w h a t kind o f a shape y o u are in.
h a v e to. B u t y o u can't s a v e a n initiative until a c o n v e n i e n t time: Life p o i n t s measure h o w alive y o u are; the m o r e y o u have, the
if y o u don't d o anything at that instant, y o u don't g e t to d o any­ better. T r o u b l e m e a s u r e s h o w incapacitated y o u a r e ; t h e less
thing until y o u r next initiative. T r o u b l e , t h e better. A s y o u fight, y o u w i l l t y p i c a l l y l o s e life
points and acquire Trouble.
Things that Sometimes Can Be Done Out Of
turn Life Points
Oh, he's running up to stab me, and his sword all flaming with Sir Mercathmor stood alone in the sea of scawn. Her metal
these squeaking blue lightnings, and the other three guys right swords drank life after life. Her metal armor gleamed in the
behind him snarling 'til their tongues are hanging out. So I noonday sun; their crude clubs scarcely seemed to dent it. Each
shouts to him, I shouts, "Hey! Furball! Yer mother cooks soup time one struck her, she killed it. Until the sixty-third, when she
from yer dirty underwear!" That sets off the big ball o 'fire spell fell and rose no more.
what I've got bound t'my tobacco pouch I had just dropped, and - Laha Barsuada, The Tower of Glass and Other Stories
the other spell what telepopps me off under the pond. Life points, sometimes called hit points, measure h o w alive
— Wooth Grewmgrewsh, Khtsoyis spellbinder y o u a r e : t h e m o r e life p o i n t s , t h e m o r e d a m a g e y o u a r e c a p a b l e
S o m e t i m e s a character can act out o f turn. H e r e are s o m e c o m ­ of taking before y o u are as g o o d as dead. Physically, they meas­
m o n c a s e s , a n d t h e s t a n d a r d w a y s t o run t h e m . T h e g a m e m a s ­ ure h o w tightly y o u r spirit is a t t a c h e d to y o u r body. O n t h e W o r l d
t e r , o f c o u r s e , h a s the l a s t w o r d . T r e e , u n l i k e E a r t h , l i f e p o i n t s are a d e c e n t a p p r o x i m a t i o n o f r e a l ­
• Y o u m a y say a sentence or s o out of turn. This might indi­ ity - a s a c c u r a t e a s S t r e n g t h o r F e n c i n g .
c a t e s u r r e n d e r , g e t y o u r c o m p a n i o n s t o d o t h e right t h i n g , s e t o f f Life points are m e a s u r e d in arbitrary units, like m e a s u r i n g
bound spells, or cause other events. w e i g h t i n p o u n d s o r k i l o g r a m s ( b u t u n l i k e c l e y ) . It m a k e s p e r -
fectly g o o d s e n s e t o h a v e 1 0 . 5 8 1 life p o i n t s . W e u s u a l l y r o u n d D a m a g e t h a t y o u d o . ( T r o u b l e m o d i f i e s Attack, w h i c h is one
life p o i n t s t o t h e n e a r e s t w h o l e n u m b e r - r o u n d i n g , say, 11.5 u p component of h o w much damage you do. B u t that's the only
to 12 - b u t this is a c o n v e n i e n c e . effect T r o u b l e h a s o n d a m a g e ) .
W h e n y o u are completely healthy, y o u have 3x(Stamina +
L i f e B a s e ) life p o i n t s , b u t n e v e r f e w e r t h a n 1 life p o i n t .
Trouble from Serious Wounds
I f y o u a r e b a d l y i n j u r e d , y o u d o n ' t a c t a s e f f e c t i v e l y a s if you
Azliet has a Stamina of 0 and a Life Base of 7. She thus
were unhurt. I f y o u h a v e t a k e n half y o u r life p o i n t s i n wounds,
has 3x(0+7) = 21 life points. She can survive a few
y o u h a v e T r o u b l e 3 . I f y o u h a v e t a k e n three-quarters, y o u h a v e
wounds.
T r o u b l e 6.
Azliet's sickly two-year-old son Breyfhas a Stamina of -2
and Life Base of 1. He has 1 life point, not -3. Azliet, with 21 life points when healthy, gets Trouble 3 if
she has taken 11 or more damage (that is, has 10 or fewer
remaining - or strictly IOV2 remaining.) She has trouble 6
Trouble if she has taken 16 damage (that is, has 5 or fewer remain­
The worst fight of my life was in Summer 4258. The duke had ing.)
cut my hand off the day before. 1 was on the run and hadn't slept
that night. I got to this little country inn, rustic as a sput, but
they made good farmer's vodka. Very good. Five kinds, each
Limits on Trouble
A given body part (arm, leg, eye, head) c a n only take six points
of them very good. After the vodka I got into a fight with some
o f T r o u b l e b e f o r e it i s u s e l e s s . I f y o u r left e y e h a s b e e n s k e w ­
untrained, unarmed Rassimel peasant kid. Lost that one real
e r e d , h a v i n g h o t p e p p e r t o s s e d i n t o i t d o e s n ' t m a k e it a n y m o r e
fast. Humiliating.
useless or painful. Sometimes six points of Trouble means that
The easiest solo fight of my life was against the Giant of
t h e b o d y p a r t i s d e s t r o y e d (e.g. i f it h a s b e e n s k e w e r e d ) , a n d
Strunton Holsh, midwinter 4259. The wizard had gotten my
s o m e t i m e s s i m p l y t h a t it i s r e n d e r e d u s e l e s s f o r a t i m e (e.g., if
hand back, and a good thing too. When I got to Strunton Holsh,
y o u r e y e h a s b e e n severely p e p p e r e d ) ; that d e p e n d s on the source
the Giant was asleep, so I tied his shoelaces together, and glued
of the trouble.
his sleeves to his jerkin, and glued his tail to the cask of nut-
Optional: I f y o u a r e suffering a lot o f T r o u b l e ( 2 0 + Life B a s e
brown ale behind him, and combed his hair over his face and
+ Will), y o u are incapacitated.
tied it to his beard. When he woke up I could fight circles around
him.
Incapacitation and Death
— Sir Bloodslash, Herethroy knight
When Norm looked for Sir Mercathmor that evening, she found
Often y o u will find yourself in a situation w h e r e y o u can't
her lying amid the fallen scawn. Her breath was as faint as a
m o v e as easily or w o r k as well as y o u could ordinarily: tied up
Sleeth's footstep. Norra prayed to Kvarse and sweet Mircannis
in v i n e s , p e p p e r i n y o u r e y e s , b a d l y w o u n d e d , h a m s t r u n g , a n d
and gave three cley, and Sir Mercathmor's eyes opened and saw
so o n . W e call t h e s e s i t u a t i o n s Trouble. T r o u b l e is m e a s u r e d
the last rosy curtains of twilight. Norra knelt and took her in her
by one number. Trouble 1 is m i l d . Trouble 10 is serious.
arms.
T r o u b l e c a n g e t a r b i t r a r i l y l a r g e . T r o u b l e i s n e v e r fatal b y itself;
— Laha Barsuada, The Tower of Glass and Other Stories
it j u s t m a k e s i t h a r d e r f o r y o u t o k e e p y o u r s e l f a l i v e .
W h e n y o u h a v e z e r o o r f e w e r life p o i n t s , y o u a r e i n b a d s h a p e .
Trouble m a k e s m o s t actions harder. It is a p e n a l t y o n all
B e t w e e n 0 a n d - ( W i l l + Life B a s e ) , y o u a r e incapacitated: a l i v e
a p p r o p r i a t e d 2 0 roils a n d m a n y o t h e r t h i n g s , i n c l u d i n g t h e fol­ 1 5
but unconscious. Y o a r s p i r i t i s d o i n g e v e r y t h i n g it c a n j u s t t o
lowing situations:
h a n g o n to y o u r body. Y o u will p r o b a b l y die in h o u r s o r d a y s if
• Skill rolls, usually.
n o b o d y h e l p s y o u ; i f y o u a r e b l e e d i n g , it m i g h t b e m i n u t e s .
• Attack rolls.
If y o u are given e n o u g h magical healing w h i l e y o u a r e inca­
• Defense rolls.
p a c i t a t e d , y o u w i l l r e t u r n t o life a n d c o n s c i o u s n e s s . If y o u were
• N u m b e r o f Botch Dice. ( T h e n u m b e r of extra botch dice is
i n c a p a c i t a t e d f o r m o r e t h a n a s e c o n d o r t w o , y o u m u s t s p e n d an
half the force o f the Trouble, r o u n d e d d o w n : Trouble 5 m e a n s 2
action r e c o v e r i n g y o u r wits. Y o u will also suffer T r o u b l e 2 until
extra botch dice.)
y o u h a v e h a d an h o u r to rest.
• Spell-casting rolls, usually.
B e l o w - ( W i l l + L i f e B a s e ) life p o i n t s , y o u w i l l b e d e a d v e r y
T h e g a m e m a s t e r m a y occasionally decide that a particular
s o o n . H e a l i n g w i t h i n t h r e e p o i n t s o f i n i t i a t i v e (e.g., i f y o u are
kind o f T r o u b l e doesn't interfere with a particular activity. F o r
killed o n 2, y o u must b e healed o n or before 5) will restore y o u ,
e x a m p l e , i f y o u ' r e h a n d c u f f e d ( T r o u b l e 1 0 ) , it'll c e r t a i n l y b e a
but y o u will b e severely shaken. Being healed back from death
problem for climbing a n d swordfighting, but not m u c h o f o n e
leaves y o u with Trouble 6 from the shock. This Trouble gets bet­
for r e m e m b e r i n g K e t h e r i a n h e r a l d r y o r c a s t i n g s p e l l s . O n the
t e r a t o n e p o i n t p e r d a y ( t h e n e x t d a y i t ' s d o w n t o T r o u b l e 5 ) , and
other hand, if you're p o i s o n e d a n d injured, the gamemaster
t h e r e ' s n o t m u c h t h a t c a n b e d o n e t o s p e e d it. F u r t h e r m o r e , after
might decide that y o u can't think as sharply as usual, a n d give
you've been killed, y o u shouldn't exert yourself much; the
you the Trouble penalties o n mental a n d magical rolls a s well.
g a m e m a s t e r m a y call for Will + S t a m i n a + s 2 0 rolls with a
Troubles add. If you're handcuffed (Trouble 10), poisoned t h r e s h o l d o f a n y w h e r e from 6 t o 2 0 f o r y o u t o s t a y o n y o u r f e e t .
( T r o u b l e 4 ) , and i n j u r e d ( T r o u b l e 5 ) , y o u ' l l g e t T r o u b l e 1 9 o n Pushing yourself too hard w h e n you're in shock can increase
physical activity, a n d T r o u b l e 9 o n m e n t a l a n d m a g i c a l activity. your Trouble, or cause other permanent damage. With a bit o f
K e e p track o f all y o u r T r o u b l e s separately; w h e n y o u get those p r e p a r a t i o n , y o u c a n a r r a n g e n o t t o d i e i n a fight, b u t y o u c a n s t i l l
h a n d c u f f s off, y o u ' l l s t i l l b e p o i s o n e d a n d i n j u r e d .
Trouble does not modify: ^ If you are unlucky enough to have a zero or negative (Will + Life Base), you will be inca­
• Soak. pacitated if you have 0 or -1 life points, and dead if you have -2 or below.
suffer horribly l t o m it. (Ordinarily, y o u c a n p r e c o m p u t e this.)
If y o u a r e n o t h e a l e d that fast, y o u r spirit, m i n d , a n d b o d y 8. C o m p u t e a t t a c k e r ' s D a m a g e b y :
h a v e b e e n split apart. S a v i n g y o u r e q u i r e s h e a l i n g y o u r b o d y to • Weapon's base damage,
incapacitated or better, a n d t h e n u s i n g a spell like Spirit R e u n i o n • p l u s t h e w e a p o n ' s D a m a g e I n c r e m e n t f o r e a c h 1 0 full
to re-attach t h e m i n d a n d spirit. T h i s h a d better b e d o n e q u i c k ­ points that the Attack beats the Defense.
ly ( 2 d 6 m i n u t e s usually), before y o u r spirit gives u p h o p e a n d • minus t h e defender's Soak.
w a n d e r s b a c k to its creator g o d . • But a l w a y s at least 1 point, n o m a t t e r h o w g o o d t h e
defender's Soak.
Life and D e a t h 9. S u b t r a c t t h e D a m a g e f r o m t h e defender's Life P o i n t s .
Life Points Note S o , i f t h e A t t a c k i s 1-9 p o i n t s m o r e t h a n D e f e n s e , t h e d a m a g e
is j u s t ( W e a p o n D a m a g e - S o a k ) . I f it i s 1 0 - 1 9 p o i n t s m o r e , the
Full 3 x ( S t a m i n a + Life B a s e ) none
d a m a g e is ( W e a p o n D a m a g e + D a m a g e I n c r e m e n t - S o a k ) . If
Hurt Vi o f full r e m a i n i n g Trouble 3 it's 2 0 - 2 9 p o i n t s m o r e , t h e d a m a g e i s ( W e a p o n D a m a g e +
Badly Hurt V* o f full r e m a i n i n g Trouble 6 ( 2 x D a m a g e I n c r e m e n t ) - S o a k ) , a n d s o forth.

Incapacitated 0 Unconscious; Azliet is fighting the Herethroy warrior Tharsax. Azliet


Healable, leaving has Strength = +1, Dexterity = +2. She has a pole and
Trouble 2 for an hour staff skill of 8. Her metal-tipped spear has an attack mod­
*
ifier of +6, a base damage of (3+Str) = 4, and a Damage
Dying -(Will + Life B a s e ) Unconscious. Will d i e Increment of 3. Her attack base is 2+8+6 = 16; her attacks
in 3 points of will be 16+s20. Tharsax has a defense base of 21 (count­
initiative; Healable ing Agility, Dodge, armor, weapons, and the defense spell
within 3 initiative, he just cast), and a Soak of 6 from chainmail, his carapace,
leaving Trouble 6 and and another defense spell.
shock On her first attack, Azliet rolls s20=9, for an Attack =
16+9=25. Tharsax rolls s20=8, for Defense=21+8=29.
Azliet misses.
Before adventuring, Azliet and her companions buy a
On her second attack, Azliet rolls s20=9 for Attack=25
bound Spirit Reunion spell, so that they can save one per­
again. Tharsax rolls s20 = 2 for Defense = 21+2 = 23.
son. It's an expensive spell, and they cannot afford two.
Azliet hits, though not very hard. The base damage is base
Hopefully they won't need more than one.
damage 4, plus zero increments (since Attack isn't even 10
greater than Defense), minus soak 6, for a total of -2 - but
does 1 point because that's the minimum on any hit.
COMBAT OVERVIEW On her third attack, Azliet rolls s20=19, for Attack=35.
Briefly, each b l o w requires t w o rolls: a n A t t a c k roll b y the Tharsax rolls s20=2 for Defense-23 again. Azliet gets a
attacker, a n d a D e f e n s e roll b y t h e defender. I f t h e A t t a c k roll solid hit, for base damage 4 plus one increment 3, minus
is h i g h e r t h a n t h e D e f e n s e roll, t h e b l o w hits. G o o d hits are soak 6, for a total of 1 point of damage, just like before.
m o r e e f f e c t i v e than m a r g i n a l o n e s ; t h e h i g h e r the A t t a c k roll On her fourth attack, Azliet rolls s20=29, for Attack=45.
over the Defense roll, the m o r e d a m a g e . Tharsax rolls s20=2 for Defense=23 a third time. Azliet
T h e b a s i c c o m b a t structure c o n c e r n s p e o p l e t r y i n g t o kill e a c h gets a very good hit, for base damage 4 plus two increments
o t h e r w i t h h a n d - t o - h a n d c o m b a t . T h e full c o m b a t s y s t e m h a s of 3 each, minus soak 6, for a total of 4+2x3-6= 4. She's
the s a m e concepts, b u t attacker a n d defender have several ahead of the minimum now!
options suitable to various circumstances. T h e basic combat At this point, Azliet realizes that her spear isn't much
system corresponds to the warriors taking the combat options good against this heavily-armored Herethroy, even if she
w h i c h are p r u d e n t a n d e f f e c t i v e i n m o s t s i t u a t i o n s ; e v e n e x p e r i ­ can keep him rolling 2's for defense. She starts to consider
enced warriors are likely to choose basic combat (without options beyond straightforwardly poking at him.
o p t i o n s ) m u c h o f the t i m e . Fortunately, she has several.
1. A t t a c k e r d e c l a r e s g o a l a n d c o m b a t o p t i o n s - f o r b a s i c c o m ­
bat, n o options are taken. We s o m e t i m e s refer to the n u m b e r o f D a m a g e Increments you
2. Defender declares options - for basic combat, n o options add as t h e Triumph o f t h e attack:
are taken. Triumph = ( A t t a c k - D e f e n s e ) + 1 0 , r o u n d e d down.
3 . A t t a c k e r rolls a n A t t a c k roll, w h i c h is A t t a c k = D e x + Skill With this notation,
+ ( W e a p o n Attack Modifiers) + s20. W e a p o n details are found Damage = Base Damage + (Triumph x Damage Increment) -
in t h e next section. S o a k , b u t a t l e a s t 1.
4. Defender rolls a Defense roll, w h i c h is We abbreviate "Base D a m a g e = 7 and D a m a g e Increment = 3 "
Defense = A g i l + D o d g e + ( A r m o r & W e a p o n Defense as " D a m a g e = 7 di 3 " in tables.
Modifiers) + s20. A r m o r details are found o n page 156.
5. I f A t t a c k < Defense, t h e n t h e a t t a c k m i s s e d . N o t e that ties
a r e b r o k e n in t h e d e f e n d e r ' s favor.
6. I f A t t a c k > Defense, t h e n t h e attack hit.
N o t e : A n y attack that hits will d o at least 1 point d a m a g e .
7. C o m p u t e D e f e n d e r ' s Soak = t h e s u m o f all t h e a r m o r S o a k s .
W E A P O N SKILLS
" G i v e me a good swordsman any day. Or a good axeman. Or
even a good fencer. Heck, any good fighter."
— Lorn Hibricktu Lala, viscount of Ovirucci
W e a p o n s are divided into a m o d e s t n u m b e r of categories,
based roughly on h o w you use them. Skills apply to categories
of w e a p o n s : if y o u c a n u s e a c l u b , y o u c a n u s e a m a c e o r a n a x
just as well. So, y o u r skill u s i n g c h e a p n o n - m e t a l w e a p o n s will
still s e r v e y o u w h e n y o u c a n a f f o r d e n c h a n t e d m e t a l w e a p o n s .
See p a g e 63 for a discussion of w e a p o n s .

Weapon Categories
Category Description Comment
archery b o w s and arrows The best long-range
weapon.

brawling U n a r m e d fighting: Non-lethal.


tackling, knocking out

claws & W e a p o n s that a r e p a r t C o n v e n i e n t , a n d h a r d to


teeth of your b o d y lose.

crushing Clubs, maces, E a s y t o find i n m o s t


hammers, axes, chairs places. G o o d for strong
people.

edged longsword, Good aggressive weapons.


greatsword
fencing rapiers, mainly Expensive, and only
e f f e c t i v e for s k i l l f u l
people. Dexterity is
essential.

knife Knives, daggers Small and easily


concealed. Not very good
against armored people.

p o l e & staff s p e a r s a n d Decent, somewhat


quarterstaves defensive weapons.

thrown T h r o w n w e a p o n s and Short-range, fairly heavy


objects weapons.

B r a w l i n g i s a s e t o f t e c h n i q u e s , n o t a w e a p o n a s s u c h ; it i s c o v ­
ered later in this chapter. T h e " T h r o w n " skill c o v e r s all sorts o f
thrown objects. F o r m a l t h r o w n w e a p o n s (javelins, axes, and
such) a r e n o t p o p u l a r o n t h e W o r l d T r e e ; t h e skill is m o r e l i k e l y
to b e u s e d f o r t h r o w i n g l o g s , b o t t l e s , c h a i r s , p u d d i n g s , a n d o t h e r
ad-hoc missiles.
Typical W e a p o n s
Weapon Cost Skill Attack Base Damage Other Close
Modifier Damage Increment Combat
Bow 150 archery +5 4+'/~Str 3 range: 20780'/300' no
Crossbow 500 archery +8 8 3 reload: d6 actions; range 207807400' no
Club/baton 0 crashing +5 2+Str 2 -10
Club, 2 hand 0 crushing +10 3+Str 2 2H no
Studded Club 400 crushing +5 4+Str 2 Metal -10
Studded Club, 2H 400 crushing +10 5+Str 2 Metal -10
Mace/Hammer 1000 crushing +5 7+Str 2 Metal -10
Flail 1500 crushing +5 2s6+Str s6 Metal. +3 botch dice no
Ax 2000 crushing +5 10+Str 3 [strong] Metal -10
Mace, 2 hand 3000 crushing +5 12+Str 4 [strong] Metal,2H no
Battle ax 3000 crushing +5 13+Str 5 [strong] Metal,2H no
Sword, meng 30 edged * +8 1+Str 2 -10
Sword, metal edged 400 edged +9 3+Str 3 Metal -10
Sword 1500 edged +10 4+Str 4 Metal -10
Jag-sword 2000 edged +5 4+Str 4 Metal, jag bonuses, +5 Stance -10
2H Sword 3000 edged +10 9+Str 6 [strong] Metal, 2H no
Rapier 2000 fencing +15+Dex Str s6 Metal, +5 Stance no
Saber 2000 fencing +10+Dex 4+Str 4 Metal, +5 Stance -10
Serpent Rapier 3000 fencing +20+Dex Str s6 Metal, +5 Stance, serpent rapier bonuses no
Knife, meng 1 knife +8 Str 1 DI: s6
Knife, metal-edged 50 knife +9 1+Str 2 Metal DI: s6
Dagger 400 knife +10 2+Str 3 Metal DI: s6
Spear(bone) 3 pole +5 1+Str 2 Defense +3 ; Counterattack no
... two-handed 3 pole +10 3+Str 2 Defense +3.2H; Counterattack no
Spear( metal) 150 pole +6 3+Str 3 Defense +3; Counterattack no
.. .two-handed 150 pole +11 5+Str 3 Defense +3; 2H; Counterattack no
Staff 0 pole 0 Str 1 Staff Defense (+10/+5), 2H no
Staff, metal-bound 1000 pole 0 2+Str 2 Staff Defense (+15/+5), 2H no
Throwing Knife 1 thrown +15 l+WStr 3 range 5715730' no
Javelin I thrown +7 2+Str 2 range 10730760' no
Thrown Log 0 thrown 0 3+Str 2 2H; range 5710715' no
Sling bullet 0 thrown +15 0 1 range 10730780' no
Thrown bullet 0 thrown +10 0 0 no damage; range 10740780' no

S p e c i e s Specific W e a p o n s
Cani Claws c&t +5 l+V4Slr 1 0
Cani Teeth c&t +5 l+Str/2 2 0
Gorm. Claws c&t +10 1+ViStr - 2 0
Gorm. Teeth c&t +5 3+Str/2 2 0
Khtsoyis bite c&t +10 5+Str 3 only in close combat 0
Sleeth Claws c&t +15 2+!/2Str 2 +5
Sleeth hind legs c&t + 10 4+'/-Str 3 only in close combat 0
Sleeth teeth c&t +10 2+Str/2 3 0
Zi Ri fire c&t +5 2 2 0
3H Sword 4000 edged + 10 12+Str 9 [strong] Metal, 3H no
Zi Ri c&t c&t +15 Str - 1 1 0
Orren c&t c&t +7 Str 1 0
Rassimel c&t c&t +5 Str 1 0
Herethroy bite c&t 0 Str+1 1 0
Notes on W e a p o n s
range 207807300': Short range for this missile weapon is 20' (or whatever the number listed in the table). Medium range is 80'; ranges between
20 and 80 feet give a -5 penalty. Long range is 300'; ranges between 80 and 300 feet give a -10 penalty. Extreme range, 300 to 600 feet, gives a -
2 0 penalty. The maximum range is always twice the long range.
Reload: d6 actions: Reloading a crossbow takes d6 actions.
l
'AStt
/iStr, Str/2: Vi Str is rounded down, and Str/2 is rounded up. So, if Str = +1, =0 and Str/2 = +1. If Str=-1, !/-Str = -1 and Str/2 = 0. Typically,
claws get ViStr and teeth get Str/2. So, a Sleeth with Strength=+1 does one more point of damage than one with Strength=0, when everything hits.
[strong] These weapons require a Strength of +3 or more to use properly. Weaker fighters must be experts (skill>=15) to use them, and even then
have a -2 penalty on both Attack and Base Damage.
metal: The weapon is wholly or partially metal. Certain convenient healing spells do not work on wounds caused by metal weapons, and the
weapon may be hard to affect with magic.
2H: The weapon requires two hands to use. If you have only two hands, you can't use a shield or parrying weapon at the same time.
3H: The weapon is an immense double-handled thing that requires three hands to use. Herethroy are the only primes who can use three-handed
weapons.
+3 botch dice: The weapon gets three extra botch dice.
jag bonuses: Jag-swords, swords in a thousand designs with odd points and curls and jags, aren't quite as effective as regular swords in direct com­
bat, and are significantly harder to use. They are more effective for certain tricks. They are + s l 2 on Attack for the options Hinder, Break Armor,
Disarm, and Cripple. They are especially good for Disarm, getting a + s l 2 bonus on the Disarm roll.
+5 Stance: These weapons give the wielder an extra 5 points of range of Stance, if the wielder has a Combat Stance Base of 5 or more. So, if you
have a Combat Stance Base of 7, you could choose a stance of up to +12 or -12 with a jag-sword, instead of the +7 or -7 that your skill allows for
ordinary weapons. You do not get more combat options.
serpent rapier bonuses: Serpent rapiers are made with several spells, so that the metal is very stiff when thrust and very flexible when waved.
There is no teroestrial equivalent. In the hands of an expert, it can almost slither around a shield or staff. It gets a +s20 bonus on Hit Precisely, Drive
Back, Hinder, Cripple, Disarm, and Feint.
Attack includes "+Dex": Certain weapons - especially fencing weapons - work much better if you are very dexterous. They include "+Dex" in
their Attack Modifier column. Since the Attack formula already includes Dexterity once, these weapons get a total of twice your Dexterity.
Counterattack: Any warrior armed with a spear can counterattack, just as the combat option; see page 159. Warriors who know the Counterattack
option are expert at it with a spear. Experts get double the expertise bonus.
Staff Defense: Staves are excellent defensive weapons. A wooden staff contributes +10 to defense (as good as a metal shield); a metal-bound staff
contributes +15. If the wielder takes a defensive combat stance of 5 or more, the staff contributes another +5 to defense. So, a warrior with a wood­
en staff being moderately defensive, -7 Stance, gets +10+7+5=+22 on defense.
No damage: These weapons do no damage to primes. Use these scores for throwing small objects carrying bound spells; the bullet may do no
damage, but the bound spell might.
s6 for damage increment: These weapons have a variable damage increment. For each point of Triumph, roll an s6 damage. s6's for weapon
damage or damage increment have no botch dice. DI: s6 in the close combat column means that the weapon has a s6 for damage increment when
used in close combat, instead of the fixed number used for ordinary combat.
c&t means that the weapon uses the Claws and Teeth skill.

hands. As many get metal as I can afford. They're big, they're


WHAT'S THE BEST W E A P O N ? tough, they can hold off most anything. Main reason I don't do
Enchanted metal weapons that you've studied every day for that is, Herethroy don't like to fight.
thirty years are the best. What you really want to know is, which — Duke Achitka Coryn
kind of cheap weapon should you start to learn.
Hah, I always keep my claws and teeth nearby. I fight anyone
I used to adventure with a fire mage who used a spear (or
who does not wear armor. I zip in like lightning, I jump back like
arrows) when he ran low on cley. City guard prefers their guys
winds! I drip prey-blood from each clawtip, I taste it on my
use swords. ,
tongue, and soon I feast on freshest meat! But if there is armor,
Honest truth is, pick whichever weapon fits your hand best,
I go into the forest and catch nineteen songbirds instead.
and if you're adventuring, as good a weapon as you can afford.
Sure, a mace costs a few hundred lozens - as much as three or — Hengerr, Sleeth adventurer
four bound spells, and the mace lasts a lot longer. If you're Seven Gormoror in front to keep me safe while I summon the
strong, go for a heavy weapon, like a mace. If you're dexterous cruel ice fairies and death-bones. Weapons are for people big
and have the money, maybe go for a rapier. Most other people enough to use 'em.
should go for a sword. — Spiritmaster, Zi Ri mage
Then learn how to fight aggressive and fight defensive.
— Frenensus Parzhus, Rassimel weapons master Swords are my favorites. I've got three swords myself, 'cause it
got so boring with only one sword. There's a regular longsword
Grab three clubs 'n get over the guy's head. Thump-thump- for regular work, a shorter longsword with protective spells for
thump! Simple as that! when I'm feeling cowardly and precise, and a jag-sword for when
— Doomdrifter Chesewick, Khtsoyis thug I'm angry and wild-rushing.
— Youngrider, Orren adventurer
If I were conscripting army from my subjects, I'd take
Herethroy, armed with sword, shield, and staves in their middle
ARMOR Typical Armor
A r m o r p r o t e c t s y o u , m a i n l y b y c u s h i o n i n g b l o w s that h i t y o u
Armor Defense Mod. Soak Price
(viz. i n c r e a s i n g S o a k ) , b u t s o m e w h a t b y m a k i n g y o u h a r d e r to
h i t (viz. increasing D e f e n s e ) as well. A suit o f a r m o r includes Leather +2 +1 100
gloves, helmet, boots, and so on. For convenience - unrealisti- Wood Splint +4 +1 200
c a l l y - a r m o r p r o t e c t s y o u u n i f o r m l y : p l a t e a r m o r g i v e s y o u +5
Bone Splint +2 +2 500
S o a k o n a l l h i t s . Y o u r S o a k s c o r e i s the s u m o f a l l t h e S o a k s o f
the a r m o r y o u are w e a r i n g , all t h e defensive spells y o u h a v e on, Metal Chain +2 +3 3000
a n d the S o a k f r o m y o u r h i d e o r c a r a p a c e , p l u s a n y t h i n g e l s e t h a t Metal Plate 0 +5 20,000
is k e e p i n g y o u f r o m g e t t i n g d a m a g e d if y o u a r e hit. Your
World-wood +4 +7 2,000,000
D e f e n s e B a s e s c o r e is A g i l i t y + D o d g e p l u s m o d i f i e r s f r o m a l l
your w e a p o n s , armor, shield, defense spells, and anything else Shield, cheap + 6 (or + s l 2 ) 0 50
that is k e e p i n g y o u from getting hit.
Shield, metal + 10 (or + s 2 0 ) 0 1000
Shields contribute a great deal to your defense. Even a cheap
Sl./Kht. light harness +2 0 200
w o o d e n shield gives + 6 defense. A n y o n e w i t h a free h a n d c a n
use a shield. Picking u p a reasonably big a n d strong object can Sl./Kht. heavy harness +2 +1 3000
serve as a shield, in need. Cani Natural Armor 0 +1

Gormoror Natural A r m o r 0 +1

Herethroy Natural Armor 0 +2

Khtsoyis Natural A r m o r 0 +1

Orren Natural Armor 0 0

Rassimel Natural A r m o r 0 0

Sleeth Natural Armor +8 +1

Zi R i N a t u r a l A r m o r + 12 +1

COMBAT OPTIONS
Sure and you need to make your sword go where you want it,
no doubt about that. But even better if you can make the whole
fight go where you want it.
— Sir Bloodslash, Herethroy knight
W h e n you are fighting, you have m a n y choices that you can
make on each blow given or received. The better-trained a fight­
er y o u are, as m e a s u r e d b y y o u r C o m b a t S t a n c e B a s e skill, t h e
more options you have available. T h e o p t i o n s let y o u adjust t h e
risks you take, and the balance between various aspects o f your
fighting. Very often, the m o s t sensible thing to d o will b e to just
u s e t h e b a s i c c o m b a t , w i t h n o o p t i o n s - t h e r e a s o n i t ' s the b a s i c
c o m b a t s t y l e i s t h a t it w o r k s w e l l i n m o s t c i r c u m s t a n c e s .
You may choose any set o f y o u r options that m a k e sense
together. F o r e x a m p l e , if y o u a r e fighting a duel to first blood
w i t h a friend, y o u m i g h t c h o o s e a n aggressive c o m b a t stance, Hit
P r e c i s e l y , P u l l P u n c h , a n d S u b d u e . T h e first o p t i o n g i v e s y o u t h e
b e s t c h a n c e p o s s i b l e o f h i t t i n g , a n d the o t h e r t w o m a k e y o u r h i t
as g e n t l e as p o s s i b l e . It w o u l d n ' t m a k e s e n s e t o b o t h t r y t o d i s ­
a r m a n d try t o s t u n at the s a m e t i m e ; y o u c a n o n l y d o o n e thing?
with a w e a p o n at o n e time. T h e choice of w h i c h options y o u can
u s e a t t h e s a m e t i m e is u p t o t h e g a m e m a s t e r .
If y o u a n d y o u r o p p o n e n t act simultaneously, the g a m e m a s t e r
may disallow the use o f s o m e c o m b a t o p t i o n s if t h e o r d e r of
e v e n t s m a k e s t o o m u c h o f a d i f f e r e n c e , or is t o o c o n f u s i n g . For
e x a m p l e , y o u cannot counterattack if y o u are a t t a c k i n g at t h e
same time.
S o m e options modify the next few actions as well as the current
one. If you attack aggressively, y o u give u p s o m e defense in
o r d e r t o g e t a h i t , a n d it w i l l b e e a s i e r f o r y o u r f o e s t o h i t y o u u n t i l
you change your stance.
The monument Count Maruto built to Hna Axa Whitering still
Expert Options stands on Weatherwhip Hill to this very day.
T h e options a r e fairly e v e n trades: t h e g o o d effects t h e y give — Minw Lledryn, Heroic Lives
y o u are r o u g h l y m a t c h e d b y t h e b a d e f f e c t s . H o w e v e r , they h a v e
expert versions, w h i c h m a k e t h e g o o d effects o u t w e i g h t h e b a d . L E V E L 1 - VARY COMBAT STANCE
If y o u are an expert at a n attack c o m b a t option, y o u are gen­ Attack option. R u l e s : A t t h e start o f y o u r action, p i c k a n u m ­
e r a l l y g o o d at d e f e n d i n g a g a i n s t it: a d d + s l 2 {no botch dice} to ber, y o u r C o m b a t Stance, b e t w e e n - ( C o m b a t Stance B a s e ) a n d
all D e f e n s e r o l l s w h e n y o u r f o e i s u s i n g t h a t o p t i o n . For exam­ +(Combat Stance Base). A d d y o u r C o m b a t Stance to all Attack
ple, i f y o u a r e a n e x p e r t i n d i s a r m i n g p e o p l e , y o u k n o w h o w t o rolls m a d e o n this action, a n d before t h e start o f y o u r n e x t action.
counter attempts to disarm y o u . Y o u get this b o n u s e v e n against S u b t r a c t i t from a l l D e f e n s e r o l l s m a d e d u r i n g t h a t t i m e . So, a
other experts. p o s i t i v e stance is a g g r e s s i v e : i n c r e a s i n g y o u r c h a n c e t o hit, a n d to
Similarly, if y o u are expert at a defensive c o m b a t option, y o u b e hit. A n e g a t i v e s t a n c e is defensive, d e c r e a s i n g y o u r c h a n c e to
get + s l 2 {no botch dice} o n Attack w h e n y o u are trying to hit hit o r b e hit. C h a n g e s o f stance h a p p e n at t h e start o f t h e action,
s o m e o n e using that c o m b a t option. a n d a p p l y t o all attacks o n that action - b y y o u o r o n y o u . Y o u c a n
only c h a n g e y o u r c o m b a t s t a n c e o n y o u r i n i t i a t i v e , a n d y o u must
Acquiring Combat Options d e c l a r e that y o u a r e d o i n g s o .
Attend Morvio-Nargo's Grand Academy of the Martial Arts!
Learn the secrets of the greatest fencer on all Choinxeia! The
double-dextre-disengage-disarm, the sly sub-stab, the
foignarde! For a mere twelve lozens for six half-hour courses
with the master herself! Private lessons for'advanced students
are available.
— Handbill distributed in Orouette

Sometimes you don't want to be hit. And sometimes you real­


ly, really, really don't want to be hit.
— Graffiti in the Fox in Flames, a Treverre adventurer's club
Y o u l e a r n o n e c o m b a t o p t i o n p e r skill level o f C o m b a t S t a n c e
Base. Y o u m a y choose:
1. T h e n e x t c o m b a t o p t i o n y o u d o n o t k n o w . ( T h i s i s t h e o r d i ­
nary w a y to progress: the w a y that m o s t schools will teach y o u ) ;
or
2. T h e e x p e r t d e g r e e o f a n y o p t i o n y o u a l r e a d y k n o w ; or
3 . O p t i o n a l : O n e o f the five l o w e s t - n u m b e r e d o p t i o n s t h a t Warriors using distance w e a p o n s ( A r c h e r y a n d T h r o w n skills)
you d o n o t know. If y o u skip a n option at o n e level, y o u m u s t g e t o n l y h a l f o f t h e a d v a n t a g e o f c o m b a t s t a n c e , t h o u g h they g e t
m a k e it u p w i t h i n five l e v e l s o f C o m b a t S t a n c e B a s e . So, you t h e full d i s a d v a n t a g e .
could skip Pull P u n c h in favor o f A c t i v e Shield at C o m b a t E x p e r t : Y o u m a y c h a n g e y o u r stance b y three points at t h e start
S t a n c e B a s e =2, b u t y o u w i l l h a v e t o l e a m it b y C o m b a t S t a n c e of a n action in which y o u defend. Ordinarily y o u will m a k e a
Base = 7 . very aggressive stance less aggressive, b e c o m i n g harder to hit.
O c c a s i o n a l l y y o u m a y d o t h e r e v e r s e , e.g. i f y o u a r e c o u n t e r a t ­
If y o u c a n n o t l e a m a p a r t i c u l a r o p t i o n ( S l e e t h c a n n o t u s e
tacking. Expertise in varying stance does n o t give bonuses against
shields, a n d t h u s c a n n o t l e a m A c t i v e S h i e l d ) , s k i p it c o m p l e t e -
opponents.
iy-
Convenience: T h e options give bonuses and penalties on
L E V E L 2 - PULL PUNCH ( A T T A C K )
Attack a n d Defense. s20's a n d sl2's are always bonuses; slO's
Attack option. Rules: Before rolling the attack, the attacker
are a l w a y s p e n a l t i e s . T h i s w a y y o u c a n roll t h e dice w i t h o u t
decides a d a m a g e penalty, w h i c h m a y b e as large as his C o m b a t
having to keep track o f which dice are added a n d which are sub­
Stance Base + 4 . R e d u c e the actual d a m a g e b y that penalty. T h e
tracted.
c o r r e s p o n d s t o the w a r r i o r d e l i b e r a t e l y h i t t i n g l e s s effectively
Note: Stress dice from combat options generally have n o
than might otherwise b e possible. In general all hits will d o a
botch dice. M o s t c o m b a t options d o n o t increase the chance o f
m i n i m u m of one point o f damage, regardless of the penalty cho­
botching, except as noted.
sen. T h e g a m e m a s t e r m a y choose t o let pulled punches start
d o i n g z e r o d a m a g e a f t e r a w h i l e ; e.g., i f s o m e o n e i s b e i n g b e a t e n
List of Combat Options
b y a skilled torturer.
In the last fight of his life, Hna Axa Whitering did not draw a
single drop of blood. For he held the bridge pt Oriamento E x p e r t : Y o u m a y d e c i d e the d a m a g e p e n a l t y after the attack
against seven knights and great swordsmen, each of them sworn roll.
to cut Count Maruto in half as soon as they saw him. Hna Axa
L E V E L 3 - ACTIVE SHIELD (DEEENSE)
Whitering stood at the peak of the bridge, and fought like the
Defense Option. You m a y use your shield(s) aggressively.
coward he never had been, that he was least of all on that day.
O r d i n a r i l y a w o o d e n s h i e l d g i v e s a + 6 b o n u s t o D e f e n s e ; if it is
And when twenty minutes had passed, and the bridge ran with
u s e d actively, it g i v e s a + s l 2 b o n u s {no botch dice}. Metal
his blood and his blood alone, and the knights cried to him to
s h i e l d s g o from + 1 0 t o + s 2 0 {no botch dice}. O n the average
surrender or attack them, he simply shrugged and parried him
a c t i v e s h i e l d d e f e n s e i s a b i t m o r e e f f e c t i v e t h a n p a s s i v e ; it m a y
all the more.
do m u c h better, or m u c h w o r s e .
Archers cannot use active shield defense, even if they have L E V E L ? ~ HINDER / DRIVE BACK ( A T T A C K )
enough hands for shield a n d b o w . Attack options. You m a y attempt either to encumber your
E x p e r t : G e t a n e x t r a + s l 2 fno botch dice) Defense when e n e m y ' s c o m b a t or to force h i m to retreat. Y o u d o this b y attack­
using active shield defense. Experts at Active Shield get + s l 2 i n g i n a v e r y o b v i o u s w a y , t o w h i c h h i s b e s t c o u n t e r is t o a v o i d
o n Attack against opponents using Active Shield. y o u or retreat from y o u . H e m a y c h o o s e n o t to be hindered, o r to
hold his ground; but if h e does so, h e m a y b e subject to a nasty
L E V E L 4 - W I L D PARRY {DEFENSE) injury. Y o u c h o o s e w h e t h e r y o u are trying to h i n d e r o r drive
Defense option. T r y very hard n o t t o b e hurt. You m a y add back.
+ 2 s 2 0 fno botch dice} t o y o u r D e f e n s e r o l l s , o r + 2 s 6 fno botch R u l e s : T h e A t t a c k r o l l i s l i k e b a s i c c o m b a t . I f the a t t a c k i s s u c ­
dice} t o e a c h S o a k o n o n e p o i n t o f i n i t i a t i v e . cessful, the victim h a s the choice of either (a) being hindered or
T h i s is a risky m a n e u v e r , a n d s o m e t h i n g will g o w r o n g a b o u t r e t r e a t i n g a n d n o t b e i n g h i t , o r ( b ) t a k i n g a h i t a t + s 6 {no botch
a t h i r d o f t h e t i m e . R o l l t w o d 6 ' s , treated a s b o t c h d i c e f o r a p o s ­ dice} d a m a g e . I f y o u w e r e h i n d e r i n g , y o u c a u s e y o u r o p p o n e n t
sible defense botch, w h e n y o u u s e this maneuver. You will Trouble d 6 (plus another d 6 p e r point o f T r i u m p h ) until t h e e n d o f
a l w a y s m a k e this roll, e v e n if y o u r D e f e n s e s 2 0 does n o t roll a his n e x t action - t o a m a x i m u m o f T r o u b l e 10. If y o u w e r e forc­
1. i n g retreat, y o u d r i v e y o u r o p p o n e n t b a c k b y d 6 feet (plus a n o t h ­
Expert: A d d 3 s 2 0 t o D e f e n s e , o r 3*6 t o Soak, o r b o t h 2 s 2 0 to er d 6 p e r point o f T r i u m p h ) .
Defense a n d 2s6 to Soak. Archers cannot use these combat options.
Expert: D o u b l e t h e d i s t a n c e or T r o u b l e ; there is n o u p p e r limit.
L E V E L 5 ~ W I L D ATTACK ( A T T A C K ) I f ( b ) i s t a k e n , e x t r a d a m a g e i s + 2 s 6 {no botch dice}.
A t t a c k option. A t t a c k v e r y aggressively, w i t h o u t r e g a r d for
y o u r o w n s a f e t y . Y o u m a y a d d + 2 s 2 0 {no botch dice} t o o n e L E V E L 10 - TIGHTEN STANCE (DEFENSE)
A t t a c k r o l l i n t h i s a c t i o n , o r + 2 s 6 {no botch dice} t o d a m a g e . You m a y try to change your stance back t o neutral w h e n y o u are
T h i s is q u i t e r i s k y : r o l l t w o b o t c h d i c e f o r a n a t t a c k b o t c h , e v e n a b o u t t o d e f e n d . R o l l A g i l i t y + C o m b a t S t a n c e B a s e + s 2 0 >=30 t o
if y o a r d i e r o l l s d o n o t i n d i c a t e a p o s s i b l e b o t c h . d o s o . T h e c h a n g e i n s t a n c e h a p p e n s a t t h e e n d o f t h e a c t i o n , s o it
Expert: A d d 3s20 to Attack, o r 3 s 6 to d a m a g e , or both 2 s 2 0 won't help y o u against this attack, b u t might help against the next
to A t t a c k a n d 2 s 6 t o d a m a g e . o n e . T h i s i s s o m e w h a t r i s k y ; t h e s 2 0 h a s a t l e a s t five b o t c h d i c e .
Expert: If y o u r Agility + C o m b a t Stance Base + s 2 0 roll w a s
L E V E L 6 - HIT HARD ( A T T A C K ) >=40, y o u r e t u r n e d t o n e u t r a l s t a n c e b e f o r e t h e a t t a c k
A t t a c k option. Y o u attempt t o d o extra d a m a g e , at t h e cost o f
p r e c i s i o n . S u b t r a c t 2 s 1 0 {no botch dice} from A t t a c k . A d d + s 6 L E V E L 11 - PREPARE A T T A C K ( A T T A C K )
{no botch dice} t o D a m a g e , i f y o u h i t . Y o u m a y w i n d u p d o i n g Attack option. T h e attacker forgoes o n e attack, b u t m a k e s t h e
less d a m a g e w i t h this than if y o u struck normally; b u t y o u m i g h t next attack (on o n e target with a single w e a p o n ) with an Attack
end up doing a good deal more. b o n u s o f + s 2 0 fno botch dice/. T o the w a r r i o r , this c o r r e s p o n d s
I f y o u r w e a p o n ' s d a m a g e i n c r e m e n t is 4 o r m o r e , this d o e s to waiting for a g o o d o p e n i n g , a n d perhaps feinting or p e r f o r m i n g
+ 2 s 6 {no botch dice} D a m a g e . other m a n e u v e r s t o g e t a m o r e effective attack position."
Archers cannot use the Hit Hard combat option. You m u s t b e in neutral c o m b a t stance to u s e this option. This
Expert: A d d a n extra + s l 2 {no botch dice} t o A t t a c k , o n t o p combat option m a y b e used outside o f combat with the g a m e m a s -
o f t h e 2 s 10 p e n a l t y . t e r ' s p e r m i s s i o n ; e.g., a n a t t a c k c a n b e p r e p a r e d o n a s l e e p i n g o r
unwary person, or on an advancing monster.
L E V E L 7 ~ CAREFUL RETREAT (DEFENSE) Y o u m u s t u s e t h e b o n u s o n y o u r n e x t a t t a c k , o r l o s e it. Y o u
Defense option. M o v e back a modest distance, usually d l 2 m u s t d e c l a r e w h o t h e a t t a c k i s p r e p a r e d o n , a n d it w i l l o n l y w o r k
f e e t , a n d g e t + s 12 {no botch dice} o n D e f e n s e . I t i s l i k e o r d i ­ on that single target. Y o u lose t h e prepared attack if y o u o r y o a r
nary dodging, except that y o u don't w o r r y about trying t o hold foe l e a v e s c o m b a t , e v e n if c o m b a t is r e j o i n e d b e f o r e y o u r a t t a c k .
y o a r g r o u n d . It m a y b e i m p r a c t i c a l in s o m e situations: i f y o u A r c h e r s can p r e p a r e a t t a c k s .
a r e p a r t o f a s h i e l d - w a l l ; i f y o u r b a c k i s t o a c h a s m ; i f y o u are E x p e r t : Y o u m a y p r e p a r e a t t a c k s u p t o t h r e e t i m e s , g e t t i n g up
guarding a vulnerable princess or wizard. to 3 s20's b o n u s o n attack dice in t h e r o u n d that t h e attack finally
I f y o u run i n t o s o m e t h i n g a s y o u r e t r e a t , y o u s u f f e r a - s l O comes.
( w i t h b o t c h d i c e ) p e n a l t y i n s t e a d o f t h e + s l 2 {no botch dice}
bonus. L E V E L 12 - BREAK ARMOR ( A T T A C K )
Expert: G e t an extra + s l 2 {no botch dice} w h e n y o u r e t r e a t . Attack option. You m a y attempt to w e a k e n y o u r opponent's
a r m o r : p u n c h i n g h o l e s i n c h i t i n , k n o c k i n g s c a l e s off, c u t t i n g
L E V E L 8 - HIT PRECISELY (ATTACK) straps holding platemail on, a n d so on. M a k e a regular attack,
A t t a c k option. Y o u attack very carefully, h o p i n g t o h i t b u t n o t w i t h a p e n a l t y o f - s 6 {no botch dice} o n d a m a g e . R e d u c e y o u r
t e r r i b l y w o r r i e d a b o u t d a m a g e . A d d + s 2 0 {no botch dice} to f o e ' s S o a k b y 1. I f y o u h i t b y 3 0 + , r e d u c e S o a k b y d 3 .
y o a r Attack roll. Subtract s6 {no botch dice} f r o m y o u r This option m a y not always be available. S o m e armor, espe­
D a m a g e roll. If t h e w e a p o n ' s d a m a g e i n c r e m e n t is 4 o r m o r e , cially m a g i c armor, cannot b e b r o k e n this w a y . D e f e n s e spells
s u b t r a c t 2 s 6 {no botch dice} from Damage. (e.g. T o u g h e n t h e F l e s h a n d t h e l i k e ) c a n n o t b e b r o k e n e i t h e r .
Expert: A d d an extra + s l 2 fno botch dice} t o y o u r A t t a c k , i n However, all nonmagical armor, including natural defenses such
addition to t h e + s 2 0 . as hide, scales, a n d chitin, c a n b e broken.
Archers cannot use the Break A r m o r combat option.
Expert: Reduce Soak by d3 points, or d4 on a hit o f 30+.
L E V E L 1 3 ~ MULTIPLE WEAPONS(ATTACK) r o l l i s a t + s 2 0 fno botch dice}. Y o u r d a m a g e from t h e a t t a c k
Attack and Defense option. You m a y use more than o n e b e i n g m a d e o n y o u - i f i t h i t s - i s + s 6 {no botch dice}. This
w e a p o n : a s m a n y w e a p o n s a n d s h i e l d s a s c a n fit i n y o u r h a n d s . m a n e u v e r i s p e r i l o u s u n d e r m o s t s i t u a t i o n s , b u t s o m e t i m e s it's
Designate one of the weapons as your primary weapon. Every worth the g a m b l e a n d s o m e t i m e s (against a foe w h o doesn't have
weapon other than your primary gives y o u penalties on both m u c h c h a n c e o f hitting y o u ) it's a g o o d idea.
A t t a c k a n d D a m a g e o f all y o u r w e a p o n s . S m a l l w e a p o n s ( d a g ­ Y o u must b e i n n e u t r a l o r a g g r e s s i v e c o m b a t s t a n c e t o u s e t h i s
ger, c l u b , c l a w s ) g i v e a - 5 A t t a c k p e n a l t y a n d a -1 D a m a g e o p t i o n . Y o u c a n n o t d o it i f y o u a r e d e f e n s i v e .
penalty. Other w e a p o n s give a - 1 0 Attack penalty a n d a -2 T h e o p e n i n g y o u f o r c e d must b e t a k e n o n y o u r n e x t a c t i o n , o r it
D a m a g e penalty. goes away. Forced openings d o not stack; y o u cannot force t w o
F o r e x a m p l e , if y o u a r e a H e r e t h r o y a r m e d with a t w o s w o r d s , openings o n the s a m e target.
one dagger, a n d a shield, y o u w o u l d choose o n e sword as your Expert: Y o u m a y stack three forced openings.
primary weapon. T h e other sword gives -10 Attack and -2
D a m a g e , a n d t h e d a g g e r gives -5 A t t a c k a n d -1 D a m a g e penal­
L E V E L 1 7 - COUNTERATTACK (DEFENSE)
Defense Option. Y o u m a y strike at your foe w h e n y o u d o n o t
ty. S o , y o u w o u l d h a v e a - 1 5 A t t a c k a n d - 3 D a m a g e p e n a l t y o n
h a v e initiative, counterattacking w h e n h e attacks instead o f
each of your weapons.
d e f e n d i n g y o u r s e l f . F i r s t m a k e y o a r D e f e n s e r o l l a t - 3 s 1 0 {no
W h e n y o u a t t a c k , y o u u s u a l l y a t t a c k w i t h all y o u r w e a p o n s at
botch dice}. T h e n , r o l l a n a t t a c k o n y o u r e n e m y , w i t h - 3 s 1 0 fno
the s a m e time. A small w e a p o n m a y b e u s e d to defend instead,
botch dice} o n y o u r A t t a c k r o l l s .
giving a + 8 Defense b o n u s for metal w e a p o n s , + 5 for n o n m e t a l .
I f y o u r o p p o n e n t i s u s i n g s e v e r a l w e a p o n s , y o u g e t the D e f e n s e
Standard c o m b a t styles d o n o t include this choice for larger
p e n a l t y a g a i n s t a l l o f them. ( S o y o u m u s t d e c l a r e this o p t i o n
weapons.
a g a i n s t the first o f t h e a t t a c k s . ) I f y o u a r e u s i n g s e v e r a l w e a p o n s ,
Most specialized combat options apply only to o n e weapon.
you counterattack with all o f them.
F o r e x a m p l e , i f y o u a r e f i g h t i n g w i t h s w o r d and d a g g e r , y o u
You m a y choose most attack options, but not change stance.
m a y attempt to cripple with the dagger, but not with both
T h e counterattack d o e s n o t count a s a n action for y o u (don't d r a w
weapons.
a n e w i n i t i a t i v e ) . T h e o n l y thing y o u c a n d o i s c o u n t e r a t t a c k ; y o u
Archers c a n only u s e a single b o w . Herethroy or Khtsoyis
cannot cast spells. This option cannot b e chosen o n simultaneous
archers with Multiple W e a p o n s c a n u s e shields as well as b o w s .
initiative.
Expert: T h e Attack penalties are reduced. Small w e a p o n s
Expert: G e t a + s l 2 fno botch dice} b o n u s o n b o t h D e f e n s e a n d
cause n o Attack penalty. Large w e a p o n s give a -5 Attack penal­
A t t a c k roll.
ty. T h e D a m a g e p e n a l t i e s a r e n o t c h a n g e d .
Note: Instinctive combinations o f w e a p o n s (claws a n d teeth,
L E V E L 16 - DISARW(ATTACK)
H e r e t h r o y w i t h spear o r staff in l o w e r h a n d s , K h t s o y i s w i t h sev­
A t t a c k o p t i o n . R u l e s : R o l l t o h i t a s n o r m a l . I f it h i t s , m a k e a
e r a l c l u b s o r m a c e s ) d o n o t u s e t h e s e rules; t h e y c a n b e u s e d
disarm roll: D e x t e r i t y + W e a p o n S k i l l + s 2 0 >= d e f e n d e r ' s
e v e n if C o m b a t S t a n c e B a s e is t o o low, a n d t h e y d o n o t h a v e
D e x t e r i t y + C o m b a t S t a n c e B a s e + s 2 0 . I f t h e d i s a r m roll is s u c ­
Attack penalties. Herethroy and Khtsoyis w h o choose to use
cessful, the defender h a s t h e choice o f (a) d r o p p i n g his w e a p o n ,
o t h e r c o m b i n a t i o n s o f m u l t i p l e w e a p o n s do f o l l o w t h e s e r u l e s .
o r ( b ) t a k i n g a h i t a t + 2 s 6 {no botch dice} d a m a g e . I f t h e d i s a r m
r o l l i s n o t s u c c e s s f u l , t h e a t t a c k h i t s w i t h a p e n a l t y o f - s 6 {no
L E V E L 14 ~ CAREFUL PARRY (DEFENSE)
botch dice} o n d a m a g e . I f t h e d e f e n d e r i s u s i n g s e v e r a l w e a p o n s ,
Defense option. A last-second attempt to defend yourself: not
the attacker m a y pick o n e . If the defender's w e a p o n s are b o d y
a s risky a s W i l d o r E x t r e m e P a r r y , b u t n o t a s e f f e c t i v e e i t h e r .
p a r t s (e.g., c l a w s a n d t e e t h ) , t h i s m a n e u v e r c a n n o t b e u s e d .
G e t + s 2 0 fno botch dice} o n a l l r e m a i n i n g D e f e n s e r o l l s t h i s
Archers cannot shoot to disarm.
a c t i o n , o r + s 6 {no botch dice} o n all S o a k rolls. S u f f e r - 2 s 10
E x p e r t : I f y o u a r e u n s u c c e s s f u l , t h e r e is n o d a m a g e p e n a l t y . I f
{no b o t c h dice} o n all A t t a c k rolls o n y o u r n e x t action.
y o u a r e s u c c e s s f u l a n d o p p o n e n t c h o o s e s ( b ) , d a m a g e i s + 4 s 6 {no
Expert: G e t an extra + s l 2 {no botch dice} o n D e f e n s e r o l l s .
botch dice}.
L E V E L 1 5 - CRI PPLE(ATTACK)
A t t a c k option. Y o u m a y strike at a sensitive part o f y o u r o p p o ­
n e n t ' s b o d y : e.g., a n e y e , o r t h e t e n d o n s o f a r m o r l e g , o r s i m p l y
strike hard e n o u g h to bruise or break b o n e . Y o u m a y explain
w h a t y o u a r e d o i n g i f y o u like, b u t all C r i p p l e a t t a c k s f o l l o w t h e
same rules. Y o u a t t a c k a t o f - 1 0 , a n d s u b t r a c t s 6 {no botch
dice} from d a m a g e . If y o u hit, y o u cause your o p p o n e n t
Trouble d6 as well as the remaining damage. This Trouble
reflects a n injury, n o t s i m p l y l o s s o f life p o i n t s , w h i c h w i l l u s u ­
ally last a l o n g t i m e .
Archers m a y attack to cripple.
E x p e r t : A t t a c k b o n u s o f + s l 2 {no botch dice}.

L E V E L 16 - FORCE OPENING (DEFENSE)


Defense Option. Y o u try to take advantage of the attacker's
e x p o s e d position w h e n h e is a t t a c k i n g y o u , p r e p a r i n g y o u r n e x t
attack instead of trying to avoid being hurt. Your next Attack
{no botch dice}; d a m a g e is n o r m a l . S o m e part o f t h e d a m a g e is
LEVEL 1? - F E I N T ( A ™ C K > t e m p o r a r y : a f t e r s 6 h o u r s , the v i c t i m w i l l r e c o v e r ( 2 d 4 ) x l 0 % o f
A t t a c k o p t i o n . T h e tricky a r t o f p r e t e n d i n g t o a t t a c k o n e w a y the d a m a g e done. T h e victim does not die unless the d a m a g e
and then c h a n g i n g y o u r a p p r o a c h at t h e last second. D o not a f t e r r e c o v e r y w o u l d b e fatal. (So, a victim w h o would ordinar­
d e c l a r e y o u r feint w h e n y o u d e c l a r e c o m b a t o p t i o n s ; instead, ily d i e a t - 1 0 life, c u r r e n t l y at - 2 0 life, b u t w h o h a d t a k e n 3 0
declare some other options. After your foe chooses defense points of subdual d a m a g e which were recovered at 5 0 % w o u l d
options, y o u m a y then declare that y o u are trying to feint. still b e a l i v e a n d t h o r o u g h l y u n c o n s c i o u s - a n d , in a f e w h o a r s ,
S u b t r a c t s 1 0 {no botch dice} from your Attack. Roll Dexterity w o u l d r e c o v e r 15 life p o i n t s a n d b e d e f i n i t i v e l y a l i v e a n d u n c o n ­
+ C o m b a t S t a n c e B a s e + s 2 0>=3 0 ; i f t h e r o l l s u c c e e d s , y o u m a y s c i o u s a t - 5 life.) A t t a c k b o t c h e s f r e q u e n t l y indicate that the
change yoar combat options however y o u wish. Your foe m a y attack is n o t s u b d u a l d a m a g e ; b o t c h i n g t h e s 6 h o u r s u s u a l l y indi­
try t o c h a n g e defense options t o m a t c h ; there is n o penalty, b u t cates that the victim will n o t recover a n y subdual d a m a g e .
the foe m u s t succeed at a Dexterity + C o m b a t Stance Base + s 2 0 N o t e : Weapons m a y be padded or blunted, or otherwise made
>= 4 0 r o l l . Y o u m a y d o u b l e - f e i n t , t a k i n g a n o t h e r s l O p e n a l t y a n d suitable for subduing. T h e victim recovers ( 2 d 6 ) x l 0 % , b u t n e v e r
m a k i n g a roll 5 0 + ; y o u r foe m a y reply o n a roll o f 60+, a n d so m o r e than 9 0 % , o f the damage done; a n d botches are rarely as
on. severe.
This works best with dramatic choices of option. For exam­ Archers can attack to subdue, but doing so requires blunt-tipped
ple, you might start o u t l o o k i n g v e r y u n a g g r e s s i v e ; if y o u r arrows.
o p p o n e n t r e s p o n d s b y n o t d e f e n d i n g v e r y carefully, y o u c a n E x p e r t : Roll t h e dice for recovery twice, a n d take the best o f
feint a n d s w i t c h t o a v i c i o u s a g g r e s s i v e s t a n c e . It w o r k s w o r s t the rolls.
against opponents w h o don't use c o m b a t options.
A r c h e r s c a n n o t feint. L E V E L 21 - MIGHTY B L O W ( A T T A C K )
Expert: You get a bonus of + s l 2 {no botch dice} o n all y o u r You m a y attack ferociously. Your Stance counts double when
feinting rolls, including ones that other people use o n y o u . m a k i n g t h e Attack roll, a n d y o u d o + 2 s 6 d a m a g e . T h e s e s6's h a v e
o n e b o t c h d i e e a c h ; t h i s i s a s o m e w h a t r i s k y m a n e u v e r , e.g., i f y o u
L E V E L 2 0 - SUBDUE(ATTACK) choose a aggressive stance at + 2 1 , a d d 4 2 to y o u r Attack roll (but
Attack option. Attempt to render a victim unconscious, b y only subtract 21 from your Defense roll). This attack leaves y o u
u s i n g w e a p o n s , w i t h o u t k i l l i n g t h e m . T h e a t t e m p t i s risky: m o s t very exposed. Y o u m a y n o t c h a n g e y o u r stance until the start o f
w e a p o n s are d e s i g n e d t o k i l l , n o t s u b d u e . Roll Attack at -slO t h e a c t i o n after your next action, though y o u m a y choose other
defensive combat options. You m a y not use another Mighty • A t t a c k i n g a big animal from behind, in c o m b a t : + 5 b o n u s
B l o w until that time. on attack.
Archers m a y not perform Mighty Blows. • T h r o w i n g dirt in e n e m y ' s face: T a k e s a n a c t i o n a n d gives
Expert: + s 6 m o r e o n D a m a g e , or + s l 2 m o r e o n Attack. the e n e m y Trouble 2 for a n action or t w o .
• Magically covering the enemy in honey: Enemy gets
LEVEL 2 2 - SWEEP W E A P O N ( A T T A C K ) Trouble 2.
Attack option. Swing your w e a p o n wildly, trying to hit m a n y • J u m p i n g off a t a b l e s w i n g i n g a s w o r d : + 5 b o n u s to attack.
people. Y o u m a y roll attacks o n t w o o r m o r e people. E a c h per­ F o u r e x t r a b o t c h d i c e . A l s o , m a k e a n A g i l i t y + J u m p + s 2 0 roll
s o n b e y o n d 1 g i v e s y o u a p e n a l t y o f - s l O {no botch dice} o n t o l a n d o n y o u r feet. A n d if y o u r f o e h a s a spear, s h e g e t s a + 1 0
Attack. S o , trying to hit four p e o p l e gives a -3s 10 A t t a c k p e n a l ­ bonus.
t y ( r o l l e d s e p a r a t e l y f o r e a c h a t t a c k ) a g a i n s t e a c h o f the f o u r . • A t t a c k i n g a sleeping Sleeth: It w o u l d h a v e g i v e n t h e
Botches o n the attack penalty dice simply indicate missing that "Prepared Attack" bonus, except that the Sleeth heard the attack­
target. A r c h e r s c a n n o t s w e e p . er c o m i n g a n d w o k e u p .
Expert: + s l 2 {no botch dice} o n o n e o f t h e a t t a c k s .

Critical Hits
"He sort of stuck his sword out and I knocked it off to one side,
and then he sort of stuck his shield out and I knocked it to the
other side, and then he stood there with his arms apart just star­
ing at me looking helpless. So I bashed his stinkin' head in."
— Egnoster Arsewaffle, Khtsoyis enforcer
If y o u hit b y 3 0 points o r m o r e , a n d d i d n o t b o t c h a n y t h i n g ,
you d o m i n a t e that pass at a r m s . T h i s a m o u n t s to retroactively
changing your combat option. However, y o u m a y choose an
option that y o u d o n o t k n o w : even a novice c a n p u t out some­
one's e y e , with e n o u g h luck. Also, if y o u already h a d a combat
option, y o u c a n get t w o (or t h e s a m e o n e twice, for double
effect.) -

Critical H i t s

Choice Effect

Regular Just d o damage, exactly as usual.

Cripple R e d u c e d a m a g e b y s 6 {no botch dice}.


Do d 6 Trouble.

Break Armor Reduce damage by s6 {no botch d i c e ) .


R e d u c e d e f e n d e r ' s s o a k b y 1.

Drive Back F o e retreats ( T r i u m p h + l ) d 6 feet o r takes


h i t a t + s 6 {no botch dice] damage
Hinder F o e has Trouble ( T r i u m p h + l ) d 6 [ m a x 10]
through e n d of next action, o r takes hit at
+s6 {no botch dice] damage

Disarm A s the c o m b a t o p t i o n

Sneaky and Unusual Attacks


"J knew we were in trouble, so I climbed up onto the top of the
statue, dumped the whole bag of scorpions on Urur, and then
jumped down on him with my spear pointed right at the top of
his head."
"Wow! That's one bold move! Did it work?"
"Not a bit. Broke my leg in two places and had to teleport
before he bit me in half."
— Sanssasplash the Slippery, Orren adventurer, talking to a
friend
S o m e f i g h t e r s , e s p e c i a l l y the i n f e r i o r o n e s , l i k e t o a t t a c k i n
s n e a k y w a y s . T h e effect is u p t o t h e g a m e m a s t e r , a n d d e p e n d s
heavily on the circumstances. Here are a few examples from
some games:
[ D r i v e B a c k is a v e r y g o o d c h o i c e w h e n y o u r e n e m y can't
SOME WARRIORS' STYLES retreat. It's effectively + s 6 d a m a g e for free.]
Tartomerax. Gormoror warrior:
"I attack hard and fast. I aim to hit, and I aim to hurt. I don't Thanngarr. Sleeth hunter:
mind taking a few hurts myself - another good scar to impress "Once I hunt a rope boar, and it breaks my foreleg, and I am
my husband, or to wear on my death-pyre if it comes to that. the very unhappy hunter for many days. Since then I never hunt
When I'm using my greatsword, I might try to hit extra-hard, but anything big enough to hurt me. Maybe a rabbit bites my jaw,
only if I'm pretty sure I'm going to hit. Beyond that, I don't do maybe a small deer puts the bruises on my side with its hooves,
much fancy stuff. Save that for the Rassimel. maybe I have to sleep in the sun that afternoon, but none are dan­
[Being strong and tough, having a good weapon, and having gerous. I do notfight anything with armor: it hurts my claws, and
species advantages that prevent quick death, Tartomerax prefers is very hard to kill. Remorshka is very tasty, but also I like to live.
a very aggressive C o m b a t Stance. She might also choose to When I meet a remorshka, I dodge this way and that, I leap and
Counterattack w h e n attacked, to get in s o m e extra hits. T h e "Hit twist and evade, and I get away. Afterwards the Gormoror scolds
H a r d " option, w h i c h d o e s extra d a m a g e at t h e e x p e n s e o f a c c u ­ me for six and one-half hours, but I leap and twist and evade the
racy, is a r e a s o n a b l e c h o i c e . ] words too."
"IIeh. Mostly. Once I was facing a remorshka alone. Major [ A v o i d i n g fights o r running a w a y f r o m t h e m i s o f t e n a g o o d
stupid, but I'd given my Word of Honor, so what'm I gonna do? c h o i c e . E v e n a greatly inferior e n e m y m i g h t inflict a lasting injury
I was barely standing, and the remorshka wasn't much better - i n t h i s c a s e , a T r o u b l e 4 b r o k e n l e g from a c r i t i c a l h i t ' s " C r i p p l e "
than that. I gave up one lousy opening hoping to get a better option. Sleeth in general d o b a d l y against a r m o r : their t w o o r
one... and I got it, just barely, but I could see that flaming tail three attacks per action are devastating against unprotected prey,
coming for me. I did everything I could to hit that time, just but m u c h less helpful against protected ones. N o t e also that "as
slashing wild. I cut this huge gash in its right front leg, just fiercely a s t h r e e a n d a h a l f S l e e t h " i s a l o t l e s s fiercely than S p e e
under the shell, and it wrenched the sword out of my hands. Yannanelson seems to think.]
That made-it decide I wasn't worth fighting, so it kinda backed
off Then I had to walk back to Treverre with half my fur burned Marniet. Cani town guard:
off and half my blood dripping out, but that's another story." "Aw, I don't fight much. Not like an adventurer. Sometimes a
[In a m o m e n t o f desperation, Tartomerax tried everything to wolf-spider gets in the city and we gotta push it out. Usually
get a hit that w o u l d d o e n o u g h d a m a g e to kill t h e r e m o r s h k a . that's four or five of us and one of it. Yombo and maybe Darcy get
O n t h e first a c t i o n , t h e h e r o c h o s e a n e u t r a l c o m b a t s t a n c e a n d a in its way, waving their spears in front of its eyes. Varknou and
prepared attack. O n the second - w h i c h fortunately c a m e before Tiliet and I sort of plant our spears in front of it, and it can't go
the monster's next attack - an aggressive C o m b a t Stance, and anywhere but away. We've done it together a dozen times now,
Mighty Blow. T h e prepared attack a n d aggressive stance m a d e and only got bit twice or thrice."
sure that the attack hit; t h e m i g h t y b l o w g a v e extra d a m a g e . A [ T h e g o a l is t o g e t t h e s p i d e r o u t o f t o w n w i t h t h e s m a l l e s t n u m ­
botch on the 2s6 wrenched the sword out of her hand.] ber o f injuries possible. C a n i , o f c o u r s e , g o for t e a m w o r k -
a m o n g other t h i n g s , getting + 1 b o n u s e s o n all s 2 0 rolls. O n e o r
Spee Yannanelson. Rassimel weapons-master: t w o attack to Hinder, and the others attack to Drive Back. The
"I fight whatever way is smartest, of course. I know forty- p e o p l e w h o e x p e c t that t h e w o l f - s p i d e r will a t t a c k t h e m t a k e fair­
eight tricks and almost two hundred variations, and I know ly defensive stances; the others take neutral stance. ]
when to use each one and why. If I'm just fighting a beast, with
a mage behind my back, I'll be very cautious for a little while BRAWLING
and have the mage wrap the beast in vines and poke needles in "My mother wrestled while she was pregnant with me. She had
its eyes. When it's half-crippled, I'll suddenly be fighting as Durchamp himself pinned to the mat when she went into labor.
fiercely as three and a half Sleeth!" So of course I was able to take your sword away. We'll give it
[In this c o m m o n situation, Y a n n a n e l s o n prefers to start off back - a f t e r Harha is safe."
defensively - with a negative C o m b a t Stance Base, and often a -- Drazanna, Rassimel cook, wrestler, and occasional adventur­
Careful Parry, o r Careful R e t r e a t if there's s p a c e - until the er
mage's magic has given the enemy a few points of Trouble. S o m e t i m e s , y o u d o n ' t n e e d t o fight t o t h e d e a t h . P e r h a p s y o u ' r e
When Yannanelson has that advantage, h e switches to an trying to k n o c k out the guard before she raises the alarm, or catch
aggressive stance.] the Orren kid w h o grabbed your dagger a n d ran, or trying to keep
"IfI'm alone - in a duel, say, and don't tell me it's illegal here! y o u r d r u n k e n s i s t e r - i n - l a w from b e a t i n g u p y o u r b r o t h e r , o r c a p ­
- I'll do the same myself, without a mage. One nice quick ham­ t u r e t h e s p y for q u e s t i o n i n g , o r h u r t y o u r e n e m y in a w a y that
string or arm-cut, or a quick slash to the straps of the armor, won't get y o u executed for murder.
and then it's fierce as fierce! Oh, I know that Nesbith does this T h e arts o f u n a r m e d c o m b a t are not very well d e v e l o p e d o n the
halfway into a duel if she's doing poorly, but I say, 'why wait'? W o r l d T r e e . P e o p l e w h o w a n t t o d e f e n d t h e m s e l v e s b u t don't
If my foe's gonna end up hamstrung, I want him to start out want to carry a w e a p o n will generally l e a m a few c o m b a t cantrips
hamstrung." o r b u y a f e w b o u n d s p e l l s : e a s i e r a n d m o r e r e l i a b l e than a m a t e u r
[ W i t h o u t m a g i c , Y a n n a n e l s o n prefers to start with a C r i p p l e , martial arts. T h e f e w p e o p l e w h o specialize in w e a p o n l e s s c o m ­
or a B r e a k Armor. T h i s w a y , t h e e n e m y will b e at a d i s a d v a n ­ bat have a harder time than h u m a n s in a single-species world do.
tage for t h e w h o l e fight.] A g o o d p u n c h t o t h e b e l l y w i l l f l a t t e n a C a n i , a s it w o u l d a h u m a n .
"IfI have the chance, I'll get my enemy stuck with his back to The s a m e p u n c h against a Herethroy's heavy chitin-plated belly
the wall, and then pin his liver to it."
will j u s t hurt y o u r k n u c k l e s . The same punch against a Sleeth
will flatten h i m - but Sleeth usually keep their bellies to the Brawling Maneuvers
g r o u n d , s o it d o e s n ' t h a p p e n v e r y o f t e n . You can't e v e n d o that
punch on a Khtsoyis; he doesn't h a v e a belly as such. W A Y L A Y / KNOCK O U T
B r a w l i n g is l i k e o r d i n a r y c o m b a t . O n h e r i n i t i a t i v e , t h e a t t a c k ­ W a y l a y i n g is t h e fine a r t o f k n o c k i n g a n u n a w a r e d e f e n d e r o u t
er d e c i d e s w h a t s h e is g o i n g to d o , a n d t h e n rolls a n A t t a c k Total b y a sharp, carefully placed b l o w to the back of the head. It's
= Attack B a s e + s20. T h e defender rolls a Defense Total = hard to arrange: the attacker has to sneak up on the defender, be
D e f e n s e B a s e + s 2 0 . I f t h e A t t a c k T o t a l is t h e h i g h e r , t h e a t t a c k ­ able to reach the defender's head, a n d h a v e the defender stand
er's m o v e s u c c e e d e d ; its e f f e c t i v e n e s s is o f t e n g o v e r n e d b y h o w still for a f e w s e c o n d s w h i l e t h e a t t a c k e r p l a n s t h e b l o w . I t is
m u c h the Attack total beats the D e f e n s e total. A high (Attack - nearly impossible to m a n a g e if the d e f e n d e r k n o w s that the
D e f e n s e ) m e a n s t h a t t h e m a n e u v e r w o r k e d v e r y w e l l : e.g., the a t t a c k e r is t h e r e , o r i f t h e d e f e n d e r i s i n c o m b a t . B u t , w h e n it
victim will b e stunned longer. c a n b e a r r a n g e d , it c a n w o r k w e l l .

A t the g a m e m a s t e r ' s option, s o m e b r a w l i n g m o v e s m a y inflict Attack = Brawling + Strength + Dexterity +d20


d a m a g e ( o r s u b d u a l d a m a g e ) , t y p i c a l l y 1 + 1/2 S t r e n g t h , w i t h a Defense = Brawling + Stamina +d20
d a m a g e i n c r e m e n t o f 1. F o r e x a m p l e , i f y o u p u n c h s o m e o n e i n I f it s u c c e e d s , t h e d e f e n d e r i s s t u n n e d f o r ( T r i u m p h + 3 ) d 6 s e c ­
the face a n d don't k n o c k t h e m out, y o u m a y hurt t h e m s o m e . onds. O r r e n a n d Zi R i are easy to w a y l a y : -10 o n Defense. Zi
C o m b a t Stance, critical hits, and so o n apply to b r a w l i n g pre­ Ri a n d u n a r m e d K h t s o y i s a r e n o t w e l l - s u i t e d for ..knocking p e o ­
c i s e l y t h e s a m e a s _tp a r m e d c o m b a t . ple out: -10 to Attack. I f t h e a t t a c k e r is u s i n g a b l u n t w e a p o n ,
a d d + 5 to Attack. I f t h e d e f e n d e r ' s h e a d is c o v e r e d , a d d + 5 - 1 0
to Defense.
I f t h e v i c t i m is a w a r e o f t h e a t t a c k e r , t h e m a n e u v e r i s m u c h
harder: Defense = B r a w l i n g + Life B a s e + Stamina + Agility +
10 + d 2 0 .

HOLD ARM
A successful H o l d A r m e n d s u p with the attacker standing in
front of the defender, holding the defender's wrist i m m o b i l e in
one hand. T h i s is a s e n s i b l e t h i n g t o d o w h e n s o m e o n e i s a b o u t
to hit y o u with a s w o r d , a n d y o u w o u l d prefer they didn't.
Attack = Brawling + Dexterity +d20
Defense = Brawling + Agility + d20
Sleeth cannot do this. Orren are hard to hold: + 1 0 to Defense.
Zi Ri are -10 to A t t a c k a n d Defend.

DIRTY B L O W
T h i s is h i t t i n g o r k i c k i n g s o m e o n e i n a p l a c e y o u r m o t h e r t o l d
y o u n o t t o : b e l o w t h e b e l t , i n t h e e y e , t h a t k i n d o f t h i n g . It h u r t s
a lot, leaving the v i c t i m w i t h T r o u b l e 10 for (Attack-Defense)
seconds.
Attack = Brawling + Dexterity +d20
Defense = Brawling + D o d g e + Agility +Stamina + d20
FRET ATTACKS F e m a l e s of the m a m m a l i a n species are less vulnerable to cer­
"I was gonna pick him up and flip him over and sit on him and tain dirty b l o w s than m a l e s are: + 5 to Defend. Herethroy are
tie him up, but he cut off my hand first. I had to change my plans armor-plated: +5 to Defend. G o r m o r o r despise dirty b l o w s : -10
in a hurry." to Attack. Zi Ri are -5 to Attack and Defend.
— Sir Bloodslash, Herethroy knight
M a n y B r a w l i n g m o v e s essentially require that y o u j u m p on THROW / TACKLE
t h e v i c t i m . T h i s is n o t safe. T h e v i c t i m m a y g e t a free a t t a c k o n A successful throw leaves the defender o n the ground, and the
you. T h e y m a y attack you, o n the s a m e initiative that you attacker standing nearby. If the defender w a s holding some­
a t t e m p t t h e m o v e ; their attack is c o n s i d e r e d to h a p p e n as y o u t h i n g , h e h a s a 5 0 % c h a n c e o f d r o p p i n g it. G e t t i n g u p w i l l t a k e
start y o u r m a n e u v e r . The free attack must be physical: either the d e f e n d e r o n e a c t i o n - a n d the d e f e n d e r h a s T r o u b l e 5 until
with a ready w e a p o n , or a brawling maneuver. the end of his next action.
If their free attack is a b r a w l i n g m a n e u v e r that w o u l d g i v e y o u Attack = Brawling + Dexterity + d20
a free a t t a c k , y o u d o n o t g e t a n e x t r a a t t a c k , b u t t h e i r a t t a c k Defense = Brawling + Dodge + Agility + d20
c o m e s a f t e r y o u r s , a n d o n l y h a p p e n s if y o u r s didn't w o r k . F o r A t a c k l e is like a throw, e x c e p t t h a t t h e a t t a c k e r is running at
e x a m p l e , if y o u try to t h r o w s o m e o n e a n d in e x c h a n g e h e tries the defender, and has an 8 0 % chance of ending u p on the ground
to t h r o w y o u , y o u g e t to try first. If y o u succeed, he's lying on himself.
the ground and he's not going to throw you. If y o u fail, h e g e t s Attack = Brawling + R u n + Dexterity + d20
to try. Defense = Brawling + D o d g e + Agility + d20
T h e F r e e A t t a c k is n o t c o u n t e d a s a n a c t i o n b y t h e e n e m y ; it G o r m o r o r are b u l k y , a n d H e r e t h r o y u s e t h e i r e x t r a l i m b s t o
doesn't change their next initiative. advantage: + 5 to A t t a c k and Defense. Khtsoyis can throw but
not tackle, and cannot b e t h r o w n or tackled. Orren are slippery:
+ 1 0 o n Defense. Sleeth cannot throw or tackle, but get + 2 0 on defender drops the w e a p o n , and a 2 5 % chance that the attacker has
Defense. Z i R i are - 1 0 to A t t a c k a n d -5 to Defend. t h e w e a p o n in h i s h a n d s . (The attacker will have to take his next
action to r e a d y the w e a p o n for attack.)
PIN Attack = Brawling + Dexterity + d20
Don't bother trying to pin an Orren. They'll just squirm out of Defense = Brawling + Strength + 2d20
it. Just knock 'em senseless. They're halfway there already. Sleeth cannot wrest w e a p o n s , and their w e a p o n s cannot be
— Drazanna, Rassimel cook, wrestler, and occasional adven­ wrested. Zi R i are -5 to A t t a c k and -10 to D e f e n s e .
turer.
A successful Pin ends up with the defender on the ground (or BREAK ARM
otherwise trapped), and the attacker on top of h i m holding h i m O n a s u c c e s s f u l B r e a k A r m , t h e a t t a c k e r h a s b r o k e n the d e f e n d ­
down. T h e t w o are in close combat. T h e defender m a y try to er's a r m . T h i s is n o t a n e a s y m a n e u v e r . T h i s g i v e s t h e d e f e n d e r
b r e a k free. W h e n t h e p i n is s u c c e s s f u l , t h e p i n n e d d e f e n d e r h a s T r o u b l e 6, s6 d a m a g e , a n d a b a d attitude. N o t e that the d e f e n d e r ' s
-10 on most actions, and the pinning attacker has -5. a r m o r , as well as his skills, will h i n d e r the attacker's a t t e m p t to
Attack = Brawling + Dexterity + Strength + d20 break his arm.
Defense = Brawling + D o d g e + Agility + d20 Attack = Brawling + Strength + d20
G o r m o r o r are b u l k y : + 5 to A t t a c k a n d Defend. O r r e n are slip­ Defense = Brawling + D o d g e + Agility + 2 x S o a k + d20
p e r y , a n d S l e e t h are b i g : + 1 0 t o D e f e n d . Zi Ri are -10 to Attack Khtsoyis are -10 to Attack, and their boneless tentacles are
and -5 to Defend. i m m u n e . Sleeth are -10 to Attack. Zi Ri are -10 to A t t a c k a n d -5
to Defend.

BOTHER WARRIOR
T h e r e are a n y n u m b e r o f w a y s in w h i c h y o u c a n get in a w a r ­
rior's w a y - j u m p i n g a r o u n d , g r a b b i n g his a r m , p o k i n g h i m in the
side, s h o u t i n g in h i s ear, a n d so on. W h e n it w o r k s , it g i v e s t h e
d e f e n d e r T r o u b l e . T h e w a r r i o r d o e s g e t a free a t t a c k o n y o u , if h e
w a n t s . T h i s m o v e is m o s t p o p u l a r w h e n t h e d e f e n d e r d o e s n ' t w a n t
t o h u r t y o u ; e.g., w h e n you're trying to k e e p y o u r best friend from
killing the prisoner.
Attack = Brawling + Agility + d20
Defense = Brawling + Concentration + Will + d 2 0
Cani, Rassimel, a n d Sleeth are hard to distract: + 5 to Defense.
O r r e n are b o t h e r s o m e , but easy to distract: + 5 to Attack, -5 to
Defense.

T I E UP / G A G
O n a successful Tie U p , the attacker has tied a rope around one
limb of the victim. After four successful Tie U p s , (six for
H e r e t h r o y , etc.), t h e v i c t i m is p h y s i c a l l y h e l p l e s s . T h i s m a n e u v e r
requires that the attacker h a v e rope available a n d b e able to use
t w o h a n d s (or a spell or s o m e t h i n g ) without the defender getting
away. T h i s w o r k s b e s t if, f o r e x a m p l e , one person holds the
defender immobile, and another binds him.
Attack = Brawling + Agility + pin + d20, where pin = the
SlLENCE
Attack-Defense score w h e n the victim w a s pinned.
A successful Silence ends u p with the attacker holding the
Defense = Brawling + Agility + d20
defender's m o u t h closed or muffled. P o p u l a r for d e a l i n g with
T h e G a g m a n e u v e r is s i m i l a r : it's a n a t t e m p t t o tie t h e v i c t i m ' s
sentries. T h e t w o are i n c l o s e c o m b a t . T h e d e f e n d e r suffers
m u z z l e s h u t , k e e p i n g h i m from t a l k i n g o r b i t i n g .
T r o u b l e 2 f r o m t h e h o l d . A t t a c k e r is at T r o u b l e 5 t o d o a n y t h i n g
It is p r e t t y m u c h i m p o s s i b l e t o t i e u p a K h t s o y i s effectively.
b u t c o n t i n u e the h o l d o r s i m i l a r a c t i v i t i e s .
G a g g i n g o n e is n o r m a l , a n d o f t e n a p p r e c i a t e d . O r r e n a r e s l i p p e r y :
I f t h e a t t e m p t f a i l s , the d e f e n d e r g e t s a f r e e b i t e a t t a c k o n t h e
+ 10 t o D e f e n s e . S l e e t h c a n n o t t i e o r g a g .
attacker, at a + 1 0 b o n u s , b e c a u s e the attacker h a s c o n v e n i e n t l y
put his hand u p to the defender's mouth.
GET AWAY
Attack = Brawling + Dexterity + 2d20
"Come back here, you fish-eating scoundrel!"
Defense = Brawling + Agility + d20
— unidentified shopkeeper to Sanssasplash the Slippery
Khtsoyis get + 1 0 o n Attack. Orren are slippery: + 1 0 to
M a n y B r a w l i n g m o v e s give the victim a c h a n c e to get a w a y ;
Defend. T h e m a n e u v e r r e q u i r e s h a n d s , s o S l e e t h c a n n o t d o it.
e.g., i f y o u ' v e g r a b b e d s o m e o n e ' s w r i s t , t h e y c a n t r y t o f r e e it. The
Zi Ri are -5 to Attack and -10 to Defense.
Get A w a y attempt takes an action, a n d involves a n o p p o s e d roll,
as they pit their Strength a n d B r a w l i n g against yours to escape.
WREST W E A P O N
T h e species modifiers a p p l y to the o p p o s e d roll. T h e v i c t i m m a y
T h i s m a n e u v e r tries to separate the o p p o s i n g warrior from his
try to get a w a y o n e v e r y action until they do.
w e a p o n ; e.g., b y g r a b b i n g it a n d t r y i n g t o p u l l it o u t o f h i s h a n d .
T h e attacker m a y try to hold the victim - effectively forgoing his
O n a s u c c e s s f u l W r e s t W e a p o n , t h e r e is a 7 5 % c h a n c e t h a t t h e
actions - or m a y try to wrestle or get a better hold o n the victim. an extra 5 b o t c h d i c e o n their A t t a c k roll.
If t h e a t t a c k e r t r i e s a n y t h i n g e l s e , h e w i l l h a v e T r o u b l e 5 o n t h a t
action a n d o n his next attempt to hold the victim. JUMP O N ([INTER C L O S E COMBAT)
T h e attacker in this m a n e u v e r is t h e p e r s o n w h o is p i n n e d ; t h e A successful J u m p O n m o v e leaves the attacker
d e f e n d e r is t h e o n e h o l d i n g t h e a t t a c k e r . T h e n u m b e r " P i n " is and defender in close combat, a n d the
the ( A t t a c k - D e f e n s e ) o f t h e o r i g i n a l h o l d is a b o n u s for t h e attacker gets to m a k e an attack with the
a t t a c k e r : a b e t t e r h o l d i s h a r d e r t o g e t o u t of. close combat modifiers. Note that
Attack = Brawling + Agility + d 2 0 the defender m a y want to enter
Defense = Brawling + Dexterity + Strength + Pin + d 2 0 close combat, a n d forgo his
G o r m o r o r are big: + 5 to Attack a n d Defense. Orren are slip­ defense roll - in w h i c h case t h e
pery: + 1 0 to Attack. Zi Ri are -10 to Attack and Defend. defender's free attack is a t + 5 ,
and m a y b e taken with or with­
out close combat modifiers as the
defender prefers.
Attack = Brawling + Agility + d20
Defense = Brawling + Agility + d 2 0
G o r m o r o r a r e b i g , a n d K h t s o y i s are s l o w : - 5
Defense. Orren are slippery: + 5 Defense. Sleeth
a r e b u i l t f o r this m a n e u v e r : + 1 0 t o A t t a c k a n d D e f e n s e . Zi
Ri are not: - 1 0 to Attack a n d Defense.

POISON
For subjecting a prime to Itchy poison, the poisoner shall be
struck thrice with a scorpion whip, and fined. For subjecting a
prime to Twitchy poison, the poisoner shall be struck thrice with a
scorpion whip and thrice with a burning log, and doubly fined.
For subjecting a prime to Howly poison, the poisoner shall be
struck thrice with a scorpion whip, killed thrice by beating with a
burning log, healed each time at his own expense, and trebly
fined.
— The Code of Hastrobaldus Mores
Poisons encountered in combat are usually weakening. They
w o n ' t k i l l y o u d i r e c t l y , j u s t m a k e i t e a s i e r for y o u r e n e m i e s t o k i l l
y o u . W e d e s c r i b e p o i s o n s b y a w o r d p l u s a n u m b e r : I t c h y 1, F e v e r
d6, a n d s o o n . W h e n t h e n u m b e r i s a d i e r o l l , r o l l the d i e for t h e
n u m b e r o n c e , w h e n the v i c t i m i s p o i s o n e d . In the discussion
b e l o w , N i s t h e n u m b e r ; e.g., I t c h y 3 .
Multiple doses o f the s a m e poison are cumulative; t w o Itchy l's
acts like Itchy 2 . M a n y p o i s o n s h a v e a limit o n h o w m u c h they
can hurt you. N o matter h o w m a n y star-scorpions sting y o u , you'll
never have worse than Itchy 5; they're just n o t that poisonous.
Typical moderate poisons h a v e limit 10; typical strong ones have
Close Combat limit 2 0 .
When I fight Lord Hubransis, I jump quickly. In two and half C o m b a t p o i s o n s a n d v e n o m s are m o r e m a g i c a l t h a n p h y s i c a l .
heartbeats I have my fangs in his neck, and my left foreclaws T h e y take effect instantly. T h e s a m e descriptions c a n b e used for
stuck between his fifth and sixth ribs, and my hindclaws make n o n - c o m b a t p o i s o n s , e x c e p t that t h e y t a k e effect m o r e s l o w l y a n d
him very greatly wish he wears a heavy leather apron instead of last longer. F o r e x a m p l e , terrestrial p o i s o n i v y is Itchy d 3 poison,
his judge's robes that morning. t a k i n g effect i n s l 2 h o u r s f r o m t h e t i m e o f contact, lasting 2 d 6
But this turns out to be the bad choice of legal defense in my days. There are m o r e lethal n o n - c o m b a t poisons than combat
lawsuit. ones.
— Hengerr, Sleeth adventurer and part-time outlaw
Sometimes y o u will want to j u m p on your e n e m y a n d fight Resistance Rolls Against Poison
claw-to-claw and fang-to-fang. T h i s is close c o m b a t . Small M o s t c o m b a t p o i s o n s don't allow a resistance roll: if you've been
n i m b l e w e a p o n s , l i k e c l a w s a n d t e e t h a n d d a g g e r s , are d e a d l i e r bitten b y t h e v e n o m bear, you've gotten a dose. Usually there's a
at this r a n g e Larger w e a p o n s are t o o a w k w a r d to u s e effective­ dieroll to tell h o w m u c h y o u g o t : i f t h e b e a r h a s Itchy d 6 v e n o m
ly. Sleeth m a y attack with their powerful hind claws. Most a n d r o l l s a 1, y o u o n l y g o t a s m a l l d o s e .
B r a w l i n g m a n e u v e r s are u n c h a n g e d . S e e t h e " C l o s e " c o l u m n o f M o s t n o n - c o m b a t p o i s o n s d o allow a resistance roll, usually o n
the w e a p o n s table, p a g e 154, for m o r e details. Stamina + Strength + s20 with a threshold of about 20. Resisting
a p o i s o n t y p i c a l l y m e a n s t h a t y o u r e d u c e t h e effect b y half, o r that
If y o u are in close c o m b a t with o n e person, his friends c a n hit
the p o i s o n t a k e s e f f e c t t w i c e a s s l o w l y .
you easily; y o u h a v e a - 1 5 o n Defense. B u t if they m i s s y o u ,
they might hit the person you're in close c o m b a t with; they get Rassimel recover quickly from being poisoned, but they have n o
p a r t i c u l a r r e s i s t a n c e t o b e i n g p o i s o n e d i n t h e first p l a c e . + S t a m i n a + s 2 0>=2 N r o l l . E v e n if t h e victim c a n force his b o d y
to m o v e , h e will b e c l u m s y a n d ineffective: Trouble N . It lasts for
Common Combat Poisons about 2-8 hours, depending on the kind of poison.
These are the poisons m o s t often seen in combat. Most are P a r a l y s i s p o i s o n d o e s not h i n d e r s p e l l c a s t i n g .
generic: there are thousands o f creatures that have Itchy v e n o m
of o n e kind or another. There are other kinds o f poison around WEAKNESS POISON
as well, b u t f e w a r e m o r e d a n g e r o u s than t h e o n e s listed here. T h e victim gets weaker, losing N points from Strength (and
everything d e p e n d i n g o n Strength, like m o s t kinds o f d a m a g e ) .
ITCHY POISON Weakened victims get tired easily; e.g., they collapse after
Makes the victim itch horribly all over. It's distracting: 3d6+Stamina-N actions of combat or running. It l a s t s f o r a b o u t N
Trouble N . S c r a t c h i n g is n o t a g o o d idea; v i c t i m s m a y w e l l hours.
d a m a g e t h e m s e l v e s . It w e a r s o f f at a b o u t o n e p o i n t o f p o i s o n p e r
hour; so Itchy 3 will b e Itchy 2 in an hour, a n d gone in three S L O W DEATH POISON
hours. Itchy poison (or variants that cause pain, n u m b n e s s , or T h i s stuff is rare a n d n a s t y a s a c o m b a t p o i s o n . It d o e s n ' t d o
m i l d p a r a l y s i s f o l l o w i n g t h e s a m e rules) is t h e m o s t common anything for (11-N) hours except raise a very distinctive rash o f
kind of poison. M a x i m u m T r o u b l e is 10. purple spots. A f t e r t h a t , it d o e s d 3 d a m a g e e a c h h o u r u n t i l i t ' s
cured.
FEVER POISON
F e v e r p o i s o n g i v e s t h e v i c t i m a Jever, c o m p l e t e w i t h w e a k n e s s O T H E R K I N D S O F INJURY
and often delirium. T h e v i c t i m suffers T r o u b l e N , t o a m a x i ­ "No, the rongon never even got close to me. I broke my ankle
m u m o f 10. F e v e r p o i s o n lasts a l o n g time. E a c h d a y at d a w n , when I fell off my horse two hours later."
the victim rolls S t a m i n a + s 2 0 . O n a roll o f 3 0 + , t h e v i c t i m — Strabmiraz the Adventurer
r e c o v e r s . O n a 2 5 + , t h e i n t e n s i t y o f t h e p o i s o n is r e d u c e d b y 3 . H e r e a r e rules for s o m e other c o m m o n w a y s for adventurers to
O n a 2 0 + , it i s r e d u c e d b y 2 . O n a 1 5 + , it i s r e d u c e d b y 1. O n get in trouble. T h e y are intended to b e simple rather than precise;
a 1 0 - it i s i n c r e a s e d b y 1. D o c t o r s c a n help with this, given t h e g a m e m a s t e r m a y m o d i f y t h e m t o fit t h e c i r c u m s t a n c e s .
suitable herbs a n d medicines: a d d half the doctor's Medicine M o s t o f these will b e soaked b y armor a n d other defenses.
s k i l l to t h e d i e r o l l .
Fire
HARM POISON O r d i n a r y fire d o e s a m o d e s t a m o u n t o f d a m a g e e a c h a c t i o n t h a t
Harm poison does damage. O n each of the N actions after t h e v i c t i m t a k e s . A s m a l l fire l i k e a c a n d l e f l a m e d o e s 1 p o i n t . A
b e i n g p o i s o n e d , t h e v i c t i m m u s t m a k e a S t a m i n a + s 2 0 >= 1 0 r o l l c o o k i n g fire d o e s 3 . A b i g bonfire, a s is o c c a s i o n a l l y u s e d for
or take s6 fno botch dice} damage. Spells which temporarily burning people alive, does 5.
m a k e t h e p o i s o n h a r m l e s s do c o u n t a g a i n s t t h i s t i m e . T h e d a m a g e t h a t t h e fire d o e s d e p e n d s o n t h e h e a t o f t h e fire,
a n d t h e a m o u n t o f t h e v i c t i m t h a t i s i n t h e fire. F o r e x a m p l e , s h o v ­
TWITCHY POISON ing a n adult into a n ordinary cooking fire will d o 3 damage.
T w i t c h y p o i s o n g i v e s the v i c t i m a tic, d o i n g s o m e t h i n g q u i c k S h o v i n g a c h i l d i n t o t h e s a m e fire w i l l d o h a l f d a m a g e - 1.5 d a m ­
and unpleasant periodically. Mild twitchy poisons might make age a n d w e ' d probably keep track o f the fractions - because the
the victim shake, or lash his head violently, or close his eyes a n d c h i l d is a b o u t h a l f t h e s i z e o f a n a d u l t .
b a r k , o r s o m e t h i n g l i k e t h a t : T r o u b l e 5 i n t h e r o u n d that t h e t i c
O p t i o n a l R u l e : A r m o r d o e s s o a k o r d i n a r y fire, u n t i l t h e a r m o r
strikes. Strong twitchy poisons p r o d u c e m o r e extreme tics: the
g e t s h o t . O n t h e first a c t i o n , t h e a r m o r h a s i t s f u l l s o a k . Each
victim might j u m p as high as h e can, or claw his chest, or hit his
a c t i o n a f t e r t h a t t h a t t h e v i c t i m s t a y s i n t h e fire, t h e a r m o r ' s s o a k
head o n a wall, or bite his hand. T h e strongest of them might
is r e d u c e d b y o n e p o i n t , u n t i l i t i s z e r o . ( S o , b o n e splint protects
even force the victim to cast a spell. T h e tic strikes every 2 d 6 +
a g a i n s t t w o p o i n t s o f fire t h e first a c t i o n , o n e the s e c o n d , a n d n o n e
Stamina - N actions. T w i t c h y p o i s o n usually only lasts for N
a f t e r t h a t . ) M e t a l a r m o r s t a y s h o t a f t e r t h e fire i s r e m o v e d , d o i n g
m i n u t e s , b u t s o m e k i n d s last for d a y s .
h a l f t h e fire's d a m a g e o n t h e first a c t i o n w i t h o u t fire, a n d o n e p o i n t
fewer e a c h action after that. W o o d a r m o r s o m e t i m e s catches fire,
tlowLY POISON typically d o i n g 2 d a m a g e each action for perhaps a d o z e n actions;
H o w l y v e n o m is nasty. Every d6
it i s o f c o u r s e r u i n e d a f t e r t h a t .
actions, the victim has a spasm of
M a g i c a l fire f o l l o w s i t s o w n rules, a s d e s c r i b e d i n t h e s p e l l t h a t
pain, doing s6 damage. T h e victim
c r e a t e d it. ( M o s t fire s p e l l s d o s i g n i f i c a n t d a m a g e , b u t o n l y l a s t
will stop a n d howl in pain that action
for a s e c o n d . ) M a g i c fire i s v e r y d e s t r u c t i v e , d u e t o F l o k i n ' s p e r ­
(and do nothing else), unless he
sonality.
m a k e s a W i l l + s 2 0 >= 1 0 + N r e s i s t ­
ance roll. A tourniquet around the
Falling
place where the poison w a s delivered
Falling ordinarily does o n e point o f d a m a g e per yard fallen,
increases the time between howls to
s o a k e d b y a r m o r as usual. T h e victim m a y try t o land softly - roll
s6 m i n u t e s . T h e p o i s o n lasts for N
( A g i l i t y + C l i m b + s 2 0 >= 2 0 ) f o r h a l f d a m a g e . Sleeth get + 8 on
howls.
this roll. O t h e r m o d i f i e r s a p p l y a s w e l l , e.g., i f y o u f a l l t h r o u g h
the branches of a tree, y o u might get another + 8 .
PARALYSIS POISON
P a r a l y s i s p o i s o n stiffens t h e v i c t i m into a rigid immobility
instantly. T h e victim c a n try to m o v e in a given action: a Will
nobles endure daily floggings to ensure that they are hardy
Drunkenness enough to survive assassination attempts.
Primes are generally more affected by strong drink than Small injuries aren't a significant problem: they're painful but
humans are. Each drink causes the drinker Trouble 3, except not incapacitating. Very f e w injuries o n the World Tree are
t h a t t h e first S t a m i n a p o i n t s t o t a l o f T r o u b l e f r o m l i q u o r d o e s n ' t instantly fatal b y their v e r y n a t u r e . S u c h a w f u l injuries a s h a v ­
count. (That is, the Trouble is (3 x n u m b e r of drinks) - ing one's h e a d cut off will p r o b a b l y kill t h e v i c t i m from t h e d a m ­
Stamina.) T h e effects o f drink w e a r off at the rate o f o n e drink a g e - b u t a sufficiently s t r o n g spirit c o u l d s u r v i v e a n d still u s e
(and three points o f Trouble) p e r hour. the head to cast spells for s o m e seconds. F e w World Tree crea­
tures will d i e i m m e d i a t e l y if y o u stab t h e m o n c e t h r o u g h t h e
Yanoof, with a Stamina of +5, has two beers with lunch.
heart. T h e spirit will k e e p t h e w o u n d e d heart b e a t i n g a n d k e e p
He's a little bit slow afterwards. He gets 2x3 points of
the b o d y m o v i n g , for a f e w m o m e n t s at least. T h e o n l y instant­
Trouble from the beer, less +5 from his Stamina, for Trouble
ly, a u t o m a t i c a l l y f a t a l i n j u r i e s a r e t h o s e w h i c h d e s t r o y t h e b r a i n
1. After an hour, this trouble goes away. One point of
Trouble is not severe, and most likely he'll barely notice it. (where the mind and body are attached), or the entire body
( w h e r e spirit a n d b o d y a r e attached), o r n o n p h y s i c a l injaries
Wazey, with a Stamina of -I, has two shots of cheap
whiskey to bolster his courage for a coming choof. He suf­ w h i c h sever t h e c o n n e c t i o n b e t w e e n m i n d a n d spirit.
fers 2x3 points of Trouble from the alobhol, less -1 for his W h e n t h e b o d y is seriously injured, t h e spirit h a s t o u s e all its
Stamina - a total of 6 -(-I) = 6+1 = 7 points of Trouble. His strength t o stay attached; t h e injured creature is i n c a p a c i t a t e d
courage may be up, but his chances for winning are not. In a n d u n c o n s c i o u s b u t still a l i v e . H e a l i n g t h e b o d y at this point
an hour, he will be down to Trouble 4. In two hours, he will w i l l r e s t o r e t h e b o d y e n o u g h f o r t h e s p i r i t t o h o l d it c o m f o r t a b l y ,
be back to Trouble 0. a n d the creature will live. Healing a n incapacitated p e r s o n c a n
restore t h e m to consciousness, t h o u g h they'll b e s h a k y for a
LIFE A N D D E A T H while. Healing a just-killed person c a n restore t h e m as well -
The execution of Prander Burrman was a simple thing. but this m u s t b e d o n e w i t h i n a f e w s e c o n d s . In t h e last t w o c e n ­
Vorpothki the executioner tied him to Nox Mortien, the ancient turies, primes have c o m e to rely o n b o u n d healing spells w h i c h
death-tree in the city square, and struck him with a great iron heal them as soon as they are struck down.
sword. At the first stroke Prander's ribs were broken and his
heart crushed, and he cried out greatly. At the second stroke his Death and Resurrection
bowels were shewn to the wives of his victims as they watched, I've gotten killed once. Mikkle and Brups had caught up with
and they gave him no solace as he cried out again in great pain. me on the Street of the Olive Crushers in Ovirucci. I was hold­
At the third stroke his ribs were rent again, and he howled him ing them off OK, but then this hired Khtsoyis guy - Gonometz -
most deeply, and then he died. teleports over my head and starts pounding away. Ouch. The
The execution of Daviniax was much more of a trouble and a city guards came running, but Brups stuck his sword into me and
labor. Vorpothki tied her to Nox Mortien, and struck with the Mikkle set me on fire before he ran away. The guard decided to
great iron sword. And Vorpothki was in no way weaker or gen­ heal me right then instead of chasing Mikkle, which I really
tler with Daviniax than with her master. But Daviniax was a appreciate or else I wouldn't be telling this story.
mighty warrior even as the Gormoror count these things, so that I met Gonometz in the Blue Glass Balls two days later. Good
when her heart was crushed and her bowels were spilt and her guy. I hired him myself.
ribs were rent again, she groaned no single groan, nor was she That doesn't count the times that I've been saved by bound
close to death. And Vorpothki hewed at her the way a woods­ healing spells. That's a dozen or two. I didn't keep track.
man hews at a tree. And she stood and cried out no more than a -- Sanssasplash the Slippery, Orren adventurer
tree would have cried out, even as her head was broken with the W i t h g r i e v o u s injuries, t h e spirit c a n n o t hold; t h e three parts o f
force of the hewing. And only on the tenth stroke did she sink the creature separate, a n d the creature dies. After death, the
against her bonds and die. And Vorpothki was greatly fatigued, m i n d flops a r o u n d like a n intangible jellyfish. Isolated minds
and leaned upon his iron sword as on a staff, and honored her are even m o r e helpless than isolated spirits; they don't h a v e a n y
strength with the saying that he had never before needed even will, so they wouldn't u s e abilities even if they h a d t h e m .
eight strokes to kill a prisoner before, even in the bloody month Eventually, over a period of months, the mind collapses upon
of the three purges. itself a n d then slowly disintegrates.
— Albomanthy Rutter, The Bandits of Quatterly T h e spirit h a s a s o m e w h a t better fate after death. T h e spirit
A c r e a t u r e s t a y s a l i v e a s l o n g a s its spirit is c l o s e l y c o n n e c t e d w a n t s to reattach itself to t h e b o d y a n d mind. It o p e r a t e s w i t h
to its b o d y a n d m i n d . Ordinarily, the strength of the connection w i l l b u t n o i n t e l l e c t ; it r e l i e s o n i n s t i n c t s s u p p l i e d b y t h e c r e ­
is p r o p o r t i o n a l t o t h e s i z e o f t h e b o d y : a s m a l l b o d y h o l d s l i k e a ators. It flutters a r o u n d t h e b o d y , t r y i n g t o g e t b a c k i n b y force
small piece o f tape, a large o n e holds like a large piece. Spirits of will, w h i c h doesn't work. A f t e r a f e w m i n u t e s , it g i v e s u p ,
have trouble holding o n to damaged bodies; death occurs w h e n a n d w a n d e r s b a c k d e s p o n d e n t t o t h e c r e a t o r g o d w h o m a d e its
the spirit c a n n o l o n g e r h o l d o n at all. s p e c i e s , w h o m it r e g a r d s a s a p a r e n t a n d c o m f o r t e r . T h e r e it
Practice helps m o s t skills. A s a spirit gets practice h o l d i n g o n w a i t s for a w h i l e i n t h e W o r l d Tree's m e a g e r v e r s i o n o f a n after­
1 6

t o a n i n j u r e d b o d y , it g e t s b e t t e r a t h o l d i n g o n t o t h e b o d y . So, life. E v e n t u a l l y , t h e c r e a t o r d e i t y w i l l r e c y c l e it, r e i n c a r n a t i n g


experienced warriors w h o h a v e b e e n injured repeatedly are very it a s t h e s p i r i t f o r a n e w b o d y .
h a r d to kill; their spirits a r e experts at h o l d i n g o n to their b o d ­
ies. T h e y l a u g h at w o u n d s w h i c h w o u l d kill less experienced Accanax s afterlife is open to scrying; it is simply a large but unadorned pocket universe
people. Repeatedly-flogged criminals a n d patients w h o have with a sparse population of sleeping spirits. One wizard bodily visited Virid's afterlife,
which she described as "a peapod, whorled and convoluted; an incandescent splendor of
undergone many surgeries are similarly tough. Sometimes
spirits sleeping in piles in each twist and convuncule."
This doesn't m a k e m u c h difference to m o s t people. S o m e chil­ d r a g s o n l o n g e r t h a n it d o e s t e r r e s t r i a l l y ; i t ' s m o r e o r l e s s o v e r at
dren h a v e lived before, s o m e h a v e not. O n l y a great wizard thirty World Tree.
could tell w h i c h are w h i c h , m u c h less d o a n y t h i n g w i t h the M o s t World Tree species live about a h u n d r e d W o r l d Tree
knowledge. Very few people h a v e any m e m o r i e s or connection years, giving them lifespans comparable to h u m a n s . T h e elderly
w i t h t h e i r p r i o r l i v e s , a s t h e i r m i n d s w e r e left b e h i n d . The usually die o f "natural causes": s o m e vital organ of b o d y or spir­
k n o w l e d g e is p e r h a p s a little c o m f o r t i n g to p e o p l e w h o face it g i v i n g o u t , a s p i r i t ' s y e a r n i n g f o r r e s t , a n u n d e n i a b l e r e q u e s t
death, b u t not very. T h e r e are occasional cults or w i z a r d s w h o by the creator god. S o m e s p e c i e s a g e a little differently: Sleeth
c l a i m t o g i v e p e o p l e m o r e f a v o r a b l e t r e a t m e n t in t h e n e x t life, or a r e a d o l e s c e n t at a g e ten, but live about ten years less than the
to k e e p m i n d a n d spirit together. others; Rassimel a n d G o r m o r o r tend live about twenty years
H e a l i n g a l o n g - d e a d b o d y m a k e s it s u i t a b l e f o r t h e s p i r i t a g a i n , longer than the others.
t h o u g h n o t alive. A spell c a n h e l p the spirit a n d m i n d regain N o n e of this applies to Zi Ri, w h o are adolescent at a g e ten or
their h o l d o n t h e b o d y , a n d t h u s b r i n g t h e p e r s o n b a c k to life. A eleven, finished w i t h a d o l e s c e n c e after a t e m p e s t u o u s year, a n d
g o o d h e a l e r c a n d o t h i s r e l i a b l y w h i l e t h e spirit is still f l u t t e r i n g d o n o t a g e after that. T h e r e are at least a d o z e n o f t h e first-gen­
a r o u n d trying to get b a c k into the body. A powerful wizard can eration Zi Ri alive.
a t t e m p t it w h e n t h e s p i r i t i s i n t h e a f t e r l i f e : d r a g g i n g t h e s p i r i t M a g i c can c h a n g e this natural order of events. Major wizards
b a c k , r e m i n d i n g it s o m e h o w w h i c h b o d y it u s e d t o l i v e i n , c r a m ­ m a y use longevity and rejuvenation spells to prolong the their
m i n g it b a c k in. There might be a few dozen wizards capable lives. T h e y are a m o n g the hardest spells around: they require
a n d a r r o g a n t e n o u g h t o a t t e m p t this^ i f t h e y s u c c e e d h a l f t h e t i m e m a n y m a g i c a l arts and a great deal of power. E v e n then, they
they are doing well. W h e n t h e y fail, t h e y fail spectacularly: w o r k better on the caster herself than on her friends.
r e i n c a r n a t i n g a k i n g w i t h his o w n m i n d b u t the spirit of a m u s h ­
room. DISEASE
"We suffer terribly, Vehriman!" cried the cyarr, ambassador to
W h e n the s p i r i t h a s b e e n r e i n c a r n a t e d , r e s u r r e c t i o n i s n e a r l y
the primes. "The bones of our warriors become soft as taffy, the
impossible: the wizard must find where on the whole World
bones of our children stretch like bamboo, our matriarchs writhe
T r e e the spirit has b e e n reincarnated, kill the n e w body, grab the
in convulsions. Sorrow and fear walk the streets of
s p i r i t , a n d s t u f f it i n t o t h e o l d b o d y . T h e d i s c o r p o r a t e m i n d m u s t
Cyanthaxela, hand in bloody hand!"
b e r e c o n s t r u c t e d a n d a t t a c h e d t o it t o o , w h i c h i s n o e a s i e r . This
feat h a s actually b e e n d o n e o n c e , eight h u n d r e d y e a r s a g o . It "I think I understand, Sir Pyangtyan. My sister had a fever
w a s not worth the price. once. She was hallucinating for a day and a half, 'til we figured
out what was going on and got a healer."
M e n t a d o r and Spiridor spells c a n b e u s e d to attach the m i n d to
— Otilka Massad, The War With The Cvarr
the spirit a n d h o p e to be r e i n c a r n a t e d with m e m o r y intact. In
T h e World Tree has only a modest collection of diseases.
t h e o r y , it s h o u l d w o r k p r o p e r l y . T h e r e a r e n o r e c o r d s o f it w o r k ­
Most of the gods didn't think they were worth creating.
ing, though - but there are occasional infants b o m with vast
Mircannis, perhaps as an exercise, invented four contagious dis­
m a g i c a l p o w e r and a n infant's usual c o m m o n sense and calm
e a s e s for p r i m e s : o n e e a c h for O r r e n , R a s s i m e l , H e r e t h r o y , a n d
rational personality. N o such chilthen h a v e b e e n k n o w n to sur­
C a n i . T h e d i s e a s e s a r e in M i r c a n n i s ' u s u a l g e n t l e s t y l e : t h e v i c ­
vive to age three, and their families lose a few other m e m b e r s as
t i m s a r e u n a c c o u n t a b l y s l e e p y for a w e e k , t h e n fall i n t o a d e e p
well.
sleep and elegantly waste a w a y in about t w o w e e k s . Though
those diseases are fatal unless healed, well-known magic
BIRTH, AGING, AND DEATH
(Healoc Corpador 20) can cure them completely with no chance
C h i l t h e n n e e d spirits to be alive, spirits attached to their b o d ­
o f failure. Only rarely does anyone die of them.
ies b y a n act of the species' creator god. Chilthen are generally
b o m or h a t c h e d alive; they get spirits s o m e t i m e in the last m o n t h Gnarn and Accanax amused each other making a hypochon­
so before birth. Sleeth are the m a i n prime exception, getting driac's n i g h t m a r e o f awful diseases for a n i m a l s a n d n o n - p r i m e s ,
spirits at birth; p e r h a p s t h e y w o u l d scratch their m o t h e r too b u t n o n e for p r i m e s . T h e red g n o w l e s t a k e s t w o h o u r s t o g o f r o m
b a d l y from inside if they got spirits sooner. a slightly itchy throat to vast suppurating lesions, and another
O v e r the next few years, chilthen l e a m and grow. All 7+12 w e e k b e f o r e u n c o n s c i o u s n e s s a n d d e a t h . T h e t h e w k s m a k e s the
major g o d s visit t h e m , quick sharp insubstantial i m p e r s o n a l vis­ victim's bones flexible and elongated, and causes convulsion
its, t o u c h i n g t h e c h i l t h e n ' s s p i r i t s , g i v i n g t h e c h i l d r e n t h e c o n ­ w h i c h e v e n t u a l l y tie the v i c t i m into k n o t s . O t h e r s are less p l e a s ­
n e c t i o n s w h i c h let t h e m u s e t h e m a g i c a l arts. The connections ant. S c a w n and other m i n o r m o n s t e r s frequently c o m e to cities
s t a r t o u t f a i r l y t e n u o u s ; e v e n s o , b y a g e five o r s i x , c h i l t h e n c a n b e g g i n g for h e l p a g a i n s t o u t b r e a k s o f t h e d i s e a s e s .
use magic. Bright children discover spontaneous magic by There are a collection of maladies, lesser and greater, w h i c h
t h e m s e l v e s , and a l l c h i l d r e n p i c k it u p q u i c k l y from t h e i r f r i e n d s afflict all t h e s p e c i e s (prime or not) m o r e or less equally.
or family. R a n d o m loose flecks of C o r p a d o r m a g i c s o m e t i m e s b r e a k off o f
C h i l d m o r t a l i t y is high. Some 1 5 % of prime children die s p e l l s a n d g o d r i f t i n g a r o u n d ; i f y o u t o u c h o n e , it w i l l a t t a c h
before the age o f ten, and another 5 % die b y age twenty. M a g i c i t s e l f t o y o u a n d m a k e y o u ill. S u c h t h i n g s a r e u s u a l l y a s b a d a s
i s the m a i n s i n g l e c a u s e o f c h i l d d e a t h : t h e c h i l d ' s o w n s p e l l s w a r t s or colds terrestrially. T h e y h a v e a great variety o f effects,
g o i n g d a n g e r o u s l y awry, or spells cast b y other children with from fur-loss, h e a d a c h e , or n a u s e a to rapid g r o w t h o f claws (an
fatal c o n s e q u e n c e s . R e c e n t l y , child m o r t a l i t y in rich families i n c h o r m o r e in a d a y ) , s i c k l y f l i c k e r i n g l i g h t s w i t h i n t h e e y e ­
has started to decrease as parents b u y b o u n d healing or protec­ balls, or the creation o f ants w i t h i n the ears. T h e y last s o m e d l 2
tion spells for their chilthen. d a y s , g i v i n g y o u T r o u b l e d 8 a n d m a k i n g y o u feel a w f u l . Curing
t h e m requires H e a l o c C o r p a d o r spells of complexity 15-30,
C h i l t h e n m a t u r e in a b o u t t h e s a m e a m o u n t o f t i m e they d o ter­
a n d / o r n o n m a g i c a l M e d i c i n e skill. W h e n healing spells w o r k
restrially: a d o l e s c e n c e starts at a g e eighteen or so. Adolescence
(even assisted b y medicines), they are almost instant. W h e n the There are spells, Sustenoc Corpador o r Mentador, which slow
spells a r e n o t available, t h e d o c t o r m a y u s e m e d i c i n e s alone: o r s t o p the b a d e f f e c t s o f a g i n g . T h e s i m p l e s t is P r e s e r v e t h e
W i t s + M e d i c i n e + s u i t a b l e p h a r m a c o p o e i a m o d i f i e r + s 2 0 >= K e e n n e s s o f the A g i n g N o s e ( S u C o 2 5 ) , w h i c h m u s t b e cast
(5xTrouble) to reduce the Trouble b y d 6 (at o n e point p e r hour). e v e r y m o r n i n g at d a w n for t h e entire d l 0 y e a r p e r i o d ( o r t h e y e a r
starting at t h e 4 9 t h b i r t h d a y ) ; if t h e r e g i m e n is f o l l o w e d p r o p e r ­
N A T U R A L LIFE A N D D E A T H ly, t h e r e i s n o c h a n c e o f l o s i n g P e r c e p t i o n . T h e s p e l l S t r e n g t h o f
"It's g o t t a h a p p e n s o r d e t i m e . " the Ancient Wizard ( S u C o M e 40), used in the same daily reg­
- Twage Peersmackett, Khtsoyis philosopher and warrior i m e n , prevents all a g i n g rolls - beneficial as well as harmful.
Those w h o can, prefer to m a k e these as magic items. Anti-aging
Recovery from Wounds spells w h i c h c a n b e cast o n o t h e r p e o p l e a r e quite difficult, a s a r e
M o s t p e o p l e r e c o v e r from w o u n d s i n t i m e . A n i n j u r e d p e r s o n devices which can work on more than one person. Also,
is a l l o w e d t o r o l l P a t i e n t ' s S t a m i n a + D o c t o r ' s M e d i c i n e + s 2 0 >= longevity spells cannot b e b o a n d effectively.
15 e a c h d a y a t d a w n . If t h e roll is successful, t h e patient r e c o v ­ N o t e that a g i n g a l o n e is n o t fatal, a n d c a n b e beneficial.
ers d 3 life p o i n t s . Khtsoyis d o not recover naturally from
wounds.
Most people a u g m e n t their natural healing with healing spells:
Heal O n c e , w h i c h heals a r e s p e c t a b l e a m o u n t a n d c a n b e cast
once p e r patient per day, and/or Healing Sleep which heals
somewhat m o r e d a m a g e overnight a n d c a n be used in conjunc­
tion w i t h H e a l O n c e .

Recovery from Injuries


You never quite forget the day that the duke cuts your hand off.
Even if you would kind of like to.
-- Sir Bloodslash, Herethroy knight
Injuries, b r o k e n b o n e s a n d pierced eyes such, heal v e r y slow­
ly w i t h o u t m a g i c - m o r e s l o w l y t h a n f o r h u m a n s i n m o s t c a s e s .
A b r o k e n b o n e that h a s b e e n set p r o p e r l y r e c o v e r s at o n e point
of T r o u b l e p e r m o n t h . W o u n d s to flesh recover o n e Trouble p e r
two w e e k s . S o m e injuries c a n n o t heal at all o n their o w n , such
as d a m a g e d e y e s .
T h e u s u a l m a g i c a l h e a l i n g spells m u s t b e applied fairly quick­
ly: w i t h i n S t a m i n a + s 6 d a y s . ( O n a b o t c h , t h e y m u s t b e a p p l i e d
immediately). If they a r e n o t u s e d in t i m e , they will n o t w o r k at
all. M o r e a d v a n c e d v e r s i o n s ( t y p i c a l l y 1 0 - 2 0 c o m p l e x i t y h i g h ­
er, a n d r e q u i r i n g s u b s t a n t i a l s k i l l i n M e d i c i n e ) w i l l b e r e q u i r e d .

Aging
M o s t creatures o n the World Tree get w e a k e r a s they get older.
(Zi R i , for o n e s p e c i e s , d o n o t ) . A t a g e 5 0 , a n d e a c h d l O W o r l d
Tree years afterwards, y o u m i g h t lose points o f attributes. Pick
the t w o a t t r i b u t e s y o u a r e u s i n g t h e m o s t . Roll a d20:

Aging
d20 roll Result
1 Roll twice, take both rolls
2 -1 Charisma, and reroll.
3 -1 on a physical attribute, and reroll
4-7 -1 on a physical attribute Natural Death
The gods were kind to Zanarska and Kraniet. Eighty-four
8-10 -1 on a mental attribute
happy years after the events we have herein related, the two
11-19 nothing
lovers simply dropped dead as they walked by the side of Lake
20 +1 on a mental attribute Laicrane, holding hands.
The physical attributes are Strength, Stamina, Dexterity, — Tyh Thubien Mnorryn, The Romance of Zanarska and
Agility, Perception, and Charisma. T h e mental are Faith, Kraniet
Memory, Wits, Will, a n d Charisma. M o s t people w h o don't die in childhood die natural deaths.
You never lose m o r e than o n e point o f a given attribute, n o Nataral death c a n h a p p e n at a n y time, for a variety o f reasons.
matter w h a t t h e d i c e say. ( Y o u m a y lose p o i n t s o f several differ­ S o m e t i m e s y o u w i l l h a v e s o m e w a r n i n g that y o u r life is in d a n ­
ent attributes, b u t o n l y o n e f r o m each.) ger. S o m e t i m e s y o u w i l l n o t . S o m e t i m e s y o u will b e a b l e t o d o
If y o u roll a l o s s i n o n e o f t h e t w o a t t r i b u t e s y o u p i c k e d , y o u s o m e t h i n g a b o u t it. S o m e t i m e s y o u w i l l n o t .
have a 5 0 % chance o f avoiding t h e loss. Zi Ri, o f coarse, don't die natural deaths. Sorcerers of any
species c a n delay or prevent their o w n natural deaths.
T h e first a p p r o a c h o f n a t u r a l d e a t h c o m e s a t W o r l d T r e e a g e is o n l y u n d e r s t a n d a b l e i n h i n d s i g h t . E v e n i f y o u d o u n d e r s t a n d
(5d20 + 50), which c a n range from 55 to 150. Subtract 10 for it, t h e r e ' s n o t h i n g y o u c a n d o , u n l e s s y o u ' r e a l m o s t finished with
Sleeth; a d d 2 0 for R a s s i m e l a n d G o r m o r o r ; a n d ignore this sec­ that immortality e n c h a n t m e n t .
tion c o m p l e t e l y for Z i R i . O r d i n a r i l y this n u m b e r is a secret
from the player.
HORRIBLE DECLINE
The c o m m o n causes of death are: Your b o d y and m i n d slowly collapse. You lose o n e point from
one r a n d o m l y chosen attribute every d 6 days. W h e n o n e reach­
Natural Death es - 1 3 , y o u die. There are ten Sustenoc spells w h i c h prevent
(16 roll Cause of Death loss for each attribute; their complexities r a n g e from 30 to 70,
1 Spirit yearns for creator god a n d they m u s t b e cast b y t h e patient each m o r n i n g a n d evening
2 Organ Failure to b e effective during that day. A few sorcerers have managed

3 Wasting away to survive for decades with this regimen.

4 Just Fall Dead SENILITY OR MADNESS


5 Horrible Decline Your mind goes. You usually don't notice a thing. People
6 Senility or Madness a r o u n d y o u start finding y o u a bit o d d for d l O years, t h e n dis­
tinctly o d d for d l O years, then utterly senile or m a d . (After the
W h e n t h e p r o s p e c t i v e c a u s e is d e t e r m i n e d , t h e g a m e m a s t e r first dlO years, the g a m e m a s t e r takes over.) If y o u are unlucky,
tells t h e p l a y e r w h a t h a p p e n s . T h e player m a y b e able to y o u m i g h t live for decades longer.
r e s p o n d , e i t h e r p o s t p o n i n g t h e c a u s e o r s t o p p i n g it e n t i r e l y . I f it
Sustenoc M e n t a d o r Spiridor spells c a n help here. There's a
is s t o p p e d entirely, roll a n o t h e r " a p p r o a c h o f n a t u r a l d e a t h " a g e ,
c o m p l e x i t y - 4 0 spell that doubles those d l O rolls. Truly impres­
ignoring rolls w h i c h h a v e already passed.
sive Healoc Mentador Spiridor can even bring about recovery.
D e a t h b y natural c a u s e s is v e r y h a r d t o reverse. Spells like
Spirit Tether, d e s i g n e d for death b y violence, are rarely helpful: LONGEVITY AND IMMORTALITY
they m i g h t bring the victim b a c k for a short time, b u t they d o When Duke Dursus came to his hundredth birthday, he came
nothing to the underlying doom. to fear the claws of death at his throat. He sent word to the wiz­
ards of the Hellestew Academy, offering amber and steel and
SPIRIT YEARNING graces. But immortality for a duke could not be bought at
Y o u r spirit w i l l g e t b o r e d o r tired o f y o u r c u r r e n t life, o r s i m ­ Hellestew, not even for the wealth of a city, for there was none
p l y e a g e r t o s e e the c r e a t o r a g a i n , a n d w i s h t o r e t u r n t o t h e c r e ­ to be sold.
a t o r g o d . Y o u w i l l f e e l this w a y f o r s o m e s 2 0 x ( s 2 0 + W i l l ) days, He armed heroes and sent them to seek the gods. Kvarse his
and then die: usually a peaceful death in sleep; sometimes a patron turned her face from him, sending him words of comfort
clean suicide. T h e r e ' s n o t m u c h y o u c a n d o a b o u t it, s i n c e y o u which consoled him not. Awful "Here" sent him laughter which
really d o w a n t t o return t o y o u r creator. There are m a n y things curdled his dreams. Cryptic Iraz Halix sent him an obsidian
that y o u c a n try, b u t t h e actuarial statistics are n o t encouraging: mirror in which he saw himself with many other faces, which a
s o m e 4 0 % o f a p p r o a c h e s a d d a f e w m o r e m o n t h s o f life; a n d wandering prophet revealed to be himself in his past and future
only 1 0 % succeed in driving off the yearning. lives.
At length the ancient wizard Llezcaryg came to him in a
ORGAN FAILURE
seashell chariot drawn by geese mantled in fire. We do not know
S o m e important part o f your b o d y slows or stops. Y o u suffer
the price; but when Dursus heard it stated, his fur lost all color
s6 attacks, w h i c h are dlOO d a y s apart. T h e last o f t h e attacks is
and became as clear as glass.
fatal. H e a l i n g m a g i c o r m e d i c i n e c a n h e l p , t h o u g h t h e spells a r e
[... ]
very specific (Heal the Failing Cani L u n g ) a n d have complexity
At length the talisman was done, and Duke Dursus began the
around 4 0 . They typically have a ((P+Medicine)/2)% chance of
second quarter of his life.
curing the problem completely; (P+Medicine)% chance of
— Moika oa Kantele. The Life of Duke Dursus
adding ((P+Medicine)xsl2) {no botch dice} days to the time
T h e r e is n o t h i n g w r o n g o r u n n a t u r a l w i t h i m m o r t a l i t y ; it's sim­
between attacks; and ( P + M e d i c i n e ) % chance of adding s6 more
ply hard to achieve.
n o n f a t a l a t t a c k s . [ R o l l a l l t h r e e c h a n c e s , t a k e all w h i c h apply;
It's b e s t not to wait until you're about to die. Sustenoc
record the n u m b e r s rolled. Multiple casts m a x - keeping the
C o r p a d o r 2 5 s p e l l s c a n g r a b y o u a f e w ( P / 3 ) m o r e y e a r s o f life,
s a m e percentile rolls. If t h e doctor a l m o s t m a n a g e d to cure y o u ,
if cast in a d v a n c e . M u l t i p l e c a s t i n g s a r e little b e t t e r t h a n o n e .
she can try again.]
Better spells a n d rituals w o r k better. E n c h a n t e r s c a n m a k e talis­
mans of immortality: a Sustenoc Ruloc Healoc Corpador
WASTING AWAY
S p i r i d o r M e n t a d o r effect, o f c o m p l e x i t y 4 0 for a t a l i s m a n that
You get increasingly feeble until y o u die. E a c h year, y o u lose
can only b e used b y the enchanter, or 8 0 for o n e that c a n b e used
d 4 l e v e l s from y o u r L i f e B a s e . W h e n y o u are d o w n to zero or
by one particular other person. R e m o v i n g a talisman o f immor­
negative Life Base, y o u are dead. Strong Sustenoc Corpador
tality e v e n for a n instant c a n b e fatal.
m a g i c ( c o m p l e x i t y 5 0 , p o w e r >= y o u r c u r r e n t a g e ) c a n p r e v e n t
the loss in a given year. U n f o r t u n a t e l y , i m m o r t a l i t y a n d l o n g e v i t y m a g i c s d o n o t h i n g to
stop aging, s o you'll need to d o that as well.
JUST FALL DEAD
Y o u j u s t fall o v e r d e a d f o r n o o b v i o u s r e a s o n . Perhaps your
creator g o d wanted y o u back. There is a 5 0 % chance that y o u
get s o m e kind o f o m e n s 2 0 days in advance. Usually the omen
There's more than one way to roast a fish. Of course, one's r i t u a l m a g i c t h a t f e w p r i m e s c a n a c h i e v e . T h e rules r e f l e c t t h i s .
the easy obvious one. Creoc Pyrador - fre - fish - lunch. But Master the basic forms of pattern and spontaneous magic, and
suppose you don't want to make any smoke for your greedy sis­ perhaps learn e n o u g h about b o u n d m a g i c to b u y a few b o u n d
ter to see? Suppose you're a great Mutoc mage but a little bit spells, a n d you're right there w i t h 8 0 % o f all p r i m e s . The
shaky with the Creoc? Suppose I ask that on an exam and you remaining 2 0 % are professional mages, w h o sometimes need to
think it's a trick question? Supppse, gods forbid, that your fish achieve high-power spellcasts or invent a complicated special-
is fireproof? Magic Theory can tell you how to do things when purpose bit o f healing magic or enchant a cloak to shed lightning
the easy obvious way doesn't work. I, personally, can think of l i k e it d o e s w a t e r ; s u c h c h a r a c t e r s w i l l n e e d t h e f u l l c o m p l e x i t y
thirty-seven ways of doing it, and only about half of them are and p o w e r of the magic rules.
dead stupid.
— Professor Zacharias "Slippery Zack" Zartanopolis, Sovance FUNDAMENTALS
Magic Academy
Arts
M a g i c i s the c o r n e r s t o n e o f p r i m e c i v i l i z a t i o n , the w a y t h a t M a g i c o n t h e W o r l d T r e e c o m e s i n 7 + 1 2 f l a v o r s : t h e Arts. T h e
s c i e n c e is t h e c o r n e r s t o n e o f 2 1 s t c e n t u r y t e r r e s t r i a l c i v i l i z a t i o n . s e v e n a r e t h e Verbs, t h e t w e l v e a r e t h e Nouns. V e r b s tell w h a t
Magic, mingled completely with prime labor a n d technology the spell does, creating o r destroying o r changing. Nouns
a n d e v e r y t h i n g e l s e t h a t w o r k s , p l o w s t h e fields, p r o t e c t s c i t i e s describe what the spell w o r k s on, plants o r m i n d s o r illusions or
from m o n s t e r s , a s s i s t s i n a r t a n d c o o k i n g a n d w o r k a n d p l a y . m a g i c itself. E a c h s p e l l h a s at l e a s t o n e V e r b a n d a t l e a s t o n e
Noun; m a n y have several of each.
T h e W o r l d T r e e n a m e s o f t h e A r t s a r e m o d i f i e d g o d n a m e s : the
a r t o f c r e a t i o n i s " V i r i d o c " , t h a t o f w a t e r a n d l i q u i d is
" H a r n i p s u n d o r " . T h i s is u n w i e l d y i n play. T h e A r t s h a v e no
exact translations in English. W e translate to w o r d s w h i c h keep
the flavor of the original b u t should b e recognizable.
Creoc ( C r ) C r e a t i n g t h i n g s . U s u a l l y created objects a r e tran­
s i e n t , v a n i s h i n g i n h o u r s o r d a y s u n l e s s t h e a r t o f S u s t e n o c is
also used.
Destroc ( D e ) D e s t r u c t i o n ; directly injuring, b r e a k i n g , carving,
or cutting things.
Healoc (HI) H e a l i n g , repairing, fixing, a n d restoring to prior,
original, a n d natural states. T h e best w a y to u n d o m o s t spells.
Kennoc ( K e ) U n d e r s t a n d i n g a n d detecting things. Slightly
unreliable: K e n n o c gives the wrong answer about 5 % o f the
time.
M u t o c ( M u ) C h a n g i n g t h i n g s : c h a n g i n g s u b s t a n c e ( p e r s o n to
stone), or nature (person to animal) or shape (sculpting a tree);
expansion and diminution.
Ruloc (Ru) Control, especially making things m o v e around
and manipulating them.
Sustenoc (Su) Maintaining and preserving. Used to make
spells last longer, o r b e p e r m a n e n t , a s w e l l a s t o m a k e m a t e r i a l s
more enduring.
A i r a d o r ( A i ) A i r , s o u n d , s c e n t , g a s s e s , a n d w e a t h e r and
w e a t h e r p h e n o m e n a - including lightning a n d its smaller sib­
lings.
A q u a d o r ( A q ) W a t e r in all its f o r m s , a n d liquids o f all k i n d s .
W i t h t h i s m u c h m a g i c i n t h e w o r l d , t h e r e is a g r e a t d e a l o f Corpador ( C o ) F l e s h , b o d i e s , b o n e , leather, w o o l , ivory, wax,
v a r i e t y i n u s i n g it, from t h e s i m p l e s t f o r m s t h a t e v e r y p r i m e u s e s etc.. A very important Art.
for m u n d a n e purposes t o t h e grand extremes o f enchantment and D u r u d o r ( D u ) H a r d t h i n g s : s t o n e a n d m e t a l , p l u s c l a y and
sand, p o t t e r y a n d glass. C l a y a n d s a n d a r e r e a s o n a b l y e a s y t o t h e fire h a r m l e s s , s h r i n k i n g o r c o o l i n g it, w i t h M u t o c Pyrador.
manipulate, though n o t as easy as the plant or animal materials. Y o u c o u l d t r y t o g r a b t h e fire and t o s s it a t t h e l o u t w h o cast it
Stone a n d m e t a l are difficult to w o r k with. at y o u with R u l o c P y r a d o r . H o w w e l l a n y o f t h e s e works
Herbador ( H r ) Plants a n d plant material: w o o d , paper, amber, d e p e n d s o n m a n y t h i n g s , i n c l u d i n g t h e s t r e n g t h o f the magics
plant-fiber cloth. It a l s o i n c l u d e s soil. A v e r y i m p o r t a n t a r t o n a i n v o l v e d a n d p u r e l u c k ; b u t a n y o f them h a s a c h a n c e o f saving
world m a d e o f w o o d . your hide.
Illusidor (II) I m a g e s , illusions, scrying, light, s o u n d , scent,
and o t h e r s e n s a t i o n s . C o n s i d e r e d s o m e w h a t d i s r e p u t a b l e . Spell Complexity and Power
L o c a d o r (Lo) Place: covers teleportation, pocket universes, "If Promanxy gets here soon, he'll take control of your hand
some scrying, a n d other exotica. U s e d to m a k e spells long- for a second. You'd toss your sword off the edge of the world
range. C o n s i d e r e d h a u g h t y a n d a c a d e m i c . There are few easy there, and then your position gets a whole lot worse. If he does­
Locador spells. n't, well, I don't have his skill, but I have enough cley left to
Magiador ( M a ) M a g i c : counterspells, defenses against m a g i c ,
hammer you to a puddle of crushed bones. Which is to say, your
position is a l r e a d y a whole lot worse."
wards, detecting a n d analyzing magics.
Mentador ( M e ) M i n d s , m e m o r i e s , thoughts. Generally con­ — Strabmiraz the Adventurer, trying to intimidate the kidnap­
sidered evil b y primes. per Ghornasus.
Pyrador ( P y ) F i r e , light, heat, cold. It h a s m a n y u s e s , m o s t l y S p e l l - c a s t i n g s are m e a s a r e d b y t w o n u m b e r s : C o m p l e x i t y a n d
violent. T h e m o s t d e s t r u c t i v e N o u n . P o w e r . C o m p l e x i t y d e s c r i b e s h o w tricky t h e s p e l l is. P o w e r
d e s c r i b e s the f o r c e b e h i n d t h e s p e l l . A s p e l l t h a t w o r k e d l i k e a
Spiridor ( S p ) Spirits: g h o s t s , e l e m e n t a l s , d e m o n s , g o d s , intel­
battering r a m would need high power, but would b e simple. A
ligent s p e l l s . C o n s i d e r e d a c a d e m i c ; t h e r e a r e f e w e a s y S p i r i d o r
spell that w o r k e d like a l o c k p i c k w o u l d h a v e h i g h complexity,
spells.
but wouldn't need m u c h power. Either one can help y o u pass a
Tempador (Te) T i m e : c o v e r s haste a n d slow, e x a m i n i n g the
l o c k e d door. P o w e r is a b b r e v i a t e d " P " in spell descriptions. A n
p a s t , t i m e travel ( w h i c h i s q u i t e r a r e ) , a n d o t h e r e x o t i c a .
amateur m a g e will reliably get P o w e r s o f 10-30; a professional
Considered academic; there are few easy T e m p a d o r spells.
will get 30-50 in h e r areas o f expertise.
T h e arts try to b e as b r o a d as possible. A q u a d o r covers liquid
and w a t e r , A i r a d o r c o v e r s a i r a n d a i r p h e n o m e n a , a n d D u r u d o r C o m p l e x i t y is a p r o p e r t y o f spells b e f o r e casting: Fire F l o w e r
c o v e r s m e t a l . M e r c u r y i s a l i q u i d m e t a l ; it f a l l s u n d e r b o t h is a s i m p l e s p e l l , c o m p l e x i t y 5 , n o m a t t e r w h o ' s c a s t i n g it o r
A q u a d o r a n d D u r u d o r . M i s t a n d rain a r e air p h e n o m e n a inti­ w h a t p o w e r t h e casting h a s . C o m p l e x i t y - 5 spells (often called
m a t e l y i n v o l v i n g w a t e r ; t h e y fall u n d e r b o t h A i r a d o r a n d cantrips) are simple enough for most people to u s e ; they d o a
Aquador. A rain o f mercury (a very hard thing to accomplish) single s i m p l e thing. C o m p l e x i t y - 1 0 is getting professional. A
w o u l d fall u n d e r a l l t h r e e a r t s . H o w e v e r , it i s e a s i e r t o d o s o m e ­ good starting m a g e adventurer will have o n e or t w o complexity-
t h i n g b y i n v o l v i n g a l l t h e r e l e v a n t A r t s : it i s e a s i e r t o m a k e a r a i n 2 0 s p e l l s . C o m p l e x i t i e s are a l w a y s m u l t i p l e s o f 5 . T h e m o r e
with b o t h A i r a d o r a n d A q u a d o r t h a n w i t h j u s t o n e , a n d far e a s i ­ e l a b o r a t e o r t r i c k y o r c o n t r a r y t o t h e w i l l o f the r e l e v a n t g o d s a n
er t o m a k e a r a i n o f m e r c u r y w i t h a l l t h r e e N o u n s t h a n o n l y o n e . effect is, t h e m o r e c o m p l e x t h e spell for it. C o m p l e x i t y is a b b r e ­
viated "cplx" .
T h e p o w e r o f a spell g e n e r a l l y d e p e n d s o n t h e skill o f its cast­
er: a F i r e F l o w e r spell c a s t b y a n o v i c e a t C r e o c P y r a d o r w o n ' t
d o a s m u c h d a m a g e a s t h e s a m e s p e l l c a s t b y a fire w i z a r d .
P o w e r c a n influence h o w l o n g a spell lasts, h o w m u c h w o r k or
d a m a g e it d o e s , h o w e f f e c t i v e l y it g e t s t h r o u g h its v i c t i m s '
M a g i c Resistance, a n d s o o n . A typical a m a t e u r will cast spells
at P o w e r a r o u n d 10-30. A professional m a g e s h o u l d get P o w e r
in t h e r a n g e 2 0 - 4 0 o r m o r e - a n d will h a v e options for increas­
ing the P o w e r at s o m e cost. A g o o d adventurer m a g e will prob­
ably have 30-50 for h e r best spells.

Cley
None sing hymns to cley, but oh! to be without it.
Conversely, there are usually m a n y ways to d o something.
— Mage's saying
Suppose that y o u ' v e just h a d a Fire F l o w e r spell cast o n y o u ;
Cley are t h e currency o f m a g i c . T h e ordinary w a y to cast a
y o u ' r e s m o l d e r i n g a n d s m o k i n g , a n d s o o n y o u w i l l b e o n fire.
spell requires the caster to spend o n e cley - regardless o f either
You c o u l d p r o t e c t y o u r s e l f i n a n u m b e r o f w a y s . T h e m o s t o b v i ­
Power or Complexity.
o u s i s t o t r y t o d e s t r o y t h e fire i t s e l f : D e s t r o c P y r a d o r . Y o u
A c l e y is a p s y c h i c , n o n - p h y s i c a l o b j e c t , p e r c e p t i b l e t o its
c o u l d a l s o a t t a c k t h e s p e l l t h a t i s m a k i n g t h e fire, w i t h D e s t r o c
owner's m a g i c sense as a k e y ending in a spray of possibilities.
M a g i a d o r . Y o u c o u l d d r o w n t h e fire w i t h a C r e o c A q u a d o r s p e l l
C l e y are i n d i v i s i b l e : t h e r e i s n o s u c h t h i n g a s h a l f a c l e y . E a c h
- or y o u could j u m p into a pond, o r (with a R u l o c A q u a d o r spell)
p e r s o n gets a m o d e s t s u p p l y o f cley e a c h day, typically at d a w n ,
m a k e it j u m p o n t o y o u . I f t h e r e ' s a c u p o f w a t e r r a t h e r t h a n a
a n d t h e r e are t e c h n i q u e s a v a i l a b l e f o r g e t t i n g m o r e a t n e e d .
pond, y o u c o u l d u s e M u t o c A q u a d o r s p e l l t o e n l a r g e it. Y o u
could m a k e a w i n d with C r e o c Airador or R u l o c Airador a n d try
DAILY C L L Y
to b l o w the fire o u t . Y o u c o u l d c r e a t e a t h i c k b l a n k e t t o s m o t h e r
Here at dawn, gone by noontime, that's the way of the
it, C r e o c H e r b a d o r f o r c o t t o n o r C r e o c C o r p a d o r f o r w o o l ; o r u s e
spellthrift's cley.
a Ruloc spell to u s e a n existing blanket. Y o u could try to m a k e
IIere at dawn, all still here at next-dawn, that's the way of the a few more cley up for just one more spell to sell. That's what
spellmiser's cley. you get, being the most responsible Orren in the family.
— Dubu Whingie, A Roll-Call of Fools — Troutfast, Orren spellbinder
Y o u start each d a y w i t h a total o f Faith + C l e y B a s e + d 6 cley. T h e c o m m o n w a y t o r e c o v e r c l e y i n m i d - d a y is b y s p e n d i n g
Y o u r e c o v e r y o u r c l e y a t a fixed t i m e e a c h d a y : first a n i n s t a n t fifteen minutes o f quiet meditation a n d prayer. T h e first cley
of w e a k n e s s a s t h e leftovers o f y o u r previous day's cley flow o u t r e c o v e r e d in a d a y is r e a s o n a b l y e a s y ; b u t t h e y g e t harder. A
of you, a n d then a quick rush o f p o w e r as today's flows in. This M e d i t a t i o n + F a i t h + s 2 0 >= 2 0 + 2 N o r b e t t e r r e s t o r e s a s i n g l e c l e y ,
d o e s r e - r o l l y o u r c l e y s u p p l y ; i n g e n e r a l , y o u w i n d u p w i t h a dif­ w h e r e N is t h e n u m b e r o f p o i n t s y o u h a v e r e g a i n e d today.
ferent n u m b e r o f cley o n successive days. M o s t p e o p l e r e c o v e r G e t t i n g b a c k t h e first c l e y r e q u i r e s a r o l l o f 2 0 + , t h e s e c o n d
c l e y a t d a w n o r n o o n ; m o r e n o c t u r n a l p e o p l e r e c o v e r it a t n i g h t ­ requires 2 2 + , the third 2 4 + , a n d so on. Failed Meditation rolls
f a l l , a n d m a n y m o n s t e r s a n d e v i l p e o p l e r e c o v e r it a t m i d n i g h t . don't increase the threshold, but d o waste time. A botch means
that y o u cannot get m o r e cley b y meditating that day.
TRANSFERRING CLEV
You're expecting a fight at nightfall, and want all the cley
"Vumachs Cardrance divorced Zalaun Cardrance, mother of
you can get. Spend an hour meditating. Roll Faith +
both his sons, for the reason that she gave a great many cley to
Meditation + s20 once for every 15 minutes you meditate.
the sorcerer Gurze for the warding of the Cardrance's house
The first roll is 14, which gives nothing. The second is 21
against fire. Zalaun, Cardrance no more, returned to her par­
(which is > 20), giving you a cley. The third roll is 21 (less
ents' mansion in Barency, tail drooping in shame. We trust
than 22 - the threshold went up by 2 when you got your first
Vumachs will marry a decent pefson next time."
cley), giving nothing. The fourth roll is 27 (which is > 22),
— from The Daily Banner, a Treverre broadsheet newspaper
giving you a second cley.
You m a y give s o m e o n e else cley. T h e transfer requires close
physical contact. A n embrace a n d a kiss are traditional and most You m a y meditate to gain clay in excess o f y o u r day's supply.
effective; the gods evidently designed the process as a gift M a n y mages spend an hour or t w o meditating each morning,
between close friends. Adventuring companions are embar­ especially o n d a y s w h e n t h e y h a v e a p o o r supply o f cley.
r a s s e d t o s h a r e c l e y ; a s k i n g f o r it o r offering is t a n t a m o u n t t o
m a k i n g a rather crude p a s s . P e o p l e w h o sell cley a r e r e g a r d e d as
p r o s t i t u t e s a r e terrestrially: it's d i s r e p u t a b l e a n d s o m e w h a t d i s ­
gusting.
E a c h four cley y o u spend gives your partner d 3 , a n d takes
about a m i n u t e t o transfer. F o r each set o f cley transferred, roll
a botch die. Typical accidents involve accidental spellcasting, or
the recipient getting a cramp preventing her from receiving any
m o r e cley that day.

OVERSPENDING C L E V
I f y o u h a v e n o c l e y left, y o u c a n n o t d o a n y t h i n g t h a t r e q u i r e s
c l e y at all a n d t h a t is that. Y o u c a n still u s e k i n d s o f m a g i c t h a t
does not require a n y cley: b o u n d spells, most magic items,
graces, and so on.
Similarly, y o u c a n n o t u s e a n y m a g i c a l t e c h n i q u e that is guar­
a n t e e d t o r e q u i r e m o r e c l e y t h a n y o u h a v e left. For example,
spellbinding requires t w o cley ( o n e to cast the spell, another to
c a g e i t ) , s o y o u c a n n o t d o it i f y o u h a v e o n l y o n e c l e y left.
S p o n t a n e o u s m a g i c u s e s r a n d o m l y v a r i a b l e a m o u n t s o f cley.
Y o u do n e e d t h e m i n i m u m c l e y - o n e c l e y , f o r t h e 1-3 c o s t o f a
s p o n t a n e o u s s p e l l - b u t y o u can u s e t h e t e c h n i q u e e v e n i f y o u
don't have the m a x i m u m cost. It's usually a b a d idea. If y o u
spend more cley than y o u have, y o u rip out s o m e o f the sub­
stance o f y o u r m a g e r i u m to u s e in place o f the missing cley.
T h i s inflicts a n a g o n i z i n g injury u p o n y o u , d 6 d a m a g e p e r extra
cley, a n d y o u will b e u n a b l e t o u s e t h e arts o f t h e spell y o u cast
for d 6 d a y s .

RECOVERING C L E V - MEDITATION
"I went into spellbinding 'cause I thought it would be the lazi­ C L E V OVERCHARGE
est job. Ten minutes' work in the morning, maybe, then you're Occasionally y o u m a y acquire more cley than your day's
out of cley and haven't a thing to bind 'til tomorrow. <sigh> allowance. T h e r e is n o trouble until y o u exceed the m a x i m u m
Then I got married to a couple of riverbums, lazier'n me. Three a m o u n t that y o u could roll: that is, w h e n y o u h a v e Faith + C l a y
adults, two children and one more on the way, and every lozen B a s e + 7 cley, o r m o r e . I f y o u h a v e a little t o o m u c h cley, y o u
coming to the house comes carried up by my pocket! Now I feel m a n i c ; y o u m a y o c c a s i o n a l l y h a v e t o m a k e Will + W i t s +
spend three or four hours every day meditating, trying to scrape s 2 0 >= 1 5 r o l l s t o a v o i d d o i n g s t u p i d , e x c i t e d t h i n g s w i t h t h e
e x c e s s cley. L a r g e r o v e r c h a r g e s ( m o r e than six cley extra) often craft; great m a g e s c a n d o m o r e .
wind u p getting spent as subconscious spellcasts, and are very Pattern, spontaneous, b o u n d , a n d w o v e n spells are ultimately
dangerous. the s a m e thing. A n y effect that c a n b e a c h i e v e d w i t h o n e
m e t h o d , a sufficiently skillful a n d p r o p e r l y e q u i p p e d w i z a r d
O f f L k i N G s o r CLLV c o u l d c a s t w i t h a n o t h e r - t h o u g h it m i g h t b e t o o c o s t l y t o c o n ­
Y o u c a n a q c e p t v o l u n t a r y o f f e r i n g s o f c l e y from a c r o w d , sider. Ritual m a g i c a n d e n c h a n t m e n t g o b e y o n d t h e limits o f
w h e n t h e y a r e i n a h e i g h t e n e d e m o t i o n a l s t a t e (e.g., a f t e r a c o n ­ everyday magic.
cert o r religious service). E a c h p e r s o n in t h e c r o w d offers o n e
cley. F o r e a c h c l e y offered, roll a d 2 0 . O n a roll o f 2 0 , y o u g e t Pattern Magic
that cley. O n t h e a v e r a g e y o u will g e t 5 % o f t h e cley offered. I know, I know, young sir, I have only the simplest of spells, and
T h i s is c o n s i d e r e d a b i t sleazy, b u t n o t a s d i s g u s t i n g a s transfer­ you can do them all yourself with a flick of your magic without
ring cley directly to strangers. spending the afternoon working to learn it or the lozens to buy
it. But just think, young sir, of yourself on the battlefield. The
Magic Theory sorcerer flings fire-wasps at you! Quick! You douse them in
"Why do we have to learn this stuff? Can't we just graft a few mage-water! Splash! Sizzle! Fizzle! Dash! Three cley on a nice
pattern spells and cast 'em?" strong spell right there! Next she calls up a jagged green bone
— Wandible Morescotta, Orren student at Hellestew Magical knife to hew at you! Quick! You send it spinning and blunder­
Academy ing to chop the daisies! Another mighty improvisation! Another
"You certainly can! You can even do that and be a good mage. three cley! Then she grabs your left arm and starts it strangling
But we'd have to expel you from Hellestew. Here, we only teach you! Quick! You whistle off three angled spells to protect your­
people to be g r e a t mages." self. Nine more cley gone! Now she curses you to leap and
— Ritianne Manna, Orren professor at Hellestew bound about with your eyes screwed close! Quick! Another
counterspell! But wait! No more cley! You'll be leaping off cliffs
STYLES O F MAGIC and bounding into trees 'til tomorrow morning, and regretting
each minute of the day that you didn't buy some nice safe
There are several basic forms o f magic available. Everyone
dependable cheap pattern spells from old Drogo.
has used spontaneous magic since childhood, and everyone h a s
some pattern spells. M o s t people will b u y a n d u s e b o u n d spells, -- Drogo Moopra, spellseller
but not bind them. T h e other kinds of magic are rare. Pattern m a g i c is g o o d c o m m o n magic. P a r t e m spells are easy
Pattern m a g i c : C a s t i n g c a r e f u l l y c o n s t r u c t e d spells, s t r o n g to acquire a n d easy t o cast. Y o u don't h a v e to b e a b i g sorcerer
a n d p o w e r f u l a n d i n f l e x i b l e , v e r y e f f e c t i v e f o r t h e i r fixed f u n c ­ to d o something useful with pattern m a g i c , the w a y y o u d o with
t i o n s . E v e r y o n e u s e s p a t t e r n m a g i c , from t h e h o u s e w i f e w h o h a s spellbinding a n d spellweaving a n d ritual a n d enchantment. A n d
a bought a few cantrips at the neighborhood spell-shop to the pattern spells are nice a n d reliable, unlike spontaneous magic,
great wizard casting world-shattering eldritch sorceries. Using a n d you c o n t r o l h o w m u c h c l e y t h e y u s e .
1
g r e a t pattern spells r e q u i r e s e x p e r t i s e at their N o u n s o r V e r b s , Physically, casting a pattern spell usually looks like muttering
b u t n o t n e c e s s a r i l y b o t h . C a s t i n g a pattern spell takes o n e cley. a few words a n d making a few gestures. T h e words a n d gestures
S p o n t a n e o u s m a g i c : A c h i l d ' s first m a g i c : i m p r o v i s i n g s p e l l s are neither meaningful n o r necessary, though they d o m a k e cast­
on t h e s p u r o f t h e m o m e n t . T h e spells a r e fairly s i m p l e b u t c a n ing a bit easier for novices. M o s t people either just say the n a m e
be quite powerful, with t h e c h a n c y uncertain force o f inspira­ of t h e spell ("Fire F l o w e r ! " ) o r s a y t h e arts ("Creoc Pyrador!").
tion. O n l y simple, l o w - c o m p l e x i t y spells c a n b e improvised, T h o s e with a sense o f d r a m a c a n u s e w h o l e phrases ("Virid,
save b y experts in all t h e N o u n s a n d Verbs involved. Sponting Lord o f Creation, hear m y plea! Flokin, Lord o f Fire, hearken
a spell t a k e s 1 -3 cley. unto me!").
Bound magic: spells attached to objects, set to g o off under H o w well y o u c a n u s e a spell d e p e n d s o n y o u r skill at t h e
precisely-specified circumstance, a n d paid for in a d v a n c e . spell's N o u n s a n d Verbs; w h e n there are several N o u n s a n d
U s i n g a b o u n d spell takes n o cley, a n d m a y n o t even require V e r b s , y o u u s e t h e lowest N o u n a n d lowest V e r b . T h e b a s i c
your conscious attention. B o u n d m a g i c is the opposite o f spon­ q u a n t i t y is M e m o r y + N o u n + V e r b ; b o t h m a x i m u m c o m p l e x i t y
t a n e o u s m a g i c ; it's e x t r e m e l y inflexible. Y o u c a n g e t b o u n d a n d p o w e r a r e d e t e r m i n e d b y it. T h e r e is n e v e r a n y roll r e q u i r e d
s p e l l s t o d o i m p o r t a n t t h i n g s (e.g., h e a l y o u w h e n y o u ' r e w o u n d ­ to s e e if y o u c a n cast a pattern spell: if y o u r M e m o r y + N o u n +
ed) a n d y o u c a n s a v e y o u r c l e y for flexibility. B i n d i n g spells Verb is t h e spell's c o m p l e x i t y o r higher, t h e n y o u c a n ; o t h e r w i s e ,
takes substantial skill; u s i n g t h e m t a k e s n o skill at all. B o u n d y o u cannot. T h e s 2 0 roll for P o w e r is r e q u i r e d in stress situa­
m a g i c is a f a i r l y r e c e n t i n v e n t i o n , j u s t u n d e r t w o h u n d r e d y e a r s t i o n s , e v e n if t h e spell's P o w e r d o e s n ' t m a t t e r ; it is u s e d t o d e t e r ­
old. m i n e if t h e spell botches.
Spellweaving: Spells i m p r o v i s e d o v e r a p e r i o d o f h o u r s .
Very c o m p l e x (but v e r y w e a k ) effects c a n b e w o v e n this w a y . Pattern Magic
S p e l l w e a v i n g requires a specialized skill a n d a lot o f e q u i p m e n t
to d o w e l l . M o s t cities h a v e a s p e l l w e a v e r o r t w o . Max. Complexity M e m o r y + Worst Noun + Worst Verb

Ritual Magic: Pattern s p e l l s t h a t t a k e a l o n g t i m e t o c a s t b u t Power M e m o r y + Worst Noun + Worst Verb + d 2 0


h a v e a greater scope t h a n o r d i n a r y spells. Ritual m a g i c is very
p o t e n t - b u t m o s t ritual spells a r e v e r y difficult. M o s t cities h a v e Cley 1
a ritual m a g e or t w o .
Botch Dice not necessarily
Enchantments: T h e craft o f m a k i n g m a g i c items. Most
craftspeople can perform s o m e degree of enchantments in their
Pattern spells are psychic limbs o t y o u r body. When you get
For example, consider Azliet casting Manicurist's Lament a n e w s p e l l , y o u m u s t graft it o n t o y o u r p s y c h e b e f o r e y o u c a n
to grow her claws to weapons. It has arts Mutoc Sustenoc c a s t it. A n u n g r a f t e d p a t t e r n s p e l l i s a m o l d , a s p a c e i n t o w h i c h
Corpador and complexity 10. Her Memory = +3, her a properly-shaped branch can grow. Pattern spells are as per­
Corpador skill is 14, her Mutoc skill is 11, and her manently attached to the caster as a n y other limb: they c a n b e
Sustenoc is 0. (Note that she can cast the spell despite hav­ h a c k e d off, b u t s o c a n f i n g e r s . T h e y a p p e a r a s s i d e b r a n c h e s o n
ing zero skill in Sustenoc.) In the table above, her Noun is the magerium.
14, and her Verb is the lowest of Mutoc and Sustenoc,
Grafting a spell takes n u m b e r o f cley equal to the spell's c o m ­
which is 0. Her casting total, Memory+Noun+Verb, is 17.
plexity, a n d the s a m e n u m b e r o f hours. A complexity-5 spell
She can cast the spell, since the casting total is bigger than
t a k e s five c l e y a n d five h o u r s . T h i s c a n b e s p r e a d o u t o v e r m a n y
the spell's complexity of 10. The spell will have power
d a y s if n e c e s s a r y . A n y o n e c a n graft a n y spell. Using the spell
17+d20, which is 18-37. In stressful circumstances, the die
takes t h e right a m o u n t o f skill.
will be a s20, so the power might go much higher or the
W h e n y o u b u y a s p e l l t o graft, it is a s m a l l w o o d e n b o x full o f
spell might botch.
intangible sparks. Y o u c a n t e l l t h e a r t s o f the s p e l l b y a n e a s y
The power determines how long the spell will last. M a g i c A n a l y s i s roll; t h e e x a c t function o f t h e spell is a m u c h
harder roll. It i s w i s e t o b u y y o u r s p e l l s f r o m a t r u s t e d v e n d o r .
GETTING AND GRAFTING PATTERN *S PELLS A n y d e c e n t city will h a v e h a l f a d o z e n spell s h o p s . M o s t c o m ­
I come in a box, plexity-5 spells, cantrips, will b e available - except p e r h a p s for
I look like the sky, M e n t a d o r spells, w h i c h are considered evil. Useful c o m p l e x i t y -
You work for me for an afternoon, 10 s p e l l s a r e a l m o s t a s e a s y t o g e t . T h e r e w i l l b e a s c a n t s e l e c ­
I work for you forever after, tion o f complexity-15 spells, and a f e w 20's and 2 5 ' s , b u t m o s t
What am I? advanced magic will only b e available b y special order a n d m a y
t a k e w e e k s o r m o n t h s t o g e t . P e o p l e w h o trust e a c h o t h e r a n d
(Answer: a boxed spell) s t u d e n t s in m a g i c a l a c a d e m i e s frequently trade spells around,
— traditional riddle though they have to c o p y the spells for each other t o leam.
W i z a r d s a r e not g o o d p e o p l e t o b u y s p e l l s f r o m ; t h e y a r e n o t
willing to spend the tedious time to copy the spells.
For typical prices of boxed spells, see page 60.

VARIATIONS O N PATTERN MAGIC


"There's a world of difference between the way I use Fire
Flower and the way you use Fire Flower. I make the spell do
what 1 want. You just spend cley and scorch things."
— Trithomernicas Pyroglistes, Zi Rifire mage
A g o o d pattern m a g e c a n tune h e r spells in several w a y s , to
save cley or increase or reduce power.
Advanced Pattern Magic: Quiet Casting
Ordinarily a m a g e will say either the n a m e or the arts o f a spell
a s s h e c a s t s it. I f t h e c a s t e r w a n t s t o c a s t s i l e n t l y , s h e c a n - b u t
she incurs a p e n a l t y o f o n e b o t c h die o n t h e P o w e r roll, a n d (for
s p o n t a n e o u s m a g i c ) all t h e C o m p l e x i t y rolls a s well.
Advanced Pattern Magic: Feather-Casting
Shwn the crawling Feather Mage,
Who feebly casts, her cley to save,
Who takes good coin for flimsy spell,
That honest mages cast full well.
- Dubu Whingie, Cautionary Verses
F e a t h e r c a s t i n g i s the a r t o f f l i c k i n g a c l e y a c r o s s a g r a f t e d p a t ­
tern spell, a n d , with luck a n d skill, casting t h e spell without
using the cley. I f t h e a t t e m p t t o f e a t h e r c a s t f a i l s , t h e s p e l l is
m i g h t n o t cast b e a t all ( u s i n g n o cley), o r cast a s i f it w e r e a n
o r d i n a r y p a t t e r n s p e l l ( f o r f u l l P o w e r , u s i n g o n e c l e y ) . I f the
a t t e m p t t o feather cast s u c c e e d s , t h e spell is cast at a q u a r t e r o f
the usual P o w e r , u s i n g n o cley.
F e a t h e r c a s t i n g i s a n a t t e m p t t o c h e a t t h e g o d s o f the c l e y that
is r i g h t f u l l y d u e t h e m f o r c a s t i n g t h e s p e l l . It's a m i n o r c r i m e
against natural law. Primes generally think o f it t h e w a y
A m e r i c a n s t h i n k o f s p e e d i n g : m o s t l y - d e c e n t p e o p l e d o it r e g u ­
larly a n d c o n s i d e r t h e r e ' s n o h a r m d o n e . T h e g o d s t h i n k o f it t h e
w a y that t h e h i g h w a y p o l i c e t h i n k s o f s p e e d i n g : t h e y c a n g e t j u s ­
tifiably a n n o y e d a n d m a y p e n a l i z e y o u , b u t n o t every t i m e .
F e a t h e r c a s t i n g is a g o o d skill for t h e c l e y - i m p o v e r i s h e d , a n d Advanced Pattern Magic: H a m m e r Casting
for c l e y - m i s e r s . ( B u t y o u n e e d a t l e a s t o n e c l e y t o flick a c r o s s H a m m e r casting is the art o f c r a m m i n g a f e w extra cley into a
the spell, s o y o u c a n n o t feather-cast spells if y o u h a v e n o cley.) grafted pattern spell, instead o f t h e u s u a l o n e cley, a n d getting a
It i s r a r e l y w i s e i n u r g e n t s i t u a t i o n s , a s t h e s p e l l m i g h t n o t g o off. bit o f extra p o w e r . H a m m e r c a s t i n g is easier than feather cast­
Feather casting involves t w o rolls. N o matter h o w g o o d y o u i n g . I n s p o n t a n e o u s m a g i c , t h e m a g e w i l l s p e n d 1-3 c l e y , b u t h a s
a r e a t i t , t h e r e ' s a 5 0 % c h a n c e i t w o n ' t w o r k o n t h e first t r y ; there little c o n t r o l o v e r h o w m a n y c l e y a r e s p e n t . P a t t e r n m a g i c o r d i ­
is a s u c c e s s d i e ( d l O ) i n a d d i t i o n t o t h e s k i l l r o l l . I f t h e s u c c e s s n a r i l y u s e s j u s t o n e c l e y ; h a m m e r c a s t i n g a l l o w s the m a g e t o u s e
d i e r o l l s 1, t h e s p e l l w i l l e i t h e r g o o f f a t f u l l p o w e r a n d c o s t a m o r e cley in a controlled fashion.
c l e y , o r the a t t e m p t a t f e a t h e r c a s t i n g m a y b o t c h . If the success H a m m e r casting d o e s n o t require a roll. If 5 x H a m m e r Casting
d i e is 2 - 5 , t h e a t t e m p t at feather casting s i m p l y fails, u s i n g n o is a t l e a s t t h e spell's C o m p l e x i t y , y o u c a n u s e t w o cley. For
cley. e x a m p l e , i f y o u h a v e H a m m e r C a s t i n g = 1, y o u c a n c a s t a c o m ­
If t h e s u c c e s s d i e is 6 - 1 0 , g o o n to t h e skill roll: W i t s + F e a t h e r plexity-5 Fire F l o w e r w i t h t w o cley. H i g h e r skill levels let y o u
5
C a s t i n g + s 2 0>=5 + S p e l l ' s C o m p l e x i t y . I f t h i s r o l l s u c c e e d s , t h e p o u r m o r e c l e y i n t o the s p e l l ; i f y o u h a v e H a m m e r C a s t i n g - 1 0 ,
spell is cast for n o cley, b u t o n e - q u a r t e r P o w e r . I f t h e skill roll y o u c a n d u m p any n u m b e r o f c l e y y o u l i k e i n t o the F i r e F l o w e r .
f a i l s , t h e s p e l l h a s a 2 0 % c h a n c e o f b e i n g c a s t o r d i n a r i l y , and a n
H a m m e r C a s t i n g (of p a t t e r n spells)
8 0 % chance of n o t being cast. ( U s e the s u c c e s s d i e r o l l f o r t h i s
if y o u l i k e : 6 f o r c a s t , 7 - 1 0 f o r n o t c a s t . ) I f c o m p l e x i t y is b e l o w o r e q u a l t o ... ...you can use
N o t e : Feather casting frequently fails t o d o a n y t h i n g . T h e
5 x H a m m e r Casting 2 cley
m a g e m a y try again. H o w e v e r , each consecutive failure to feath­
er c a s t g i v e s a n o t h e r b o t c h d i e , m a k i n g r e p e a t e d tries risky. 3 x H a m m e r Casting 3 cley
Feather casting b o t c h e s are frequently b e n i g n c o m p a r e d to spell Hammer Casting 4 cley
botches, but occasionally get vicious if a g o d gets annoyed.
( l / 2 ) x H a m m e r Casting any number o f cley
O p t i o n a l R u l e : I f t h e skill roll s u c c e e d s b y 3 0 + , t h e s p e l l is
cast a t full p o w e r f o r n o cley. A s with spontaneous magic, each extra cley y o u spend gives
an extra s20 o n Power. T h e extra s20's ordinarily have o n e botch
F e a t h e r Casting (of p a t t e r n spells)
die ( n o matter h o w stressful t h e situation) A c o m m o n b o t c h for
Success Wits+Feather C a s t i n g + s 2 0 Effect Cley Power the extra P o w e r dice is that the spell is cast twice in quick suc­
dlO >=10+Complexity c e s s i o n , w i t h o n e c l e y e a c h , a t the s a m e t a r g e t , o f t e n w i t h the
e f f e c t s m a x i n g e v e n i f the s p e l l u s u a l l y a d d s .
1 no roll ordinary 1 full
/ botch The Khtsoyis mage Crands is fighting an akkamagga, and
is having a great deal of trouble getting through the akka-
2-5 no roll no cast 0 none
magga's high innate magic resistance. He decides to ham­
6-10 yes feather 0 quarter mer-cast his next spell: Dark Trance (De Ru Me 20). His
6 no ordinary 1 full Hammer Casting skill is 8. He could put up to three cley
into the hammer cast (3x8=24^20, but lx8=8<20). He
7-10 no no cast 0 none
chooses to put three cley in, giving him 3s20 instead of the
usual ls20 dieroll for Power. He rolls 38 on the 3s20,
Fressis, a Rassimel mage with the "Cley Dependent"flaw,
which is enough to swamp the akkamagga's resistance and
really hates running out of cley. He has Wits of +2, and a
leave her standing motionless as Crands sets fire to her
skill of 6 in Feather Casting. One day he is down to two
house. Crands hopes he will not need those cley to heal
cley at quarter to noon, and has been cornered in an alley
himself later on that day.
by some burning-headed serpents. He decides to try to
teleport through the wall and make his escape. He is more
afraid of spending most of a day without cley than of get­
ting burned and poisoned, so he decides to feather-cast the
Change Places spell (Mu Lo 10).
First he rolls the success die: a 5. The spell isn't cast at
all, leaving him stuck there. One of the snakes bites him but
doesn't kill him, and then he gets to try again.
On the second try, he rolls an 8 on the success die. It's in
the range 6-10, so he can go on with the feather-cast. He
must roll Wits+Feather Casting + s20 > 5+cplx, which is
to say, 2+6+s20 >5+10. He rolls 9, which is good enough.
He makes the reduced Power roll. Had he spent cley, he
would have had an impressive Power=64. Feather-casting
reduces the Power to a quarter, that is, 16.
Fressis teleports 16 feet away, behind the wall; his tail
and cley are both saved.
t r y i n g a s p o n t a n e o u s s p e l l i s e a s y . S u c c e e d i n g i s n o t s o easy.
Advanced Pattern Magic: Reduced-Power Casting W i t h a t o u c h o f skill o r luck, y o u c a n spont c o m p l e x i t y - 5 spells.
"Remember, now, zar-ball is a sport, not a battle. You can use I f y o u ' r e g o o d a t a l l t h e a r t s i n v o l v e d , y o u s h o u l d b e a b l e to
any spells you like, but you've got to cast 'em weaker'n water s p o n t c o m p l e x i t y - 1 0 s p e l l s m o s t o f t h e t i m e . I f y o u ' r e a first-
unless they're on yourself or your teammates. That's by rate sorcerer a n d a bit lucky, y o u c a n spont complexity-15
Ketherian rules. If you're ever playing under Durbershantz effects in y o u r area o f expertise.
rules, every spell gotta be that weak, even on your own team." S p o n t a n e o u s spells are very specific. T h e y are n o t very c o m ­
— Coach Murber Wiccolast plicated - y o u invent t h e m in a few seconds, so y o u don't have
It is s o m e t i m e s u s e f u l t o h a v e a l o w - p o w e r s p e l l . W h e n y o u t i m e t o d o a n y t h i n g fancy. H o w e v e r , since t h e y a r e s o specific,
cast a pattern spell in the ordinary fashion, y o u m a y c h o o s e to t h e y c a n b e fairly strong: they don't h a v e a n y w e a k n e s s e s that
l o w e r its p o w e r . T h i s is very s i m p l e : c h o o s e a penalty for t h e c o m e from f l e x i b i l i t y .
p o w e r before y o u cast t h e spell. S o m e care is required: if t h e You m a y attempt to spont a spell that y o u have as a pattern
spell's p o w e r is r e d u c e d to 0 o r b e l o w , t h e spell d o e s n o t g o off spell. T h e r e are even g o o d reasons to d o so: if y o u are strong
( a n d y o u still s p e n d t h e c l e y for it). with t h e S p o n t a n e o u s F o r c e skill, a successful spont will b e
Advanced Pattern Magic: Desperate Casting stronger t h a n a pattern spell could b e . K n o w i n g t h e pattern spell
I got into the professor racket in a bit of a roundabout way. d o e s n ' t h e l p w i t h d o i n g t h e s p o n t , e v e n if it's e x a c t l y t h e s a m e
Back in my youth, I was Slippery lack, swordsman and Destroc s p e l l d e s c r i p t i o n ; i f y o u w e r e d o i n g it t h e w a y t h a t t h e p a t t e r n
mage and all-around wild otter adventurer. One day my team spell works, y o u couldn't d o a n y better than to cast the pattern
took on something just a bit too bigfdr us. After it pulled off my spell.
left arm and started on my right, I threw every cley I had into Here's t h e recipe for casting a s p o n t a n e o u s spell in play.
one huge Destroc Corpador slicing spell. I hurt it as much as it 1. E x p l a i n w h a t y o u ' r e t r y i n g t o d o t o t h e g a m e m a s t e r .
hurt me, with that cast... but I haven't been able to use Destroc 2. (Optional) C h e c k complexity.
since then. So I started working out ways to do the same kinds M a k e a W i t s + M a g i c T h e o r y + s 2 0>=2 0 r o l l t o b e t o l d w h a t
of things with Mutoc, and that got me into advanced magic the­ t h e c o m p l e x i t y i s . A t t h i s p o i n t y o u m a y c h o o s e n o t t o c a s t the
ory, and that got me into teaching. spell ( a n d thereby lose y o u r action this round, b u t n o t spend
— Professor Zartanopolis, teaching magic theory at the cley) or try to d o something simpler (but get t w o m o r e botch
Sovance Magical Academy dice for changing your mind).
I f y o u a r e i n t e r r i b l e trouble, a n d o n e s t r o n g p a t t e r n s p e l l m i g h t 3. ( O p t i o n a l ) P l a n y o u r s p e l l , t a k i n g a f e w m i n u t e s t o t h i n k in
s a v e t h e d a y , y o u c a n t r y d e s p e r a t e c a s t i n g it. D e s p e r a t e c a s t i n g e x c h a n g e for a + 5 b o n u s o n the complexity rolls; see below.
i n v o l v e s g r a b b i n g a s m u c h c l e y a s y o u c a n and c r a m m i n g t h e m 4 . R o l l for u s i n g cley: t h e s p e l l w i l l t a k e d 3 c l e y . ( O r see
a l l i n t o t h e s p e l l . It u s u a l l y e a t s s o m e 5 0 - 8 0 % o f y o u r c l e y . T h e b e l o w for w a y s to control t h e a m o u n t . ) :
desperate-cast spell will h a v e , at t h e m i n i m u m , a n extra s 2 0 5. C o m p l e x i t y R o l l s . R o l l t o s e e i f y o u m a n a g e d t o d o t h e -
P o w e r p e r cley used. It m i g h t also h a v e s o m e t h i n g extra: d o u ­ s p e l l a t a l l . F o r e a c h a r t i n t h e s p e l l , r o l l ( W i t s + a r t + s 2 0 >=j
ble P o w e r , o r q u i c k effect (for a spell that usually builds), o r j u s t 2 x C o m p l e x i t y ) . S p o n t i n g w o r k s best if y o u a r e g o o d at all the]
goes off (for a spell that y o u h a v e grafted b u t cannot cast). a r t s i n v o l v e d . T h e s e s 2 0 ' s h a v e a n u m b e r o f b o t c h d i c e e q u a l to;
Desperate casting almost always leaves y o u with a permanent t h e n u m b e r o f arts in t h e spont. i
m a g i c a l i n j u r y ; e.g., i f y o u d e s p e r a t e - c a s t a R u l o c H e r b a d o r 6 . P o w e r Roll. R o l l W i t s + N o u n + V e r b + S p o n t a n e o u s F o r c e
spell, y o u m i g h t get lucky a n d acquire a p e r m a n e n t -5 anti- + (#cley)s20. S o , t h e m o r e cley that y o u r spell took, t h e m o r e
Knack in Ruloc - or y o u might wind u p unable to use Ruloc p o w e r f u l it w i l l b e . T h e s e d i c e a r e s t r e s s d i c e , b u t o r d i n a r i l y
again, or dead, or worse. D e s p e r a t e c a s t i n g is t h e m a g i c a l have n o botch dice.
e q u i v a l e n t o f g n a w i n g o f f y o u r l e g t o g e t o u t o f a t r a p : it h a p ­ I m p r o v i s i n g m a g i c is a l w a y s stressful. T h e greatest w i z a r d
p e n s m o r e o f t e n i n fiction t h a n r e a l l i f e . m i g h t fall f l a t ; t h e u n t r a i n e d c h i l d m i g h t d o s o m e t h i n g a m a z i n g .
In g a m e t e r m s , t h e rolls about c o m p l e x i t y are stress rolls.
Spontaneous Magic I f a l l t h e c o m p l e x i t y r o l l s s u c c e e d , t h e s p e l l g o e s off. I f t h e y
"Mommy, mommy! Look! I just casted an eel in my bed!" all fail, n o t h i n g h a p p e n s , a n d t h e c l e y is w a s t e d . I f s o m e s u c ­
"That's very nice, dear. Be sure to share it with your sister. c e e d and s o m e f a i l , s o m e t h i n g h a p p e n s , b u t n o t n e c e s s a r i l y w h a t
She's not old enough to cast spells herself." y o u i n t e n d e d . F o r e x a m p l e , a p a r t i a l l y - s u c c e s s f u l a t t e m p t to
S p o n t a n e o u s m a g i c is t h e art o f i m p r o v i s i n g a spell that d o e s spont Levitate ( R u C o 10) m i g h t raise y o u a bit off the g r o u n d
just w h a t y o u w a n t in the circumstances, invented in seconds. b u t n o t g i v e y o u a n y mobility. S o m e t i m e s t h e partial effect w i l l
You b a n g cley o n the branches o f your magerium, a n d then b e g o o d e n o u g h ; s o m e t i m e s it w i l l b e w o r s e t h a n n o t h i n g .
t h r o w it a t t h e s u b j e c t o f t h e s p e l l . S p o n t a n e o u s m a g i c i s t h e
first k i n d o f m a g i c t h a t c h i l d r e n l e a m . I t ' s i n t u i t i v e l y n a t u r a l f o r Spontaneous Magic
p r i m e s ; s m a r t c h i l d r e n c a n f i g u r e it o u t b e f o r e t h e i r p a r e n t s
Cley d3
teach them, m u c h to their parents' distress. Serious m a g e s usu­
ally c o n s i d e r s p o n t a n e o u s m a g i c c h i l d i s h : it's n o t a p r e c i s e t o o l Complexity F o r e a c h a r t r o l h W i t s + A r t + s20>= 2 x C p l x
like the other magical forms. H o w e v e r , spontaneous m a g i c does Roll
tend to b e stronger than the others, with the unreliable strength P o w e r Roll Wits + Noun + Verb + Spont Force + (#Cley)s20
of inspiration. T h e physical actions for spontaneous m a g i c are
(no botch dice}
the s a m e as for pattern m a g i c - b u t trying to cast a s p o n t a n e o u s
s p e l l a n d d o a n y t h i n g e l s e is a v e r y h a r d W i t s + C o n c e n t r a t i o n Botch Dice One p e r art on Complexity rolls; none on P o w e r
roll, at least 3 0 . rolls
Rrengra has tried to blast an akkamagga warrior with
Controlling C l e y in S p o n t a n e o u s M a g i c
fire, but her ordinary power of about 35 isn't high enough
to get through his very high magic resistance of 30. She Will+SpontForce+s20 Dice
tries a spontaneous spell, a high-penetration (and thus below 20 one d3
complexity 10) variant of the Fire Flower designed espe­
20-34 two d3's or one d 4
cially for her opponent. Rrengra has Wits = +2, Creoc —
9, Pyrador = I 5, and Spontaneous Force = 8. 35-49 three d3's or t w o d4's or o n e d 6
She rolls a d3 for how many cley she will use. She is hop­ 50+ four d 3 ' s o r three d 4 ' s o r t w o d 6 ' s
ing to use three, as that will give her the most power, but
she only rolls 2. Fressis needs to clean up some milk from when he star­
She must roll against complexity for each art. For Creoc, tled the kitchen staff, so he improvises a Destroc Corpador
she rolls Wits + Creoc + s20 = 2+9+s20 = ll+s20 vs. Aquador spell to get rid of it. He hates being low on cley,
(2xComplexity) = 2x10 = 20. She rolls 10 on s20, barely so he tries to use as few as possible. He spends an extra
succeeding with a total of 21. action, and rolls Will + Spontaneous Force + s20 = 28. He
For Pyrador, she must roll Wits + Pyrador + s20 = gets to roll two d3's for the number of cley he spends. He
2+13+s20 = 15+s20 > (2xComplexity) = 20. She rolls a rolls a 2 and a 3. He chooses to spend 2 cley to perform the
35 on the s20, succeeding magnificently with a total of 50. spell.
So, the spell works. Later, he is being scolded by an irate blacksmith. She is
The spell's power is Wits + Creoc + Pyrador + strong and tough and harsh-spoken and has broken his col­
Spontaneous Force + 2s20; the spell gets two s20's on larbone, and he wants to express his displeasure about her
power from the two cley spent casting it. She rolls quite strongly. He takes an extra action to improvise a
2+9+13+8+2s20 = 32+2s20 = 58. The akkamagga will spell, and rolls Will + Spontaneous Force + s20 = 37. He
be hard-pressed to resist that spell. decides to roll a d6 for cley, and rolls a 5. His spell costs
\five cley, and gets 5s20 on power. The blacksmith will not
VARIATIONS ON SPONTANEOUS .MAGIC be pleased.
We was trapped at the bottom of the pit, with them big logs all
over on top of us, and we couldn't get out. So I thinks me like S p o n t a n e o u s M a g i c a n d M u n d a n e Skills
this. "Them logs is just some stuff, Wingle old girl, and if it's just If y o u a r e g o o d at s o m e m u n d a n e skill, y o u a r e g o o d a t s p o n ­
some stuff then it's just some stuff as can get destroyed good and taneous m a g i c that uses that skill. F o r e x a m p l e , if y o u h a v e a
proper." So I thought me for a while, then I thought me for h i g h S e a r c h s k i l l , y o u c a n u s e i t t o h e l p i m p r o v i s e a s p e l l t o find
another while, and then I thought me for a longer 'nother while, s o m e t h i n g that is lost. U s i n g m a n d a n e skills for s p o n t a n e o u s
and I came up with this nice tidy little Destroc Herbador magic m a g i c is i m p r e c i s e a n d u n c e r t a i n ( a n d h i g h l y subject t o t h e
that chewed up them logs good and proper. And up we floats, g a m e m a s t e r ' s j u d g m e n t ) . Y o u m a y only u s e m u n d a n e skills
free as the dashitzie. with spontaneous m a g i c this way, not other kinds o f magic.
— Wingle Snockweary, Khtsoyis warrior T h e r e are t w o w a y s to u s e m u n d a n e skills in m a g i c .
As with pattern magic, there are s o m e w a y s of tuning sponta­ • A d d To P o w e r : Y o u m a y a d d the m u n d a n e s k i l l l e v e l , o r
n e o u s m a g i c for b e t t e r effect. s o m e f r a c t i o n o f it, t o t h e P o w e r o f y o u r s p o n t a n e o u s c a s t . T h i s
Advanced Spontaneous Magic: Planning takes n o preparation.
You c a n s p e n d a m i n u t e c a l c u l a t i n g y o u r i n t e n d e d effect. If • A d d To C o m p l e x i t y : Y o u m a y a d d t h e m u n d a n e s k i l l l e v e l ,
you c a n c o m e u p w i t h a g o o d p l a n (roll W i t s + M a g i c T h e o r y + o r s o m e f r a c t i o n o f it, t o t h e C o m p l e x i t y r o l l s o f a p l a n n e d
s 2 0 >= 2 0 ) , a d d + 5 t o e a c h o f y o u r c o m p l e x i t y r o l l s i f y o u c a s t the spontaneous cast.
spontaneous spell immediately afterwards. If y o u can't c o m e u p
A healer is trying to staunch a bleeding wound of a war­
with a g o o d plan, y o u c a n k e e p trying; m a k e the s a m e roll every
rior in combat. He can't get there with a bandage, and he
m i n u t e u n t i l it w o r k s o r y o u g i v e u p . N o a m o u n t o f p l a n n i n g
doesn't have a suitable pattern spell. The gamemaster
can g i v e m o r e t h a n t h e + 5 b o n u s . Y o u c a n t r y t o k e e p t h e p l a n
judges this to be perfect use of a mundane skill - the spell
in m i n d a f t e r y o u d e v i s e i t : m a k e a M e m o r y + M a g i c T h e o r y +
is doing just what the healer would do if he were close
s 2 0 >= 2 0 r o l l a t t h e e n d o f e a c h m i n u t e t o h a n g o n t o it i n t h e f o l ­
enough - so she lets him add his entire Medicine skill to
l o w i n g m i n u t e . D o i n g t h e p l a n n i n g is n o t m a g i c a l a n d t a k e s n o
the Power of the spell.
cley. Planning a spontaneous spell requires time for clear
A mage with a Weaving skill of 10 is trying to tie a tight
thought, a n d is r a r e l y p o s s i b l e in battle.
net of vines over a fallen wand, with a Ruloc Herbador
A d v a n c e d S p o n t a n e o u s M a g i c : C o n t r o l l i n g N u m b e r of
spell. The player argues that the spell is actually weaving
Cley U s e d
the vines. The gamemaster reasons that the motions are
You c a n exert s o m e control o v e r t h e n u m b e r o f c l e y y o u r
superficially similar to weaving, but the materials and
spontaneous m a g i c uses,' but n e v e r perfectly. M a k i n g the
goals are different, and decides to give the character one-
attempt requires an extra action to cast the spell. Roll Will + third of the skill: a bonus of 3 on the Power.
Spontaneous F o r c e + s 2 0 . If y o u r total is high e n o u g h , y o u m a y
The same weaver-mage decides to weave a hammock
roll s e v e r a l d i c e f o r t h e n u m b e r o f c l e y u s e d , a n d t a k e y o u r p i c k
out of vines with another Ruloc Herbador spell, and pre­
of t h e n u m b e r s y o u roll.
pares the spell. The gamemaster allows the mage the full
bonus on Complexity: +10 for the weaving skill, and +5
for the planned spont.
Advanced Spontaneous Magic: Desperate Casting d e c i d e d w h e n t h e s p e l l i s b o u n d , w e l l b e f o r e it g o e s off. So
If you're in real trouble, y o u c a n try g r a b b i n g a handful o f cley b o u n d spells are n o t very flexible.
( 5 0 - 8 0 % o f y o u r cley) a n d sponting a spell. This can give you • B o u n d defense spells c a n usually b e set off with a w o r d ,
very powerful spells, usually 4 s 2 0 extra P o w e r plus the usual w h i c h the g a m e m a s t e r will often allow y o u to d o off initiative.
s 2 0 p e r cley. Desperate casting might or might not help with T h i s is a real lifesaver.
c o m p l e x i t y , b u t a d e s p e r a t e c a s t w i l l a l w a y s d o something. It is • B o u n d attack spells w h i c h y o u control usually require a n
likely to g i v e y o u a p e r m a n e n t m a g i c a l injury, a s w i t h d e s p e r a t e a c t i o n t o s e t off. T h e y a r e u s u a l l y a p o o r c h o i c e .
partem casting. • B o u n d healing spells don't w o r k as well as if a live healer
Optional: Spontaneous Magic and Practice had cast them. Despite this, every adventurer should carry
R e p e a t e d l y s p o n t i n g t h e s a m e effect d o e s t e a c h y o u a little - t h e m : H e a l the Awful W o u n d a n d Pretense o f Health at least.
p a i n f u l l y little - a b o u t h o w t o d o that effect. At the gamemas- • W h e n a b o u n d s p e l l g o e s off, it b e h a v e s a s i f it h a d j u s t b e e n
ter's option, if y o u spont t h e exact s a m e spell a h u n d r e d times, cast. B o u n d s p e l l s t h a t n e e d t o b u i l d start b u i l d i n g w h e n t h e y
y o u m a y get a + 1 b o n u s o n t h e C o m p l e x i t y r o l l s . I f y o u s p o n t g o off. I t d o e s n ' t s a v e a n y t i m e .
it t e n t h o u s a n d t i m e s , y o u m a y g e t a + 2 b o n u s . These bonuses
go a w a y o r tarn into penalties if y o u try sponting even slight SPELLBINDING FOR SPELLBINDERS
v a r i a t i o n s o n that effect. Pattern spells m a y b e b o u n d into objects - w a n d s , rings, nuts,
b o n e s . O n l y o n e spell c a n b e b o u n d into a n object; if t h e object
N o a m o u n t o f spontaneous m a g i c will give y o u a pattern spell:
is m a g i c a l o r l i v i n g o r e v e n u n d e r a p r i o r s p e l l , it c a n n o t h a v e a
pattern spells a r e physically different objects. A t b e s t , it m i g h t
bound spell attached t o it. T h e s p e l l
g i v e a b o n u s t o w a r d s inventing a-pattern spell.
s t a y s in t h e o b j e c t , w a t c h i n g . U n d e r
Bound Magic s o m e s p e c i f i e d c o n d i t i o n s , it g o e s
"I'm gonna save your life five times before you leave my shop, off. For example, most adven
young hero. First here's this bone ring, it'll heal you alive when turers carry bound healing
you're a bleeding heap on the ground. Second here's this arrow, spells, set to g o off when
shoots with the cheating archery spell on it. Third here's this they are struck down.
acorn; break it for a bit of extra protection against magics. You may own a limited
Fourth here's this bone bead; toss it a little bit away and you n u m b e r o f b o u n d spells, that
teleport right there. Fifth I'll stick a spell on your sword to set n u m b e r being equal to your
it blazing first time you tell it to. Cley Base. T h i s is o w n i n g ,
"Do it all yourself? Sure and you can, young hero, but that's not carrying: things at y o u r
five cley fewer you won't have when you really need 'em. It's home a thousand miles
lozens you're spending now for cley when the crab-tigers come, away count, and something "
young hero, and that's the best deal you'll ever get." someone just snuck into
— Handrabank Roo, your pocket does not. If you
spellbinder exceed this number, n o n e o f
Bound spells are the spells will operate; if
pattern spells, cast in y o u e x c e e d it f o r m o r e t h a n
advance, caged with a f e w m i n u t e s , all o f t h e
cley, w a i t i n g for s o m e bound spells will start to
predetermined cir- < decay and s o m e m a y g o off
cumstances under e v e n if their c o n d i t i o n s a r e
w h i c h they w i l l g o o f f not satisfied. O w n e r s h i p is
a matter of intention, as determined b y the gamemaster, not l a w
USING BOUND MAGIC or arrangement; m o s t kinds o f cheating will n o t work. Every
Most primes buy b o u n d spell m u s t b e o w n e d b y s o m e o n e (living or recently dead)
bound spells, or get a t a l l t i m e s , o r i t w i l l e v a p o r a t e . It i s p o s s i b l e t h a t s e v e r a l p e o ­
them as gifts from ple will each o w n t h e s a m e b o u n d spell. P e o p l e usually carry
friends a n d fellow adven- b o u n d spells that they c a n n o t cast. There are n o limitations o n
tarers. T h e f o l l o w i n g rules o f t h u m b a r e e n o u g h what kind o f bound spells an individual can o w n . Owning a
for m o s t c u s t o m e r s . spell feels rather like t h e spell is tied b y a l o n g thread t o t h e
magerium. You are aware o f h o w m a n y b o u n d spells y o u o w n ,
• Y o u m a y o w n o n l y a limited n u m b e r o f b o u n d spells at o n e
and their arts.
t i m e ; that n u m b e r is e q u a l to y o u r C l e y B a s e . A w a r r i o r w i t h
Cley B a s e = 4 might choose to carry Heal the Awful W o u n d a n d B o u n d s p e l l s a r e v e r y s t u p i d . It w o u l d b e n i c e t o h a v e a b o u n d
P r e t e n s e o f H e a l t h to s a v e h i s life, T o u g h e n the F l e s h for e x t r a spell that fire-blasts the next e n e m y w h o attacks y o u - b u t b o u n d
a r m o r , a n d S t r o n g Arm for a b i t o f e x t r a s t r e n g t h . spells aren't s m a r t e n o u g h t o d o that. Spellbinders can some­
• B o u n d s p e l l s d o n ' t t a k e c l e y t o g o off. T h e y a r e u s u a l l y b u i l t times sneak a bit o f intelligence into them, b u t m o s t b o u n d spells
to b e set off with just a w o r d o r s o m e simple action. are m a d e to g o off in o n e o f t h e following w a y s :
• B o u n d spells c a n only b e used in restricted w a y s - they're 1. W h e n t h e s p e l l ' s o w n e r s p e a k s a c o m m a n d p h r a s e . F.g, a
very useful, but they d o take cleverness. It's n o t like h a v i n g a bead that casts a defense spell o n the o w n e r w h e n the o w n e r says
p o c k e t full o f s p e l l s y o u c a n c a s t for free. "Harru! D e f e n s e ! " (Spells triggered this w a y o u g h t to start w i t h
• M o s t of the details about h o w the b o u n d spell w o r k s must b e a n o n s e n s e w o r d , like "Harru!" so that they're harder to set off
by m i s t a k e . B u t if y o u forget t h e n o n s e n s e w o r d , y o u can't u s e s p e l l c o u l d b e t o l d t o g o o f f five m i n u t e s a f t e r a l l p a r t y m e m b e r s
the s p e l l . ) are out o f sight. Ordinary binding could n o t understand "party
2. W h e n s o m e t h i n g h a p p e n s t o t h e o w n e r . E.g., a h e a l i n g s p e l l m e m b e r s " - at b e s t it c o u l d r e m e m b e r t h e list o f p a r t y m e m b e r s
that i s c a s t w h e n t h e o w n e r i s r e n d e r e d u n c o n s c i o u s . t o l d t o it a t t h e t i m e t h e s p e l l w a s b o u n d , a n d t h e y ' d count
3. W h e n t h e spell's o w n e r d o e s s o m e t h i n g specific. F.g, a a g a i n s t t h e 2 0 - 2 5 w o r d s - n o r c o u l d it c o u n t five m i n u t e s . And
s w o r d t h a t h a s F l a m i n g S w o r d b o u n d o n i t , t o b e c a s t w h e n it i s it c e r t a i n l y w o u l d n ' t t a k e it u p o n i t s e l f t o n o t g o o f f i f t h e p a r t y
drawn. O r , a n a r r o w t h a t h a s F i r e F l o w e r b o u n d t o it, t o b e c a s t s h o w s u p a g a i n w h e n t h e s p e l l i s a b o u t t o g o off.
on t h e p e r s o n w h o is h i t b y t h e a r r o w . B i n d i n g s w i t h r e a s o n i n g are a b o u t a s l i k e l y t o d o the r i g h t
4 . T w o o r t h r e e o f t h e a b o v e . E.g., a h e a l i n g spell that is cast thing as a devoted but extremely stupid person. O r d i n a r y spell­
on t h e o w n e r e i t h e r w h e n h e s a y s " H a r r u ! H e a l ! " o r w h e n h e is b i n d i n g is m o r e like a n e x t r e m e l y s t u p i d c o m p u t e r p r o g r a m . 1 7

rendered unconscious. Binding with reasoning requires three cley instead of two. The
B o u n d spells are usually cast o n either the o w n e r (as 1 a n d 2 c o m p l e x i t y o f t h e spell is limited b y y o u r (Wits+Spiridor) total
above), t h e item they are b o u n d o n (flaming sword example), or as well as by the usual constraints. If you have
on t h e t a r g e t o f t h a t i t e m ( a r r o w e x a m p l e ) . Wits+Spiridor=10, y o u c a n bind complexity-10 spells with rea­
Your Spellbinding skill influences t h e c o m p l e x i t y o f spells soning.
you c a n b i n d ; a p r o f e s s i o n a l s p e l l b i n d e r ( w i t h skill level about
10) c a n b i n d r o u g h l y t h e s a m e s p e l l s s h e c a n c a s t a s p a t t e r n Spellbinding with reasoning
magic. B o u n d spells tend to b e w e a k e r than freshly-cast pattern Cley 3
spells that d o t h e s a m e thing. B i n d i n g a spell takes a m i n u t e or
Max. Complexity Usual limit, a n d a l s o limited b y
so, a n d t w o c l e y . B i n d i n g a s p e l l f e e l s l i k e c a s t i n g the s p e l l w i t h
Wits+Spiridor
one cley, into a c a g e m a d e o u t o f t h e other cley.
People - including the best wizards of the World Tree - have
LIMITATIONS or BOUND SPELLS
b e e n t r y i n g t o find t h e t e c h n i q u e f o r b i n d i n g s p o n t a n e o u s s p e l l s ,
T h e b o u n d s p e l l h a s a l l t h e l i m i t a t i o n s o f the p a t t e r n s p e l l t h a t
or ritual m a g i c , o r anything b u t orthnarily-cast pattern spells. If
w a s b o u n d , e x c e p t that t h e b o u n d spell's o w n e r is c o n s i d e r e d t h e
a n y o n e h a s f o u n d o u t h o w t o d o it, t h e n e w s h a s n ' t s p r e a d .
c a s t e r o f the s p e l l . F o r e x a m p l e , Levitate only levitates the
M a g e s w i t h o u t t r a i n i n g in s p e l l b i n d i n g (that is, w i t h o u t a skill
spell's caster. A b o u n d L e v i t a t e spell c a n o n l y levitate t h e b o u n d
o f a t l e a s t 1) c a n n o t b i n d s p e l l s a t a l l .
spell's o w n e r - n o t t h e caster o f t h e b o u n d spell, u n l e s s s h e is
Spellbinding also the owner.
A l l t h e d e c i s i o n s t h a t are o r d i n a r i l y m a d e w h e n a p a t t e r n s p e l l
Complexity Limit W i l l + S p e l l b i n d i n g + N o u n + Verb>=
is cast m u s t b e m a d e w h e n t h e b o u n d spell is b o u n d . For exam­
Complexity + 10
ple, w h e n a teleport spell is cast, t h e caster d e c i d e s w h e r e t o tele­
Power 1
/2(Will+Spellbinding+Noun+Verb+d20) port to, usually in t e r m s like "twenty feet straight ahead". When
a teleport spell is b o u n d , t h e caster m u s t c h o o s e its destination
in j u s t t h e s a m e t e r m s . D e c i s i o n s t h a t a r e m a d e after t h e s p e l l is
Cley 2
c a s t d o n o t h a v e t o b e ( a n d c a n n o t b e ) m a d e w h e n the s p e l l i s
Orziman oa Thlauxis, master-spellbinder, has Will=+4, bound. F o r example, a levitatingj>erson c a n decide w h e n to g o
Spellbinding = 15, Sustenoc = 9, Corpador = Locador = u p a n d d o w n , w h e t h e r the L e v i t a t i o n w a s c a s t i m m e d i a t e l y o r
12. He is just barely able to bind Wizard's Double Armor from a b o u n d spell.
(Su Co Lo 30), having 4+15+9+12 = 40> 30+10. His The subject of the spell m u s t b e described in the simplest o f
Power is >A(4+15+9+12+d20) = '/ (40+U)
2 = 25</i, terms. T h e e a s i e s t s u b j e c t s are t h e p e o p l e w h o a r e t o u c h i n g t h e
rounded to 26. item holding the spell. O r d i n a r y bindings cannot understand
p h r a s e s like " n e a r e s t p e r s o n " ; t h e b e s t that c a n b e d o n e is tell
There are t w o forms of binding: ordinary binding, and binding
t h e m w h i c h d i r e c t i o n t o c a s t t h e s p e l l (e.g., "in the direction that
with reasoning. T h e difference is in t h e triggering c o n d i t i o n s .
the stick is p o i n t i n g " ) a n d h a v e t h e u s e r m a k e a t a r g e t i n g roll,
Perception + Finesse. Spells bound with reasoning can under­
ORDINARY SPELLBINDING
stand "nearest person".
W i t h ordinary spellbinding, t h e spell waits for s o m e simple
condition to b e satisfied. T h e spell h a s m e d i o c r e senses (sight, Simple bindings cannot count, nor measure time: they must go
h e a r i n g , m a g i c s e n s e , a n d s m e l l w i t h a P e r c e p t i o n o f - 3 ) , a n d lit­ off i m m e d i a t e l y w h e n their conditions are satisfied. T h e y cannot
tle j u d g m e n t . It h a s n o m e m o r y ; it c a n n o t e v e n c o u n t . It h a s n o b e s e t t o g o o f f five s e c o n d s a f t e r y o u s h o u t " B o o m ! " . Spells
special p o w e r s o r senses. T h e condition c a n b e about t w e n t y o r b o u n d with reasoning c a n count a n d m e a s u r e time, in a dimwit-
twenty-five w o r d s long, w i t h at m o s t t w o conjunctions ("and"s, ted way.
"or"s, etc.). A classic e x a m p l e is a ring with a healing spell Setting off a b o u n d spell in a w a y that needs extra direction
b o u n d t o it, w i t h c o n d i t i o n " G o o f f w h e n t h e w e a r e r o f t h e r i n g r e q u i r e s an a c t i o n . (See the "Flames Engulf Thee" example
is i n c a p a c i t a t e d , o r s p e a k s t h e w o r d s ' R i n g , h e a l m e ' " . T h i s s p e l l below). Setting off a b o u n d spell that only requires w o r d s does
m i g h t g o o f f b y m i s t a k e , e.g. i f t h e w e a r e r i s p l a y i n g d e a d . not require a n action.

SPELLBINDING WITH REASONING ' 7 Binding with reasoning is not nearly as good as mindful effects, which do exactly what
B i n d i n g w i t h r e a s o n i n g is a b i t smarter. T h e condition can be you want. But making a binding mindful about when it goes off is another bit of magic
that has not yet been accomplished. You can bind a mindful spell as easily as a non-
twice as complicated. T h e b o u n d spell c a n count. M o r e impor­
mindful one, but the spell isn't mindful until it goes off and so the mindfulness doesn't help
tantly, t h e b o u n d spell will h a v e s o m e j u d g m e n t . F o r e x a m p l e , a in the binding.
Spellbinders c a n only b i n d pattern spells that t h e y h a v e graft­ SOME EXAMPLES or SPELLBINDING
ed. Expert spellbinders m i g h t b e able to bind spells that they
(ordinary binding) A Heal Once put on a ring, with condition
cannot cast as pattern spells.
"When the ring's wearer is either incapacitated by wounds, or
Most power-related advantages, such as Emergency Spell,
speaks the phrase 'Heal Me O Ring', cast the spell upon him". The
cannot be used with b o u n d spells. K n a c k s do apply, as d o the
pattern spell's effect ordinarily varies with the caster's Medicine
advantages w h i c h explicitly mention b o u n d spells.
score. In this case, the caster cannot see the wounds (they hadn't
B o u n d spells t a k e effect n o faster t h a n pattern o n e s . Bound
happened when the spell was bound) and so the spell cannot take
spells that b u i l d start to b u i l d at t h e instant the b o u n d spell g o e s
advantage of the caster's Medicine skill.
off, j u s t a s t h e s p e l l w o u l d i f y o u c a s t it a t t h a t i n s t a n t . (When
(ordinary binding) A Fire Flower spell on a sword, with condi­
p e o p l e s a y t h a t " b o u n d m a g i c is fast", t h e y m e a n t h a t y o u c a n
tion "When the owner says 'Explode! Explode!', cast the spell upon
g e t t h e b o u n d s p e l l t o b e cast q u i c k l y . A b o u n d Levitate spell
the next person the sword's blade touches other than the owner. "As
can catch you before y o u hit the poisoned spikes. But a bound
with any other use of Fire Flower, the victim will start to smolder
F i r e F l o w e r still h a s to b u i l d . )
when the sword hits, and not actually take the fire damage until the
spell takes effect; see page 185. This condition is simple enough so
that the spell may be triggered in the same action that the attack is
made.
(ordinary binding) A Fire Flower spell cast on a stick, with con­
dition "When the owner says 'Flames Engulf Thee!', cast the spell
on the person that the stick is pointing at." Pointing the wand takes
an action. Also, the owner has to make a targeting roll: Perception
+ Finesse + s20 against some gamemaster-set threshold, perhaps
5 if the victim is right in front of the owner and 20 if he's a long way
away. If the rollfails, the spell can't tell who the owner intended to
blast, and it fails with no effect. If it botches, it hits the wrong per­
son.
(binding with reasoning) A Fire Flower spell cast on a pebble,
with condition "When the owner throws the pebble, east the spell at
the nearest unfriendly person." This can be done with a reasoning
binding, but not an ordinary one: reasoning is required for both
"nearest" and "unfriendly". The bound spell might make a mistake,
especially about who is unfriendly. Still, this is better than the
bound spell requiring pointing, since no Perception + Finesse roll
is required. Also the bound spell probably will be smart enough not
to go off if you drop it. The pebble will take one action to throw.
(ordinary binding, better with reasoning) A Change Places on a
bracelet with a charm, with condition "When the owner throws the
charm, teleport her to the place the charm falls". This can be done
without a reasoning binding, but it is likely to go off if the owner
drops the bracelet. If it is done with a reasoning binding, it will
only go off when it is thrown. Note that the spell will fail com­
pletely if the owner throws the charm further than the Change
Places can teleport.
(impossible) A Change Places on a ring, with condition "When
the owner says 'Save me O Ring!', teleport him to safety." The con­
cept of "safety" is too nebulous for a bound Change Places, even
with reasoning binding. You'd need a smarter version of the spell
do this: there's nothing that the binding can do to help.
(ordinary binding; better with reasoning) A Ward Against A
Spell on a ring, set to go off when the wearer makes a magic resist­
ance roll. This is reasonable, and helpful. Ordinarily this spell will
have a trigger word, which the wearer will shout when he uses it.
With reasoning, it can be a bit more flexible about when to go off.
(ordinary binding: two spells with same trigger) A pair of bound
spells, Eyes in the Fog and Coils of Fog, set to go off when the
owner says "Hide me in Fog!". This is a nice combination, as the
two spells will be cast immediately. (Some mages take this concept
to extremes, carrying a package of six or seven bound defensive
spells to use at the start of a battle. They can get a great deal of
defense instantly - or waste a great deal instantly, if they use it at
the wrong time.)
Spellweaving For example, suppose that Ravide'sTread and hands have
"Smoke, to start with, " hissed Strydat Myr Magus. "Smoke been turned backwards by a nendrai's magic: an effect with
from seven things, I should think; that's a good number. complexity 30 and power 80. A brute-force Healoc
Muniatic incense, of course, and turtlebar. Pine smoke is oily Corpador counterspell, trying to batter down the power
and would darken glass nicely. Keshogga smoke which Shax against power, would be fairly challenging: like trying to
Shay Shaz despises. Syalanip smoke to please Gnarn, and the batter down a castle door with a hammer. The alternative
smoke of a live fat wudgeon for Gnarn and oiliness both. is to try to unravel the nendrai's spell: effectively doing a
Tesquite smoke would be good, but tesquite don't grow around special-purpose counterspell that matches complexity
here, so perhaps we'll make do with birdbud. Unless you can against complexity: like trying to open the door with a
find me some tesquite, of course; but I daresay you'll be seeking lockpick. The gamemaster decides that a well-tuned Healoc
out something more obscure by the time we're finished planning Corpador effect of complexity 35 and power 5 could repair
this bit of silliness." it. (For a lower-powered effect a lower complexity might
— Laha Barsuada, The Tower of Glass and Other Stories work, down to complexity 25 if the nendrai's power were
S p e l l w e a v i n g i s the a r t o f c a s t i n g s p e l l s w i t h t h e h e l p o f s y m ­ only 20. These judgments are subjective. They are also
bols a n d physical c o m p o n e n t s , herbs, tools, s y m b o l s , chants, very sensitive to circumstances: an attempt to do something
incense, and a thousand other things. A good spellweaver can that seems very similar might require complexity 25 or 45.)
develop very c o m p l e x spells, though they cannot b e very strong. The village spellweaver comes to the same conclusion with
S p e l l w e a v i n g is m o s t u s e f u l f o r t h i n g s l i k e f i x i n g u n u s u a l p r o b ­ fifteen minutes of thinking and a Magic Theory + Wits+d20
lems, such as h a v i n g one's h e a d turned b a c k w a r d s b y a spell. > 20 roll.
T h e m a i n c o m p o n e n t o f a w o v e n spell's C o m p l e x i t y is t h e She mixes up a potion to fix the problem. The potion
"Spellweave Quality", w h i c h tells h o w successful the spell w a s . requires a variety of ingredients, including a powder made
The more appropriate and well-balanced the symbols and phys­ from an alarix's spiral horn that has been straightened out,
ical c o m p o n e n t s , t h e b e t t e r (viz. m o r e c o m p l e x ) t h e w o v e n s p e l l . and several healing herbs which grow straight. The
T h e s i z e o f this n u m b e r is fairly s u b j e c t i v e . A t t h e b e s t , it i s a s gamemaster decides that this is a fairly straightforward
large as the caster's S p e l l w e a v i n g skill. U n d e r o r d i n a r y c i r c u m ­ effect. The special ingredients can be ordered if the spell­
stances, Spellweave Quality will be positive - most spell- weaver doesn't have them on hand - Ravide can walk back­
w e a v e r s c a n find a t l e a s t o n e o r t w o a p p r o p r i a t e components, wards for a few extra days if need be. The spellweaver gets
writing the right g o d s ' n a m e s and seals on p a p e r if n o t h i n g else. her maximum Spellweave Quality, equal to her remarkable
In d i s a s t r o u s s i t u a t i o n s , S p e l l w e a v e Q u a l i t y c a n b e n e g a t i v e - Spellweaving skill of 16. She has Wits + Will + Healoc +
children running around the laboratory, earthquakes, opposing Corpador = 3+3+10+12 = 28. The s6 rolls a 4. So, the
wizards sneakily interfering. complexity of the weave is ((3/4)x28) + 16 + 4 = 41, which
M a g e s w i t h o u t a skill o f at least 1 in s p e l l w e a v i n g cannot easily repairs Ravide. He owes an impressive amount for
weave spells. T h e stress d i e for c o m p l e x i t y h a s at least one the cure.
b o t c h die p e r art o f the spell.

Spellweaving
Ritual Magic
"Trust not the darksome Karcist Mage,
Complexity (3/4) x (Wits + Will + Noun + Verb) Whose crabbed eyes on crabbed page
+ Spellweave Quality + s6 Discern the vile ancient lore
Power 5(*) Of necromantic days of yore ..."
— Dubu Whingie, Cautionary Verses
Cley 6
R i t u a l m a g i c is p a t t e r n m a g i c t a k e n t o a n e x t r e m e . In one
Casting Time a few hours, not counting preparation l i g h t , it i s a t e c h n i q u e f o r c a s t i n g p a t t e r n s p e l l s - i n circum­
s t a n c e s a n d w a y s t h a t e n c o u r a g e the g o d s t o a c t a s i f t h e k a r c i s t
(*) W o v e n spells h a v e P o w e r 5, regardless of the caster's ( t h e ritual m a g e ) w e r e v a s t l y m o r e p o w e r f u l t h a n s h e a c t u a l l y is,
s k i l l s . T h e r e a r e f e w w a y s t o i n c r e a s e t h e P o w e r . T h e e a s i e s t is perhaps even more powerful than any prime can be. In another
to u s e a g r a c e o r g l o r y o f t h e a p p r o p r i a t e g o d s , w i t h e a c h o n e l i g h t , it i s t h e c a s t i n g o f r e g u l a r p a t t e r n s p e l l s , b u t s p e l l s w i t h
giving s20 extra Power. Spellweavers are always hungry for extraordinarily precise requirements to be effective. In a third
graces and glories. l i g h t , it i s t h e w o r k i n g o f a s p e l l t o o l a r g e t o b e a p a t t e r n s p e l l ,
N o t e that the low p o w e r of w o v e n spells m e a n s that they are b y c a s t i n g it i n m a n y p a r t s a n d a s s e m b l i n g t h e m i n t o a w h o l e
easy to dispel a n d resist. W o v e n spells are mediocre w e a p o n s . through the use of careful rituals.
Ritual m a g i c is inflexible, e v e n m o r e so t h a n pattern m a g i c . It
s h u n s t h e a t t e n t i o n o f t h e g o d s , o r t h e y s h u n it. T h e r e i s m o r e o f
t h e d i v i n e in a c h i l d ' s c r e a t i o n o f a s u g a r b u n , o r a c a r p e n t e r ' s
plane-spell, than a ritual m a g e ' s c e r e m o n y to incinerate a city or
r a i s e t h e d e a d . P e r h a p s t h e g o d s c o n s i d e r it a m i s u s e a l l o w e d b y
t h e rules o f m a g i c , o r a n a c t o f f o o l i s h p r i d e , o r a p e t t y w a y t o
achieve ends that could b e achieved magnificently instead.
T h e s t e r e o t y p i c a l k a r c i s t is t h e y o u n g s o l i t a r y w i z a r d w o r k i n g
far b e y o n d h e r p o w e r s . She spends weary hours studying ritu­
als, m e m o r i z i n g a n d c a r e f u l l y f o l l o w i n g all t h e i r i n a n e details.
T h e b a t m u s t b e female, m u s t n o t h a v e a single w h i t e hair, m u s t worse.
b e fed only o n w a s p s for t h e d a y before. T h e needle must be Ritual m a g i c d e p e n d s heavily o n t h e Ritual M a g i c skill. From
copper, smelted from the leaves o f trees o n a night w h e n the the " M a x . C o m p l e x i t y " formula, m a g e s w i t h a R i t u a l M a g i c skill
Hollow M o o n w a s open, never used before, a n d must pierce the of less than three can't perform even the simplest ritual.
bat's liver through o n the first stroke. Then, when nothing Ritual spells require m a n y cley, m u c h time, and generally a
remains andone a n d the h o u r i s r i g h t , t h e r i t u a l i t s e l f : h o u r s o f great deal of material. T h e s p e l l d e s c r i p t i o n s list t h e s e t h i n g s .
careful labor a n d spellcasting, to achieve a n e n d a s tortuous as T h e " C o s t " i s t h e t y p i c a l c o s t o f t h e m a t e r i a l s f o r t h e ritual. N o t

t h e r i t u a l itself. all o f t h e m a r e c o n s u m e d : y o u w i l l n e e d t o r e p l a c e t h e h e a d d r e s s
of owl's feathers and curcaxix berries, b u t not the silver-bladed
knife w i t h y o u r n a m e written forty times in a r o w o n the blade.
F o r simplicity, a s s u m e that a third o f t h e cost is c o n s u m a b l e s that
m u s t b e used u p in p r e p a r a t i o n before the ritual starts, a third is
c o n s u m a b l e s u s e d d u r i n g t h e r i t u a l itself, a n d t h e last t h i r d is
n o n c o n s u m a b l e s that y o u n e e d only b u y once.
T h e rituals require a certain a m o u n t o f preparation. Ritual
preparations usually take only an hour or so a day, b u t must b e
done at the right time. You h a v e to set the copper dish of peas
a n d entrails to dry o n the w o o d e n table at t h e instant that the
Hollow M o o n gapes widest, which happens o n the average once
every three days. T h e "Preparation" time gives the typical time
that preparations m u s t b e started in a d v a n c e . F o r extra realism,
add ( 2 d 6 - 7 ) x l 0 % - which will give a n u m b e r from - 5 0 % to
+ 5 0 % - to the stated time.
S o m e p r e p a r a t i o n s a r e stable. After the peas a n d entrails are
perfectly dry, y o u c a n p u t t h e m in a j a r a n d u s e t h e m w h e n e v e r
you like. O t h e r s a r e unstable. Once the all-white m o u s e has
b e e n f e d t h e r i g h t n u m b e r o f s c a r a b s , y o u h a d b e t t e r start t h e rit­
ual in the next d a y or t w o , before y o u h a v e to either feed t h e
m o u s e a g a i n ( a n d r e n d e r it ritually u n s u i t a b l e ) o r let it d i e . F o r
simplicity, a s s u m e that unstable preparations m u s t b e used with­
in d 6 d a y s .
S o m e p r e p a r a t i o n s are multiple: you can dry foar dishes of
p e a s a n d entrails at o n e t i m e , as easily as o n e . O t h e r s are single:
y o u c a n o n l y h o l d o n e g o l d - p a i n t e d m e l o n i n y o u r [ u p p e r ] left
h a n d at d a w n . F o r simplicity, a s s u m e that y o u c a n prepare for
d 4 uses o f a multiple ritual at o n e t i m e , a n d y o u c a n k e e p a r o u n d
as m a n y preparations as desired; b u t r e m e m b e r that y o u m u s t
p a y f o r e a c h p r e p a r a t i o n w h e n it i s d o n e . Y o u c a n o n l y h a v e a
single preparation for a single ritual at a n y given time. ( I f it is
single a n d stable, y o u m a y k e e p that o n e preparation for as long
as y o u need.)
Finally, w e give o n e representative ritual e l e m e n t for e a c h rit­
T h a t s t e r e o t y p e is a s false a s a n y . M o s t karcists a r e r e p u t a b l e ual. W h e n t h e r e i s a g a m e c o n s e q u e n c e , w e m e n t i o n it: m a n y
professional sorcerers, not crazed wizards. A fire m a g e m i g h t Destroc C o r p a d o r rituals d a m a g e the caster as well. F o r the rest,
be able to permanently fireproof a building: a n easy ritual spell, it i s s i m p l y a b i t o f c h a r a c t e r i z a t i o n .
but a very h a r d pattern spell. A great healer might b e able to W e list o n l y a f e w r i t u a l s in t h e s p e l l list. T h e r e a r e m a n y o t h ­
r a i s e the d e a d : a h a r d a n d u n r e l i a b l e r i t u a l t o b e s u r e , b u t m u c h ers. O r d i n a r y spell sellers d o n o t deal in ritual spells (except for
worse with pattern magic. A Corpador m a g e might be able to occasional sellers near m a g i c a c a d e m i e s , w h o c a n s o m e t i m e s b e
ensure that a n a s - y e t - u n b o m child will b e a purebred, e v e n if his persuaded to acquire the simpler and more harmless rituals).
parents a r e different breeds: a service that occasional Cani Getting rituals usually requires k n o w i n g (or robbing) the right
n o b l e s w i l l p a y h a n d s o m e l y for. T h e r e a r e v e r y f e w p e o p l e w h o people.
d o ritual m a g i c a s their p r i m a r y j o b , o r e v e n t h e i r p r i m a r y i n t e r ­
Ritual Magic
est; b u t t h e f e w w h o invest t h e time a n d e x p e n s e for training,
ritual spells, preparation, a n d performance s o m e t i m e s feel that Max. Complexity Worst of 2x(Ritual Magic Skill) and
it w a s w o r t h w h i l e . M e m o r y + Noun + Verb
Ritual spells c o m e in t w o parts: a pattern spell (or a cluster o f Power Wits + Ritual M a g i c + N o u n + Verb + s 2 0
several), a n d a b o o k o f instructions. T h e spell(s) m u s t b e graft­
Casting Time S o m e hours; s e e ritual.
ed, a s for a n o r d i n a r y p a t t e r n spell. T h e y c a n n o t b e cast at all
w i t h o u t f o l l o w i n g t h e i n s t r u c t i o n s . I f t h e i n s t r u c t i o n s a r e fol­ Cley S e v e r a l ; s e e ritual
l o w e d p r e c i s e l y , t h e ritual w i l l w o r k . I f n o t , it w i l l fail. E v e n a Cost High; s e e ritual
single b o t c h o n t h e casting roll indicates c o m p l e t e failure, or
SPELLS [Tharsax has a 2 initiative; Azliet has a 4].
[On 2], Tharsax tosses a Fire Flower (Cr Py 5) at Azliet.
Timing of Spells [Tharsax s player draws a 5 for his next initiative, and a
He attacked me with a Fire Flower. Your Honor. But I jumped Jack initiative for the spell.] The spell starts building;
in the irrigation canal, and cast Armor Turning Pyrador. and Azliet starts to smolder.
cast Toughen Against Pyrador. and covered myself with mud. [On 4], Azliet notices that she's smoldering. A glance
So my fur wasn't singed when the guards found me. That does- and a Magic Analysis roll (Perception + Magic Analysis +
n't change the fact that he attacked me with an injurious blazing s20, total of 18) reveals that there is a moderate-power
fiery spell and deserves to be beaten with a meech switch in the Creoc Pyrador spell on her. She casts Toughen Against
main square. Pyrador (Su Py Co 5), which will help her resist the fire
— Mr. Yabblewet Urfunkster, accusing Mr. Mabrador Strappie attack and protect her somewhat from its damage - and pro­
of assaulting him tect her for a few more actions as well. [Toughen is a fast
M o s t spells t a k e effect after a short delay. This m e a n s that the spell, as most defensive spells are. It takes effect immedi­
victims o f spells generally get a c h a n c e to avoid the effects, by ately. Azliet draws initiative 7 for herself. The Toughen
counterspells or m u n d a n e means. doesn't need an initiative.]
Spells either b u i l d or are fast. [On 5] Tharsax notices Azliet's defensive spell - Azliet
Spells that b u i l d t a k e a little w h i l e to start. For example, the said the name when she cast the spell, as most people do -
Fire F l o w e r spell c r e a t e s a c l o u d o f fire around the victim. and casts Hard-Flung Spell (Ru Su Ma 5), which will make
W h e n t h e spell is c a s t , t h e v i c t i m starts t o s m o l d e r ; a s t h e s p e l l the Fire Flower harder to resist. [Hard-Flung Spell is also
builds, little f l a m e s start l i c k i n g at t h e v i c t i m . T h i s d o e s n o actu­ fast. Tharsax draws initiative King for himself]
al d a m a g e , t h o u g h it l o o k s a l a r m i n g ; a c l e v e r v i c t i m w i l l r e a l i z e [On 7] Azliet quickly examines Tharsax's latest spell with
his d a n g e r a t t h i s p o i n t , a n d a c l e v e r a n d fast v i c t i m w i l l do Magic Analysis, determines that it's a Ruloc Sustenoc
s o m e t h i n g a b o u t it. S p e l l s t a k e e f f e c t f a i r l y s u d d e n l y a f t e r a f e w Magiador spell, guesses with a quick Magic Theory roll
s e c o n d s o f b u i l d i n g : in a n instant, t h e little f l a m e s h a v e t u r n e d that it's probably something to try to pound through her
to a l a r g e c l o u d o f fire, e n g u l f i n g a n d i n c i n e r a t i n g t h e v i c t i m . Toughen. She briefly considers casting another defensive
Spells that b u i l d all h a v e t h e f o l l o w i n g o r d e r o f e v e n t s : spell, but a Fire Flower isn't that bad, she decides to get
aggressive instead. She casts a Pounding Bone (Ru [Cr]
cast T h e s p e l l i s c a s t ; i t a p p e a r s i n the w o r l d , a n d s t a r t s t o
Co 20), which will beat Tharsax with a heavy bone club.
b u i l d . T h e v i c t i m g e n e r a l l y n o t i c e s that t h e s p e l l h i t
[She draws initiative King for herself, and 9 for the
him. T h e spell is given an initiative. Pounding Bone.]
builds T h e s p e l l is s t a r t i n g to w o r k b u t h a s not d o n e its m a i n [On 7, in response to Azliet] Tharsax doesn't have an ini­
intent yet. A h a r b i n g e r of the spell's effects c o m e s , tiative, and so he can't do much. He sees the harbinger oj
often the s p e l l ' s effect in ( h a r m l e s s ) d i m i n i s h e d form the building Pounding Bone, a ghostly bone club material­
C o u n t e r s p e l l s and other defenses are p o s s i b l e w h i l e the izing in front of him, and shouts the nonsense word
spell is building. T h e s p e l l b u i l d s until its i n i t i a t i v e
"Murguun "! This is his trigger for a bound Armor Turning
Corpador (Ru Su Co 5) spell, which he carries on one of the
comes.
buttons on his vest. The Armor is fast, and takes effect
takes O n the s p e l l ' s i n i t i a t i v e , i t t a k e s e f f e c t . Taking effect is immediately. He could not have cast a spell at this point,
effect f a s t w h e n i t h a p p e n s . It's t o o l a t e f o r c o u n t e r s p e l l s o r not having initiative.
other defenses. T h e v i c t i m has only the last d e f e n s e , [On 9] The Pounding Bone takes effect, and starts beat­
his M a g i c Resistance. ( A n d b o u n d s p e l l s s e t to g o off ing Tharsax. Tharsax's defensive spell doesn't help enough
on m a g i c r e s i s t a n c e r o l l s , a n d other fast a u t o m a t i c - bound spells are often weak - and Tharsax takes a painful
allies. wallop. [Azliet draws another initiative for the club; it gets
a Queen.]
[On Jack] The Fire Flower finally goes off. Azliet gets a
Magic Resistance roll, adding a bonus from her Toughen
Fast spells a r e cast, build, a n d t a k e effect a l m o s t instantly.
and a penalty from Tharsax's Hard-Flung, [etc.]
They c a n be cast b e t w e e n the t i m e that a slower spell hits and
t h e t i m e it t a k e s e f f e c t .
Magic Resistance
A s w e h a v e seen, m o s t spells t a k e a little w h i l e to affect y o u ,
and a variety of counterspells or other tricks can protect you
f r o m them b e f o r e t h e y t a k e e f f e c t . H o w e v e r , w h e n t h e y start to
t a k e effect, y o u h a v e o n l y o n e d e f e n s e : y o u r M a g i c R e s i s t a n c e .
T y p i c a l l y , y o u m u s t r o l l ( M a g i c R e s i s t a n c e + s 2 0 >= S p e l l ' s
P o w e r ) to defend yourself. A n y a m a t e a r m a g e can cast spells
o f p o w e r 2 0 easily. Y o a r M a g i c R e s i s t a n c e isn't likely to b e
much bigger than 10-15; this gives you poor chances even
against amateurs.
If you're lucky, you've taken suitable precautions: casting a
A l e r t t o P y r a d o r s p e l l i f y o u ' r e f i g h t i n g a fire m a g e , o r a M a g i c
R e s i s t a n c e o f Iron spell t o e n h a n c e y o u r M a g i c R e s i s t a n c e in I n t h i s c a s e , t h e s u b j e c t does r e a l i z e t h a t t h e s p e l l h i t h i m , a n d
general. T h e s e will all help. is a l l o w e d t o u s e c l e y o r o t h e r c o n s c i o u s d e f e n s e s . However,
E v e n i f y o u h a v e n ' t , y o u c a n still d e f e n d y o u r s e l f a b i t m o r e , after t h e y a r e u s e d , h e forgets a b o u t t h e spell.
spending cley to boost your M a g i c Resistance. Each cley you T h e character m a y later realize that h e m u s t h a v e b e e n hit b y a
spend adds s20 fno botch dice} to your M a g i c Resistance for spell. If there are clues (cley missing, b o u n d spells used), the
the rest o f t h e action. ( Y o u m u s t s p e n d this cley all at o n c e , c h a r a c t e r m a y m a k e a M e m o r y + s 2 0 >= 1 0 r o l l t o c o n s c i o u s l y
before y o u m a k e y o u r M a g i c Resistance roll). T h e extra dice d o realize that h e w a s hit b y a spell. If t h e total is o v e r 2 0 , h e e v e n
not botch; spending cley never hurts your chances o f resisting r e a l i z e s r o u g h l y w h e n it h a p p e n e d . I f t h e r e a r e n o c l u e s , r e m e m ­
the spell. b e r i n g i s h a r d e r : M e m o r y + s 2 0>=2 0 t o r e a l i z e , >= 3 0 t o r e m e m ­
Botches typically m e a n that the spell hit y o u , a n d perhaps that ber when.
it h i t y o u u n u s u a l l y h a r d .
U n c o n s c i o u s p e o p l e still g e t M a g i c R e s i s t a n c e r o l l s . They Spells Requiring Concentration; Mindful
cannot u s e extra cley, o r other devices that require conscious Spells
effort. M a n y spells require intelligent guidance. Illusions that m o v e
n e e d to b e told h o w to m o v e , flight spells n e e d to b e told w h e r e
Prodathnak oa Viper is trying to hold Odine the baker up
t o fly, a n d s o o n . T h e r e a r e t w o w a y s t o m a n a g e t h i s .
at swordpoint. Odine is not cooperating; she declares that
she will blast Prodathnak with fire until he leaves her First, y o u m a y p r o v i d e g u i d a n c e t o y o u r o w n spells, b y con­
alone. Odine is not particularly good at fire magic centrating on them. A n y m a g e is c a p a b l e o f this. It's h a r d t o d o
(Memory + Creoc + Pyrador = 8, not much more than is anything else while you're concentrating o n a spell. If y o u want
needed to cast it), but she does have Fire Flower grafted. to try, y o u will h a v e t o m a k e a W i l l + C o n c e n t r a t i o n + s 2 0 roll,
Her first Fire Flower has Power=8+s20 = 15: not an a g a i n s t a t h r e s h o l d s e t b y t h e g a m e m a s t e r : e.g., w a l k i n g i s a 2 0 ,
exceptional cast. Prodathnak's Magic Resistance is a c a s t i n g a n o t h e r spell is a 2 5 , d o d g i n g o r g e t t i n g h i t i n b a t t l e is a
respectable 11; he gets this response frequently. His Magic 30. F e w p e o p l e a r e c a p a b l e o f c o n c e n t r a t i n g o n t w o s p e l l s at
Resistance roll is ll+s20 = 13; the spell strikes him at full once. Some spells don't require constant concentration: o n e
[force, hurting him as badly as a sword would. action's concentration every few actions suffices. T h e s e spells
have duration "Attend".
Odine's second Fire Flower is only slightly better than
T h e s e c o n d c h o i c e is h a r d e r b u t m o r e effective. M a n y spells
the first: Power = 8+s20 = 17. Prodathnak takes no
m a y b e cast with Spiridor, creating a small spirit, impressing
chances this time: he uses a cley to give himself an extra
y o u r g o a l s a n d i n t e n t i o n s o n i t , a n d h a v i n g it c o n c e n t r a t e o n t h e
s20 on his Magic Resistance roll. This time his roll is
s p e l l a n d m a n a g e it a s y o u w o u l d . S p e l l s c a s t t h i s w a y a r e c a l l e d
11 +2s20 = 28. He resists the spell, taking only half dam­
mindful, both because they have a mind supporting them and
age.
they p a y attention to your wishes. Mindful spells don't require
After this, he casts Armor Turning Pyrador on himself.
you to concentrate. They do what you want. They're as clever
This fast spell contributes P/5 to Magic Resistance (+6, in
and creative as y o u are. They are directed b y players, not by
this case) for the next few actions. The third Fire Flower
characters or the gamemaster.
has Power = 18. Prodathnak's Magic Resistance roll is
11 +6+s20 = 24 without using an extra cley; again he takes
only half damage. He laughs fiendishly and menaces
Arcane Connections
Strundlegrahx crowed, "A tuft from her tail! We have her now,
Odine again, though his scorched appearance doesn't help.
maties!"
— Laha Barsuada, The Tower of Glass and Other Stories
M o s t spells w o r k at fairly short r a n g e : d o z e n s o f feet, o r less.
Special Topics on Magic Resistance Occasionally y o u m a y w i s h to talk to y o u r friend o n another
world-branch, or blast a n e n e m y with fire at a great distance.
Noticing Magic Resistance Rolls
T h i s c a n o n l y b e d o n e i f y o u h a v e a n arcane connection to the
M o s t o f t h e time, y o u notice w h e n y o u m a k e a m a g i c resist­
intended target o f your spell: an object intimately associated with
a n c e roll. T h e r e ' s a n instant w h e r e y o u feel t h e spell hit y o u ,
h i m . T h e b e s t a r c a n e c o n n e c t i o n s a r e b i t s o f h i s b o d y : e.g., shed
and y o u decide to whether to use cley or not. A t that t i m e , i f
thr, d r o p s o f b l o o d , c l a w c l i p p i n g s . S e c o n d - b e s t a r e objects that
not before, y o u will k n o w that y o u h a v e b e e n t o u c h e d b y a spell.
h e h a s c a r r i e d f o r a l o n g t i m e : e.g., h i s f a v o r i t e d a g g e r , o r a s c r a p
S o m e spells don't w o r k this way, especially s o m e Illusidor and
from his boot, or his signature o n a contract. In a pinch, y o u can
M e n t a d o r spells.
t r y t o u s e m o r e d i s t a n t c o n n e c t i o n s : e.g., a c o p y o f a b o o k t h a t h e
Unnoticed Spells
w r o t e , o r a footprint in m u d , o r a n i m a g e o f h i m in a scrying
S o m e s p e l l s , e s p e c i a l l y I l l u s i d o r s p e l l s , a r e c o v e r e d in i l l u s i o n
pool; such inferior c o n n e c t i o n s a r e likely t o b e m o r e trouble than
and hard to notice. I f y o u don't notice the spell, y o u can't use
they are worth.
cley or other voluntary defenses. You have only your o w n
Magic Resistance and automatic defenses to help you. For E v e n w i t h a r c a n e c o n n e c t i o n s , spell r a n g e is u s u a l l y limited.

example, Scent of Perplexing Lust changes the subject's scent, F e w spells c a n g o further than their P o w e r miles, although an

b u t t h e s u b j e c t d o e s n o t n o t i c e it. extremely g o o d arcane c o n n e c t i o n m i g h t d o u b l e that.

Forgotten Spells Arcane connections are fragile. T h e highest-quality arcane


connections (body parts) have a 2 0 % chance of breaking after
S o m e s p e l l s trick t h e s u b j e c t i n t o f o r g e t t i n g t h a t t h e y h a v e h i t .
t h e y a r e u s e d , w h i c h g o e s u p t o 6 0 % if t h e y a r e u s e d t w i c e i n o n e
F o r e x a m p l e , N e w M e m o r y g i v e s i t s v i c t i m a n e w m e m o r y ; it
day. T h a t i s , t h e first u s e o f a g o o d a r c a n e c o n n e c t i o n i n a d a y
w o u l d b e m u c h l e s s u s e f u l i f the v i c t i m k n e w t h a t h e h a d b e e n
w i l l w o r k , b u t t h e r e is a 2 0 % c h a n c e t h a t t h e c o n n e c t i o n w i l l n o
hit b y a spell. S o t h e spell c o v e r s its tracks.
longer b e an a r c a n e c o n n e c t i o n after that. n u m b e r s : that is, the h i g h e s t M e m o r y , the highest N o u n o f any
The second-best quality arcane connections have a 70% caster, the highest Verb, t h e h i g h e s t K n a c k in e a c h N o u n and
c h a n c e o f b r e a k i n g after t h e y a r e u s e d , w h i c h g o e s u p t o 9 0 % if Verb, a n d the highest die roll(s). L o w e r rolls are ignored -
the c o n n e c t i o n is u s e d t w i c e in o n e w e e k . e x c e p t for b o t c h e s .
B e l o w that, arcane c o n n e c t i o n s h a v e a 9 9 % c h a n c e of break­ C o - c a s t i n g is m o s t v a l u a b l e w h e n o n e m a g e is g o o d at e a c h o f
ing after t h e y are used. L o w - q u a l i t y c o n n e c t i o n s are subject to a the spell's arts, b u t n o n e are g o o d at all o f them. F o r e x a m p l e , if
variety of problems, such as the spell having low penetration or A z l i e t h a s M e m o r y + 2 , K e n n o c 10 a n d P y r a d o r 0, a n d R r e n g r a
p o w e r , o r t a r g e t i n g t h e w r o n g p e r s o n (e.g., t h e t a i l o r w h o m a d e has M e m o r y + 3 , K e n n o c 2 a n d P y r a d o r 12, the t w o c o u l d c o o p ­
the c l o t h i n g , or the c a s t e r herself). eratively cast a complexity-25 K e n n o c Pyrador spell that neither
T h e r e i s n o s i m p l e w a y t o c h e a t ; e.g., if a c l o a k is d i v i d e d i n one could cast unassisted. O f course, both of them would have
half, using either half will use up the arcane connection. t o h a v e g r a f t e d the s p e l l .
Having the entire contents o f y o u r victim's b e d r o o m will proba­
bly g i v e y o u t w o o r three a r c a n e c o n n e c t i o n s for the o b j e c t s , C O - C A S T I N G A SPONTANEOUS SPELL
p l u s a n o t h e r o n e o r t w o f o r b o d y p a r t s i f y o u c a n find s h e d f u r Several m a g e s , standing near each other, m a y cooperate on
and clipped claws. casting a spontaneous spell. E a c h one invents parts of the spell,
O t h e r c i r c u m s t a n c e s m a y i n t e r v e n e as w e l l ; after s o m e o n e h a s a n d t h e y all t o s s t h e m in together. E a c h c a s t e r m u s t m a k e her
b e e n h i t w i t h f o u r o r five l o n g - r a n g e s p e l l s , it m a y h a p p e n t h a t c o m p l e x i t y rolls at a -5 p e n a l t y . T h e spell w o r k s if e a c h caster
no a r c a n e c o n n e c t i o n s to h i m will w o r k for a f e w h o u r s . There s u c c e e d s i n c a s t i n g it. I f a n y o n e g e t s a p a r t i a l s u c c e s s , t h e s p o n ­
are spells w h i c h interfere w i t h a r c a n e c o n n e c t i o n s in various taneous spell will b e partially successful.
ways. The nature and limitations of arcane connections are T h e P o w e r o f t h e r e s u l t i n g s p e l l is c a l c u l a t e d h a r m o n i c a l l y : t h e
s o m e w h a t o f a m y s t e r y t o all b u t t h e b e s t s c h o l a r s o f m a g i c t h e ­ power of the strongest individual mage's cast, p l u s half the
ory. p o w e r of the second-strongest, plus a third of the p o w e r of the
There are w a y s to e c o n o m i z e on arcane connections, such as third-strongest, and so on.
B u i l d the A r c a n e B r i d g e . All the alternatives have limitations
CO-BINDING A SPELL
a n d w e a k n e s s e s : w o r k i n g at a n i m m e n s e r a n g e is n e v e r a s e a s y
T h e r e is n o k n o w n w a y for s p e l l b i n d e r s t o c o o p e r a t e .
as w o r k i n g nearby.

C O - W E A V I N G A SPELL
Cooperative Casting of Spells
Several spellweavers can cooperate. A s for c o - c a s t pattern
"M'lord Battlehound! Seven sorcerers from Tobramata are
spells, this g i v e s the best attribute, skill n u m b e r , a n d die roll o f
uniting their powers against us! What shall we do?"
any participating mage. The spellweavers must have a m i n i m u m
"We shall thank Reluu that we do not have to face them all act­
S p e l l w e a v i n g skill level at least as b i g as the n u m b e r o f spell­
ing individually."
w e a v e r s , so a g r a n d s p e l l w e a v i n g p a r t y o f fifteen w e a v e r s w o u l d
— Overheard before the Battle of the Razzanne
r e q u i r e e x p e r t s w i t h s k i l l 1 5 + . E a c h s p e l l w e a v e r s p e n d s t h e full
M a g e s can cooperate on casting spells. It's n e v e r v e r y effi­
c l e y cost for t h e s p e l l w e a v e , b u t t h e y s h a r e t h e m a t e r i a l setup
cient: t w o m a g e s w o r k i n g together are p e r h a p s t w e n t y or forty
and rituals. T h i s w o r k s q u i t e w e l l , a s it a l l o w s m a g e s t o t a k e
percent m o r e effective than o n e w o r k i n g alone. S o m e t i m e s that
advantage of diverse strengths.
t w e n t y o r forty p e r c e n t c a n m e a n the difference b e t w e e n success
and failure. C o o p e r a t i v e c a s t i n g w o r k s b e s t for s p e l l w e a v i n g .
COOPERATIVE RITUAL .MAGIC
Several ritual m a g e s can cooperate. A s for c o - c a s t pattern
spells, this gives the best attributes, skills, and dierolls o f any
participating mage. However, each ritual mage must have
e n o u g h R i t u a l M a g i c skill t o cast t h e spell: that is, at least h a l f
the spell's complexity.

Repeated Casting
There's only so tough you can make your hide, no matter how
good you are with Sustenoc and Corpador. I recommend Thick
Distance Armor, makes each attack on you have to go further to
get to you. Protects you just nicely. And it works so different
from Sustenoc Corpador that both spells do their job on you just
fine.
— Tathandra Marzanna, guard mage of Ovirucci
In m a n y cases, w h e n y o u r e p e a t e d l y cast a spell at the s a m e
target, y o u get the best of the effects of the m u l t i p l e casts, not the
sum. W e often e m p h a s i z e this b y the phrase, "maxes, not adds",
b u t t h a t p h r a s e is t h e d e f a u l t . F o r e x a m p l e , t h e r e ' s little p o i n t t o
C O - C A S T I N G A PATTERN SPELL c a s t i n g T h i c k D i s t a n c e A r m o r r e p e a t e d l y : t h e first c a s t i n g m a k e s
Several m a g e s m a y cooperate o n casting a pattern spell. T h e the armor, and later castings just d o the s a m e that the first one
m a g e s a r r a n g e t h e m s e l v e s in a line, side b y side a n d almost did. If y o u w a n t m o r e protection, u s e a spell that protects y o u in
t o u c h i n g , a n d they cast the spell in u n i s o n . E a c h m a g e s p e n d s a a different way. T h i c k D i s t a n c e A r m o r is a S u s t e n o c Locador
cley. T h e r e s u l t i n g s p e l l is c a l c u l a t e d w i t h t h e m o s t favorable s p e l l w h i c h p r o t e c t s y o u b y m a k i n g it h a r d f o r t h i n g s t o m o v e
t h r o u g h s p a c e t o hit y o u . T a s t e o f I n v u l n e r a b i l i t y is a g o o d c o m ­
p l e m e n t ; it p r o t e c t s y o u b y m a k i n g y o u t o u g h e r . Both spells Transcribing spells (for grafting)
a d d to y o u r Soak, but they d o so in unrelated w a y s a n d so both Time (1/2 C o m p l e x i t y ) d a y s
will protect you.
Cley Complexity per day
T h e r e is s o m e p o i n t t o r e - c a s t i n g H e a l O n c e , if t h e first cast
Wait d l O O - 5 x W i l l d a y s after grafting
didn't w o r k very well. Y o u g e t t h e b e s t o f all t h e p a r a m e t e r s ;
e.g., a spell w i t h v a r i a b l e effect a n d d u r a t i o n w i l l get the b e s t of Max. Complexity Finesse + Magic Analysis +Concentration
t h e t w o effects a n d t h e b e s t o f t h e t w o d u r a t i o n s , e v e n if t h e y
c o m e f r o m different s p e l l s . T h i s is c o m p u t e d at t h e t i m e t h e s e c ­
o n d s p e l l i s c a s t ; the d u r a t i o n o f t h e first i s i t s r e m a i n i n g , n o t
Magic Analysis
The Zi Ri spoke, fire dripping from zir tongue. "Young
original, duration. So, y o u m a y also re-cast a w e a k version of a
Rassimel, I perceive that you have the makings of a mighty wiz­
s t r o n g b u t short-lived spell to m a k e the strong spell last a bit
ard. I shall train you. What's your name?"
longer.
— Laha Barsuada, The Tower of Glass and Other Stories
This guideline has exceptions, especially for attack spells.
T h e t r a i n e d m a g i c s e n s e is a p o w e r f u l i n v e s t i g a t i v e o r g a n , l i k e
Blasting someone with two Fire Flowers does twice the d a m a g e
a well-trained Cani nose. It c a n b e u s e d t o u n d e r s t a n d a g r e a t
of one Fire Flower. ( T h o u g h , if t w o F i r e F l o w e r s t a k e effect at
m a n y things about magic. T h e r e is o n e m a j o r l i m i t a t i o n : t h e
the s a m e time, only the strongest does d a m a g e . ) E v e n this m a y
magic sense must be used intentionally save by the m o s t sensi­
r e a c h its limit: s o m e t i m e s V i r i d o r F l o k i n w i l l d e c i d e that a
tive; players m u s t usually declare that their characters are using
d o z e n F i r e F l o w e r s is e n o u g h for o n e v i c t i m .
it. O n l y the m o s t powerful m a g i c s will be obvious to s o m e o n e
It is s o m e w h a t tricky to tell h o w t w o or m o r e spells will w o r k n o t i n t e n t i o n a l l y u s i n g m a g i c s e n s e , in m u c h t h e s a m e w a y t h a t
together (or h o w multiple castings o f a single spell will w o r k ) . only a bright light will b e o b v i o u s to s o m e o n e w h o s e eyes are
F i g u r i n g it o u t i s a m a t t e r o f m a g i c theory: roll Wits + M a g i c closed.
T h e o r y + s20, w i t h a 2 0 required for the easiest questions. The
a n s w e r is quite sensitive; casting t h e s a m e spells together a g a i n RANGE o r .MAGIC SENSE
m i g h t h a v e t h e m interact differently.
T h e m a g i c s e n s e w o r k s b e s t b y t o u c h , b u t c a n w o r k at a m o d ­
erate distance.

Copying Pattern Spells Range of Magic Sense


This is the most boring job I've ever had. I don't care how good
Range Acuity Penalty
the pay is. I quit.
— Feriamoon, Rassimel ex-spell copyist Touch Full +5
A n y o n e w h o h a s grafted a spell c a n m a k e c o p i e s for other (Perception + M a g i c Analysis) inches Decent +2
p e o p l e t o a c q u i r e . ( T h e r e is n o k n o w n b e t t e r w a y t o g i v e s o m e ­
one else a spell.) Cantrips are fairly easy to copy; more (Perception + M a g i c Analysis) feet Lousy 0
advanced spells can take quite a while. T h e rare wizards who 10x(Perception + M a g i c Analysis) feet Poor -5
invent p o w e r f u l spells a n d sell t h e m e m p l o y p e o p l e as c o p y i s t s ;
1 0 0 x ( P e r c e p t i o n + M a g i c Analysis) feet Terrible -20
generally p e o p l e w i t h o u t the m a g i c a l p o w e r necessary to cast
the spells they are copying.
NOTICING A SPELL BEING C A S T
C o p y i n g a spell is a t i r i n g a n d b o r i n g j o b . T h e c o p y i s t sits in
A n y o n e w h o c h o o s e s to use m a g i c sense will notice that a spell
front o f t h e b o x , a n d l a b o r i o u s l y m a t c h e s s o m e cley to a bit of
is b e i n g c a s t . Casual observers, not actively using magic sense,
t h e s p e l l , c o m p r e s s e s it i n t o a s p a r k , a n d p u t s it i n t h e b o x in t h e
usually d o not notice w h e n spells are cast. ( M o s t p e o p l e p e r f o r m
right p l a c e . It's r a t h e r l i k e m a k i n g a p l a s t i c i n e c a s t o f a b o n e , ter­
s o m e stylized action w h e n they cast spells, w h i c h m i g h t alert
restrially. T h e s p e l l i n the b o x i s r e a l l y a m o l d f o r t h e s p e l l , a
casual observers. People w h o don't do or say anything probably
n e g a t i v e i m a g e o f it.
w o n ' t alert them.)
C o p y i n g a s p e l l t a k e s h a l f t h e s p e l l ' s c o m p l e x i t y d a y s o f full-
t i m e w o r k , a n d r e q u i r e s the spell's c o m p l e x i t y in cley e a c h day.
FINDING A SPELL'S CASTER
S o , c o p y i n g a c o m p l e x i t y - 2 0 s p e l l t a k e s 10 d a y s a n d 2 0 c l e y
It i s p o s s i b l e , t h o u g h h a r d , t o figure out w h e r e a spell's caster
each day. O n e of the m o r e distasteful j o b s of sorcerer's appren­
is j u s t b y w a t c h i n g t h e s p e l l a s it i s c a s t . T h i s requires a
t i c e s is p r o v i d i n g c l e y t o s p e l l c o p y i s t s .
P e r c e p t i o n + M a g i c A n a l y s i s + s 2 0 >= 3 5 r o l l . If the spell has
A r e c e n t l y - g r a f t e d s p e l l i s n o t s u i t a b l e f o r c o p y i n g ( t h o u g h it
s o m e p h y s i c a l e f f e c t - a b a l l o f fire t h a t t h e c a s t e r t o s s e s b y h a n d
is s u i t a b l e f o r c a s t i n g - c a s t i n g i s g e n t l e r a n d m o r e n a t u r a l t h a n
- it w i l l b e m u c h e a s i e r t o find the caster b y regular sight or
c o p y i n g ) . A s p e l l c a a n o t b e c o p i e d for dlOO - 5 x W i l l d a y s after
scent.
t h e graft is c o m p l e t e .
T h e r e is n o k n o w n w a y t o c o p y a b o x e d spell w i t h o u t grafting DETECTING ACTIVE MAGIC
it first. M a g i c is a b i t h a r d e r t o s e e a f t e r t h e s p e l l h a s b e e n c a s t . I f y o u
C o p y i n g spells is a s k i l l e d art. It r e q u i r e s F i n e s s e + M a g i c weren't l o o k i n g initially, y o u m u s t roll Perception + Magic
A n a l y s i s + C o n c e n t r a t i o n >= s p e l l ' s c o m p l e x i t y . A n a l y s i s + s 2 0 >= 10 t o s e e a b u i l d i n g o r a c t i v e s p e l l .

DETECTING ILLUSIONS
I l l u s i o n s p e l l s a r e h a r d e r t o d e t e c t b y m a g i c s e n s e : the t h r e s h ­
o l d is t h e s p e l l ' s P o w e r . A m o d e r a t e l y c o m p e t e n t i l l u s i o n i s t c a n
fool a l m o s t e v e r y o n e . M a n y illusion spells will simply appear A s c o r e o f 3 0 w i l l l e t y o u s e e v e r y fine d e t a i l s : y o u c a n c o u n t
real; o t h e r s m a y a p p e a r t o b e m a g i c a l , b u t w i t h different and the n u m b e r of C o r p a d o r s p e l l s the p e r s o n h a s , a n d d e t e r m i n e
sensible kinds of magic. Illusions are best detected b y physical the complexity of the best one. You m a y also see ephemera,
clues. such as the n u m b e r of cley the person has to the nearest multi­
p l e o f 5.
DETECTING BOUND MAGIC A s c o r e o f 4 0 will let y o u tell w h a t a spell that t h e p e r s o n h a s
Detecting the presence of b o u n d spells quickly on an object g r a f t e d d o e s , w i t h o u t t h e p e r s o n c a s t i n g it.
r e q u i r e s a P e r c e p t i o n + M a g i c A n a l y s i s + s 2 0 >= 1 5 r o l l . T h i s
gives n o details of the b o u n d spell. Detecting the presence of READING A BOXED SPELL
b o u n d s p e l l s i n a n a r e a is h a r d e r ; e.g., running along a corridor I f y o u h a v e a b o x e d ( u n g r a f t e d ) s p e l l , y o u c a n t r y t o a n a l y z e it
keeping a n e y e o u t for b o u n d spells h a s a t h r e s h o l d o f 3 5 . a n d s e e w h a t it d o e s . T h i s is a g o o d i d e a if y o u d o n ' t trust t h e
dealer. Y o u c a n t e l l the a r t s o n a P e r c e p t i o n + M a g i c A n a l y s i s
DETECTING LNCHANTMENTS + s 2 0 r o l l o f 5 + , a n d the c o m p l e x i t y o n a 1 0 + . O n a 15+, you
It is u s u a l l y t r i v i a l t o s e n s e t h a t p o w e r f u l m a g i c i t e m s a r e m a g ­ get a v a g u e idea o f the spell's intent; o n a 2 0 + , a v a g u e descrip­
ical. ( A few have minor side enchantments that hide their t i o n o f t h e spell; a n d o n a 2 5 + , a full d e s c r i p t i o n o f t h e spell.
magic.) M i n o r m a g i c items aren't as intensely magical; they
require P e r c e p t i o n + M a g i c A n a l y s i s + s 2 0 rolls, w i t h threshold TELLING WHAT NOUN SOMETHING IS
usually a r o u n d 15. Y o u m a y s t a r e a t s o m e t h i n g a n d a t t e m p t t o t e l l w h a t N o u n it is
Detecting the enchantment will give you some idea h o w pow­ m a d e of. T h e g a m e m a s t e r w i l l r o l l P e r c e p t i o n + M a g i c A n a l y s i s
erful it i s , a n d w h a t a r t s it u s e s . M a g i c A n a l y s i s c a n n o t t e l l y o u + s 2 0 . O n a 4 0 + , y o u l e a m all t h e N o u n s . O n a 3 0 - 3 9 , y o u l e a m
w h a t t h e i t e m d o e s o r h o w t o u s e it; t h a t ' s a m a t t e r f o r t h e m u c h o n e N o u n . O n a 2 0 - 2 9 , y o u g e t n o i n f o r m a t i o n . If t h e r o l l is less
more a r c a n e E n c h a n t m e n t skill. t h a n 2 0 , o r a b o t c h , y o u are t o l d a r a n d o m l y - c h o s e n N o u n t h a t
m a y or m a y not be present.
UNDERSTANDING SPELLS
Y o u m a y u s e M a g i c A n a l y s i s t o t r y t o figure o u t w h a t a n a c t i v e A D V A N C E D MAGIC
or b u i l d i n g s p e l l d o e s , a n d h o w s t r o n g it i s . Y o u l e a r n the
approximate power. F o r e x a m p l e , o n a roll of 15, y o u might Some Topics in Magic Theory
l e a m t h a t it i s a C r e o c s p e l l o f p o w e r a b o u t 4 0 ; it c e r t a i n l y h a s a M a g i c t h e o r y is a h u g e a n d c o m p l i c a t e d d i s c i p l i n e . I n t h i s s e c ­
N o u n ( o r s e v e r a l ) , a n d it m i g h t h a v e o t h e r V e r b s , a n d i t s P o w e r tion, w e describe a few things w h i c h m o s t p r i m e s l e a m in grade
is s o m e w h e r e b e t w e e n 3 1 a n d 5 0 . school. There's m u c h m o r e , of coarse. A d v a n c e d topics will
A n a l y s i s o f a b o u n d s p e l l is h a r d e r : s u b t r a c t 5. frequently upset familiar parts o f early m a g i c theory. T h i s is
l i k e t e r r e s t r i a l p h y s i c s . T h e r e are s o m e f a c t s i n n a i v e p h y s i c s
M a g i c Analysis of Spells
(moving objects eventually c o m e to rest) w h i c h are upset b y
Roll Content Power N e w t o n i a n physics (in the absence of external forces, m o v i n g
Rounding objects follow straight lines forever), and the N e w t o n i a n physics
i s u p s e t b y r e l a t i v i t y ( t h o s e l i n e s aren't r e a l l y s t r a i g h t ) . A l l t h r e e
< 10 no clue no clue
facts are correct, a n d the a d v a n c e d p h y s i c s explains w h y the
10-19 Learn one Noun or Verb multiple of 2 0 m o r e elementary physics s e e m correct, but your world-view
20-29 Learn Noun(s) and Verb(s) multiple of 10 changes drastically as y o u l e a m m o r e physics.

multiple of 5 W h a t w e ' r e g i v i n g h e r e is t h e e q u i v a l e n t o f a bit o f N e w t o n i a n


30-44 A p p r o x i m a t e intent of spell
physics. It s u p e r s e d e s w h a t y o u ' v e l e a r n e d e l s e w h e r e i n t h i s
45+ C l e a r d e s c r i p t i o n o f the s p e l l . exact
b o o k , b u t e v e r y t h i n g y o u ' v e l e a r n e d is still m o s t l y true. The
t h i n g s in this c h a p t e r are also true, e x c e p t u n d e r u n u s u a l situa­
INSPECT A MAGERIUM tions.
You c a n , w i t h a full minute's staring, inspect someone's
m a g e r i u m a n d get a g o o d idea of their m a g i c a l skill. T h i s is T H E FIRST L A W O r MAGIC
considered rude a n d intrusive, rather like s q u e e z i n g their m u s ­ M a g i c is u l t i m a t e l y o n a p e r s o n a l r e l a t i o n s h i p b e t w e e n you
cles o r g e n i t a l s t o s e e h o w s u i t a b l e t h e y a r e for o t h e r a c t i v i t i e s . (the caster) and the g o d s . T h e g o d s are less capricious than
People c a n disguise their m a g e r i u m s with illusions. s o m e w o r l d s ' g o d s , b u t t h e y a r e people. Sometimes careless,
A P e r c e p t i o n + M a g i c A n a l y s i s + s 2 0 r o l l o f 15 w i l l g i v e y o u sometimes playful, sometimes bitchy, sometimes unaccountably
u s e n s e o f h o w p o w e r f u l the p e r s o n i s a s a m a g e , o n a s c a l e o f annoyed with you, s o m e t i m e s happy, sometimes distant, s o m e ­
"magically crippled", "ordinary person", "sorcerer", and "wiz­ times anything else.
ard". S o m a g i c is u n c e r t a i n . You ultimately have no guarantee
A s c o r e o f 2 0 will tell y o u s o m e b l a t a n t l y - o b v i o u s t h i n g s : their a b o u t a n y o f it. It m i g h t g o a w a y t o m o r r o w , o r b e free for
strongest and w e a k e s t arts, a n d h o w m a n y d o z e n s of pattern everyone, or only w o r k i n t e m p l e s , o r a n y t h i n g e l s e at a l l .
spells t h e y h a v e . Y o u c a n a l s o tell w h e t h e r o r n o t t h e p e r s o n is There's ultimately n o w a y for mortals to predict what might
p r i m e , b y t h e s h a p e o f t h e b r a n c h e s o f their m a g e r i u m . h a p p e n w i t h it, o r i n f l u e n c e it a t a l l . T o m a k e t h i n g s w o r s e , t h e
A s c o r e o f 25 will g i v e m o r e detailed information, s u c h as skill w h o l e w o r l d is m a g i c : c r e a t e d b y m a g i c , s u s t a i n e d b y m a g i c ,
levels in arts a n d M a g i c R e s i s t a n c e t o t h e n e a r e s t m u l t i p l e o f 5, ruled by magic. So you have no guarantee about anything.
and w h a t m a g i c a l k n a c k s the p e r s o n h a s . You m a y also tell if a T h a t ' s t h e b i t o f the l e c t u r e t h a t w a k e s t h e p u p p i e s u p . The
Gormoror has broken his w o r d of honor. w a y things h a v e w o r k e d so far isn't as b a d as that. T h e g o d s are
r e a s o n a b l y consistent, a n d c o o p e r a t e w i t h each other fairly w e l l r e s p o n s e is p a r t i a l l y d e t e r m i n e d b y h o w i n t e r e s t e d t h e y are in t h e
- and they s h o w every sign of continuing to keep things rough­ ceremony.
ly the w a y they are into the indefinite future. Ceremonies consist of three elements: (1) attracting the gods'
O f course, the details d o w o b b l e around. S o m e t i m e s a m a g e attention; (2) earning the gods' g o o d will; (3) c o m p r o m i s i n g
f o r g e t s t h a t L e v i t a t e o n l y l e v i t a t e s t h e c a s t e r , a n d c a s t s it o n b e t w e e n t h e g o d s i n v o l v e d . A t t r a c t i n g a g o d ' s a t t e n t i o n is t h e
s o m e o n e else, a n d K v a r s e is n i c e a n d lets the m a g e get a w a y e a s y part. T u g g i n g o n t h e c o n n e c t i o n s w i t h t h e g o d is a g o o d
w i t h it. S o m e t i m e s F l o k i n g o e s t o s l e e p f o r a f e w w e e k s , a n d a l l start. O n e c o n t i n u e s b y c a l l i n g t h e g o d s ' n a m e s , c h a n t i n g their
t h e fire s p e l l s i n t h e w o r l d d o a b i t l e s s d a m a g e t h a n t h e y d i d h y m n s , displaying their symbols, a n d so on.
before. Sometimes "Here" gets annoyed that s o m e o n e h e does­ E a r n i n g their g o o d will is n o t s o easy. T h e r e ' s s o m e b a s i c g o o d
n't like h a s b e e n t e l e p o r t i n g o u t o f d a n g e r t o o m u c h , a n d a n o r d i ­ w i l l f r o m the f o r m o f t h e c e r e m o n y , t h e c l o s e n e s s b e t w e e n t h e
n a r i l y f a s t s p e l l w o r k s s l o w l y o n c e . S o m e t i m e s H r e s s h - H u u is god and the celebrant (as m e a s u r e d b y the celebrant's art), and s o
nice a n d lets an aspiring A i r a d o r m a g e try out s o m e complexi- on. To m a k e the spell m o s t effective, the c e r e m o n y should
ty-20 spells that s h e doesn't quite h a v e the M e m o r y + N o u n + p l e a s e the g o d : offers their favorite treats, sing and dance,
Verb total to cast. T h e N o u n G o d s are usually responsible for declaim original poetry, and otherwise entertain the god. T h e
spells w o r k i n g in u n u s u a l w a y s ; the creator g o d s are usually g o d s d o n o t c o m e visibly in person, b u t s e e m to enjoy the sacri­
s m a r t e r , a n d s e e m t o p r e f e r m o r e s u b t l e w a y s o f interfering in fices a n y w a y . T h e r e a r e v a s t b o o k s a b o u t e a c h g o d ' s t a s t e s :
m o r t a l affairs. F l o k i n c a n often b e interested in a m o u s e b e i n g tortured to d e a t h
Characters cannot h o p e to p r e d i c t everything that m a g i c will b y fire - though it is l e s s i n t e r e s t e d i f it h a s h u n t e d r e c e n t l y , o r i f
d o , o r e v e n u n d e r s t a n d w h y it d i d e v e r y t h i n g t h a t i t h a s d o n e . A s o m e o n e has d o n e a similar c e r e m o n y recently.
M a g i c Theory expert will do a good j o b - but only the gods can Sacrifices (destroying something of value to the caster) are
p o s s i b l y d o it p e r f e c t l y , a n d t h e n o n l y i f a l l o f t h e m m e e t t o d i s ­ s o m e t i m e s effective: they carry the m e s s a g e , " S e e h o w m u c h
c u s s the m a t t e r i n a d v a n c e a n d d o w h a t t h e y d e c i d e d t o d o . t h i s e n c h a n t m e n t m e a n s t o m e , t h a t I w i l l b u m m y f a v o r i t e rug
U n u s u a l o c c u r r e n c e s a r e u n u s u a l , b u t n o t h i n g is i m p o s s i b l e a n d in y o u r n a m e ! " T h e g o d s take sacrifices as pleas for s y m p a t h y :
n o t h i n g is i n e x p l i c a b l e . w o r t h w h i l e w h e n t h e g o d s are in s y m p a t h e t i c m o o d s .
S p e l l - c a s t i n g and D i v i n e A t t e n t i o n G o d s rarely respond well to promises. You might get some
Kvarse scowled. "How many of your own breaths do you pay advantage with Kvarse (but none with Lenhirrik or Reluu) from
close attention to? How many beats of your heart do you meas­ having m a d e a large donation to the Healers' Guild, but y o u
ure with sand-clock and sound-spell? How many wags of your won't get o n e from promising one.
tail do you plan and scheme in advance? No more do I contem­ C e r e m o n i e s w o r k best w h e n the s y m b o l s in the c e r e m o n y are
plate the actions and pervulsions of your spells." directly related to the d e s i r e d effect. If y o u p l e a s e F l o k i n w i t h
— H. Dorthin Markie, Tales of Monsters and Gods tortured m i c e a n d s o n g s o f hunting, F l o k i n will b e m o r e inter­
S i m p l e m a g i c is cast through routine negotiation with the ested in g i v i n g y o u flaming w e a p o n s than tools to heal burns.
g o d s . O n the w h o l e t h e y p a y l i t t l e a t t e n t i o n t o w h a t m o r t a l s d o T h e h a r d e s t p a r t o f d e s i g n i n g a d v a n c e d m a g i c is m a k i n g t h e
with their magic: less attention than mortals p a y to breathing, ritual p l e a s e all t h e r e l e v a n t g o d s a n d n o t offend a n y o f t h e m .
a c c o r d i n g t o K v a r s e . E v e n w h e n t h e m o r t a l is w o r k i n g directly F l o k i n e n j o y s w a t c h i n g m i c e b e i n g t o r t u r e d b y fire, b u t K v a r s e
for the g o d , the g o d usually doesn't p a y attention, as a n y o f the d e s p i s e s it. S o s h o u l d it b e a p a r t o f t h e e n c h a n t m e n t f o r a
knights of Kvarse w h o died w h e n P y r a d o r C o r p a d o r w e a p o n ? T h e r e a r e t e n thousand b o o k s a b o u t
their Corpador spells botched h o w t o d o this. N o n e o f t h e m is a n y g o o d .
m i g h t testify. T h e g o d s d o n o t e t h e T h e g o d s n e v e r a p p e a r i n p e r s o n in t h e s e c e r e m o n i e s , n o r d o
spells in s o m e w a y s : once they say a n y t h i n g directly. T h e c e r e m o n y either w o r k s , o r d o e s
Lenhirrik told T s e m n o m i d e s not, o r goes awry. T h e gods d o not explain w h a t they did, nor
that T s e m n o m i d e s h a d cast j u s t i f y it, n o r a p o l o g i z e , n o r e v e n l a u g h .
two thousand, eight hundred, <
and thirty H e r b a d o r spells, four DETAILS o r THE ARTS
hundred and eleven of which I can't tell you for sure what your Fire Flower is gonna do 'til
w e r e feather-cast, and thirteen of you've cast it. Maybe not even then.
w h i c h w e r e cast in T s e m n o m i d e s ' — Flokin, god of fire
p r i o r a n d s h o r t life. Theologians T h e N o u n s o f C o r p a d o r a n d H e r b a d o r are extremely useful.
have postulated armies and hierar­ M o s t objects are o n e or the other, s o m o s t things that y o u w a n t
chies o f celestial bookkeepers d o n e u s e o n e o r the other. Aquador, Airador, Pyrador, and
from this remark. D u r u d o r c o v e r m o s t o f t h e rest o f t h e m a t e r i a l in t h e u n i v e r s e , s o
Advanced magic - spellweav­ ordinary p e o p l e often learn s o m e about those N o u n s as well.
T h e Verbs Creoc, Destroc Mutoc, Ruloc, and Healoc are gener­
ing and enchantment - w o r k s
by non-routine negotiation ally useful, a n d m o s t p e o p l e k n o w o n e or t w o o f t h e m - fre­
q u e n t l y s t a r t i n g w i t h t h e i r g o d - c o n n e c t i o n v e r b , s i n c e it's t h e
with the gods. A spellweave or
easiest.
e n c h a n t m e n t is a c e r e m o n y
designed to catch the god's personal atten T h e N o u n s Magiador, Spiridor, Locador, a n d Tempador, and
t i o n a n d g e t a n u n u s u a l f a v o r . T h e r e a r e cer­ the Verbs K e n n o c and Sustenoc are considered to b e a d v a n c e d
tainly routine aspects to this - the p a y m e n t of m a g i c , suitable m a i n l y for p e o p l e w h o w a n t to b e serious w i z ­
cley for m a g i c a l effects, t h e i n v o c a t i o n o f t h e a r d s . C o m m o n p e o p l e r a r e l y s t u d y t h e m ; it's p u t t i n g o n a i r s , p r e ­
g o d s t h r o u g h the m a g i c a l arts. B u t the gods' tending to b e a wizard. Mentador and Illusidor are considered
potentially criminal - rather like lock-picking a n d k n o w l e d g e
about c o m p u t e r security or m a k i n g explosives terrestrially - a n d Healoc
adventurers m a y prefer not to boast about expertise at them. Healoc covers healing, repairing, restoration, return to natural,
P y r a d o r a n d K e n n o c a r e u n r e l i a b l e a r t s - P y r a d o r b e c a u s e fire i s prior or original states. T h e very existence o f a Healoc m e t h o d
dangerous on a world of wood, Kennoc because Pararenenzu h a s g r e a t p h i l o s o p h i c a l c o n s e q u e n c e : it m e a n s e v e r y t h i n g h a s a
d o e s n ' t m a n a g e it p r o p e r l y a n d it r e g u l a r l y f a i l s - a n d u s i n g t h e m "natural state." T h e r e is a right w a y for t h i n g s t o b e . It's easier
regularly is c o n s i d e r e d a bit risky. for t h i n g s t o b e i n their n a t u r a l states, o r t o r e t u r n t h e m t o there.
H e a l i n g non-living, n o n - m a g i c a l things is fairly straightforward.
Creoc H e a l i n g living t h i n g s is a tricky matter. T h e spell t o heal
Creoc spells ordinarily create temporary things, things that a w o u n d p r o p e r l y is t h e H e a l o c C o r p a d o r 3 5
v a n i s h s o o n e r o r l a t e r : s o o n e r f o r b o l t s o f fire, l a t e r f o r c o m m o n spell H e a l Truly. Heal Truly does
material objects. Make a flower w i t h C r e o c H e r b a d o r , a n d it true healing: e a c h t i m e it is cast,
will fade a n d vanish in a f e w hours. Using Sustenoc as well as it h a s i t s f u l l e f f e c t . It is o u t s i d e \
Creoc makes m a n y of these things permanent. the reach of most healers, so
Young Herethroy children, with their i n n a t e gift w i t h C r e o c , there are dozens of limited but
c r e a t e c o o k i e s t o e a t . T h i s is h a r m l e s s . W h e n the cookies fade, easier healing spells, w h i c h
t h e c h i l d r e n find t h a t t h e y a r e a s h u n g r y a s i f t h e y h a d n ' t e a t e n only work in specific cir­
t h e c o o k i e s i n t h e first p l a c e - b u t t h e y d o n ' t h a v e b i t s o f t h e i r cumstances or in special
flesh v a n i s h i n g . ways.
Older children often think that they'll g r o w u p to be m a g e s It's easy to design very
specializing in Creoc, Sustenoc, a n d Herbador, a n d m a k e a s specific healing spells that
many lozens as they want. T h e s e p l a n s a r e rarely fulfilled; b y heal recent injuries from
the time the child g r o w s u p , she h a s better things to d o with a specific agents. The
c l e y t h a n t u r n it d i r e c t l y i n t o a l o z e n . Smiths do indeed use R e m e d y spells d o this: R e m e d y
Creoc, Sustenoc, and Durudor to create metal: a high-complex­
for P y r a d o r heals j u s t - c a u s e d b u r n s . R e c e n t d e a t h is n o t a m a j o r
ity spell is r e q u i r e d t o m a k e a s i n g l e o u n c e o f m e t a l , s o m e t a l is
p r o b l e m if t h e H e a l t h e Awful W o u n d spell is available.
expensive.
Older w o u n d s are harder t o heal b y spells. T h e complexity-10
Attack spells based in Creoc generally w o r k b y creating s o m e ­ spell Heal O n c e heals as m u c h as the complexity-35 Heal Truly.
t h i n g d a n g e r o u s , fire o r m i s s i l e s o r v i n e s o r w h a t e v e r , w h e r e it b u t i t o n l y d o e s overlapping healing. If you receive several Heal
can hurt an enemy. If t h e s u b s t a n c e is created n e a r t h e e n e m y - O n c e spells in the s a m e day, y o u will only b e healed b y the best
C r e o c P y r a d o r t o s e t t h e e n e m y o n fire - t h e e n e m y ' s Magic of them. T h e c o m p l e x i t y - 1 5 H e a l i n g S l e e p spell is r e a s o n a b l y
R e s i s t a n c e m i g h t b l u n t o r c a n c e l the a t t a c k . I f t h e s u b s t a n c e is e f f e c t i v e , b u t r e q u i r e s a full n i g h t ' s s l e e p .
created far a w a y - C r e o c H e r b a d o r to m a k e a n arrow, a n d R u l o c
P r i m e s often u s e t e m p o r a r y healing spells, such as Pretense of
t o h u r l it - M a g i c R e s i s t a n c e o f t e n w o n ' t a p p l y , b u t t h e c a s t e r
H e a l t h . T h e s e a r e u s e f u l i n fights, b e c a u s e t h e y c u r e a g r e a t d e a l
m u s t a i m t h e a t t a c k ( r e q u i r i n g s o m e k i n d o f A t t a c k r o l l ) o r it
m o r e than real healing spells, a n d are s o m e w h a t cumulative with
will miss.
each other a n d with Heal Once. It is c o m m o n e n o u g h for a w a r ­
rior to leave a fight h a v i n g t a k i n g fatal damage, but being
Destroc
unhurt. T h e d a m a g e returns after s o m e t i m e , usually m a n y h o u r s
D e s t r o c is t h e art o f destruction: w o u n d i n g , cutting, c a r v i n g ,
after t h e fight.
breaking, aging, poisoning, and annihilating. Spells that involve
W o u n d s that h a v e b e e n temporarily healed are called hidden
these things, directly or indirectly, frequently require Destroc.
wounds. Hidden w o u n d s are healed n o w , but they will return
All spells that create poison are Destroc as well as Creoc.
later.
D e s t r u c t i o n is usually real. It's e a s y t o w o u n d s o m e o n e w i t h a
D e s t r o c C o r p a d o r spell; it's m u c h h a r d e r t o m a k e a Destroc Most healing spells cast o n y o u while you have hidden

C o r p a d o r spell t o c a u s e a w o u n d that will g o a w a y in a f e w w o u n d s will heal visible w o u n d s first, then hidden ones. For

hours. e x a m p l e , if y o u h a v e 3 0 life p o i n t s at full h e a l t h , t a k e 18 d a m ­


age, and then 12 p o i n t s o f t e m p o r a r y h e a l i n g , y o u h a v e 3 0 -
D e s t r o y i n g t h i n g s w i t h D e s t r o c is serious. If something has
1 8 + 1 2 = 2 4 l i f e p o i n t s left, a n d 1 2 p o i n t s o f h i d d e n w o u n d s . If
b e e n a n n i h i l a t e d , it c a n b e r e c o n s t r u c t e d b y a sufficiently great
y o u a r e t h e n g i v e n 1 5 p o i n t s o f t r u e h e a l i n g , 6 o f the 1 5 p o i n t s
H e a l o c spell - b u t destroying is usually easier than recreating.
will take care o f y o u r visible w o u n d s , leaving y o u with n o visi­
Destroc has three apparent opposites: Creoc, Healoc, and
b l e w o u n d s a t 3 0 life p o i n t s . T h e 15-6=9 points of healing
Sustenoc. T h e r e are useful spells c o m b i n i n g Destroc with each
which were n o t used o n visible d a m a g e apply to the hidden
of its opposites. A Creoc Destroc H e r b a d o r Spiridor spell c a n
w o u n d s , r e d u c i n g t h e m f r o m 12 t o 3 . S o , i f y o u k n o w t h a t y o u
create a b r i d g e o v e r a c h a s m that will v a n i s h w h e n y o u r foes set
w i l l b e d e a d a s s o o n a s t h e t e m p o r a r y h e a l i n g s p e l l s w e a r off, g e t
f o o t o n it ( S p i r i d o r i s u s e d t o m a k e t h a t d e c i s i o n ) . A Healoc
t o t h e b e s t h e a l e r y o u c a n find a s q u i c k l y a s p o s s i b l e .
Destroc C o r p a d o r spell c a n cure a g r o w i n g sickness, such as a
cancer; or open a temporary w o u n d such as a surgeon might use. Temporary healing spells fade gradually. Typically s6 points
A Destroc Sustenoc M a g i a d o r spell c a n shield against m a g i c for of d a m a g e c o m e b a c k every s 2 0 minutes as t h e spell fades. You
a w h i l e , w h e r e a s w i t h o u t S u s t e n o c it w o u l d o n l y p r o t e c t from will want a healer keeping a n e y e o n y o u while y o u have tem­
o n e spell. T h e r e ' s at least o n e useful spell c o m b i n i n g all four: porary w o u n d s , a n d y o u will w a n t to get true healing as soon as
T h e Infinite G r e n a d e . possible. In the most extreme cases - someone w h o has taken
s e v e r a l t i m e s f a t a l d a m a g e - the p a t i e n t m a y w e l l d i e w h e n t h e
t e m p o r a r y h e a l i n g w e a r s off, d o c t o r s o r n o d o c t o r s .
Specific kinds of injuries require specific healing spells. A e f f e c t i v e l y d e s t r o y s o m e t h i n g b y c h a n g i n g it i n t o a i r o r w a t e r ;
hamstringing requires Restring the L e g (HI C o 20) or the equiv­ y o u c a n e f f e c t i v e l y c r e a t e s o m e t h i n g b y t u r n i n g a l e a f i n t o it.
alent. T h e s e spells repair physical p r o b l e m s w i t h the patient's Mutoc L o c a d o r can b e u s e d to m o v e things, c h a n g i n g their
body. T h e y d o n o t r e s t o r e life p o i n t s , n o r d o t h e y interfere w i t h places.
h e a l i n g s p e l l s t h a t r e s t o r e life p o i n t s . Small changes are easier than large ones. Low-complexity
Healoc spells have a great m a n y uses b e y o n d simply healing M u t o c spells can reshape things in simple w a y s : b e n d i n g a stick,
people. M a n y g o o d c o u n t e r s p e l l s are H e a l o c . T h e r e is e v e n a o p e n i n g a hole in a wall, m a k i n g a b o o t larger or smaller. Mutoc
rather perverse Healoc C o r p a d o r spell w h i c h u n d o e s healing S u s t e n o c is o f t e n u s e d t o m a k e t h i n g s s t r o n g e r .
spells b y restoring o n c e - w o u n d e d bodies to their former w o u n d ­ Intermediate ones change substance within a Noun: turning
ed condition. o n e kind of w o o d into another, a person into a bird. They can
also c h a n g e the properties o f objects: m a k i n g w o o d soft or w a t e r
Kennoc hard.
K e n n o c spells are the d o m a i n of Pararenenzu, w h o does not
T h e hardest M u t o c spells are those w h i c h change from one
tend his domain very well. A b o u t o n e K e n n o c spell in twenty
N o u n to another, or m a k e other preposterous changes: turning a
doesn't w o r k quite right, and about one in four hundred gives
person into stone, or a flame, or a pocket universe; m a k i n g a
wildly wrong answers. (In g a m e , the g a m e m a s t e r rolls two
flame cold, or a stone weightless.
d20's. I f t h e first is a 1, t h e n the s p e l l w i l l m i s b e h a v e . If both
a r e l ' s , t h e n it m i s b e h a v e s w i l d l y . ) A typical minor misbehav­ Ruloc
i o r i s , i f o n e c a s t s A i n I O b s e r v e d ? t o t e l l i f s o m e o n e is w a t c h ­ R u l o c is t h e a r t o f c o n t r o l a n d c o m m a n d . F o r m o s t N o u n s , it i s
ing or s c r y i n g her. I f it d o e s n ' t w o r k q u i t e r i g h t , it m i g h t a l e r t mainly used to m o v e things: picking things u p and
h e r that s h e is l o o k i n g at herself, or t h a t a s q u i r r e l is l o o k i n g at tossing t h e m , or h o l d i n g t h e m in place, or e v e n tele-
her - idiocies that K e n n o c spells avoid w h e n they w o r k proper­ porting them around. Ruloc Mentador controls
ly. A t y p i c a l m a j o r m i s b e h a v i o r m i g h t b e t o a l e r t h e r t h a t o n e o f m i n d s in the o r d i n a r y sense. R u l o c C o r p a d o r c a n
h e r f r i e n d s is s c r y i n g h e r , w h e n i n f a c t h e i s n o t . K e n n o c spells control a b o d y ' s physical actions: lifting the s u b ­
tend to err in the alarming direction, m a k i n g the situation look j e c t i n t o t h e air, o r c o m p e l l i n g h i m t o s t r i k e h i s
w o r s e t h a n it i s . friend. Spells that a n i m a t e objects usually
start with R u l o c Spiridor - not because
they control spirits, but b e c a u s e they use
spirits w h i c h a n i m a t e and control the
object.
R u l o c spells are often used to do
something pre­
cise: loop a rope
around a vase,
toss the pie into
t h e n e n d r a i ' s left
eye, s e w an invis­
ibly fine seam. Such preci­
R e p e a t i n g a K e n n o c spell that Pararenenzu got w r o n g doesn't s i o n g e n e r a l l y calls for a F i n e s s e
help. T h e second cast will g o w r o n g in the s a m e w a y the first skill roll, b a s e d o n P e r c e p t i o n o r W i t s .
did.
T h e r e are s o m e r a t h e r i m p r e s s i v e K e n n o c s p e l l s . There are
Sustenoc
Sustenoc spells preserve things, m a k e t h e m stronger or last
a d v a n c e d spells w h i c h g i v e t h e c a s t e r t h e full k n o w l e d g e of
longer. T h e m o s t c o m m o n u s e of S u s t e n o c is to m a k e Creoc
s o m e t h i n g : e v e r y o n e w h o w a s e v e r at t h e c u r r e n t s p o t ( a n d w h e n
spells permanent: Creoc Sustenoc D u r u d o r spells to m a k e real
t h e y a r r i v e d a n d left), o r e v e n n a m e s a n d b i r t h d a y s o f e v e r y o n e
metal objects.
w h o has ever lived o n the W o r l d Tree. T h e former spell, Who
W a s H e r e ? ( K e L o 5 0 ) , is k n o w n t o a f e w w i z a r d s . T h e latter T h e art h a s u s e s b y itself or in other c o m b i n a t i o n s as well. It

spell, T h e C o m p l e t e Census (Ke Lo 1 5 0 ) , is d e s c r i b e d a s a n c a n h a r d e n m a t e r i a l s ; s p e l l s t o m a k e w o o d a s s t r o n g a s it c a n b e

example in o n e of Shaliun's magic theory books; probably a r e M u t o c S u s t e n o c H e r b a d o r . It c a n p r e s e r v e e p h e m e r a l t h i n g s :

n o b o d y h a s s p e n t t h e t i m e t o a c t u a l l y d e v e l o p o r c a s t it. Saved Glimpse preserves the image of the current scene, rather
like a photograph, and Sustenoc T e m p a d o r can m a k e time m o r e
T h e s e spells are safe to use (except the usual trouble with
enduring and thus pass m o r e slowly.
Kennoc). They essentially give you some of Pararenenzu's
t h o u g h t s or m e m o r i e s , c o p i e d directly into y o u r m i n d . T h e infor­ Airador
m a t i o n f e e l s l i k e a m e m o r y , a s i f y o u h a d l e a r n e d it p e r f e c t l y i n
A i r a d o r c o v e r s air a n d air p h e n o m e n a : w e a t h e r , v a p o r s , s o u n d
s c h o o l . Y o u m a y a s k q u e s t i o n s a b o u t the k n o w l e d g e a n d e x p e c t
(even s o u n d in water), a n d so on. A i r is e v e r y w h e r e , a n d so
to figure o u t the a n s w e r s v e r y f a s t . E.g., if y o u k n o w t h e n a m e s
Airador spells can be widely applicable. Air mages manipulate
o f e v e r y o n e e v e r b o r n , it w o u l d n ' t t a k e m o r e t h a n a m i n u t e t o
weather; every city h a s o n e or t w o . A i r a d o r spells frequently
count h o w m a n y Herethroy named "Redstripe" have been bom.
h a v e b r o a d a r e a s o f effect, b u t are w e a k . The simplest area-
attack spells are Airador.
Mutoc
A i r a d o r is w e l l - s u i t e d for s p e l l s o f c o m m u n i c a t i o n . It is o b v i ­
Mutoc covers transformations: changing shape, changing sub­
o u s l y i m p o r t a n t in s p e e c h - b u t A i r a d o r - b a s e d s p e l l s t o , say,
stance, changing properties. It's a v e r y f l e x i b l e art. You can
s e n d l e t t e r s f a r a w a y o n the w i n d s a r e e a s i e r t h a n t h e c o r r e s p o n ­ Herbador
ding spells in other N o u n s . H e r b a d o r is m u c h like C o r p a d o r : a b r o a d art c o v e r i n g plants,
L i g h t n i n g is a n A i r a d o r p h e n o m e n o n . It l o o k s l i k e t e r r e s t r i a l trees, wood, plant-based cloth, amber,
l i g h t n i n g , q u i c k a n d b r i g h t a n d h o t , b u t it is n o t c o n d u c t e d b y p a p e r , a n d s o o n . S o i l is H e r b a d o r m a t e ­
metal. It is a f a v o r i t e a t t a c k f o r m o f a i r m a g e s ; l i g h t n i n g s p e l l s rial, a s it i s m a i n l y h u m u s . Herbador
a r e a l m o s t a s d a n g e r o u s a s fire s p e l l s , t h o u g h t h e y a r e c o n s i d e r ­ m a t e r i a l s are t h e m o s t c o m m o n o n t h e
ably more complex. World Tree. It is v e r y e a s y t o c r e a t e
Herbador materials, and especially
Aquador trees; echoes of Virid's power that
A q u a d o r c o v e r s w a t e r i n a l l i t s f o r m s , a n d a l l l i q u i d s . W a t e r is grew the World Tree itself still
heavy, yet flexible; it i s e a s y e n o u g h t o a n i m a t e o r c o n t r o l l a r g e linger and reinforce such niag-
a m o u n t s o f w a t e r , g i v i n g s t r o n g if n o t t e r r i b l y p r e c i s e effects. It ics. H e r b a d o r m a g e s are called
is a f a i r l y o r d i n a r y m a g i c a l a r t , w i t h f e w s u r p r i s e s o r c a v e a t s . u p o n to d o ten t h o u s a n d tasks,
W a t e r m a g e s are c o m m o n e n o u g h , w o r k i n g in m a t t e r s o f irriga­ from quickly finishing carpentry
tion, k e e p i n g rivers n a v i g a b l e a n d canals clean, fixing p l u m b i n g projects to growing impenetrable
problems, and so on. W a t e r is a n u n u s u a l s p e c i a l t y for a d v e n ­ bramble-walls around cities in
turers, because the best water spells require having water around emergencies. H e r b a d o r is
to w o r k on. as popular an art as
M e r k l u n d u m , t h e A q u a d o r g o d , is largely asleep. A s a c o n s e ­ Corpador.
quence, advanced Aquador magic (spellweaving and enchant­
The wood of the
m e n t s ) is o f t e n u n i n s p i r i n g o r i n s i p i d .
W o r l d T r e e i t s e l f is
Corpador quite difficult to
C o r p a d o r is a v e r y b r o a d art, c o v e r i n g b o d i e s a n d b o d y p a r t s : manipulate, even with
living a n d dead flesh, b o n e , h o m , leather, w o o l e n cloth, a n d so Herbador magic'
on. Most people have bodies. Leather, bone, and h o m are Special spells are necessary, usually o f complexity 20-50 higher
c o m m o n materials. C o r p a d o r m a t e r i a l s a r e e a s y t o affect w i t h than the equivalent for ordinary w o o d .
m a g i c , a s i f life c o o p e r a t e s w i t h m a g i c . C o r p a d o r m a g e s are
Illusidor
a l w a y s in d e m a n d . M a n y p e o p l e , n o t j u s t serious m a g e s , leam
I l l u s i d o r is t h e a r t o f i m a g e s . T h e m a i n u s e s a r e illusions
s o m e C o r p a d o r b e c a u s e it is s o u s e f u l .
(Creoc Illusidor for making images of new things, Mutoc
T h e r e are a great m a n y C o r p a d o r spells w h i c h strengthen war­
Illusidor for m a k i n g t h i n g s s e e m different), invisibility ( D e s t r o c
riors in various w a y s : Shining Splendor of Strength w h i c h adds
Illusidor makes things imperceptible) and scrying (Kennoc
a s u b s t a n t i a l a m o u n t t o S.'s s t r e n g t h . M o s t people can tolerate
Illusidor for telling w h a t things look like s o m e w h e r e else).
o n e s u c h spell p e r d a y safely. Casting such spells m o r e than
Sustenoc Illusidor p r o v i d e s the World Tree equivalent to p h o ­
once or twice in o n e day c a n result in temporary or p e r m a n e n t
tography. Illusidor also includes light a n d sound, sharing t h e m
crippling, o r w o r s e t h i n g s . T h e risks c a n b e r e d u c e d if different
with Pyrador and Airador respectively.
k i n d s o f s p e l l s a r e u s e d : e.g., it's b e t t e r to b e m a d e l a r g e r o n c e
Serious illusion spells g e n e r a l l y i n c l u d e all the s e n s e s , u p t o
a n d s t r o n g e r o n c e t h a n l a r g e r t w i c e , b u t it's still n o t s a f e .
the caster's limit of sensitivity. This can be a problem:
Durudor H e r e t h r o y illusions rarely fool C a n i w h o h a v e a c h a n c e to smell

Durudor covers hard things: stone, metal, g e m s , pottery, glass, t h e m . ( C a n i a n d S l e e t h g e t their s m e l l i n g b o n u s o n t h e i r c h a n c e

s a l t . D u r u d o r m a t e r i a l s a r e n a t u r a l l y r e s i s t a n t t o m a g i c : it t a k e s to realize the illusion is fake.) Casting the illusion with

a m o d e r a t e l y c o m p l e x spell (5-20 c o m p l e x i t y higher) to d o to M e n t a d o r will r e m o v e this p r o b l e m - as will a careful choice of

stone w h a t a simple spell can d o to w o o d or b o n e , a n d e v e n then illusion, or h a v i n g s o m e t h i n g w i t h the right scent, or e v e n a bit

the spell doesn't w o r k as well. Durudor materials are scarce on of attention to the w i n d direction.

the World Tree. So, D u r u d o r m a g e s (smiths) are specialists. Illusion spells generally include sight, sound, a n d smell, but
T h e y c r e a t e t h e i r o w n m e t a l o r s t o n e , w o r k it w i t h s p e l l s a n d they are usually intangible. T h e y c a n n o t affect m a t t e r directly;
t o o l s , a n d s e l l it f o r v e r y h i g h p r i c e s . S m i t h c r a f t i s u n u s u a l i n in particular, they cannot cause d a m a g e . O n the other hand, they
t h a t t h e full S m i t h i n g s k i l l is o f t e n u s e d in s p e l l s , u n l i k e m o s t p r o d u c e real images: real light, real sound, real smell.
other craft m a g i c . If y o u are confronted with an illusion, y o u m a y w i s h to disbe­
Objects that are partially D u r u d o r share in Durudor's magic l i e v e it. S i n c e t h e i m a g e c o n f r o n t i n g y o u i s a r e a l i m a g e , d i s b e ­
resistance; t h e y require D u r u d o r as an art, a n d often are m o r e l i e v i n g it i s j u s t a s e a s y a n d e f f e c t i v e a s d i s b e l i e v i n g a m o v i e t e r ­
complex. A spell to destroy the w o o d e n shaft of a m e t a l - t i p p e d restrially. N e i t h e r t h e i m a g e n o r the m o v i e r e p r e s e n t s a r e a l
s p e a r m u s t i n c l u d e D u r u d o r a s a n art, e v e n t h o u g h t h e s p e l l is o b j e c t , s o d i s b e l i e v i n g t h e m i s t h e right thing t o d o . B u t b o t h a r e
n o t t r y i n g t o i n f l u e n c e t h e m e t a l t i p itself. T h e g o d s treat the real light a n d sound; y o u will see a n d hear t h e m n o matter
s p e a r a s a s i n g l e t h i n g w h i c h is b o t h D u r u d o r a n d Herbador, w h e t h e r y o u believe t h e m or not, j u s t like a n y other light and
rather than a bit of D u r u d o r stuck on the end of s o m e H e r b a d o r sound.
b u t o t h e r w i s e s e p a r a t e f r o m it. ( D u r u d o r i s t h e o n l y N o u n w h i c h T h e opposite peril occurs n o w and then. Sometimes a wizard
b e h a v e s this w a y ; a b o n e - t i p p e d spear c a n b e destroyed b y a w i l l c r e a t e s o m e t h i n g r e a l and i t s v i c t i m s w i l l g u e s s t h a t it's a n
Destroc H e r b a d o r spell w i t h n o Corpador.) i l l u s i o n , d i s b e l i e v e it, a n d i g n o r e it. T h e c r e a t i o n m a y w e l l t a k e
a d v a n t a g e o f their disbelief.
I f t h e i l l u s i o n i s p a r t i c u l a r l y a c t i v e (e.g., t r i e s t o fight a n d t a l k ) ,
the i l l u s i o n ' s v i c t i m s m a y b e a l l o w e d p e r c e p t i o n r o l l s t o n o t i c e Locador spells are also used to m a k e pocket universes: small
s o m e t h i n g u n u s u a l a b o u t it, e v e n i f t h e y d o n ' t g u e s s . T h e t y p i ­ w o r l d s loosely attached to the m a i n reality of the World Tree.
c a l r o l l i s , ( V i c t i m ' s A l e r t n e s s + P e r c e p t i o n + W i t s + s20) v s . T h e y are g o o d for s t o r i n g t h i n g s , h i d i n g , b u i l d i n g h o m e s w h e r e
( C a s t e r ' s W i t s + P/5 + F i n e s s e + S i t u a t i o n M o d i f i e r ) . I f t h e v i c ­ salespeople cannot pester you. O n l y a few wizards are strong
t i m s u c c e e d s a t this r o l l , h e w i l l k n o w t h a t s o m e t h i n g i s s t r a n g e e n o u g h to create full-fledged universes. M o s t L o c a d o r m a g e s
a b o u t t h e i l l u s i o n , b u t n o t n e c e s s a r i l y t h a t it i s a n i l l u s i o n . m a k e universes which are empty miniatures of the World Tree
Illusions can b e detected by m a g i c sense, like other magic. universe: empty and spherical, with gravity which pulls the
H o w e v e r , m o s t illusion spells are h a r d to detect - a n d , u n l i k e s a m e w a y that World Tree gravity pulls. The edges of a created
other spells, stronger illusions a p p e a r less m a g i c a l than w e a k e r u n i v e r s e feel like eggshell.
ones. Pocket universes are right next to the World Tree universe.
T h e best illusions d o include feel. If y o u s t a n d in a h i g h - q u a l ­ J u m p t o a p o c k e t u n i v e r s e , w a l k five f e e t , a n d j u m p b a c k , a n d
i t y i l l u s o r y fire, y o u w i l l f e e l y o u r f u r i g n i t e a n d y o u r s k i n c h a r . y o u ' v e g o n e five f e e t i n t h e s a m e d i r e c t i o n i n t h i s u n i v e r s e .
However, illusions h a v e no physical substance. You won't real­ R e t u r n i n g t o the W o r l d T r e e u n i v e r s e a s s a f e a s t e l e p o r t i n g , a n d
ly h a v e b e e n i n c i n e r a t e d - a n d , u n l e s s t h e i l l u s i o n is p a r t i c u l a r l y w o r k s t h e s a m e w a y ; it c a n b e b l o c k e d b y t e l e p o r t b l o c k s .
g o o d , if y o u i n s p e c t y o u r s e l f y o u w o n ' t e v e n l o o k o r feel i n c i n ­
e r a t e d . ( I n p l a y , t h e p l a y e r i s t o l d t h a t t h e c h a r a c t e r is i n j u r e d ,
Magiador
M a g i a d o r is t h e a r t c o n c e r n e d w i t h m a g i c i t s e l f , a n d m a g i c a l
but the g a m e m a s t e r r e m e m b e r s that the injuries are not real, and
o b j e c t s like cley and m a g i c r e s i s t a n c e . M a g i a d o r spells affect
reveals that i n f o r m a t i o n w h e n t h e c h a r a c t e r c h e c k s , or is w o u n d ­
other spells: strengthening or weakening them, slowing them
ed again, or s o m e such.) 4
down, confusing mindful spells, delaying bound spells, and the
Veiling spells often block K e n n o c person-finding or scrying
l i k e . M a g i a d o r w o r k s i n i t s o w n w a y s ; it b r e a k s p a t t e r n s t h a t a l l
spells, usually a d d i n g P/2 to M a g i c Resistance rolls, or allowing
the other arts follow. M o s t p e o p l e consider M a g i a d o r a special­
M a g i c R e s i s t a n c e rolls if t h e r e ordinarily is n o n e .
ist's art. T h e r e a r e a great m a n y v e r y t e c h n i c a l M a g i a d o r spells,
Locador m a i n l y for m a n i p u l a t i n g o t h e r s p e l l s ; w e list o n l y a few.
L o c a d o r concerns places: places that currently exist, inside the M a g i a d o r - b a s e d counterspells c a n b e used to dispel any spell;
W o r l d T r e e u n i v e r s e o r o u t s i d e , a n d p l a c e s that a r e b e i n g c r e a t ­ eg- Dispel Magic. They do not work very well: the p o w e r of
ed. the D i s p e l m u s t b e at least four t i m e s as great as the p o w e r o f
L o c a d o r is a g o o d w a y t o t e l e p o r t : M u t o c L o c a d o r t o c h a n g e t h e s p e l l b e i n g b r o k e n , w h i c h m e a n s that a m a j o r w i z a r d w o u l d
s o m e t h i n g ' s p l a c e , o r ( a little h a r d e r ) R u l o c L o c a d o r t o c o n t r o l b e h a r d - p r e s s e d t o dispel a child's spell. ( D i s p e l M a g i c isn't
something's place. It's p o s s i b l e t o t e l e p o r t w i t h o u t u s i n g worthless. There are w a y s of weakening spells - and s o m e
L o c a d o r , b u t t h a t r e q u i r e s u s i n g all t h e arts o f t h e t h i n g s b e i n g s p e l l s , e.g. w o v e n o n e s , a l w a y s h a v e v e r y l o w p o w e r a n d a r e
t e l e p o r t e d . It c a n b e d o n e m o r e e a s i l y w i t h L o c a d o r a l o n e . t h u s e a s y t o d i s p e l . ) E v e n T h e S u p r e m e C o u n t e r s p e l l is o n l y
T e l e p o r t a t i o n is g e n e r a l l y safe. I f y o u a t t e m p t to t e l e p o r t i n t o marginally m o r e effective.
a solid o b j e c t , t h e spell w i l l e i t h e r fail, or t e l e p o r t y o u t o n e a r t h e Specific counterspells - invoking the arts of the spell b e i n g
object instead. Teleporting into water will generally put you d i s p e l l e d , u s u a l l y w i t h H e a l o c o r D e s t r o c , and o f t e n w i t h
safely in the water, rather t h a n m i n g l i n g y o u r s u b s t a n c e w i t h the M a g i a d o r a s w e l l - w o r k better, b u t u n d o i n g a s p e l l is a l w a y s
w a t e r o r filling y o u r l u n g s w i t h w a t e r . Y o u c a n , o f c o u r s e , m u c h h a r d e r than d o i n g it i n t h e first p l a c e .
choose to teleport into a dangerous place. M a g i a d o r h a s o n e d i s a p p o i n t i n g l i m i t a t i o n : it i s i m p o s s i b l e t o
However, teleportation spells h a v e short ranges. T h e easiest create cley. T h i s is o n e o f the few t h i n g s that World Tree m a g i c
o n e s t e l e p o r t o n l y a f e w feet: v e r y useful, t o b e s u r e , b u t n o t for c a n n o t d o , e v e n in p r i n c i p l e . S t e a l i n g c l e y is p o s s i b l e , o f c o u r s e .
travel. T h e best spells a n d enchantments teleport a few tens of
m i l e s , a n d r e q u i r e a n arcane c o n n e c t i o n t o the p l a c e b e i n g t e l e -
Mentador
Mentador concerns minds: thoughts, experiences, memories,
ported to w h i c h they teleport.
i n t e l l e c t s , i n t e n t i o n s , p e r s o n a l i t i e s . It is t h e s c a r i e s t art o f a l l , t o
the p r i m e in the street - e v e n t h o u g h the p r i m e in the street h a s
a M e n t a d o r art h i m s e l f . It c a n b e u s e d for all k i n d s o f h o r r i b l e
things, twisting your emotions and erasing your memories and
c o n t r o l l i n g y o u in w a y s y o u d o n ' t r e a l i z e . G o r m o r o r p a r t i c u l a r ­
l y f e a r it, b e c a u s e M e n t a d o r s p e l l s c a n c o m p e l t h e m t o b r e a k
t h e i r w o r d s o f h o n o r , a n d thereby s t a i n t h e m f o r l i f e . M e n t a d o r
m a g e s a r e often l y n c h e d or a s s a s s i n a t e d for t h e m o s t m i n o r
transgressions.
There are plenty of innocuous M e n t a d o r spells: sending tele­
pathic m e s s a g e s , or detecting the presence of m i n d s without
actually reading them, or enhancing memory. Many people
r e g a r d e v e n these s p e l l s a s m o r a l l y s u s p e c t .
U s e o f M e n t a d o r m a g i c u p o n oneself, or u p o n cooperating
p e o p l e , is often legal a n d g e n e r a l l y u n w i s e . F o r e x a m p l e , spells
w h i c h g i v e S . s o m e o f C . ' s s k i l l (viz., s p e l l s w h i c h g r a n t S . e x p e ­
r i e n c e p o i n t s ) a r e p o s s i b l e - w h e n C . h a s m o r e skill t h a n S., at
least - b u t t e n d to i m p r i n t S. w i t h s o m e o f C.'s personality, often
to the point of madness. Nonmagical m e a n s of doing the same
thing (viz., teaching) are preferred. M i n d f u l spells a r e frequently quite difficult. Simpler variants
o f t h e m , still q u i t e u s e f u l , a r e l i v i n g b u t n o t m i n d f u l . Spells like
Pyrador Whisper Falcon. Angrv •Dragon, and Cruel Ice Fairv create
P y r a d o r c o v e r s fire a n d l i g h t a n d t e m p e r a t u r e . It is a d e s t r u c ­ strong but ill-controlled elementals. These elementals have
tive art a n y w h e r e , a n d n o w h e r e more quirks of personality. M o s t o f them w i l l fight o t h e r e l e m e n t a l s
so t h a n o n a w o r l d m a d e o f w o o d , in on sight, ignoring the caster's orders or their o w n personal safe­
a civilization which builds mainly ty. U n l i k e t h e m i n d f u l s p e l l s , t h e l i v i n g n o n - m i n d f u l s p e l l s c a n ­
with wood. not often b e used to conjure a portable army.
P y r a d o r m a g i c is t h e m o s t d a m ­ Most elemental-creating spells have short range, indicating
aging magic, of a given P o w e r or that the e l e m e n t a l m u s t b e created close to the caster. T h e ele­
Complexity. Nonetheless, it's m e n t a l c a n leave the spell's r a n g e if desired.
easier to kill s o m e o n e b y c h o p p i n g
them with a sword than blasting them Tempador
w i t h fire s p e l l s , g i v e n e q u i v a l e n t l e v e l s T e m p a d o r is p e r h a p s t h e h a r d e s t o f t h e a r t s , a n d p e r h a p s t h e
o f skill. least useful to the novice. There are almost no Tempador
Pyrador m a g e s have a reputation for cantrips b e y o n d W h a t T i m e Is It?
uncontrolled violence. Cities are T h e r e a r e s p e l l s w h i c h m a n i p u l a t e t h e flow o f t i m e . Talking
sometimes wary about hiring them a b o u t these spells is a bit confusing: w e distinguish personal
as g u a r d s : t h e y m i g h t b u m t h e city time (which the subjects of time-altering spells experience) from
d o w n in the process of driving off w o r l d t i m e ( w h i c h the r e s t o f t h e w o r l d e x p e r i e n c e s ) .
enemies. Old Pyrador m a g e s ( w h o are Creoc Tempador creates n e w time; Q u i c k Instant gives the
rarer than older m a g e s of other special­ subject an extra action, on top of the ordinary one. T w o actions
izations) often w o r k extinguishing fires. o f p e r s o n a l t i m e p a s s i n o n e a c t i o n o f w o r l d t i m e ; it is a s i f the
A r m o r t y p i c a l l y p r o t e c t s a g a i n s t t h e first o f a s e r i e s o f P y r a d o r subject w e r e m o v i n g t w i c e a s fast for that action. M o r e p o w e r ­
attacks. A f t e r t h a t , i t is t o o h o t t o d o m u c h g o o d u n t i l it c o o l s ful s p e l l s g i v e m o r e e x t r a t i m e : E x t r a S l e e p I n T h e M o r n i n g c a n
down. ( T h e r e a l i t y is m o r e c o m p l i c a t e d , b u t t h i s rule is g o o d g i v e s i x p e r s o n a l h o u r s in f o u r w o r l d - h o u r s . T h i s e x t r a t i m e is
enough and keeps bookkeeping to a m i n i m u m . ) good for many things, studying and sleeping and whatnot.
G n a r n and Flokin are allies, and both enjoy fighting. Thus, H o w e v e r , m o s t matters that go o n c e per d a y g o by w o r l d time,
M u t o c Pyrador spells are the m o s t destructive c o m b a t spells on n o t p e r s o n a l t i m e . C r e o c T e m p a d o r c a n n o t s p e e d u p t h e t i m e at
t h e W o r l d T r e e . A s they r e q u i r e a n e x i s t i n g fire t o m o d i f y , t h e y which c l e y is r e f r e s h e d , nor one-a-day effects, nor the days
take s o m e planning. Aggressive m a g e s prefer Creoc Pyrador, w h i c h m a t t e r for t h e e a s y h e a l i n g spells.
w h i c h is a l m o s t a s g o o d a n d m u c h m o r e c o n v e n i e n t . T h e ordinary w a y to slow t i m e d o w n is a c t u a l l y Sustenoc
Tempador: Slow Instant m a k e s the victim's next action take two
Spiridor world-time actions. A s with Creoc Tempador, daily events are
S p i r i d o r is t h e art o f s p i r i t s , o f d i s e m b o d i e d w i l l s and inten­ measured by world-time; slowing someone's personal time
tions. I t is a s u b t l e a r t . T h e r e are f e w p u r e S p i r i d o r s p e l l s : d i s ­ d o w n will not c h a n g e the rate at w h i c h t h e y get cley b a c k .
embodied spirits are a l m o s t unheard-of. The main use for
M u t o c T e m p a d o r spells let y o u r e d o r e c e n t e v e n t s . T h e sim­
Spiridor is as a c o m p o n e n t of other spells, especially spells
plest ( w h i c h aren't v e r y simple) let y o u c h a n g e a w o r d y o u j u s t
1 8
w h i c h c r e a t e or c o n t r o l t h i n g s . It m a k e s t h e c r e a t i o n m i n d f u l -
s a i d ; m o r e p o t e n t o n e s let y o u r e p l a y a n e n t i r e a c t i o n . T h i s m o d ­
creating a s m a l l spirit w h o s e personality and g o a l s are a n i m a g e
ifies p e r s o n a l t i m e b u t n o t w o r l d - t i m e , a n d t h e u n d o n e events
of the caster's to control the spell, so that the spell does just w h a t
still h a v e s o m e m e a s u r e o f r e a l i t y . F o r e x a m p l e , c l e y s p e n t d u r
the caster w a n t s without requiring the caster's concentration.
i n g the u n d o n e a c t i o n i s s t i l l s p e n t . P e o p l e s t i l l r e m e m b e r wk
( S p i r i d o r a l o n e i s u s u a l l y e n o u g h f o r m o s t s u c h s p e l l s ; C r e o c is
h a p p e n e d d u r i n g t h e u n d o n e a c t i o n , a s a k i n d o f g h o s t l y half-
rarely required.)
m e m o r y - " G e e , for a m i n u t e t h e r e I t h o u g h t I g o t b e h e a d e d . "
Mindful spells are living beings: they h a v e a b o d y (the spell or
Meddling with the flow of time is a l w a y s dangerous and
t h e m a t e r i a l it c r e a t e s ) , a s p i r i t ( f r o m t h e S p i r i d o r ) , a n d a m i n d
uncertain. E v e n experts in m a g i c t h e o r y a n d n a t a r a l p h i l o s o p h y
(generated by j o i n i n g a spirit to a b o d y ) . They're not very alive,
can't predict w h a t will h a p p e n . Spells frequently don't w o r k the
though. M o s t are temporary, living only a few m o m e n t s , and
s a m e w a y t w i c e ; p e r h a p s it d e p e n d s o n w h i c h o f K a i m i r i ' s a s s i s ­
closely linked to the caster; they don't h a v e time or freedom to
tants m a n a g e s the spell.
evolve an independent existence. If a mindful spell somehow
Kennoc Tempador allows divination. Scrying the past is
m a n a g e s t o l i v e f o r a f e w w e e k s , it w i l l u s u a l l y s t a r t getting
straightforward b u t difficult. F o r e t e l l i n g t h e future is tricky,
q u i r k y - o b e d i e n t a n d m i n d f u l , b u t e c c e n t r i c . T h e l o n g e r it l i v e s ,
even harder, and never reliable.
t h e m o r e o f i t s o w n p e r s o n a l i t y it g e t s - a n d t h e m o r e b i z a r r e a n d
insane. SPELL FAILURE
M i n d f u l s p e l l s h a v e life p o i n t s , like all l i v i n g t h i n g s . T h e c o n ­ Spells are reasonably reliable, but do fail occasionally.
n e c t i o n b e t w e e n s p e l l a n d s p i r i t is p r o p o r t i o n a l t o t h e spell's K e n n o c s p e l l s fail 5 % o f t h e t i m e through n o fault o f the m a g e ' s .
p o w e r : t h e m i n d f u l spell t y p i c a l l y h a s life p o i n t s p r o p o r t i o n a l t o A s p o n t a n e o u s s p e l l m i g h t be b e y o n d t h e c a s t e r ' s s k i l l . A n y o n e
the p o w e r of the cast. c a n b o t c h a s p e l l in a stressful situation. S o m e t i m e s a spell will
try t o d o s o m e t h i n g b e y o n d its n a t u r a l limits - a teleport spell
The World Tree word is literally translated as "spirited"; we translate it as "mindful" t h a t t r i e s t o g o fifty f e e t , b u t h a s o n l y e n o u g h p o w e r f o r f o r t y .
because the spell is mindful of the caster's wishes. "Spirited" suggests a certain measure of M a n y spells can be resisted.
disobedience.
M o s t o f the t i m e , s p e l l f a i l u r e s a r e b e n i g n . T h e K e n n o c spell material on World Tree - a World Tree spell can manipulate an
will give obviously foolish information, b u t w a r n y o u t h a t it entire w i n d , a flock of birds, a w h o l e river, a n entire road. If a
failed. T h e teleport spell will either leave y o u w h e r e you w e r e , N o u n G o d chooses to acknowledge a concept, then magic can
or teleport you to a safe place at the limit of its range. u s e it.)
S p o n t a n e o u s m a g i c m i g h t d o p a r t o f w h a t w a s i n t e n d e d , o f t e n in • L a n g u a g e m a g i c . L a n g u a g e s d o n o t fit a n y o f t h e W o r l d T r e e
a safe way. T h e s e failures rarely cost m o r e than cley a n d time. arts easily - they aren't things in their o w n right. Translation
Occasional failures are disastrous. O n c e in a w h i l e , a K e n n o c f r o m o n e l a n g u a g e to a n o t h e r b y s p e l l is c h a l l e n g i n g . Spoken
spell will lie wildly. A botched spell can d o something awful. w o r d s are Airador, concepts are Mentador, the m a r k s that are
These can be quite unpleasant indeed. written words are some physical Noun; Spiridor is often
r e q u i r e d t o tie e v e r y t h i n g together.
THE. L I M I T S or MAGIC World Tree magic sometimes works more effectively off-
"I didn't know anyone could do that!" w o r l d , o r i n t h e p r e s e n c e o f o f f w o r l d m a g e s , t h a n o n the W o r l d
— Fressis, on encountering an offworld mage T r e e itself. T h e g o d s h a v e c h o s e n o n e b a l a n c e o f p o w e r for t h e
"I didn't know anyone could do that!" W o r l d T r e e itself, b u t for different w o r l d s t h e y c h o o s e a l e v e l o f
— The offworld mage, on encountering Fressis p o w e r w h i c h m a k e s t h e W o r l d T r e e a n d its m a g e s l o o k g o o d .
World Tree magic is e x t e n s i v e a n d p o t e n t . There are few
effects t h a t it c a n n o t p r o d u c e in p r i n c i p l e , t h o u g h t h e r e might SPELL DURATION
not b e a n y o n e w h o can cast the relevant spells. The following I created my tower by magic, beam by beam, shingle by shin­
things are not achievable b y current World Tree magical tech­ gle. It took me two years. 1 would have it no other way. Few
nology. S o m e of them m a y turn out to be impossible. wizards there are who can touch its walls with magic.
• C r e a t i n g cley. — Thlazhtreen Urhiir Rixaon, Zi Ri wizard
• G i v i n g a p r i m e divine status. (The concept barely makes There are two dimen­
sense - w o u l d the p r i m e displace o n e of the 7 + 1 2 gods? Create sions to a spell's duration.
a n e w N o u n or Verb?) A spell's effect can be
• Force one of the 7+12 gods to do anything. physical o r magical, a n d
Getting perfectly reliable information. (Pararenenzu seems temporary o r permanent.
u n w i l l i n g t o p r o v i d e it) P h y s i c a l effects exist w i t h ­
• M a n i p u l a t e k n a c k s in m a g i c a l arts, a n d similar t h i n g s . (A out m a g i c to sustain t h e m ;
knack in A i r a d o r seems to b e some favorable attention by creating a w o o d e n bowl or
Hressh-Huu, and the gods cannot be compelled.) t h e i l l u s i o n o f a c a t is p h y s ­
• R e n d e r something absolutely i m m u n e to a Verb. For exam­ ical. Magical effects
ple, nothing can b e destroyed b e y o n d the ability o f H e a l o c to require magic to maintain
repair, or sustained b e y o n d the ability o f Destroc to destroy. t h e m ; l e v i t a t i n g t h e b o w l is
There seems to be no upper limit on how much Magic magical. Temporary
Resistance can be boosted, though. effects exist for a while,

Well-traveled World Tree wizards h a v e encountered other dis­ and then go away by them­

ciplines of magic, and learned t h e m ; a few have even become selves: if y o u create that

quite p o t e n t at t h e m . T h e r e are a n u m b e r o f kinds o f things that b o w l i n t h e e a s i e s t w a y , it

o f f - t r e e m a g i c c a n d o e a s i l y t h a t W o r l d T r e e m a g i c m u s t d o dif­ will last for only a few

ferently, a n d often not nearly as well. hours. Permanent effects


don't g o a w a y b y t h e m s e l v e s : w o u n d i n g s o m e o n e is u s u a l l y a
• Name magic. In s o m e worlds, entities h a v e "true n a m e s " ,
p e r m a n e n t effect, a n d t h e w o u n d w i l l l a s t u n t i l it h e a l s o r is
and k n o w i n g an entity's true n a m e gives a certain influence over
healed.
the entity. F e w if a n y W o r l d T r e e entities h a v e true names.
Primes are not even capable o f having them; they have mageri- All four combinations are c o m m o n . Most Creoc and many
u m s instead. M u t o c spells h a v e t e m p o r a r y p h y s i c a l effects. Created objects
• W i s h e s . A few w i z a r d s from other r e a l m s h a v e a single spell typically exist for a few h o u r s , t h e m b e c o m e m i s t y a n d i n s u b ­
that c a n d o a l m o s t a n y t h i n g - usually at s o m e terrible cost, and stantial and vanish away over the course of a few minutes.
usually the spell obeys the caster's w o r d s rather than his intent. C h a n g i n g s o m e o n e ' s s h a p e is usually t e m p o r a r y but physical.
This spell w o u l d require a great deal o f every N o u n and Verb, F o r e x a m p l e , if y o u u s e a spell to g i v e y o u r C a n i w a r r i o r a p o o ­
and would be a horrible tangled mess. World Tree mages must dle's features as a disguise, there is n o m a g i c h a n g i n g a b o u t h i m
m a k e do with m o r e specific magic. to give h i m away. H e really h a s a poodle's features until the
• C o n c e p t u a l m a g i c . M a n y k i n d s o f c o n c e p t s d o n o t fall u n d e r s p e l l is o v e r .
a n y art o f W o r l d Tree m a g i c , and so W o r l d Tree m a g e s cannot T e m p o r a r y effects last for a t i m e , the spell's d u r a t i o n , a n d t h e n
directly manipulate them. F o r e x a m p l e , G o o d and Evil are not fade. T h e y usually fade gradually, b e c o m i n g insubstantial over
cosmic principles of the World Tree, so there is n o w a y for a a few minutes. M o s t temporary physical spells can be m a d e per­
W o r l d T r e e spell t o tell if s o m e o n e is G o o d o r E v i l . Kennoc manent (and still p h y s i c a l ) if y o u cast t h e m with Sustenoc;
M e n t a d o r S p i r i d o r s p e l l s c a n t e l l if, s a y , t h e c a s t e r w o u l d con­ s o m e t i m e s that m a k e s the spell m o r e complex. Objects created
sider the subject to be g o o d or evil - but different casters could with Creoc and Sustenoc (or any other kind of permanent phys­
get opposite a n s w e r s u s i n g that spell, b e c a u s e they h a v e o p p o ­ ical effect) are as real as objects that h a v e existed since the
site o p i n i o n s . beginning of the world. M o s t Healoc and Destroc spells are nat­
( S o m e objects that are purely conceptual in other w o r l d s are urally permanent without use of Sustenoc.
Most effects that keep something happening are magical, spell" or a "10-cley spell", referring to the number of cley
either t e m p o r a r y or permanent. L e v i t a t i o n is a g o o d example: required to graft the spell. But, if s o m e t h i n g cannot b e d o n e by
t h e r e ' s a s p e l l k e e p i n g t h e o b j e c t in t h e air. If y o u get rid of the a c o m p l e x i t y - 5 effect, it w i l l r e q u i r e c o m p l e x i t y 10 o r h i g h e r .
spell, t h e o b j e c t w i l l fall d o w n . S i m p l e m a g i c a l effects fre­ A d v a n c e d m a g i c t h e o r y c a n find m o r e s t r u c t u r e i n c o m p l e x i ­
quently require s o m e k i n d o f attention, or they g o a w a y o n their t i e s . T h e r e a r e s o m e t h i n g s that a r e v e r y e a s y t o d o w i t h a c o m ­
o w n : c o n c e n t r a t i o n , or S p i r i d o r to let t h e m c o n c e n t r a t e o n t h e m ­ p l e x i t y - 5 s p e l l , a n d s o m e t h a t r e q u i r e t h e full c o m p l e x i t y . Both
selves. M o r e c o m p l e x m a g i c a l effects don't n e e d this kind of will be complexity-5 spells; there's n o t h i n g l o w e r than that. So,
attention. the spells to create a toothpick a n d to create a spear are both
T h e m a t t e r is a c t u a l l y m o r e s u b t l e . A s p e l l m i g h t h a v e a p h y s ­ c o m p l e x i t y 5, as are the spells to light a c a n d l e a n d t o set s o m e ­
ical e f f e c t on one casting and a magical effect on another, one on fire.
d e p e n d i n g o n h o w the g o d s p e r f o r m it. One time Kvarse might H o w e v e r , it is p o s s i b l e t o m a k e p a i r e d s p e l l s : a s i n g l e p a t t e r n
handle the disguise-as-poodle spell, physically changing the spell that h a s the effect o f t w o s i m p l e r spells cast at o n c e . The
w a r r i o r ' s f e a t u r e s ; t h e n e x t , G n a r n m i g h t h a n d l e it, k e e p i n g a c o m p l e x i t y o f a p a i r e d s p e l l is u s u a l l y 5 o r 10 h i g h e r t h a n the
whisker of her attention on the warrior to maintain the transfor­ s u m o f the c o m p l e x i t i e s o f the s p e l l s t h e m s e l v e s . If the spells
mation. T h e b e s t t h a t m a g i c t h e o r y c a n d o is e s t i m a t e t h e like­ are v e r y easy to d o for their complexity, the p a i r e d spell will be
l i h o o d o f w h i c h it w i l l b e . on the easy side: the paired spell to create a toothpick a n d a light
T h e effects of spells are stronger t h a n ordinary reality: h a r d e r a c a n d l e i s c o m p l e x i t y 1 5 . I f t h e s p e l l s u s e the f u l l c o m p l e x i t y ,
to c h a n g e , b y e i t h e r m u n d a n e o r m a g i c a l m e a n s . Obviously, the p a i r e d spell is h a r d e r : t h e spell to create a s p e a r a n d set
magical effects have a spell around which maintains them. s o m e o n e o n fire i s c o m p l e x i t y 2 0 .
Physical effects h a v e n o spell, b u t t h e y are m o r e intensely real T h e P o w e r o f spells is n o t quantal. It's p e r f e c t l y p o s s i b l e t o
than their m u n d a n e counterparts. A w o o d e n bowl created or h a v e a spell o f P o w e r 17.8234. W e d o n ' t b o t h e r w i t h t h i s in the
s c u l p t e d b y a s p e l l is a b o w l , a n d h o l d s o n t o t h a t i d e n t i t y w i t h g a m i n g system - the fractions aren't that i m p o r t a n t - b u t it h a p ­
t h e s t r e n g t h o f t h e s p e l l t h a t c r e a t e d it. A mundane wooden p e n s all t h e t i m e in reality.
bowl w a s a piece of w o o d before, then part of a tree, then s o m e
soil a n d a seed, a n d s o o n b a c k . H a v i n g b e e n m a n y t h i n g s , it Creating New Spells
does not hold on to one identity very strongly. "This one ain't your ordinary Fire Flower, and it ain't your
In g a m e t e r m s , t h e effects o f p o w e r f u l spells are m o r e endur- ordinary Bone Dart. It's kinda a mix of the two. 'Course that
ingly real t h a n the effects of w e a k e r o n e s : they're h a r d e r to u n d o makes it harder t'learn 'n t'cast, but it's a pretty durn good spell."
or c h a n g e w i t h m a g i c . O r d i n a r y o b j e c t s a r e u s u a l l y w e a k e r t h a n — Moogrum per Orcxney, itinerant spell seller
the effects o f w e a k s p e l l s : it's a s i m p l e m a t t e r t o d i s p o s e o f a n
ordinary fog or stench, a harder matter to dispose of one created
by m a g i c . I n n u m b e r s , t h e p o w e r o f t h e s p e l l t e l l s h o w e n d u r i n g
its e f f e c t s a r e . A t t e m p t s to c h a n g e or d a m a g e the effect only
w o r k if t h e y a r e p o w e r f u l enough - and frequently "powerful
enough" requires three or four times the p o w e r of the original
spell, for c h a n g e s directly o p p o s i n g the intent of the original
spell.
M o s t m u n d a n e o b j e c t s are n o t v e r y e n d u r i n g , as if t h e y w e r e
made b y spells of p o w e r 0-2. ( S o m e m u n d a n e things will turn
out to b e m u c h m o r e p o w e r f u l , o f c o u r s e : t h e o c c a s i o n a l tree
w h o s e w o o d i s l i k e it w a s m a d e b y a s p e l l o f p o w e r 8 0 . Such
things are easy to w o r k b y physical m e a n s , but hard b y magical
ones.)
M a g i c a l effects c a n d o m o r e than p h y s i c a l ones: b o w l s that
levitate o n their o w n w i t h o u t a n active spell a r e v e r y rare, e v e n
on W o r l d T r e e . T h a t m a k e s m a g i c a l effects easier to detect (the
magic can b e seen b y m a g i c sense), and easier to dispel or m o d ­
ify (e.g., b y D e s t r o c M a g i a d o r a l o n e - w h i c h i s h a r d - o r i n c o m ­
bination w i t h t h e effect's N o u n ) .

QUANTUM MAGIC
It takes five cley to learn it, so let's call it a five. If we ever A n y serious m a g e will e v e n t u a l l y w a n t a spell that isn't readi­
make a spell that takes one cley to learn, we can call that a one. l y a v a i l a b l e : e i t h e r a s t a n d a r d o n e that c a n ' t b e f o u n d , o r a n e w
— Attributed to Shaliun one to do something that has never been done before.
Certain aspects of m a g i c are quantal - that is, they c o m e in S p o n t a n e o u s m a g i c a n d s p e l l w e a v i n g a r e g o o d e n o u g h for s o m e
indivisible units. C l e y is t h e first q u a n t u m b i t o f m a g i c : t h e r e ' s things, but m a g e s m a y attempt to invent n e w pattern spells.
no w a y to split cley. Wizards invent spells endlessly. T h e r e are any n u m b e r of vari­
T h e complexities of spells are also quantal: there are spells and ations and modifications that they might want. It's like w o o d ­
effects o f c o m p l e x i t y 5 a n d 10, b u t n o t 7 a n d 1 1 . W e u s e " 5 " a n d working tools. Usually a carpenter will just use an ordinary
" 1 0 " for t h e n a m e s o f t h e c o m p l e x i t i e s b e c a u s e that's h o w char­ screwdriver, or a hexagon or Phillips-head. S o m e t i m e s , there's
acters r e f e r to t h e m : t h e a c t u a l W o r l d T r e e t e r m is a "5-cley not enough space, s o she'll u s e a s c r e w d r i v e r w i t h a shorter
blade. O c c a s i o n a l l y s p a c e is really tight, a n d she'll u s e some fire k i t t e n , is n o s i m p l e r t h a n a F i r e B e a s t . T h e f a c t t h a t F i r e
kind of sideways screwdriver, or something even more unusual. Puppy and Fire Kitten are identical in g a m e m e c h a n i c s and
S p e l l s are m o r e c o m p l e x t h a n s c r e w d r i v e r s , a n d h a v e c o r r e ­ e s s e n t i a l l y all W o r l d T r e e u s e s m a k e s n o difference. Flokin
spondingly more variations. The variations on even something l i k e s k i t t e n s b e t t e r t h a n p u p p i e s , s o it g r a n t s t h e F i r e K i t t e n s p e l l
as routine as Fire Flower are only limited b y the m a g e s ' imag­ special treatment.
ination. Once, the Rassimel fire-mage Melanthe Pyroglistes T h e w r o n g restriction might even m a k e matters worse: Fire
m a d e a catalog of Fire Flowers: t w o hundred and eighteen vari­ B u n n y w o u l d be c o m p l e x i t y 30, despite b e i n g n o different in
a t i o n s , a n d e a c h o n e h a d a m a g e w h o w a s g l a d t o k n o w it a n d any substantial w a y from Fire Kitten - actually harder than the
1 9
c l a i m e d t o h a v e w o n a fight w i t h i t . F i r e B e a s t s p e l l ( w h i c h c o u l d c r e a t e a fire b u n n y i f C . w a n t e d ) ,
W e d o n ' t list all t h e v a r i a t i o n s in t h e m a i n s p e l l list. Instead, because the Fire B u n n y displeases the god and Fire Beast does
w e list s o m e o f t h e m a j o r s c h e m e s for m a k i n g v a r i a t i o n s . Most not.
sensible variations of m o s t c o m m o n spells h a v e b e e n invented M o s t topics do not have any right restriction. Kvarse and
s o m e w h e r e . M a n y will be as readily available as the originals M i r c a n n i s h e a l all p e o p l e t h e s a m e w a y .
w e list i n t h e spell list. Players m a y pick variant spells during
character creation. MINDFUL SPELLS

M u c h of the time, the following guidelines add. Extra d a m a g e M a k i n g a spell mindful requires Spiridor, and often 0-10 extra
a d d s + 2 0 o n c o m p l e x i t y , as d o e s a t y p i c a l area effect; so a spell Complexity.
w h i c h d o e s extra d a m a g e to a n area*will p r o b a b l y h a v e a c o m ­ PERMANENCE
plexity 4 0 higher than the basic spell. However, there are excep­ Creation spells that m a k e ordinary kinds o f things can make
tions: about 3 0 % of t w o - e n h a n c e m e n t combinations are harder real things with Sustenoc. Making more unusual things perma­
than the s u m of the individual enhancements, and as m a n y as nent requires Sustenoc and usually 5-15 extra complexity. Note
90% of three and more enhancements. For example, "mindful" t h a t m a k i n g a spell b o t h m i n d f u l a n d p e r m a n e n t is c o n s i d e r a b l y
a n d " p e r m a n e n t " a r e e a s y a l o n e , b u t t h e c o m b i n a t i o n is e x t r e m e ­ harder than doing either one: usually + 3 0 complexity + Sustenoc
l y t r i c k y . T h e g a m e m a s t e r h a s t h e final s a y a b o u t w h i c h c o m b i ­ + Spiridor. Permanent mindful spells are truly living things,
nations are tricky; M a g i c T h e o r y will help characters figure it and must be made carefully.
out.
M o s t o f t h e s p e l l s in t h e s t a n d a r d spell list h a v e b e e n around STATISTIC IMPROVEMENTS
for s e v e r a l h u n t h e d y e a r s , o r longer. Dozens of wizards have M a k i n g a spell's range o n e place longer (touch to short range,
worked on them. It's u n l i k e l y t h a t t h e r e ' s a n y w a y t o i m p r o v e o r m e d i u m t o l o n g , o r m a k i n g it w o r k t h r o u g h a n a r c a n e con­
t h e m significantly in general: you're not going to invent a c o m ­ n e c t i o n ) u s u a l l y is + 5 c o m p l e x i t y . Going beyond long range
p l e x i t y - 5 C r e o c P y r a d o r spell t h a t is m o r e effective t h a n Fire w i t h o u t a n a r c a n e c o n n e c t i o n is q u i t e h a r d , + 2 0 - 6 0 c o m p l e x i t y .
F l o w e r and does essentially the s a m e thing. Increasing the duration by one place (actions to minutes, or
G a m e m a s t e r s should j u d g e proposed spells on two grounds: h o u r s t o d a y s ) is u s u a l l y + 5 - 1 0 c o m p l e x i t y . M a k i n g an instan­
m a g i c t h e o r y , a n d g a m e b a l a n c e . I f a spell h a s a n effect t h a t is t a n e o u s spell last m o r e t h a n a n i n s t a n t is h a r d .
h a r d t o a c h i e v e o n m a g i c - t h e o r e t i c g r o u n d s , it s h o u l d b e very I n c r e a s i n g a s p e l l f r o m s i n g l e - t a r g e t t o a r e a is u s u a l l y about
c o m p l e x , e v e n if t h e spell is s o u s e l e s s a s t o h a v e n o effect on + 1 5 - 2 5 c o m p l e x i t y - t h o u g h A i r a d o r is easier. Increasing the
game balance. It is n o t a p p r e c i a b l y e a s i e r t o d o 1 / 1 0 0 o f a p o i n t area of an area-affecting s p e l l is s i m p l e ; e v e r y + 5 complexity
o f t r u e h e a l i n g t h a n c a s t t h e f u l l H e a l T r u l y s p e l l . I n d e e d , it m a y w i l l i n c r e a s e it s o m e w h a t .
b e h a r d e r t o e x p l a i n t o M i r c a n n i s and K v a r s e w h y y o u w a n t t h e M a k i n g a b u i l d spell fast is v e r y h a r d : + 2 0 c o m p l e x i t y and
useless version instead of the useful one. Similarly, a spell to Tempador.
s e n d a f e w w o r d s t o s o m e o n e a c r o s s a n a r c a n e c o n n e c t i o n is n o H a v i n g a spell hit t w o targets ( w h i c h m u s t b e r e a s o n a b l y close
easier than Toast the Sneak Thief, w h i c h blasts t h e m with fire t o g e t h e r ) is a b o u t + 1 0 . H a v i n g it h i t P / 5 t a r g e t s i s + 1 5 t o + 2 5 ,
across the connection. and either requires Spiridor, or h a v i n g the targets to b e close
I f a s p e l l s e e m s u n b a l a n c i n g t o t h e g a m e , it s h o u l d b e d i f f i c u l t together. H a v i n g it t a r g e t e v e r y o n e i n s p e l l r a n g e t h a t t h e c a s t ­
e v e n if it s e e m s e a s y b y t h e n a i v e m a g i c t h e o r y d e s c r i b e d i n t h i s er desires is +15 to +45, and definitely requires Spiridor.
book. ( M u l t i p l e t a r g e t i n g is p r e f e r a b l e t o a r e a e f f e c t . An area-effect
fireball t h r o w n into a battle will b u m e v e r y o n e , friend a n d foe.
RIGHT RESTRICTION A multiple target Fire F l o w e r will b u m foes and leave friends
Spells with the right restrictions on t h e m are 5-15 complexity unhurt.)
easier than the m o r e general spells. For example, Fire Kitten
( M u S u P y S p 2 0 ) is a r e l a t i v e l y s i m p l e s p e l l b e c a u s e Flokin EXTRA DAMAGE
favors cats. A F i r e B e a s t spell w i t h a n i d e n t i c a l effect except M a k i n g a s p e l l d o s i g n i f i c a n t e x t r a d a m a g e is u s u a l l y h a r d a n d
t h a t it c o u l d m a k e a n y s o r t o f s m a l l a n i m a l ( w i t h e x a c t l y the usually disappointing. +20 complexity means the difference
s a m e statistics) w o u l d b e complexity 2 5 . between Fire Flower (Cr Py 5) a n d Big B o o m (Cr Py 25).
R e s t r i c t i o n s w h i c h are n o t the right o n e s g a i n n o t h i n g a t a l l . A Typical attack spells h a v e a d a m a g e about P/5. G o o d ones (e.g.,
Fire P u p p y spell, m a k i n g a p u p p y with the s a m e statistics as a m o s t P y r a d o r spells) are a bit better: P / 5 + s 6 . Extra damage usu­
ally boosts this to P/3 or P /3 + s 6 .

0
' Pyroglistes managed to acquire all but three of them, and reluctantly admitted that the IMPROVED EFFECT
plain Fire Flower spell was the bestfor beginners. She prefers her own Secret Fire Garden. I m p r o v i n g a n effect b y a little bit u s u a l l y a d d s 5 t o t h e c o m -
which is almost impossible to notice as it builds. But she later she abandoned it once she
learned enough Tempador to cast Swift Fire Flower at the same strength.
plexity. Typical "little b i t s " i n c l u d e s u c h t h i n g s a s h a v i n g t h e 1 0 c o m p l e x i t y h i g h e r , w h i c h a d d s 1/2 F i n e s s e t o t h e q u a l i t y ; t h e s e
s p e l l d o a b i t o f c o n t i n u i n g d a m a g e (cf. B l e e d i n g W o u n d ( D e C o s p e l l s are p o p u l a r w i t h p e o p l e w h o d o w i s h t o l e a m t h e m u n d a n e
10)), h a v i n g a m i n o r a r e a effect in a d d i t i o n t o its o r d i n a r y effect skill.
(cf Fire Splash ( C r P y 1 0 ) ) , m a k i n g it a b i t m o r e a c c u r a t e i f it
is t a r g e t e d , m a k i n g it a d j u s t a b l e (cf. t h e d i f f e r e n c e b e t w e e n F i r e PAIRED SPELLS
Everywhere (Cr Py 20) and R o u n d Scalpel of Fire (Cr Py 25)). P a i r t w o u n r e l a t e d s p e l l s i n t o o n e . T h i s is g o o d for s p e e d ( y o u
Spells that w o r k on volumes of material can be improved a get t w o spells in o n e action) a n d for c o n s e r v i n g cley (the paired
few t i m e s easily, b u t then get harder. M a k i n g P gallons o f w a t e r s p e l l c o s t s o n e c l e y ; t h e c o m p o n e n t s e a c h g e t t h e full P o w e r o f
is c o m p l e x i t y 5, 1 0 P is c o m p l e x i t y 10, 1 0 0 P is c o m p l e x i t y 15, t h e p a i r e d spell). T h e c o m p l e x i t y o f t h e p a i r e d s p e l l is t h e u s u ­
and 1,000P is c o m p l e x i t y 2 0 . After this, the improvements ally 5-10 m o r e than the s u m of the complexities of the individ­
come with more difficulty: 10,000P is complexity 30 and ual spells. I f t h e t w o s p e l l s d o n ' t fit t o g e t h e r w e l l , o r a r e c l o s e
1 0 0 , 0 0 0 P is c o m p l e x i t y 4 5 . T h e r e is g e n e r a l l y n o a b s o l u t e l i m i t t o t h e l i m i t s o f t h e i r c o m p l e x i t y , it m i g h t b e m o r e t h a n 1 0 . T h e
on h o w h u g e the effects m a y b e . p a i r e d spell r e q u i r e s all t h e arts o f t h e c o m p o n e n t s . Wizard's
D o u b l e A r m o r (Su L o C o 30) is a p a i r e d spell, o f Taste of
DURUDOR Invulnerability ( S u C o 15) a n d T h i c k D i s t a n c e A r m o r ( S u L o
D u r u d o r spells tend to b e 5-15 m o r e c o m p l e x than the analo­ 10).
gous n o n - D u r u d o r ones. E v e n so they often don't w o r k as well.
MECHANICS o r INVENTING SPELLS
HIDDEN TROW VICTIM This process takes a long time, often m o n t h s . T o t h e m a g e , it
S o m e spells are h i d d e n from their victims, using illusions to is h a r d l a b o r : l o n g , l o n g d a y s s p e n t in i n t r i c a t e c a l c u l a t i o n s t h a t
cover the sensation of the spell hitting the victim's Magic are, as t h e s a y i n g g o e s , h a l f a l g e b r a , h a l f p o e t r y , a n d h a l f g u e s s ­
Resistance. The victim m a y not use cley to defend himself, w o r k . T h e w o r k is p u n c t u a t e d b y a t t e m p t s to cast parts o f the
u n l e s s h e m a k e s t h e ( P e r c e p t i o n + M a g i c A n a l y s i s + s 2 0 >= c a l c u l a t e d spell b y s p o n t a n e o u s o r w o v e n m a g i c to s e e if they're
P o w e r ) roll to notice the spell first. E x c e p t for t h e effects, t h e at a l l r i g h t . O n c e t h e s p e l l w o r k s b a s i c a l l y a s i n t e n d e d , it w i l l
victim doesn't even notice that he w a s the target of a spell. s t i l l r e q u i r e a l o t o f w o r k t o m a k e it p r o f e s s i o n a l q u a l i t y .
Typically adds 2 0 c o m p l e x i t y + D e s t r o c + Illusidor. S p e l l r e s e a r c h t a k e s p l a c e in p e r i o d s o f (Complexity/5)dl0
days - so, w o r k i n g o n a complexity-15 spell takes place in peri­
FORGOTTEN o d s o f 3 d 10 d a y s . This time should be uninterrupted, contigu­
Forgotten spells m a k e the victim forget that the spell h a p ­ ous days of full-time work. A d d an e x t r a d l O d a y s p e r b r e a k o f
pened. T h e v i c t i m g e t s a n o r d i n a r y r e s i s t a n c e r o l l , and m a y u s e m o r e than a day, u p to d o u b l e the original time.
cley and whatever. If he d o e s not resist the spell, he will not T h e m a g e d e s c r i b e s t h e d e s i r e d s p e l l i n full d e t a i l , i n c l u d i n g
r e m e m b e r the attempt, or the spell, (cf Thirst After Heavy arts. P l a y e r a n d g a m e m a s t e r a g r e e o n the a r t s . The gamemas­
L a b o r ("De C o A q M e 1 0 ) M a k i n g a s p e l l F o r g o t t e n u s u a l l y a d d s ter decides w h a t c o m p l e x i t y the spell will b e , and tells the m a g e .
5 complexity and Destroc and Mentador. O f t e n t h i s w i l l m a k e the m a g e r e v i s e t h e d e s i r e d s p e l l .
T h e m a g e spends s o m e time w o r k i n g on the basic spell. After
HIDDEN FROM MAGIC SENSE e v e r y ( C o m p l e x i t y / 5 ) d l 0 d a y s of w o r k , she m a y m a k e a roll of
Spells m a y hide themselves from magic sense as illusion
W i t s + W o r s t A r t + M a g i c T h e o r y + s 2 0 >= 1 5 + C o m p l e x i t y . If
s p e l l s d o if t h e y a r e i l l u s i o n s p e l l s : u s u a l l y + 1 0 - 1 5 c o m p l e x i t y ,
this roll s u c c e e d s , s h e h a s i n v e n t e d a w o r k a b l e (but p r o b a b l y not
p l u s Illusidor. S u c h s p e l l s still s h o w p h y s i c a l l y as t h e y b u i l d : a
v e r y g o o d ) draft o f the spell; g o o n to the n e x t step. I f it f a i l s ,
F i r e F l o w e r w i l l start its v i c t i m s m o l d e r i n g , e v e n if t h e m a g i c
she has not, but she may try again, with another
cannot be seen. Hiding that aspect too requires s o m e + 2 5 c o m ­
( C o m p l e x i t y / 5 ) d l 0 d a y s ' w o r k , at + ( M a g i c T h e o r y / 2 0 ) , k e e p i n g
plexity, Illusidor, a n d D e s t r o c or M u t o c .
fractions, o n the roll. S h e m a y try as often as s h e likes. T h e roll
h a s t w o b o t c h d i c e p e r a r t o f t h e s p e l l ; i f it b o t c h e s , a l l s u c c e s ­
WAITING FOR COMMAND
sive rolls are at -20.
Spells m a y h a v e their effects d e l a y e d , so that t h e y t a k e effect
T h e d r a f t s p e l l i s p r o b a b l y m o r e c o m p l e x t h a t it o u g h t t o b e .
o n a w o r d f r o m C . - or, w i t h Spiridor, mindfully. This usually
R o l l a ( d 2 0 + ( M a g i c T h e o r y / 5 ) - ( C o m p l e x i t y / 5 ) ) . O n a 3 - , it
requires 5 complexity, R u l o c , a n d S u s t e n o c ; and, for mindful­
i s 2 0 c o m p l e x i t y h i g h e r t h a n i t s h o u l d b e . O n 4 - 1 0 , it i s 1 5 h i g h .
ness, Spiridor. (This doesn't m a k e the spell itself mindful - just
O n 1 1 - 1 6 , it i s 10 h i g h . O n 1 7 - 2 0 , it is 5 h i g h . O n 2 1 + , it i s t h e
the delay.) (cf C o l l a r o f F l a m e fCr R u Su P y [Sp] 10)).
c o m p l e x i t y it s h o u l d b e .

HARDER T O RESIST If the draft spell is u n d e s i r a b l y complex, the mage may


M a k i n g a spell m o r e p e n e t r a n t - t h a t is, h a r d e r to resist - is a t t e m p t t o i m p r o v e it. F o r e a c h ( C o m p l e x i t y / 5 ) d l 0 d a y s s p e n t ,
s t r a i g h t f o r w a r d ; + 5 c o m p l e x i t y u s u a l l y g i v e s + 5 p e n e t r a t i o n , or, m a k e another ( d 2 0 + ( M a g i c T h e o r y / 5)- (Complexity/5)) roll,
e q u i v a l e n t l y , - 5 o n M a g i c R e s i s t a n c e r o l l s , (cf. F i r e R o s e ( C r P y at a b o n u s o f + ( M a g i c T h e o r y / 1 0 ) p e r a t t e m p t . I f the l a t e r r o l l
10)). is b e t t e r t h a n t h e f o r m e r , t h e s p e l l h a s b e e n i m p r o v e d .
After this, the m a g e k n o w s the spell. She m a y or m a y not be
HIGHER Q U A L I T Y a b l e to c a s t it, b u t s h e c a n m a k e c o p i e s f o r o t h e r p e o p l e .
M a n y spells create or w o r k material; the simplest spells give
l o w quality. Spells c a n give h i g h e r quality, at a cost. Sometimes VARIATIONS
the spells take longer to cast, with duration "after c o n e " ; this S o m e situations m a k e the spell easier or harder to invent.
u s u a l l y g i v e s C . h e r full skill in t h e m u n d a n e art. Sometimes H e r e are s o m e typical modifiers:
t h e y i n c l u d e S p i r i d o r , f o r t h e s a m e e f f e c t . S o m e t i m e s they a r e 5 - • If t h e m a g e k n o w s a s i m i l a r spell, a d d + 1 to all d 2 0 rolls. If
the m a g e k n o w s several similar spells, add + 2 . If the m a g e enchantments and m a k e major magic items, doing things which
k n o w s several similar spells w h i c h collectively cover all the cannot b e approximated b y b o u n d spells. B u t there aren't m a n y
aspects o f t h e spell b e i n g invented, a d d + 3 . people making one-use magic items anymore.
• I f the s p e l l i s a w e l l - d e s i g n e d r e s t r i c t e d ( e a s i e r ) v e r s i o n o f T h e e n c h a n t m e n t rules give the player a bit of the feeling that
one the m a g e k n o w s (Levitate for s o m e o n e w h o k n o w s Levitate the enchanter has, working with an elaborate system of tradeoffs
Other), add+ 3 . a n d b a l a n c e s , s t r u g g l i n g w i t h s y m b o l s a n d rituals t o p u s h t h e
• I f t h e m a g e is m a k i n g a s t a n d a r d m o d i f i c a t i o n t o a n e x i s t i n g b o u n d a r i e s o f s k i l l a n d p o w e r , m a n a g i n g fine d e t a i l s a n d d e l i ­
spell, a n d h a s m a d e a similar modification to another spell, add cate, risky calculations.
+3.
• If t h e m a g e h a s a k n a c k in s o m e o f t h e arts o f the spell, s h e RtCIPL LNC.IANTME.NT
m a y h a v e s o m e insight that m a k e s inventing t h e spell m u c h eas­ Then "Here" asked Kathulla Kazrie what boon she craved of
ier: t h e r e is a p e r c e n t a g e c h a n c e e q u a l t o t h e m a g e ' s total k n a c k him for the services she had rendered and the price she had
of subtracting 5 0 % from the time required. So, a basic paid. She asked the god for wealth: wealth for her, and perpet­
Herethroy m a g e h a s a 4 % chance of subtracting 5 0 % from the ual wealth for the child within her that the god had rendered
time o f a C r e o c spell. fatherless, and for all their descendants forever. So "Here"
granted her the recipe for making Helms of the Deep Void, and
Enchantment she named him honorable and more than honorable.
The Wild and Scaly Llezcaryg took the blazing tail of a remor­ — Amarok Kazrie, Autobiography
shka, the golden cactus that had grdwn in the master-jeweler's R e c i p e s a r e a g r e e m e n t s b e t w e e n p r i m e s a n d g o d s that c e r t a i n
forge, a goblet spun entirely of ruby, and certain other things p r o c e d u r e s shall result in certain e n c h a n t m e n t s . T h e y a r e v e r y
that we do not know. Zie curled up in zir workshop for a month closely guarded secrets, the prized property of families or
and a day, as the sky shook and the winds hid their faces. guilds. T h e y a r e n o t flexible. E a c h recipe h a s its o w n condi­
When zie was done, zie gave the goblet to Duke Dursus. "Walk tions; m o s t require significant levels o f craft skill, s o m e w h a t
around the city," zie said, "and pour out from this goblet behind lower levels o f magical arts, a n d usually only n o d d i n g acquain­
you." And the duke walked around the city, pouring out behind tance with the E n c h a n t m e n t skill. M o s t a r e limited, a n d c a n
from the goblet. Where the goblet's water touched the ground only b e p e r f o r m e d b y a certain species, o r region, o r family.
there arose flames: at first so high they caught the stars in their M a k i n g a n e w recipe requires earning the high favor of o n e o f
upper claws, but they sank down to the height of three tall trees. the relevant gods, and happens only a few times a century.
That night when the scoriax came, the city was safe. The sco- Since t h e details vary, w e give s o m e e x a m p l e s . S o m e other
riax howled and swirled, but the fire cast them back. One of c o m m o n recipe enchantments are given o n page 3 0 7 .
them gave himself wings and made to fly over the wall. The
flames reared as high as they had at first, rending the scoriax in Merchant's Cloak
their fireclaws, tossing the ashes of his corpse up into the stars. A Merchant's Cloak remembers what happened nearby, a n d
can s h o w the images and sounds at the wearer's c o m m a n d . F o r
"Now you are safe within.", the Zi Ri said, and curled zir tail.
e x a m p l e , t h e m e r c h a n t m i g h t a g r e e to sell s e v e n bales o f cloth
"For a certain and worthy price I shall tell you how to open a
for thirty l o z e n s a b a l e ; if t h e b u y e r later s a y s t h e y a g r e e d o n
gate to get out."
twenty, the merchant can have the cloak replay the scene where
— Moika oa Kantele, The Life of Duke Dursus
t h e y a g r e e d o n t h i r t y . ( T h e w e a r e r c a n a l s o t e l l it t o f o r g e t a n
E n c h a n t m e n t is t h e hardest o f t h e magical techniques, a n d the
event.) T h e cloak cannot lie, even if t h e m e r c h a n t w o u l d pre­
m o s t p o t e n t i n effects. It p r o d u c e s m a g i c i t e m s . T h e least o f its 2 0
f e r it t o . T h e c l o a k w o r k s w e l l a s a c l o a k : it is w a r m o n c o l d
p r o d u c t s are p e r m a n e n t s p e l l s w i t h a n e n d a r i n g r e a l i t y , o r o n e -
d a y s , c o o l o n h o t d a y s , a n d is a l m o s t i m p o s s i b l e t o g e t d i r t y o r
use items with a powerful spell o n them. G o o d enchantments
w e a r o u t . A M e r c h a n t ' s C l o a k c o s t s at least s e v e n t h o u s a n d
can yield more magic than went in to them: spending a thousand
l o z e n s , m a k i n g it a s t a t u s s y m b o l f o r w e a l t h y m e r c h a n t s .
cley t o m a k e a n item that c a n cast o n e spell three times a day,
forever. T h e greatest m a g i c s w o r k e d b y p r i m e s h a v e mostly Only Cani w h o are blood descendants of Thane Hanoof can
been enchantments. make Merchant's Cloaks b y the recipe. (Thane H a n o o f w a s a
tailor o f the second century w h o h a d certain adventures, a n d a
P e r f o r m i n g a n e n c h a n t m e n t is a p a i n s t a k i n g a n d e l a b o r a t e
fair n u m b e r o f d e s c e n d a n t s . ) T h e e n c h a n t e r m u s t have
p r o c e s s , s t a r t i n g w i t h m u n d a n e m a t e r i a l , a n d p o u r i n g i n t o it t h e
E n c h a n t m e n t >= 3 , C o r p a d o r >= 6 , W e a v i n g >= 1 0 , T a i l o r i n g >= 1 3 ,
essential stuff o f m a g i c .
a n d D e x t e r i t y >= + 2 . S h e m u s t a l s o b e a b l e t o g e t s i x c l e y a d a y
There are three branches of enchantment in regular use.
reliably; the enchantment requires that many.
Recipe E n c h a n t m e n t is u s e d b y c e r t a i n a r t i s a n s t o m a k e a f e w
The cloak must b e m a d e by the enchanter, starting from the
p a r t i c u l a r k i n d s o f m a g i c i t e m s . Pattern Enchantment m a k e s
wool. A short phrase m u s t b e said over every shuttle-pass a n d
o n e - u s e m a g i c i t e m s t h a t c a s t p a t t e r n s p e l l s . T h e d i s c i p l i n e is
stitch o f sewing. (Actually a f e w errors are acceptable.) T h e r e
almost dead outside academe, having been replaced by bound
a r e s o m e o t h e r rituals r e q u i r e d ; t h e p u b l i c k n o w s little, e x c e p t
spells. Enchantment, o r Great Enchantment a s its practition­
that t h e three w h i t e p i g e o n s a r e r e l e a s e d u n h u r t after s u n d o w n ,
e r s call it, a l l o w s m a k i n g a l m o s t a n y t h i n g .
and t h e p o c k e t - m i r r o r is n e v e r seen again. T h e p r o c e s s takes
Socially, e n c h a n t m e n t is a n o l d t e c h n i q u e , h a v i n g b e e n invent­
three m o n t h s to d o , a v e r a g i n g h a l f t h e e n c h a n t e r ' s efforts d u r i n g
e d i n t h e first t w o c e n t u r i e s . I n t h e l a s t c e n t u r y o r s o , it h a s b e e n
that time.
u s e d less a n d less. B o u n d m a g i c is vastly c h e a p e r a n d easier
t h a n e n c h a n t m e n t for m a k i n g s i m p l e o n e - u s e m a g i c items; a n d
20 A greater enchanter could make a merchant's cloak that could lie. It would be much
b i n d i n g , especially w i t h r e a s o n i n g , is c o n s i d e r a b l y m o r e flexi­
more expensive. The merchant would have to make a great deal of money out of those lies
ble. E n c h a n t m e n t isn't d y i n g o u t - p e o p l e still p e r f o r m craft to make up the cost.
P a t t e r n e n c h a n t m e n t s r e q u i r e c o m m a n d a c t i o n s t o g o o f f (e.g.,
Huge B a g thinking a potion or waving a wand); they cannot b e m a d e to g o
A H u g e B a g c a n b e a n y s i z e : it i s a l e a t h e r p o u c h s t a m p e d w i t h off automatically. T h e y d o n o t t a k e c l e y to u s e .
pictures o f world-branches. It c a n hold five to fifty times as
m u c h m a t e r i a l a s a r e g u l a r b a g t h e s a m e s i z e , t h o u g h it w i l l GREAT ENCHANTMENT
w e i g h n o m o r e t h a n a r e g u l a r b a g w o u l d . It is r o u g h l y like a b a g Great enchantment is t h e highest technique of magic: the
with a p e r m a n e n t B i g B a g ( M u L o 10). H u g e Bags are reason­ h a r d e s t , t h e m o s t e x p e n s i v e , the m o s t d e m a n d i n g , a n d t h e o n e
ably c o m m o n . N e w , they cost from 100 to 2,000 lozens, w i t h the m o s t i m p r e s s i v e r e s u l t s . A n enchanter can, in princi­
depending o n size, w o r k m a n s h i p , a n d carrying capacity. The ple, produce a device that does anything, at a n y power, a n y
leather w e a r s o u t in 1 0 - 2 0 y e a r s ; w o m - o u t H u g e B a g s c a n b e desired number o f times. In practice, most great enchantments
bought for m o d e s t prices, if y o u don't m i n d t h e risk o f the b a g are m u c h m o r e modest.
breaking. E a c h g r e a t e n c h a n t m e n t h a s a Challenge rating. Determine
A n y o n e can perform the H u g e B a g enchantment, if they k n o w t h e C o m p l e x i t y a n d P o w e r o f t h e e f f e c t a s i f it w e r e a s p e l l . ( I t
the recipe and have (Dexterity + L e a t h e r w o r k i n g >= 8 ) , is h a r d t o m a k e h i g h - c o m p l e x i t y i t e m s w i t h l o w p o w e r ; f o r m o s t
( E n c h a n t m e n t >= 2 ) , ( L o c a d o r >= 4 ) , a n d ( W i l l + M u s i c >= 1 0 ) . I t enchantments the Power must be at least as b i g as the
takes a f e w w e e k s t o d o . T h e e n c h a n t m e n t is k n o w n to include C o m p l e x i t y . ) T h e b a s e C h a l l e n g e r a t i n g is t y p i c a l l y t h e effect's
t r a c i n g s y m b o l s w i t h a f i n g e r t i p o v e r e a c h s q u a r e i n c h o f the P o w e r + 2 x C o m p l e x i t y , c o n s i d e r i n g the e f f e c t a s a s p e l l . Many
bag, singing a m o n o t o n o u s c o m p l i c a t e d w h i n y song, a n d feed­ aspects o f the enchantment will modify the Challenge.
i n g it a c l e y . T h e p o w e r o f t h e e n c h a n t m e n t is related t o t h e If t h e i t e m h a s several effects, a d d all their (2xComplexity)
maker's Leatherworking + Enchantment. In most places, the s c o r e s t o the e f f e c t . I f t h e effects all d r a w from t h e s a m e p o o l
recipe is a carefully-guarded possession of a wealthy leather- o f c h a r g e s (e.g., a ring w h i c h c a n m a k e y o u s t r o n g o r i n v i s i b l e
worker or two. o n c e p e r day, b u t c a n n o t d o b o t h i n t h e s a m e d a y ) , g i v e t h e m all
the same P o w e r a n djust a d d that P o w e r once to the Challenge.
Rage Spear
I f t h e e f f e c t s h a v e d i f f e r e n t p o o l s o f c h a r g e s (e.g., a ring w h i c h
A R a g e Spear is m a d e from t h e spiral h o m o f a carcanofex, a
can m a k e y o u strong once p e r day, a n d invisible once p e r day)
fairly d a n g e r o u s V e r t i c a l s - b e a s t . T h e Rage Spear doubles the
add all their P o w e r s . E x c e p t i o n : m i n o r little e x t r a e n c h a n t ­
user's C o m b a t S t a n c e for a t t a c k i n g : i f t h e u s e r c h o o s e s a + 1 0
m e n t s for primarily artistic v a l u e often c a n b e d o n e w i t h a m e r e
aggressive c o m b a t stance, s h e gets + 2 0 o n h e r attack roll ( b u t
+ 1 t o + 1 0 o n C h a l l e n g e ; e.g., making the eyes on the sword's
only t h e usual - 1 0 o n h e r defense roll). T h e M i g h t y B l o w c o m ­
h i l t g l o w i s a m e r e + 1 t o c o s t , n o t t h e + 1 5 it o u g h t t o r e q u i r e .
bat o p t i o n gives triple stance o n attack. Rage Spears are almost
M a k i n g an e n c h a n t e d i t e m n e a r l y u n b r e a k a b l e i s t y p i c a l l y + 5 t o
i n d e s t r u c t i b l e . F i v e t o t e n t h o u s a n d l o z e n s is a fair p r i c e , n e w o r
+10 Challenge.
used.
T h e typical m a g i c i t e m c a n u s e its effect o n c e p e r d a y . M o r e
T h e r e c i p e for R a g e S p e a r s a p p e a r s in several s t a n d a r d text­
uses adds to the Challenge: 3/day typically adds + 2 5 %to the
books o n enchantment. The enchanter must be an experienced
base Challenge, 12/day typically adds + 5 0 % , a n d unlimited uses
H e r e t h r o y s p e a r - f i g h t e r ( P o l e a r m s >= 1 5 , C o m b a t S t a n c e B a s e >=
typically adds + 1 0 0 % . Continuous usage might add anywhere
15), as well as have a modest amount of magical skill
from n o e x t r a (e.g., for a sword which w a s continuously very
( E n c h a n t m e n t >= 2 , M e n t a d o r >= 3 , R u l o c >= 3 , S p i r i d o r >= 3 ) . T h e
sharp) to + 1 0 0 % o r m o r e (e.g., for a staff w h i c h continually
enchantment takes a few hours, plus the carcanofex's h o m .
deflects every C o r p a d o r attack a i m e d at a n y o n e in t h e area).
Carcanofex a r e rare a n y w h e r e , a n d especially rare in r e g i o n s
T h e typical m a g i c item h a s a trigger, often a c o m m a n d word
w h e r e t h e r e c i p e for R a g e S p e a r s is available.
or gesture. Making the trigger as smart as a b o u n d spell's c o m ­
m a n d is + 1 0 C h a l l e n g e . M a k i n g it a s s m a r t a s b i n d i n g w i t h r e a ­
PATTERN ENCHANTMENT
s o n i n g is + 2 0 . M a k i n g it a c t u a l l y s e n t i e n t is + 3 0 o r m o r e a n d
Pattern e n c h a n t m e n t m a k e s minor, one-use m a g i c items that
requires a Spiridor skill o f 15 o r m o r e , d e p e n d i n g o n t h e level
cast pattern spells. It h a s largely b e e n s u p e r s e d e d b y spellbind­
of intelligence and independent action desired.
i n g , w h i c h d o e s r o u g h l y the s a m e t h i n g m u c h m o r e cheaply.
T h e item b e i n g e n c h a n t m e n t h a s a n Enchantability rating for
There are few professional pattern enchanters around anymore:
t h e effect, g i v e n a s a p e r c e n t a g e . A typical g o o d choice for a n
mainly old wizards w h o refuse to learn newfangled techniques.
enchantment (e.g., a shield for defensive spells) has an
The m a i n things keeping the discipline alive are the diehards,
E n c h a n t a b i l i t y o f a b o u t 1 0 0 % . A t y p i c a l p o o r c h o i c e (e.g., a
and t h e fact that m a g i c s t u d e n t s a n d a p p r e n t i c e s c a n d o p a t t e r n
shield for artistic spells) h a s a n Enchantability o f a b o u t 5 0 % :
enchantments as exercises long before they're ready to tackle
twice as hard as for a good choice. A superb match between
more serious work.
i t e m a n d effect c a n g e t u p t o 1 5 0 % , b u t s u c h t h i n g s a r e rare.
A n enchanter c a n enchant a n object with a spell o f c o m p l e x i ­
You can perform the enchantment if y o u r Performing
ty u p t o E n c h a n t m e n t + 5 , t a k i n g a d a y ' s w o r k a n d t w e l v e cley.
E n c h a n t m e n t total, Enchantability x ( 2 x E n c h a n t m e n t + N o u n +
T h e s p e l l w i l l h a v e P o w e r = 1/2 ( E n c h a n t m e n t + W o r s t A r t +
Verb + W i t s + Will + Faith), is a t least a s large a s t h e e n c h a n t ­
W i l l ) + s 6 , p l u s a m o d i f i e r f o r h o w s u i t a b l e t h e s u b s t a n c e is f o r
ment's Challenge.
the spell. Exceptionally g o o d substances c a n give modifiers u p
to + 2 0 , for h e a l i n g p o t i o n s m a d e w i t h t h e S e v e n B l e s s e d Herbs There are a wide variety o f techniques a n d circumstances

brew. which improve the Enchantability or Performing Enchantment


total. F o r e x a m p l e , c o n s e c r a t i n g an i t e m t o a s u i t a b l e g o d - i f
T h e r e is n o limit o n t h e n u m b e r o f pattern e n c h a n t m e n t s a per­
the g o d approves - might a d d 1 0 % to Enchantability.
s o n m a y o w n . U s i n g a pattern e n c h a n t m e n t is m u c h like h a v i n g
Performing the enchantment takes (Challenge/20) steps. Each
t h e s p e l l c a s t ; e.g., a h e a l e r g i v i n g a p a t t e r n e n c h a n t m e n t Heal
step takes at least o n e w e e k o f full-time w o r k , a n d supplies cost-
Once potion to a patient can use her Medicine skill w i t h it.
ing anywhere from Challenge to 50xChallenge lozens. Each
day's w o r k must begin at d a w n (so an enchanter c a n only w o r k
o n o n e item at a time), a n d takes d 6 h o u r s o f labor a n d 3 d 6 cley.
A t t h e e n d o f e a c h w e e k ' s w o r k , r o l l s i 0 0 < E n c h a n t m e n t + 1/2
Enchantability. (So, if your Enchantment = 20, and the
Enchantability = 1 0 0 % , roll s i 0 0 < 70.) If t h e roll s u c c e e d s , that
s t e p is finished. I f it f a i l s , t h e s t e p w i l l n e e d t o b e r e p e a t e d , a t a
+s6 fno botch dice} bonus o n Enchantability. The bonuses
accumulate as y o u try a n d retry t h e step, b u t d o n o t carry over to
later steps. Botches o n the s i 0 0 indicate lab accidents or other
problems, generally ruining the week's work or more.
O n c e all the steps h a v e b e e n finished, the item needs a closing
r i t u a l t h a t t a k e s a full d a y .
E n c h a n t m e n t s a r e hard t o modify. Pattern spells rarely suffice.
Another enchanter m a y attempt to modify a finished enchant­
ment. C h a n g i n g a t r i g g e r (e.g., if t h e s w o r d w a s built to only
w o r k f o r R h a t h u g a s h , m o d i f y i n g it s o i t c a n b e u s e d b y a n y ­
body) requires a month's harrhwork a n d a n Enchantment + Will
+ s 2 0 >= C h a l l e n g e / 5 r o l l , o r h a r d e r i f t h e i t e m w a s p r o t e c t e d i n
advance against modification. O t h e r c h a n g e s (e.g., adding a
n e w effect) a r e e v e n harder.

Identifying Magic Items


It either turns all the water within a hundred yards into pep­
per vodka, or summons a burning squid which will eat you if you
don't know how to control it. Ill tell you when I've figured out
which. Until then, go away and don't interrupt me.
-- Muzmensis Oooth, sorcerer
A m a g e m a y attempt to identify a n e n c h a n t m e n t quickly, m a k ­
ing a Perception + E n c h a n t m e n t + s 2 0 >= 3 0 ( o r m o r e ) r o l l . If
the roll s u c c e e d s , t h e m a g e g e t s a r e a s o n a b l y g o o d idea a b o u t
w h a t t h e m o s t p r o m i n e n t effect(s) o n t h e item are, a n d p e r h a p s
a hint about t h e trigger.
M o r e accurate identification takes a while, usually four or
m o r e hours' w o r k in a decently equipped temple or laboratory.
A f t e r the f i r s t h o u r , t h e m a g e w i l l u n d e r s t a n d t h e i t e m a s s h e
w o u l d h a v e from a q u i c k identification, e v e n if s h e failed that
roll. A f t e r t h e full w o r k , m a k e a W i t s + E n c h a n t m e n t + s 2 0 >=
2 0 ( o r m o r e ) roll". I f t h i s r o l l s u c c e e d s , t h e m a g e u n d e r s t a n d s t h e
i t e m in r e a s o n a b l e d e p t h : u s u a l l y w e l l e n o u g h t o u s e it, o r t e a c h
o t h e r s t o u s e it. Subtleties a n d obscure o r novel features will
probably be missed. S o m e days or w e e k s further w o r k m a y
reveal s o m e of these featares; t h e details are u p to the g a m e m a s ­
ter.
T h i s is a s a m p l i n g o f t h e spells available o n t h e W o r l d Tree. as in the Heal O n c e spell, w h i c h s a y s "Heals P/5+Medicine
M a n y o f t h e s e spells a r e c o m m o n , f o u n d in s p e l l s h o p s in all damage." T h e " M e d i c i n e " skill i n v o l v e d is C . ' s . B u t w h e n S . is
civilized territories. O t h e r s a r e o b s c u r e , i n c l u d e d for illustra­ m a k i n g r e s i s t a n c e r o l l s o r t h e l i k e , t h e skills i n v o l v e d a r e S.'s.
tive purposes, o r purely theoretical. T h e "Strength + M a g i c Resistance" w h i c h S. uses to a p p r o a c h C .
w h e n u n d e r t h e spell in t h e p r e v i o u s p a r a g r a p h a r e S.'s S t r e n g t h

READING A P A T T E R N SPELL and Magic Resistance.


Some spells have a n art listed a s optional. For example,

DESCRIPTION P e r s o n a l G e y s e r h a s [ P y ] a s a n a r t , m e a n i n g t h a t it c a n b e c a s t
with P y r a d o r if t h e caster w a n t s to. If C. chooses to use the
"What the vorf does this spell called "Bite the Spell's Head
o p t i o n a l a r t , it is t r e a t e d e x a c t l y t h e s a m e a s t h e spell's o t h e r arts.
QjX'do?" So, a m a g e with A q = 1 6 , M e m = 0 , and C r = l 1 could cast Personal
W e write spell descriptions in a c o m p a c t notation. There are
Geyser with p o w e r = 2 7 + d 2 0 . If that m a g e h a d P y = 1 3 , she could
a few standard abbreviations. n o t c a s t it w i t h P y r a d o r b e c a u s e h e r M e m o r y + L o w e s t V e r b +
Abbreviations L o w e s t N o u n = 0 + 1 1 + 1 3 is less t h a n t h e spell's c o m p l e x i t y o f
25. I f s h e h a d P y = 1 4 , s h e c o u l d c a s t it w i t h p o w e r = 2 5 + d 2 0 .
P The spell's Power.

C. T h e spell's caster, ordinarily referred to a s "she". SPELL RANGL

s. T h e s p e l l ' s s u b j e c t ( b e n e f i c i a r y o r v i c t i m a s the c a s e m a y Spell ranges are usually o n e of the following:

be), ordinarily referred to as "he". S. n e e d not b e a


Spell R a n g e s
person; spells c a n b e cast at s w o r d s , plates, other spells,
Word Range
a n d s o o n . If t h e t a r g e t i s a l w a y s i n a n i m a t e , S . m a y b e
r e f e r r e d t o a s " i t . " O c c a s i o n a l l y , i f the s p e l l i s t y p i c a l l y self T h e spell affects C . herself, a n d h e r e q u i p m e n t , a n d
c a s t o n a n o b j e c t that s o m e o n e i s h o l d i n g , S . w i l l r e f e r t o that is a l l .
the h o l d e r r a t h e r than the o b j e c t i t s e l f : e . g . , a s p e l l t o t u r n touch C. must touch S. C.'s b o d y touching S.'s, no matter
S.'s armor into glass. I f t h e r e are m a n y s u b j e c t s , S . h o w lightly, a l w a y s w o r k s . C.'s b o d y touching S.'s
usually refers to them individually. c l o t h i n g u s u a l l y w o r k s ( 5 / 6 o f the time); C . ' s b o d y
touching S.'s a r m o r o r other e q u i p m e n t usually
F o r e x a m p l e , t h e text o f t h e Fire F l o w e r ( C r P y 5) spell reads,
"Fire blossoms briefly around S., doing (P/5+s6-Soak) dam­ doesn't ( 1 / 6 o f the time).

age, or half of that if S. succeeds in a Magic Resistance roll short P feet.


[Range: short, Speed: build, Dur: instant, Resist: MR half]."
medium 1 OP feet.
T h i s m e a n s t h a t , w h e n t h e s p e l l t a k e s e f f e c t , the v i c t i m w i l l t a k e
one-fifth o f t h e spell's P o w e r in d a m a g e , plus s 6 , m i n u s t h e vic­ long 1 OOP f e e t .

t i m ' s S o a k ; i f the v i c t i m r e s i s t s t h e s p e l l , h e t a k e s h a l f that sight 1 0 0 0 P feet, b u t C . m u s t b e a b l e to s e e S. w i t h h e r


amount. If the Fire Flower is cast with P o w e r = 3 3 , a n d t h e vic­ o w n eyes.
tim h a s S o a k = 2 , h e will take 5 + s 6 d a m a g e , o r half o f that.
conn. T h e spell usually is cast through a n a r c a n e
T h e s p e l l i s l i s t e d a s h a v i n g short r a n g e (viz., P f e e t ) , a s build­
connection to S. ( s e e p a g e 7 7 ) , though it h a s a
ing r a t h e r than t a k i n g e f f e c t i n s t a n t l y , a s b e i n g a n instantaneous
maximum range of P miles. It m a y a l s o b e c a s t a t
effect a s o p p o s e d t o o n e w h i c h lasts for a n a p p r e c i a b l e length o f
short range o n a target C . c a n s e e .
t i m e , a n d a s h a v i n g a M R ( M a g i c Resistance) roll for half
effect. spec. Special; s e e the spell's description.
F o l l o w i n g a W o r l d T r e e c o n v e n t i o n , C . is given t h e f e m a l e
Unless otherwise mentioned, m o s t spells require C . to b e able
p r o n o u n a n d S. t h e m a l e in spell descriptions. S o , a spell m i g h t
t o s e e S. L o c a d o r s p e l l s a r e a c o m m o n e x c e p t i o n : C . m a y tele­
r e a d , "This spell prevents S. from approaching C. He must
port to a p l a c e d e s c r i b e d a s , say, "forty feet that w a y . "
make a roll on Strength + Magic Resistance + s20 > P to
approach within three yards of her." "S." a n d " H e " a r e t h e p e r ­
son t h e spell w a s cast o n ; " C . " a n d "her" a r e t h e p e r s o n w h o cast
the spell.
Skills a n d attributes m e n t i o n e d in t h e spell are ordinarily C.'s,
SPELL SPEED SPELL DURATION
S e e p a g e 1 8 5 f o r the d i s c u s s i o n o f w h e n s p e l l s s t a r t .
S p e l l Duration
Spell S p e e d
Word Duration
Word Duration A s l o n g a s C . c o n c e n t r a t e s fully o n m a i n t a i n i n g the
cone.
fast T h e s p e l l i s fast; it t a k e s effect the i n s t a n t it i s c a s t . spell. C . c a n m a i n t a i n c o n c e n t r a t i o n for s h o r t t i m e s in

build T h e s p e l l n e e d s o n e a c t i o n b e f o r e it t a k e s effect. e a s y situations w i t h o u t difficulty. If C . i s d i s t u r b e d


(e.g., in c o m b a t ) , she m a y h a v e to m a k e a W i l l +
after C . m u s t s p e n d s o m e t i m e d e s c r i b i n g w h a t the s p e l l d o e s
Concentration roll. For long-term concentration, C.
cone. (e.g., w h a t an illusion will l o o k like). The spell takes
s h o u l d m a k e this r o l l e a c h h o u r , w i t h t h r e s h o l d 1 0 f o r
effect fast - b u t not until C. h a s finished describing what
t h e first h o u r , 1 2 f o r the s e c o n d , 1 4 f o r the t h i r d , a n d
it i s s u p p o s e d to d o . ( A g o o d w a y to run this is to m a k e
so on.
the p l a y e r s a y w h a t the spell is g o i n g to d o - in e n o u g h
d e t a i l t o s a t i s f y t h e G M - a n d t i m e h o w l o n g it t a k e s h e r P/5 T h e spell lasts for C.'s next P / 5 actions, r o u n d e d to
to say i t ) actions the n e a r e s t w h o l e n u m b e r . ( O p t i o n a l : the s p e l l l a s t s
for P / 5 o f its o w n a c t i o n s ; this is m o r e c o r r e c t but
spec. S e e the spell description.
r a r e l y w o r t h the b o o k k e e p i n g u n l e s s the s p e l l i s
taking actions o n its o w n j

next S. T h e spell affects S. until the e n d of his next action.


action

P/5 T h e spell lasts for P / 5 minutes. Other concrete times


minutes, are d o n e s i m i l a r l y .
(etc).

attend E v e r y P/5 actions, C. must s p e n d o n e action to


m a i n t a i n the s p e l l , o r i t w i l l f a d e . The spell reminds
C. of this need.

attend E v e r y hour, C . m u s t s p e n d a minute concentrating o n


hourly the s p e l l ; o t h e r w i s e a s " a t t e n d " .

attend E v e r y day, C. must spend ten minutes concentrating on


daily the s p e l l ; o t h e r w i s e a s "attend".

perm T h e spell is p e r m a n e n t , lasting until s o m e t h i n g stops


it. (It c a n b e c a n c e l l e d or d i s p e l l e d . ) Some spells
are p e r m a n e n t b u t a l l o w S . a M a g i c R e s i s t a n c e r o l l t o
b r e a k the s p e l l e a c h a c t i o n ; s u c h s p e l l s c o u l d l a s t
forever, but r a r e l y last for l o n g in p r a c t i c e .

real T h e s p e l l ' s effect is r e a l ; e.g., the d o o r is r e a l l y


destroyed. R e a l effects c a n n o t b e d i s p e l l e d . They
c a n b e c h a n g e d , o r d e g r a d e o v e r time; e.g. real s p e l l -
created ice will melt naturally.

instant T h e spell is o v e r in a n instant. F o r e x a m p l e , the fire


b u r n s S., b u t is s o o n g o n e . Its effects r e m a i n . T h e
same as "real".

spec. Special; see spell description.

a length T h e s p e l l l a s t s f o r the i n d i c a t e d l e n g t h o f t i m e .
of time
SPELL .MAGIC RESISTANCE OTHER SPELL DESCRI PTIVES
This describes h o w a spell is r e s i s t e d . Sometimes some • S i m p l e S h a p e : M a n y s p e l l s c r e a t e a l o t o f s o m e t h i n g ; e.g., a
g a m e m a s t e r j u d g m e n t i s n e e d e d ; e.g., i f a s p e l l n o r m a l l y c a s t o n Wall o f W o o d spell m a k e s a great deal of w o o d quickly. Such
n o n l i v i n g objects h a s n o r e s i s t a n c e listed, b u t is cast o n a p e r s o n , spells often insist that t h e m a t e r i a l t h e y create is in a simple
the p e r s o n will p r o b a b l y g e t a M a g i c Resistance roll - o r an shape. Lines, planes, circles, triangles, squares, d o m e s , a n d
"easy" or "auto" resistance. spheres are g o o d e x a m p l e s o f simple shapes. A description like
T h e s t a n d a r d M a g i c R e s i s t a n c e roll is M a g i c R e s i s t a n c e + s 2 0 "a little circle a r o u n d e a c h o f t h e s c a w n , c o n n e c t e d b y s t r a i g h t
> spell's Power. E v e n e x p e r t s a t M a g i c R e s i s t a n c e u s u a l l y fail lines" is n o t s i m p l e . T h e g a m e m a s t e r ' s j u d g m e n t applies, a n d a
the standard roll. See page 185 for m o r e details. mage can figure out if a shape is simple with a Wits + M a g i c
T h e o r y + d 2 0 >= 1 0 r o l l .
Spell M a g i c R e s i s t a n c e
• Fragile: M a n y spells a r e fragile: u n u s u a l l y e a s y t o d i s p e l , o r
Word Meaning h a v i n g s o m e r e q u i r e m e n t s in o r d e r t o c o n t i n u e to exist. Read
none N o resistance roll is a l l o w e d under ordinary the spell description for details. Fragile spells c a n b e dispelled
circumstances. Unusual circumstances may grant a relatively easily.
r e s i s t a n c e r o l l , o r e v e n a u t o m a t i c r e s i s t a n c e , a t the • Gain Knowledge: S o m e spells give C. a vast a m o u n t o f
gamemaster's option. i n f o r m a t i o n ; e.g., the names of everyone w h o was ever born.
T h e s e spells are completely safe; t h e vast flood o f information
M.R. T h e spell gets a standard M a g i c Resistance roll
d o e s not o v e r w h e l m C . , n o r alter h e r personality. T h e spell feels
w h e n it t a k e s effect. If S. r e s i s t s it, it h a s n o effect
r a t h e r a s if C . h a d learned t h e k n o w l e d g e b y heart in s c h o o l .
at all o n h i m
• Mindful: M i n d f u l spells d o e x a c t l y w h a t C . w a n t s ; C . d o e s
M.R. half T h e spell gets a standard M a g i c Resistance roll n o t e v e n h a v e t o tell t h e m w h a t t o d o ; t h e spell u n d e r s t a n d s a n d
w h e n it takes effect If S . r e s i s t s it, it h a s h a l f o f anticipates C.'s needs. T h e y are alive (in the sense that they h a v e
its usual effect. E . g . , a r e s i s t e d F i r e F l o w e r d o e s s p i r i t s ) . M i n d f u l s p e l l s a r e run b y C . ' s p l a y e r f o r C . ' s b e n e f i t .
half d a m a g e . • Living: M a n y spells a r e a l i v e ( h a v i n g spirits), b u t a r e n o t
easy T h e spell gets a n e a s y Magic Resistance roll: mindful. Living, non-mindful spells are quite effective, b u t they
M a g i c R e s i s t a n c e + s 2 0>=P / 2 . If t h e r o l l tend to have distinct personalities with limits o n their obedience.
s u c c e e d s , t h e s p e l l h a s n o effect o n S . M o s t n o n - m i n d f u l l i v i n g s p e l l s fight o t h e r s o f t h e i r k i n d ( o r e v e n
other living spells) instead o f obeying C ; usually casting o n e
auto T h e spell c a n b e automatically resisted if S. d o e s
l i v i n g spell is g o o d , b u t c a s t i n g t w o a t t h e s a m e t i m e w a s t e s b o t h
not w a n t to b e affected. If S . i s c o n s c i o u s , S . m a y
of them.
c h o o s e t o r e s i s t it.
• T h e quality o f objects is m e a s u r e d o n t h e s a m e scale a s
(auto) T h e s p e l l i s o r d i n a r i l y c a s t o n s o m e t h i n g that
skills: q u a l i t y 5 is g o o d a m a t e u r w o r k , q u a l i t y 10 is s t a r t i n g p r o ­
c a n n o t r e s i s t it ( e . g . , a p i e c e o f c l o t h i n g ) . f e s s i o n a l , q u a l i t y 15 is e x p e r t p r o f e s s i o n a l . In most cases, spells
H o w e v e r , if it is c a s t in a situation w h e r e M a g i c c r e a t e o b j e c t s that a r e h a l f o f C . ' s s k i l l i n q u a l i t y ; e.g., a m a s t e r -
R e s i s t a n c e could a p p l y (e.g., a p i e c e of clothing tanner with Tanning=16 could create journeyman-quality hides
that i s b e i n g w o r n ) , it m a y b e r e s i s t e d o f q u a l i t y 8. A W i t s + F i n e s s e + s 2 0 >= 2 0 r o l l a l l o w s C . t o a d d a
automatically. quarter o f h e r Finesse to t h e quality, e v e n if that e x c e e d s h e r
n/a T h e s p e l l d o e s n ' t o r d i n a r i l y h a v e a t a r g e t that c a n skill.
r e s i s t it. If it i s s o m e h o w u s e d o n s o m e t h i n g that
c a n r e s i s t ( o r i s b e i n g u s e d b y s o m e o n e ) , it m a y b e Botches
auto o r M.R. resisted at the gamemaster's option. Pattern spells cast in stress situations c a n botch o n their P o w e r
roll, a n d s o m e t i m e s o n a F i n e s s e o r Attack roll if t h e y m u s t d o
until M R S. is a l l o w e d a M a g i c R e s i s t a n c e roll e a c h action,
something accurately. In m o s t cases, those are t h e o n l y rolls
(+5) until o n e s u c c e e d s . W h e n o n e s u c c e e d s , the s p e l l
t h e y c a n b o t c h o n . F o r e x a m p l e , the s 6 ' s i n m o s t P y r a d o r a t t a c k
is c a n c e l l e d . T h e r o l l s g e t e a s i e r : e a c h o n e h a s a
spells never have botch dice.
+ 5 b o n u s a b o v e t h e p r e v i o u s o n e . S o , t h e first
resistance roll has no bonus, the second has + 5 ,
the third has + 1 0 , a n d s o on.

d a i l y until L i k e "until M R " , b u t S . i s o n l y a l l o w e d o n e M a g i c


MR R e s i s t a n c e roll, at d a w n , to b r e a k the spell e a c h
day.

Hard (-10) S. is a l l o w e d a M a g i c Resistance roll, as w i t h


M R , b u t that r o l l i s a t - 1 0 .

spec. Special; see spell description.

illus The spell is an illusion. N o resistance is p o s s i b l e


in g e n e r a l , b u t c l e v e r n e s s o r p e r c e p t i o n m i g h t
a l l o w p e o p l e to d e d u c e that it is not real. T h e
caster's P o w e r and Finesse reduce chances of
detection.
G e n e r i c P r o t e c t i v e Spells against Durudor or partially-Durudor spells in this way. [Range: short,
There are many ways to protect against hostile magic. The most Speed: fast, Dur: perm, Resist: (M.R.)]
common have been collected as the generic protective spells. For Armor Turning <Noun> (Ru Su Nn 5)
example, a Mutoc mage trying to protect someone from fire will gen­ Makes it hard for <Noun> materials to approach S., adding P/5 to S.'s
erally try to make the fire less harmful - shrinking it, or turning parts of Defense and Magic Resistance rolls for a moment. (This spell protects
it to harmless light. The best low-complexity way to do this is the moderately from any number of attacks while it is active, cf. Deflect
Mutoc Pyrador 5 spell Blunt the Pyrador Blade. <Nemn>. which does a great deal more to a single attack.) Multiple cast­
There is one version of each of these spells for each Noun. For exam­ ings max rather than add. NOTE: The complexity of Armor Turning
ple, there are separate spells Blunt the Pyrador Blade. Blunt the Durudor is 20, and the effect is only P/10. Only that variant of the spell
Herbador Blade, and so on. Some of the variants are useless: Sheath in can protect against Durudor or partially-Durudor objects in this way.
Corpador . which wraps a weapon in wool, is effective, but Sheath in [Range: short, Speed: fast, Dur: P/5 actions, Resist: auto]
Mentador. which could only wrap it in memories or some such, is Deflect <Noun> (Ru Nn 5)
largely ineffective. The Durudor variants are generally higher-com­ This spell deflects one attack, giving it a worse chance to hit. Deflect
plexity and less effective than the others. may be cast at anything that is about to make an Attack roll: most phys­
There is a full set of high-complexity variants, which are somewhat ical attacks, including those caused by spells. It subtracts P/2 from the
more effective, and usually 20-25 complexity higher. We present two Attack roll. If this spell is cast on a person (or a weapon wielded by a
of them. person), that person gets a Magic Resistance roll; if that roll fails, the
physical attack that person makes on his next action is turned. If it is
(ANY NOUN) making several attacks simultaneously, only one of them is deflected.
Multiple castings are ineffective. NOTE: The complexity of Deflect
Sheath in <Noun> (Cr Nn 5)
Durudor is 15, and the effect is only P/5. Only the Durudor spell can
Puts some material (whose art is given by the Noun) around an attack,
protect against metal (or even weapons which are partly metal) in this
so that it does less damage. For example, Sheath in Herbador could put
way. [Range: short, Speed: fast, Dur: next S. action, Resist: M.R.]
an instant balsa-wood sheath on a sword; Sheath in Aquador could
Remedy for <Noun> (HI Nn Co 5)
dump a few gallons of water on a fire. C must describe what the spell
This cures up to (d6 + Medicine/3) damage that S. has taken recently
is doing physically. Ordinarily, this reduces the attack's damage by
from Noun materials. This spell only works if S. has taken fewer than
P/10 points. Bad choices of sheath do not work as well (e.g., covering
P/25 (rounded down) actions since being wounded; e.g. if P<25, then
a flaming sword in pitch will blunt the blade for a little while, but feed
the spell must be cast before S.'s next action. This is true healing. Note:
the fire). This spell is purely defensive, and will refuse to function if
Remedy for Durudor is complexity 35, and almost never used. [Range:
used aggressively: Sheath in Pvrador will not sheath a beast's face in
short, Speed: fast, Dur: real, Resist: auto]
fire, because that would injure the beast. The Herbador (using soft
Toughen Against <Noun> (Su Nn Co 5)
wood or cloth), Corpador (cloth), and LocadofAdistance) variants are
the most useful. Unlike many other defense spells, the Sheath spells This makes S. somewhat resistant to <Noun>-based attacks, adding
don't require the Noun that they're defending against. They pay for that (P/5 + d6) to his Magic Resistance and +1 to his Soak against that
generality by being less effective against any specific Noun. Note that Noun. Multiple castings max rather than add. NOTE: The complexity
if the attack hits several people (e.g., a fireball) all its targets will be of Toughen Against Durudor is 20. The effect is P/10 + d3 to Magic
protected. Multiple castings of Sheath spells are ineffective. NOTE: Resistance and +1 to Soak. Only the Durudor spell can protect against
The complexity of Sheath in Durudor is 15. [Range: medium, Speed: metal (or even weapons that are partially metal) in this way. [Range:
fast, Dur: next s. action, Resist: (M.R.)] short, Speed: fast, Dur: P/5 actions, Resist: auto]
Alert to <Noun> (Ke Nn 5) Dispel <Noun> Spells (De Nn Ma 10)
Destroys an active spell involving <Noun> as one of its arts: either a
Make S. acutely aware of <Noun> materials which are about to hurt
spell that is building, or one with a magical effect that has taken effect,
him. Gives S. a P/5+s6 bonus on Defense and Magic Resistance rolls
so long as the power of the spell < P/3 + dlO. Spells with physical
against <Noun>, if S. is able to move. Multiple castings are max rather
effects cannot be dispelled by this spell; e.g., once someone has been
than add. NOTE: The complexity of Alert to Durudor is 10, and the
turned into a frog (even temporarily), Dispel Corpador Spells will not
effect is only P/10+d3. Only that spell can protect against Durudor in
help him. Spells with magical effects can be dispelled after they take
this way - e.g., Alert to Pyrador does not protect against flaming metal
effect; e.g., levitation or paralysis spells. NOTE: The complexity of
swords. [Range: short, Speed: fast, Dur: P/5 actions, Resist: n/a]
Dispel Durudor Spells is 20. Only that yariant can dispel spells involv­
Blunt the <Noun> Blade (Mu Nn 5)
ing Durudor. [Range: short, Speed: build, Dur: real, Resist: (M.R.)]
Make an attack made of <Noun> less powerful, reducing its damage
The Oyster and the <Noun> Wizard (De Ru Su Nn Ma 15)
by P/10. No effect on non-damaging attacks in general. Multiple cast­
Add P to S.'s Magic Resistance against spells involving the Noun.
ings add. NOTE: The complexity of Blunt Durudor is 15, and the effect
Note that it requires C. to concentrate to maintain it. It frequently pro­
is only P/20. Only that variant of the spell can protect against Durudor
tects to some extent against spells which do not have Magic Resistance
or partially-Durudor objects in this way. [Range: short, Speed: fast,
rolls, at the gamemaster's discretion. [Range: short, Speed: fast, Dur:
Dur: next s. act, Resist: (M.R.)]
cone, Resist: auto]
Weaken the <Noun> Spell (De Nn 5)
Aura of Alertness to <Noun> (Ke Su Nn 15)
Reduce the power of a spell whose arts include <Noun>, by (P/5 +
Like Alert to <Noun>. but lasts longer. Specifically, gives S. a bonus
si2). Multiple castings add, but Weaken can only reduce the target
of +(P/5+s6) on Defense and Magic Resistance against <Noun>.
spell's power by half, even in multiple castings. Weaken may only be
(Durudor: complexity-25, effect is P/10 + d3) [Range: short, Speed:
cast after the spell being countered has been cast, and before it takes
fast, Dur: P/5 hours, Resist: auto]
effect. NOTE: The complexity of Weaken Durudor Spells is 15, and
Aura of Weakening <Noun> (De Su Nn 15)
the effect is only P/10 + d6. Only that variant of the spell can protect
Attempts to weaken every <Noun> spell cast at S., reducing their
power by P/5+sl2 just before they take effect. The Aura only weak­ Tempador, C. may send a message to S. if she has seen S. within P/5
ens the part of the spell affecting S. (unlike the De Nn 5 spell Weaken, hours, even if she cannot see him at the time of casting, so long as he
which weakens the entire spell); that is, if a group of people each pro­ is within range. [Range: sight [special], Speed: fast, Dur: instant,
tected by Aura of Weakening are struck by a fireball, each gets the pro­ Resist: none]
tection from his own Aura, but not from the other victims'. (Durudor: Awful Winds ( C r A i 15)
complexity-25, effect P/10+s6) [Range: short, Speed: fast, Dur: P/5 A harsh, gritty wind blows from C , in a 60° x (20+P) foot cone.
hours, Resist: auto] Ordinary-sized people caught in the wind take P/20 damage on each
Aura of Turning <Noun> (Ru Su Nn 15) action while C. concentrates. Small animals take less damage; large
A long-duration Armor Turning <Noun>. Adds P/4+d6 to S.'s ones take more. Armor doesn't help significantly. Also, people who
Defense and Magic Resistance rolls. (Durudor: complexity 30, effect get out of the wind take less or no damage This is a typical air-based,
P/10+d3) [Range: short, Speed: fast, Dur: P/5 hours, Resist: auto] attack spell: it inflicts small injuries on a lot of people, but can be avoid­
Aura of Toughness against <Noun> (Su Nn Co 15) ed easily. [Range: special, Speed: build, Dur: cone, Resist: M.R. half] '
Make S. resistant to <Noun>-based attacks for a while, adding Coil of Fog ( C r A i 15)
(P/4+d6) to his Magic Resistance and + 1 to his Soak against that Noun. Make a thick billow of fog around the point of casting, in a cloud P
(Durudor: complexity-30, effect is P/10+d3 to MR and +1 to Soak) feet in radius. The fog is unnaturally thick; it's hard to see past two or
[Range: short, Speed: fast, Dur: P/5 hours, Resist: auto] three feet. The fog is no tougher than ordinary fog, and a breeze will
Grand Blunting of the <Noun> Blade (Mu Nn 25) clear it quickly. [Range: short, Speed: fast, Dur: P/5 actions, Resist:
A more potent variant of Blunt the <Noun> Blade, which reduces the n/a]
damage of a <Noun> attack by P/7. It fs otherwise identical to Blunt New-Grown Rain (Cr [Su] Ai Aq 15)
the <Noun> Blade. NOTE: the Durudor variant is complexity 40, and Creates a raincloud, at the usual height over C.'s head, 50P feet in
the effect only P/12. [Range: short, Speed: fast, Dur: next S. act, Resist: diameter. With Sustenoc, the water it creates is real and permanent, and
(M.R.)] can be used to water crops and the like. [Range: far, Speed: build, Dur:
Grand Weakening of the <Noun> Spell (De Nn 25) P/5 hours, Resist: n/a]
A more potent variant of Weaken the <Noun> Spell. Its effect is (P/4 The Words of the Running River (Cr Ai Aq II 15)
+ 2s 12). It is otherwise identical to Weaken the <Noun> Spell. The This spell is cast next to a river. Everything that C. says, the river will
Durudor variant is complexity 40, and the effect is P/8+2d6. [Range: repeat; her voice may be heard in the river's noises all the way up and
short, Speed: fast, Dur: perm, Resist: (M.R.)] down its banks. (The gamemaster will decide exactly what the river is,
for the purposes of this spell. The spell will not cross lakes, and will
AIRADOR only go along one branch of a fork or confluence.) [Range: touch,
Creoc Airador Speed: build, Dur: P/5 minutes, Resist: none]
Breath of Sweet Flowers (Cr Ai 5)« Scold the Distant Child (Cr Ai II Lo 15)
Fills the area with a mild scent, which C. may design; the spell takes C. may speak up to P words to S.; at C.'s option, those near S. hear
effect immediately after C. has designed the scent. (C. may simply the words also. This spell works through an arcane connection. [Range:
sniff something and use its scent; in this way, non-Cani can use a scent conn, Speed: fast, Dur: instant, Resist: none]
with Cani-like precision.) The scent will not overwhelm other scents in The Bright-Winged Messenger (Cr Ke [Su] Ai Sp 15)
the area. [Range: short, Speed: after c o n e , Dur: P/5 hours, Resist: n/a] Create a bird made entirely of air. It will circle around C.'s head for
Wind in the Face (Cr Ai 5) «• a minute or so, and C. should speak to it. Then it will fly to S., if S. is
A small but fierce wind blows into S.'s face while C. concentrates, within P miles. When it gets to him, it will circle his head, and repeat
blinding and bothering him, causing Trouble 2 in most cases. [Range: what C. told it, in its high chirpy voice. If cast with Sustenoc, the bird
short, Speed: fast, Dur: cone, Resist: Hard (-10)] will circle S.'s head for a minute, and carry S.'s reply back to C ; the
Wind at the Back (Cr Ai 5) * spell ends when C. gets the reply. The bird flies at about forty miles an
Make a mild breeze blow behind S., though the breeze may be over­ hour, and can be blocked by material and magical obstacles. It is only
come by stronger winds in the area. If S. resists the spell, the breeze dimly visible, as a shining shape in the air. (This spell is best used when
blows at the place he was when the spell was cast. [Range: short, S. is awake and paying attention.) [Range: conn, Speed: build, Dur: P/5
Speed: build, Dur: P/5 minutes, Resist: M.R.] hours, Resist: none]
Crawly Sparks (Cr Ai 10) « Leaden Mist (Cr Su Ai 20)
Big incandescent sparks of lightning crawl all over S., doing P/5 Create a cloud of fog, up to P feet in radius, centered on C , which
damage and looking terrible and ugly. [Range: short, Speed: build, Dur: behaves like fog but is as hard to move through as water. Missiles shot
instant, Resist: M.R. half] though it are at-5 penalty per foot traveled. [Range: short, Speed: build,
Vile Stench ( C r A i 10) * Dur: P/5 actions, Resist: n/a]
Creates a vile stench in the area. It's not so foul that it will interfere Goldenrod Wind (Cr Mu Ai Hr 20)
with concentration or determined activity^-but it's a good way to clear
A large-area sniffle attack. It fills an entire wind with an irritating
out a restaurant. [Range: medium, Speed: build, Dur: P/5 minutes,
pollen, to which most people are allergic. (There is a 90% chance that
Resist: n/a]
an individual is allergic to a given goldenrod wind. Different castings
Whistle up the Wind (Cr Ai 10) , of Goldenrod Wind produce different pollens, so being immune to one
Create a moderate wind, up to about fifteen miles an hour. It blows spell doesn't help with another.) Those who are allergic suffer Trouble
in the direction C points, for as long as C continues pointing plus P 4 while they are in the wind, and Trouble 2 for P minutes afterwards.
minutes. [Range: medium, Speed: build, Dur: s p e c , Resist: n/a] [Range: long, Speed: build, Dur: P/5 minutes, Resist: M.R. and special]
Cheer the Faltering Friend (Cr Ai II [Te] 10) Whisper Falcon (Cr Ai Sp 20)
C. may speak up to P words, which will be heard by S. and those near
S., just as if C. had spoken them out loud next to S. Without Tempador,
Create a mostly-mindful air elemental, a bird whose wings are winds build, Dur: real, Resist: n/a]
and whose feathers are fogs. The elemental is solid enough to touch, No More Fog (De Ai 5)
though if it is cut it will bleed air (and probably die). Life = P/10, MR Destroys all the natural fog within P feet. [Range: short, Speed: fast,
= P, Attack Base = P+Finesse, Damage Base = 1, Strike Bonus = 2, Dur: real, Resist: n/a]
Defense Base = P, Soak = 0. It can carry about 3P pounds in flight. Stolen Breath (De Ai 10)
Whisper falcons ignore their duties if other elementals or mindful spells The air in S.'s lungs vanishes. This is painful and causes a point of
are around, and try to strike up conversations with them - often as the damage. S. cannot talk for a few seconds, until he gets his breath again.
other creature tries to kill the whisper falcon. [Range: short, Speed: [Range: short, Speed: fast, Dur: real, Resist: M.R.]
build, Dur: attend, Resist: n/a] Circle of Calm Air (De Ai 10)
Cloud of <Poison> Doom (Cr De Ru [Su] Ai Co 25) No natural winds come within P feet of C , as long as she attends to
Creates a cloud, up to P feet radius, of vapor that carries poison with the spell. Magical winds cast after the Circle is started are kept out if
it. Everyone who touches it and fails a save gets a dose of the venom, their Power < P/2+2sl0. [Range: short, Speed: fast, Dur: attend hourly,
of strength P / 1 0 . The poison is not cumulative; there is no harm in con­ Resist: n/a]
tinuing to breathe it. There is one version of this spell for each kind of M a s k Odors (De Su Ai II 10)
poison; Fever, Howly, and Weakness poisons are complexity 35 and Hide some or all of S.'s odors (e.g., the fact that S. is on heat), as cho­
Paralysis and Slow Death are 45. The cloud has "attend" duration. If sen by C. The remaining odors do not change. [Range: short, Speed:
the spell is cast without Sustenoc, the poison is temporary and will van­ build, Dur: P/5 hours, Resist: M.R.]
ish when the spell is over. If the spell is cast with Sustenoc, the poison Destroy the Cloud (De Ai Aq 15)
is real and will continue to afflict the victims normally. [Range: medi­ Destroy P/10 clouds. Clouds are inherently fragile; this spell can
um, Speed: build, Dur: attend, Resist: M.R.] destroy clouds created by (or under the influence of) a spell of power <
Hurling the Lightning (Cr Ai 30) P. [Range: long, Speed: build, Dur: real, Resist: n/a]
C. shoots a small bolt of lightning from her finger (or forepaw or
whatever) at S. The lightning does P/5+s6 damage, or half that if S. Healoc Airador
resists magic. It looks impressive and has a reputation for being dead­ Clean-Smelling Air (HI Ai 5)
ly - but that reputation is due to the skill required to cast it and the con­ Remove a scent from the air in the region (though not a person),
comitant Power. The only advantage over a simple Fire Flower is the including a scent produced by a spell of power < P/3+sl0. [Range:
better range and the different arts. [Range: medium, Speed: build, Dur: short, Speed: build, Dur: real, Resist: n/a]
real, Resist: M.R. half] Purify Scent (HI Ai 5)
The Bird of Distant News (Cr Ke Su Ai Sp 35) Return S.'s scent to its ordinary state, removing perfumes and the like.
The easiest common spell for sending messages vast distances. It is [Range: short, Speed: build, Dur: real, Resist: M.R.]
like The Bright-Winged Messenger (Cr Ke Ai Sp 15), except that it has Fresh Air (HI Ai 10)
no range limit per se. Note that the bird can only fly forty miles an Make the air in the region fresh, dispelling natural bad odors and
hour, a thousand miles a day, and the spell's duration is limited. [Range: other noxiousness. [Range: short, Speed: fast, Dur: P/5 hours, Resist:
conn, Speed: build, Dur: P/5 days, Resist: none] n/a]
Raking of the Cloud's Claws (Cr Mu Ai 50) Clean-Smelling Person (HI De Ai 10)
Calls down a bolt of lightning from a cloud over S.'s head, inflicting Remove S.'s scent entirely. It is a grave insult to do this to a Cani,
P/3 damage to S. (and everyone touching S. or directly above him) and and moderately insulting to do it in the presence of a Cani. [Range:
P/5 to everyone within three yards of S. [Range: medium, Speed: build, short, Speed: build, Dur: P/5 minutes, Resist: M.R.]
Dur: real, Resist: none]
Fist of the Air God (Cr Ru Ai 50) Kennoc Airador
Create an intense windstorm, P/10 miles long and one mile wide, Eyes in Fog (Ke Ai 5)
capable of devastating a city. The wind does minimal damage to peo­ S. can see through fog as if it were clear air. [Range: short, Speed:
ple directly, but is strong enough to blow trees over, damage buildings, fast, Dur: P/5 minutes, Resist: auto]
and so on, like a very severe hurricane terrestrially. It builds up over See the Whirling Wind (Ke Ai 5)
ten minutes of concentration. [Range: long, Speed: special, Dur: cone, C. can see the shapes of the winds in the area, and which way they
Resist: none] are blowing, and how fast. [Range: short, Speed: fast, Dur: P/5 min­
Bird With Loud Wings (Cr Ai Sp 60) utes, Resist: n/a]
Summon a mindful elemental, a huge bird made of lightning. It can The Careful E a r (Ke Ai 5)
sweep across a 10 foot (wingspan) by 10 foot area, doing (P/10+s6- C. can pick out one kind of sound clearly, even if there is a lot of other
Soak) (half if S. resists) damage to everyone there; or concentrate its sound. For example, C. could hear what her partymates are saying in
efforts on a single victim, pecking with its crackling beak with Attack the middle of a battle. [Range: medium, Speed: fast, Dur: P/5 minutes,
Base = Finesse+P/2, Damage Base = P/5, Damage Increment = 4. It Resist: none]
has Defense Base = 20+Finesse, Soak = 0, Life = 2P, MR = P, Combat F a r Vision (Ke Mu Ai Co 5)
Stance Base = Finesse. It pays no special attention to other elementals. S. can see (20P)% further than normal. [Range: touch, Speed: build,
[Range: medium, Speed: build, Dur: attend, Resist: none] Dur: P/5 minutes, Resist: auto]
See the Secret Smoke (Ke Ai Py II 10)
Destroc Airador This spell, one of the best simple scrying spells, is cast on a smoking
Smother the Flames (De Ai 5) bit of incense. C. breathes in some of the incense when she casts the
Extinguishes a fire by denying it air. If the fire doesn't need air (mag­ spell. Thereafter, while the spell lasts, she may see and hear every­
ical fires rarely do), this spell does no good. At power 10, this can put where that the incense reaches; that is, everywhere it can be smelled.
out a small bonfire; at power 50, a burning shed. [Range: short, Speed: This spell is fragile; any spell that protects from Airador will cancel it,
as will most strong Airador, Pyrador, or Illusidor spells. [Range: medi­ + s20 >= P/2 resistance roll in each of the spell's three actions. Those
um, Speed: fast, Dur: P/5 minutes, Resist: n/a] who succumb to the first action take d2 damage; to the second, d4; to
Edges of the Air (Ke Ai 15) « the third, d6. [Range: short, Speed: build, Dur: 3 actions, Resist: s p e c ]
Tell where the air in the area is. Can be used to walk around safely Fog Spectre (Mu Ru Ai Sp 20)
without seeing, or to detect invisible things or intangible illusions. It Animates a bank of fog, mindfully, giving it a shape that is a crude
is not a very precise spell; it misses small objects such as Zi Ri. [Range: mirror of C.'s. The spectre may expand to up to P times taller, wider,
short, Speed: fast, Dur: P/5 minutes, Resist: n/a] and deeper than C , or may shrink to half C.'s size. It may coalesce to
Hear the Wind's Song (Ke Ai 15) «• as dense as a Coil of Fog, or attenuate to a thin haze. It may fly at P/10
C. may stand in a wind, and ask the wind to let her to hear one thing x running speed. The spectre has ordinary senses, and can speak. It is
(e.g., what her husband is saying). If the wind (or gamemaster) can not solid. Life = 1, MR = P, Defense Base = 40, Soak=0. [Range: short,
understand what she is asking, and those sounds are actually in that Speed: fast, Dur: attend hourly, Resist: n/a]
wind, it will carry the right sounds to her for her to hear. Note that the Many-Fanged Storm (Mu Su Ai Aq 30)
spell's range is potentially unlimited. [Range: special, Speed: build, Enchants a rainstorm, turning the rain into heavy pointed hail. The
Dur: P/5 minutes, Resist: none] storm will do (P/20)+s6-Soak damage per action to everyone in the
Echoes of Vanished Voices (Ke Ai Te 20) rain. Umbrellas will be shredded in d3 actions; trees will lose too many
C. hears the sounds of some event that happened within the last P leaves and branches to give shelter in 2d6 actions. Ice will coat the
days, near where she is now. C specifies the time and date of the ground, giving everyone in the area Trouble 2. [Range: medium,
sounds to hear. The replayed sound may be at most P minutes long. Speed: build, Dur: P/5 actions, Resist: none]
[Range: short, Speed: fast, Dur: real, ResistMone] Ashen Wind (Mu Ai Py 80)
Plan the Picnic (Ke Ai Te 20) Turn a wind into a flame. The flame is not very hot: it's about like a
Tells C. what the weather will probably be for the next P days. As candle flame. It does d3-Soak damage each round to things inside it,
with most precognitive spells, its predictions are not guaranteed - but and most obvious measures (magical and mundane) will protect against
they will be correct if nothing out of the ordinary happens. [Range: it. Still, the entire wind is changed; that can be thousands of miles long.
short, Speed: fast, Dur: real, Resist: none] It is unlikely to set the World Tree itself on fire; it's not hot enough. But
it can set every building and tree in a country on fire in moments.
Mutoc Airador [Range: s p e c , Speed: build, Dur: cone, Resist: M.R. half]
Creeping Clouds (Mu Ru Ai 10)
Enchants a fog, so that it will follow S. around at walking speed. If Ruloc Airador
S. stands still, the fog will engulf him. [Range: medium, Speed: build, Wandering Wisp (Ru Ai [Sp] 5)
Dur: P/5 hours, Resist: hard (-20)] Cause a wisp of smoke or fog to drift around at a walking speed.
Stinging Fog (Mu Ai Aq 10) With Spiridor, the wisp moves mindfully. Without Spiridor, it will only
Make a fog painful to sensitive skin, including eyes and noses. The move while C. concentrates. [Range: medium, Speed: fast, Dur: attend,
fog causes Trouble 1 for most people, Trouble 2 for people with good Resist: n/a]
senses (including Sleeth and Cani). [Range: short, Speed: build, Dur: Umbrella of the Great Ones (Ru Su Ai Aq [Sp] 10)
P/5 minutes, Resist: until M.R. (+3)] Blows rain away from C , so that C. can walk in the midst of a down­
Breath of Cool Water (Mu Ai Aq 10) pour and stay dry. (It also works on rainlike attacks of power < P.)
S.'s next breath of air becomes water as he breathes it. This makes S. With Spiridor, C. may direct the rain (or attack) at someone close to C.
choke, giving him Trouble 4. S. spends at least one action choking, and [Range: short, Speed: fast, Dur: attend hourly, Resist: n/a]
must make a Stamina + Swim + s20>=12 each action after that to recov­ Herd the Clouds (Ru Ai 15)
er. [Range: short, Speed: build, Dur: P/5 actions, Resist: M.R.] Move P/10 clouds around, at P miles an hour. [Range: sight, Speed:
Ward for the Napping Kittens (Mu Ai II 10) fast, Dur: attend, Resist: n/a]
Make noises in the area much quieter. Shouting sounds like ordinary Tiny Whirlwind (Ru Ai 15)
speech; ordinary speech is like whispering. -10 on rolls to hear. Put a small whirlwind around S., giving S. Trouble 5. Missiles and
[Range: short, Speed: build, Dur: P/5 minutes, Resist: n/a] some attacks on S. also have Trouble 5. [Range: medium, Speed: fast,
Thunder Whisper (Mu Ai II 10) Dur: P/5 minutes, Resist: M.R.]
Make noises in the area much louder. Ordinary speech is like shout­ Cloud on a Spindle (Ru Mu Ai 15)
ing; shouting is almost painful, and will make Sleeth flatten their ears. Knot and compress a cloud or a fog, up to P yards in radius, into a
+ 10 on rolls to hear faint sounds. [Range: short, Speed: build, Dur: P/5 fluffy solid ball the size of an apple. When the spell is over, or some­
minutes, Resist: n/a] one tugs at the ball, the cloud will unknot and appear at its original size
Speaking Wind (Mu Ai 15) and density. [Range: short, Speed: build, Dur: P/5 months, Resist: none]
Makes a tube of air which carries sound, so that any sound made at Ride the Winds (Ru Ai 20)
one end can be heard softly but clearly at the other. The tube can be C. flies high and quickly, supported by billows of air, at Zi Ri flying
one- or two-way. Big objects in the tube block it while they are there, speed. The spell requires periodic attention, or it will fail and let C.
and wind may destroy it. C. must have a connection to the other end of land gently. The attention required to change directions will maintain
the tube, or be able to see it; the tube may be up to P miles long. Sound the spell. [Range: self, Speed: build, Dur: attend, Resist: n/a]
travels one mile a second in the tube. [Range: conn, Speed: build, Dur: Lightning Hounds (Ru Cr Ai Sp 25)
P/5 minutes, Resist: n/a] Creates or enchants a cloud in a thunderstorm, so that it blasts S. with
Word of the Pounding Bell (Mu Su Ai 15) lightning bolts: one every d6 actions, for 2s6 damage. If S. can find
C. says one word of her choice, and the spell makes it hang in the air, some suitable shelter, the lightning cannot reach him. The cloud is
reverberating and getting louder - loud enough to hurt. Everyone with­ moderately intelligent, but not mindful. S. makes a Magic Resistance
in P feet of C , including C. herself, must make a Stamina - Perception roll (for half damage) against each bolt. The spell lasts long enough to
throw P/5 bolts. [Range: medium, Speed: build, Dur: s p e c , Resist: Creates a circle of very slippery ice, up to P feet in radius, at a place
spec] of C.'s choice within spell range. Most physical actions are harder, typ­
An Angel's Helpful Wings (Ru Ai Sp 30) ically Trouble 4 inside the ice. Running usually turns into falling.
S. flies on wings of wind at a fast flying speed, guided mindfully. [Range: medium, Speed: build, Dur: P/5 actions, Resist: n/a]
The spell maintains concentration, and does its best to fly S. to the Barkeeper's Revenge (Cr Aq Co 10)
place that C. would think was best. Usually, C. will instruct the mind­ Gives S. the effect of drinking strong drink, without the pleasure of
ful spell to fly where S. asks - but sometimes C. will have other plans. actually drinking it. The number of drinks is P/20, rounded up, but
[Range: touch, Speed: build, Dur: attend hourly, Resist: auto] never more than four. [Range: short, Speed: build, Dur: real, Resist:
M.R.]
Sustenoc A i r a d o r Slippery Trail ( C r A q 15)
Wall of Air (Su Ai 10) S. leaves a trail of Icy Slips as he walks or flies, making S. very hard
Make some air thick and stiff, though it remains invisible. Missiles to chase on foot. The trail can be up to P/4 feet on each side of S.
shot through it hit at -P/2; most physical attacks made through it hit at [Range: short, Speed: fast, Dur: P/5 minutes, Resist: n/a]
-P/5. It requires the (easy) roll, Strength + Climb + s20 >= P/3 for a Cool Armor (Cr HI Su [Mu] Aq 15)
creature to push through, but the attempt takes an action. The wall is Create a suit of armor for S, made entirely out of ice. It is cumber­
one foot thick, and up to P yards long and 4 yards high in a simple some, giving S. Trouble 5. However, it is good armor, giving +3 Soak.
shape. [Range: short, Speed: fast, Dur: P/5 minutes, Resist: none] It maxes rather than adds to other armor, so the spell can be used
Lasting Weather (Su Ai 10) aggressively to encumber people wearing plate armor. Healoc and
Make weather phenomena in the region last 5P% longer than usual Sustenoc keep it from melting, and repair damage to it. With Mutoc,
[Range: far, Speed: fast, Dur: spec, Resist: n/a] the armor is made light enough so that a flier can wear it and fly.
Air Like Tar (Su Ai 15) [Range: short, Speed: build, Dur: P/5 minutes, Resist: easy]
The air around S. congeals, becoming thick and sticky like so much Invisible Icicles (Cr De Aq II 15)
tar. S. suffers Trouble P/10+d3, but gets +2 on Soak. [Range: short, Creates a simple-shaped wall of invisible icicles: most of them
Speed: build, Dur: P/5 minutes, Resist: M.R.] inverted with their bases on the ground, but with enough stout pillars
Armor of Air (Su Ai 15) and lintels of ice for plenty of ordinary downward-hanging ones as
The air around S. becomes thick and hard to penetrate, giving S. +2 well. The wall is 2P yards long, P/5 yards high, and P/5 yards thick. It
Soak. It does not get in S.'s way. [Range: short, Speed: fast, Dur: P/5 is not solid, but the space between icicles is only a few inches. [Range:
minutes, Resist: M.R.] s p e c , Speed: build, Dur: P/5 minutes, Resist: none]
Winter Serpent (Cr Mu Su Aq Sp 15)
AQUADOR Create a serpent made of ice. It coils and constricts S. It causes S.
Creoc Aquador Trouble (P/10), and s6-Soak damage each action; the damage increas­
Snowball (Cr Aq 5) es by 1 on every roll of 4+ on the s6, as the serpent constricts more
Throw a snowball at someone - a snowball which can be as big as a tightly. The serpent has Life = P/2, MR = P/2, Defense Base = 0, Soak
heavy iceball if C. desires. As a weapon, the iceball has Attack Base = = 5. If S. makes his magic resistance roll against the spell, the serpent
Perception + Finesse + P/3, Damage Base = P/5, Damage Increment appears a few feet away, and gets to try to constricts.. It may try once
=2. Lesser snowballs have the same Attack roll, but need not do dam­ per round, with Attack=20. The serpent is not mindful, or even intel­
age. [Range: short, Speed: build, Dur: P/5 actions, Resist: none] ligent. It will attack another elemental involved with S. (e.g., another
Splash ( C r A q 5 ) Winter Serpent on the same target), but it pays no attention to anything
Splash S. in the face with a magically-created bucket of water, hard. further away. [Range: short, Speed: build, Dur: P/5 minutes, Resist:
S. will have Trouble 3 in his next action. The water vanishes after a spec]
few seconds. This spell may protect S. from fire (typically +P/10 on Strangling Sleet (Cr Aq 20)
Soak), or encourage an Orren to turn into an otter. [Range: short, Cover everything in a circle up to P/3 feet in radius, somewhere in the
Speed: fast, Dur: next S. act, Resist: M.R.] spell's long range, with an inch-thick layer of ice. People and animals
Invoke the Mighty Puddle (Cr [Su] Aq 5) covered with ice will probably want to break out - for people, a
Create up to P gallons of water in a ball between C.'s hands. (A com­ (Strength + Stamina + s20 >= 10) roll, which they may attempt on each
plexity-10 variant makes 10P gallons; a complexity-15 variant makes action. People in the icy region suffer the same penalties as Icy Slips.
100P.) [Range: short, Speed: fast, Dur: P/5 hours [real], Resist: n/a] People who are trapped in the ice take 1 point of damage per action.
Save a Trip to the Well (Cr [Su] Aq 5) [Range: long, Speed: build, Dur: P/5 minutes, Resist: M.R.]
Fill a container with water, up to 3P gallons. If cast with Sustenoc, Wall of Ice (Cr Aq 20)
this spell produces real water, and does indeed save a trip to the well. Create a wall of ice, up to P inches thick, up to P yards wide, up to P
[Range: short, Speed: fast, Dur: P/5 hours [real], Resist: n/a] feet high, in a simple shape. It's hard to get through or over the wall of
A Cup of Wine (Cr Aq Hr 5) ice without a serious effort. [Range: medium, Speed: build, Dur: P/5
Creates a wooden cup of tolerable wine. Drink too much of it, and minutes, Resist: none]
you'll be very thirsty the next day (and still hung over). Related spells Cruel Ice Fairy (Cr Su Aq Sp 20)
create other beverages. The quality of the wine is about half of C.'s Creates a small water elemental, like a starfish with three-foot arms,
winetasting skill; an expert oenophile can make a pretty good wine, but made of ice and slush. It is a good fighter, slapping with a heavy ice-
not one that will satisfy her refined palate. A complexity-10 variant covered tentacle with Attack Base = 20+P/5+Finesse, Damage Base =
with Sustenoc makes real wine; a complexity-40 variant gets ~*A of C.'s P/5, Damage Increment = 2, Defense Base = 8, Soak = 5. Life = P/2,
winetasting skill. [Range: short, Speed: fast, Dur: P/5 hours, Resist: Combat Stance Base = Finesse, MR = P/2. It can attack twice per
none] round, but only once per target. It is well-named, and will usually
Icy Slips (Cr Aq 10) behave in the most vicious way that C. allows. It moves slowly, about
half w a l k i n g speed. Cruel Ice Fairies will always fight other elemen­ Fresh Water (HI Aq 5) «
tals in the area, no matter what C. wants. [Range: short, Speed: build, Makes stale or slightly noxious water fresh again. This spell is inef­
Dur: attend, Resist: none] fective against magically tainted waters, or poisoned waters. [Range:
Pond in my Pocket (Cr [Su] Aq 20) short, Speed: build, Dur: real, Resist: n/a]
Create up to 1000P gallons of water. The creation takes a few sec­ Cleanse the Venom (HI Aq 10) «
onds, and starts inside some container (a bucket will do), but will hap­ Remove poison and foulness from a beverage, up to P gallons.
pily overflow it if the container is too small. [Range: short, Speed: [Range: touch, Speed: build, Dur: real, Resist: n/a]
build, Dur: P/5 hours [real], Resist: (M.R.)] Refill the Cup (HI Aq Te 10)
Personal Geyser (Cr Aq [Py] 25) Fill a cup that was emptied within the last P seconds, with the same
Sprays a mighty torrent of water out o f C.'s hand, up to P feet long. liquid that it used to hold. This spell can­
C. may direct it at a single target, for P/5-Soak damage if the target is not duplicate magical or other exotic
nearby or P/10-Soak if he is at the spell's limit. People at close range properties, but it will do the best it can:
must roll Strength + Dodge + s20>=P-20 or be knocked over. C. m a y e.g., replacing a fine liqueur by a coars­
choose to fan many people with the torrent, doing half that damage to er but similar one, or a magic
each of them and a roll vs. P-30 to knock over. If cast with Pyrador, the potion by a fluid that tastes the /
water is boiling, and the spell does an extra s6 damage. [Range: short, same but is powerless. The new
Speed: build, Dur: cone, Resist: M.R. half] liquid is real and permanent.
Hail Hurricane (Cr Ru Aq Ai 25) [Range: short, Speed: build, Dur:
Summons a fierce whirling wind, full of huge hailstones, in a circle real, Resist: n/a]
of up to P feet radius somewhere in medium range. All people inside
take P/5-Soak damage on each of their actions, and are bruised and bat­ Kennoc Aquador
tered. Shelter protects from the hail only after the second action. Detect Poison (Ke Aq 5) »
[Range: medium, Speed: build, Dur: cone, Resist: none] Tell if a liquid is poisoned. [Range: short, Speed: fast, Dur: real,
Portable Lake (Cr [Su] Aq 30) Resist: none]
Creates a lot of water: enough to fill a hole 20P yards on a side, and Know the Beverage (Ke Aq 5) #
up to P yards deep. If the spell is cast on someplace that could not nat­ Tell what kind of liquid S. is, with no great precision. Mainly useful
urally be a lake (e.g., a castle), the water lasts only a single action, or to tell if it's wine or water or magic potions in those sealed bottles.
P/5 actions if the spell is cast with Sustenoc. If cast into a suitable hole [Range: short, Speed: fast, Dur: real, Resist: none]
with Sustenoc, it is real. [Range: short, Speed: build, Dur: P/5 hours Visions from the Wandering Boat (Ke Aq Hr 10)
[real], Resist: n/a] C. casts this spell on a small wooden model of a boat with a pair of
Flushing the Emperor's Commode (Cr Aq 40) eyes painted on it, and puts the boat in a stream and lets it go. As long
Spray a great deal of water at each o f P/5 people, from a point right as C. concentrates and touches the stream, she can see out of the boat's
in front of each one of the victims. This does P/5+s6-Soak damage to eyes. [Range: s p e c , Speed: build, Dur: cone, Resist: n/a]
each, and knocks them over as well. [Range: short, Speed: build, Dur: Find the Well (Ke Aq 15)
instant, Resist: none]

Destroc Aquador
Mother's Towel (De Aq 5) «
Dry S. off. This spell is generally ineffective against magically-cre­
ated water. [Range: short, Speed: fast, Dur: real, Resist: M.R.]
Sudden Thirst (De Aq Co 5) «
Make S. thirsty. At P=10, S. needs a drink. At P=30, S. gets thirsty;
after a few minutes of strenuous exertion, like fighting, S. may start
suffering Trouble. At P=60, S. is seriously thirsty; S. suffers Trouble 1
until he drinks. Every 20 points of Power past 60 make the Trouble one Find the best place nearby to dig a well, and get an estimate of how
worse. [Range: short, Speed: build, Dur: real, Resist: M.R.] deep the well should be. [Range: long, Speed: build, Dur: real, Resist:
Instantly Dry(De Aq 10) * n/a]
Remove all the liquid from something nonliving. Good for preserv­ Find the Sailor's Grave (Ke Aq Sp 20)
ing food. [Range: short, Speed: build, Dur: real, Resist: (auto)] A body of water tells C. about something that lies submerged in it. If
Thirst after Heavy Labor (De Aq Co Me 10) C. asks about something, the water tells about that thing; if not, it sim­
Make S. thirsty, as with Sudden Thirst. If S. fails his Magic ply tells C. something it thinks might interest her. [Range: short, Speed:
Resistance roll, he doesn't consciously realize that he was struck by a fast, Dur: real, Resist: (auto)]
spell - though, if he actually wonders about the matter, he will realize
that he was. This spell is reputed to b e popular among poisoners. Mutoc Aquador
[Range: short, Speed: build, Dur: real, Resist: M.R.] Clear Glue (Mu Aq 5)»
Personal Drought (De Aq 20) Make up to P quarts of water sticky, like a thick paste. [Range: short,
Remove a great deal o f the liquid from S.'s body, doing P/5 damage. Speed: build, Dur: P/5 hours, Resist: none]
S. will b e healed o f this damage after spending a n hour resting and Cold Delight (Mu Aq 5)
drinking. Maxes. [Range: short, Speed: build, Dur: real, Resist: M.R.] Freeze up to P quarts of water. [Range: short, Speed: fast, Dur: real,
Resist: none]
Healoc Aquador Instant Broth (Mu Aq * 5) «
Flavor up to P cups of water . Herb flavors require Herbador; meat [Create and] throw up to 40P gallons of water in a given direction.
stock requires Corpador. cf. A Cup of Wine for quality of the broth, but It's very distracting to people who get hit (Trouble 4 on their next
using a skill in cooking. [Range: short, Speed: fast, Dur: real, Resist: actions), and somewhat damaging (Damage = (P/10-Soak)). It is also
none] very wide; the spell can hit up to P/5 people under ordinary circum­
Stretch Water (Mu Aq 5) stances. The spell is really intended for putting out fires and cleaning
Expand a quantity of water by a factor of P, to a maximum of 5P gal­ streets, but Aquador mages enjoy throwing it at enemies. [Range: short,
lons after stretching. (A complexity-10 variant expands by 10P to a Speed: build, Dur: instant, Resist: none]
maximum of 50P gallons; a complexity-15 variant expands by 100P to
a maximum of 500P gallons.) [Range: short, Speed: fast, Dur: real, Sustenoc Aquador
Resist: none] Unboiling Water (Su Aq 5)
The Warm Bath (Mu Aq Py 5) Prevents up to 10P gallons of water from boiling or evaporating
Heat a basin of water, to bathing temperature. Power=20 is enough [Range: short, Speed: build, Dur: P/5 hours, Resist: n/a]
for a bathtub. [Range: short, Speed: build, Dur: P/5 hours, Resist: Doubled Drink (Su Aq 10)
none] Enspells a cupful of liquid, so that if it is poured, P/5 cupfuls will
Water to Wine (Mu [Su] Aq 10) flow out before it is dry. The extra liquid is real, but must be poured out
Turn P cups of one beverage into the same amount of another, cf. A within P/5 minutes. It works best on water, wine, soup, and such. If
Cup of Wine for quality of the beverage. [Range: short, Speed: fast, potions and poisons and other powerful liquids are increased, their
Dur: P/5 hours [real], Resist: n/a] powers are diluted: the drinker must drink P/5 times as much to get the
Chewing the Chill Daggers (Mu Aq 15) effect of a single dose. [Range: short, Speed: fast, Dur: P/5 minutes,
Freezes S.'s saliva, and turns it into a mouthful of long cold blades of Resist: n/a]
ice. This does P/10 damage when it first takes effect (Soak only pro­ Dry-not (Su Aq Co 10)
tects people who wear armor inside their mouths). It does another d3 S., who must be a living being, doesn't run out of liquid, if he is some­
if S tries to talk or bite. No effect on creatures without saliva. [Range: how losing liquid. This protects S. from bleeding wounds (e.g.,
short, Speed: build, Dur: P/5 actions, Resist: M.R.] Bleeding Wound): the wound keeps bleeding, but S. doesn't suffer dam­
Freeze the Lake (Mu Aq 15) age from blood loss. If cast before Sudden Thirst, reduce the power of
Freeze a lake, up to a circle 10P yards in radius, up to P inches deep. the Sudden Thirst by P. [Range: short, Speed: fast, Dur: P/5 minutes,
The ice is real, and the water under it is chilled, but the ice will melt Resist: M.R.]
naturally. [Range: long, Speed: build, Dur: real, Resist: none]
Breath in the River (Mu Aq Ai 15) CORPADOR
S. can breathe underwater; water turns to air in his lungs. [Range: Creoc Corpador
short, Speed: fast, Dur: P/5 hours, Resist: n/a] Nobody's Hide (Cr [Su] Co 5)
Sea of Grass (Mu Aq Hr 50) Create an animal's hide, optionally tanned, or with fur or fleece. The
Turn a body of water (an entire lake or river, say) into soil, growing quality of the hide and tanning is half of C.'s leatherworking skill.
a mixture of plants. C must hold seeds for the desired plants. The [Range: short, Speed: build, Dur: P/5 hours [real], Resist: n/a]
transformation takes an hour or so. People who lived on or in the lake Make a Bone (Cr [Su] Co 5)
usually get upset. [Range: long, Speed: s p e c , Dur: real, Resist: none] Create a bone (or several bones), weighing up to P pounds. [Range:
short, Speed: fast, Dur: P/5 hours [real], Resist: n/a]
Ruloc^Aquador Bone Dart (Cr Ru Co 5)
Duck's Cloak (Ru Aq 5) Creates and shoots a sharpened bone dart at S. Attack Base =
Rain and such doesn't wet S. This spell is ineffective against magi­ Perception + Finesse + P/3, Damage Base = P/5, Damage Increment =
cally created water. It doesn't do much good if S. jumps in a lake, 2. This is the most common attack spell, as it is easy for Cani and
cither. [Range: touch, Speed: fast, Dur: P/5 hours, Resist: auto] Herethroy with almost no magical training. Despite that, it is a poor
Flow Uphill (Ru Aq 5) attack spell. [Range: short, Speed: build, Dur: instant, Resist: none]
Make water flow uphill, e.g., in a stream over the edge of a contain­ Make a Bone Tool (Cr Co 10)
er, at P cups per second. A complexity-15 variant can reverse a brook. Create a simple bone tool, weighing up to P pounds, which C. may
[Range: short, Speed: build, Dur: cone, Resist: n/a] describe as she casts the spell. [Range: short, Speed: after c o n e , Dur:
Water Whip (Ru Mu Aq 5) P/5 hours, Resist: n/a]
Make a tub of water extend a lashing tendril. It swats once at S., inac­ Leather Noose (Cr Ru [Su] Co 10)
curately but hard: Attack Base = Perception + Finesse + P/5, Damage Creates a leather noose around S.'s neck, and tugs it closed. It does
Base = P/5, Damage Increment = 5. [Range: short, Speed: build, Dur: 1 damage the first action, 2 the second, and so on - to a maximum of 3,
instant, Resist: none] after Soak. Innate armor soaks this damage, as does other armor that
Sink-not (Ru Aq 10) closely protects the neck. Taking the noose offtakes both hands (and a
S. doesn't sink in water, if S. weighs 20P lbs. or less. [Range: short, Str + Dex + s20>=P/2 roll), or a sharp knife (and a Dex + Knife + s20
Speed: build, Dur: P/5 hours, Resist: auto] >= P/2 roll). With Sustenoc, it lasts P actions. [Range: short, Speed:
Crashing Waves (Ru Aq 15) build, Dur: P/5 actions, Resist: M.R.]
Make a wave in a body of water, up to P yards long and P/3 feet high. Make a Terch (Cr [Su] Co Hr 10)
[Range: medium, Speed: build, Dur: real, Resist: none]
Charge of the Brave Stream (Ru [Cr] Aq 15)
Create a terch coin. Without Sustenoc it is magical and can be detect­ actions, Resist: none]
ed as counterfeit. With Sustenoc it is not magical, and considered a Dancing Bones (Cr Ru Su Co Sp 35)
legal terch in most places. [Range: touch, Speed: fast, Dur: P/5 hours Animate a corpse or skeleton to do your bidding. Animated corpses
[real], Resist: n/a] are obedient, but not intelligent. Bodies of most prime races get Attack
Conjure the Tiny Pet (Cr Ru [Su] Co Sp 15) Base = P/2, Damage Base = 4, Damage Increment = P/25, Defense
Creates a small animal: e.g., a rabbit, a ferret, a small housecat, a Base = 0, Soak = 7. Life = 2P, MR = P/2, Combat Stance Base =
cockatiel, a trout. C. can give the animal one simple command, which Finesse. Skeletons get Life=P, but do not stink as much. This spell is
it will obey to the best of its ability so long as doing so does not get it disrespectful of the dead, and C. risks civil suits or worse from the liv­
in danger, or too badly distracted. It has animal intellect and personal­ ing relatives of the corpse, but the spell is not considered evil in most
ity. [Range: short, Speed: build, Dur: P/5 hours [P/5 months], Resist: places. [Range: short, Speed: build, Dur: attend hourly, Resist: none]
none]
Poison the Dart with <Poison> (Cr De [Su] Co 15) Destroc Corpador
Create enough venom of the specified kind to poison one dart or other Aching Wound (De Co 5) '
blade. The poison has strength P/20. Note that the spell's duration starts Opens a wound on S., which does P/10 damage. The damage can­
when the poison is created, not when it is delivered; using this spell not be soaked, but a successful Magic Resistance roll protects com­
without Sustenoc runs the risk of having the venom vanish and its vic­ pletely. [Range: short, Speed: build, Dur: instant, Resist: M.R.]
tim recover instantly from Trouble or similar effects (though damage Feathery Claw That Tears (De Co 5) ,
done by the poison is real). Fever, Howly, and Weakness poisons are Opens a wound on S., which does P/10 damage; the damage cannot
complexity 20 and Paralysis and Slow Deattt are 30. [Range: touch, be soaked, and resisting magic cuts the damage by half. It requires C.
Speed: build, Dur: P/5 actions [real], Resist: n/a] to touch S., and the wound opens at the place where C. touches S.
Your Corpse (Cr [Su] Co 20) [Range: touch, Speed: build, Dur: instant, Resist: M.R. half]
Create a copy of S.'s body, dead. That's all the spell actually does, but Blast the Leather Armor (De Co 5) '
the uses for the corpse can be fiendish. C. must have an arcane con­ Wreck and weaken a suit of leather armor, leaving it hanging off the
nection to S., or be able to see S. [Range: conn, Speed: build, Dur: P/5 wearer in shreds, giving no Defense or Soak.. (A Dexterity + Armor
days [real], Resist: M . R ] Repair + s20 >= P/2 roll and ten minutes of work will make the armor
Conjure the Helpful Dog (Cr Ru [Su] Co Sp 20) functional again.) [Range: short, Speed: fast, Dur: instant, Resist:
Creates a dog, which will aid C. within the limits of its ability. The M.R.]
dog will be a fairly intelligent one, but still of animal intellect. Attack Clip the Long Nails (De Co 5) «
Base = 10+Finesse+P/5, Combat Stance Base - 5, Damage Base = Manicure nails or trim (or sharpen) the nails or claws of a willing
3+P/20, Damage Increment = 2, Defense Base = 15, Soak = 1, Life = subject. This is mainly used for grooming, though newly-sharpened
P/2, MR = P/2, Combat Stance Base = Finesse/2, Dogs created by claws do +1 base damage and +1 damage increment on their first hit.
this spell consider other dogs (especially others created by this spell) to Blunted claws do -1 on each on the first hit, but the spell's automatic
be competition for C.'s attentions, and will frequently fight them resistance makes that hard to apply. [Range: short, Speed: after c o n e ,
instead of doing what C. wants. C. can stop such a fight on Charisma + Dur: real, Resist: auto]
Command + s20 >= 20, with a +8 bonus if C. is Cani, but cannot stop Cut the Heavy Hide (De Co 5) >
the conflict for long. (Similar spells create other animals. Complexity- Cut a piece of hide in a simple way (e.g., along a painted line).
20 spells can make large useful animals, like dogs and horses; horses [Range: short, Speed: fast, Dur: real, Resist: auto]
and other non-aggressive animals usually refuse to fight at all; and Needle in the Heart (De Co 5) p

aggressive animals are too aggressive, like the dogs.) [Range: short, Cause a quick zigzag pang in S.'s chest. This is a quick and very
Speed: build, Dur: attend [attend hourly], Resist: M.R.] painful attack, better for scaring than killing. It does one point of dam­
Portrait in Flesh (Cr [Su] Co 25) age. [Range: short, Speed: fast, Dur: real, Resist: M.R.]
i
Create a mindless but living copy of S.'s body; the body has P/3 Life. Snap the Bone (De Co 5)
C. must have an arcane connection to S., or be able to see S. [Range: Break a dead bone cleanly. If someone is holding it (e.g., a weapon),
short, Speed: build, Dur: P/5 days, Resist: M.R.] the holder is allowed a Magic Resistance roll. Reduces the Soak of
Awful <Poison> Dart (Cr De Ru [Su] Co 25) bone armor by 1, but this maxes. [Range: short, Speed: build, Dur: real,
Create a dart with a dose of the designated kind of poison on it, and Resist: (M.R.)]
throw it at a target. It has Attack Base = Perception + Finesse + P/5, Clean the Clay Dishes (De Co Hr 5)»
Damage Base = P/5, Damage Increment = 2, and poison of strength Cleans food off of clay (or other Durudor) dishes. [Range: short,
P/15. Fever, Howly, and Weakness poisons are complexity 30 and Speed: build, Dur: real, Resist: n/a]
Paralysis and Slow Death are 35. [Range: short, Speed: build, Dur: P/5 Clean the Wooden Dishes (De Co Hr Sp 5) *
actions [real], Resist: none] Cleans food off of wooden (or leather) dishes. Spiridor is used so it
The Grand Banquet (Cr [Su] Co Hr 30) can mindfully tell what is dish and what is food. [Range: short, Speed:
Create a huge meal, of nine dishes that C. designs, enough to feed P/3 build, Dur: real, Resist: n/a)
people. If it's cast with Sustenoc, the feasters won't find themselves Dismal Itch (De Co Me 5) t
starving a few hours later. The quality of the food is half of what C. S. itches miserably on one part of his body, and scratching does no
would appreciate. [Range: short, Speed: after c o n e , Dur: P/5 hours good at all. It is distracting, causing S. Trouble 1. This spell is mainly
[real], Resist: none] used for punishing annoying people. [Range: short, Speed: build, Dur:
Spider Horror (Cr Ru Co Sp 30) P/5 hours, Resist: M.R.]
Create thousands of tiny spiders. Everyone that C. doesn't like with­ Manicurist's Revenge (De Co 10) «
in the P-foot range of the spell gets bitten, suffering Itchy 1 venom each S.'s claws get brutally clipped. They lose P/10 from the base damage
action, to a limit of Itchy P/5. [Range: short, Speed: build, Dur: P/5 they inflict (to a minimum of 0), and one point from the damage incre-
ment (to a minimum damage increment of 1), until they grow back.
-
Multiple castings add. A similar spell, Toothless Beast. ) works on Healoc Corpador
fangs. [Range: short, Speed: fast, Dur: real, Resist: M.R.] Heal the Body's Weapons (HI Co 5)
Bleeding Wound (De Co 10) Heals all damage to S.'s claws. [Range: touch, Speed: build, Dur:
Opens a wide wound on S., doing P/10 damage and bleeding for real, Resist: auto]
another point of damage per action (for convenience, C.'s action, and Heal the Bruise (HI Co 5)
it's up to C.'s player to remember), until S. spends an action binding it, Heal d3 points of damage. This is overlapping healing, not cumula­
or is given a healing spell (even one that does no additional healing). tive with other Heal the Bruise or Heal Once spells. [Range: touch,
After P/5 actions bleeding, the wound slows down to one point an hour. Speed: fast, Dur: real, Resist: auto]
Multiple Bleeding Wound spells still do only one point of bleeding per Kiss the Stinging Cut (HI Co 5)
action, but the times until the bleeding slows are added. [Range: short, Make a minor pain feel better. This has the force of a good dose of
Speed: build, Dur: real, Resist: M.R.] aspirin, terrestrially. [Range: touch, Speed: build, Dur: P/5 hours,
A Sleeth's Fierce Claw (De Co 10) Resist: auto]
Opens a wide wound on S. at a touch, doing P/10 base damage and Heal Once (HI Co 10)
bleeding for another 2 per C.'s action for a while. Like Bleeding The basic healing spell. It heals P/5+Medicine damage. This does
Wound except for the bleeding damage and the need to touch S. overlapping healing: if the spell (or others like it) is used twice on S. in
[Range: touch, Speed: build, Dur: real, Resist: M.R.] the same day, S. gets the best of the two spells' effects, rather than their
Destroy the Foul Wart (De Co 10) sum. The healing is fragile. This spell is the most common way to heal
Destroy a wart or mole or other blemish. The spell doesn't leave a wounds. Heal Once, like other spells which use skills, does not work
scar if C. succeeds in a Perception + Finesse + s20 >= 15 roll. On a well bound; it only heals P/5 damage, as C.'s Medicine skill does not
botch, it leaves S. looking worse than he did with the blemish. [Range: help on a wound that has not happened when the spell is bound.
touch, Speed: build, Dur: real, Resist: auto] [Range: short, Speed: fast, Dur: real, Resist: auto]
Poke the Foeman's Eyes (De Co 10) The Happy Butcher (HI Co 10)
Injure S.'s eyes. This causes S. Trouble 4 on most actions, or less if Up to 20P pounds of slightly putrid meat becomes fresh and edible
S. does not use eyes. [Range: short, Speed: build, Dur: real, Resist: (and salable!) Fresh meat becomes fresher, as if it were just killed.
M.R.] [Range: touch, Speed: build, Dur: real, Resist: n/a]
Again the Gaping Wound (De Co 15) Regrow the Fur (HI Co 10)
Cancels most simple healing spells recently cast on S., including Regrows S.'s fur (or scales, or chitin, or whatever), to its normal state
Heal Once. Pretense of Health, and Heal the Awful Wound. It can can­ for this time of the year. It is a cosmetic spell, and cannot heal injuries
cel up to P/10 spells, each of which has power < P+s20. This spell is to hide or chitin. [Range: short, Speed: build, Dur: real, Resist: auto]
much more effective than most counterspells because healing spells are The Guard in the Pub (HI Co 10)
fragile. (It is possible to invent healing spells which are not subject to Makes S. less drunk, by the equivalent of P/10 drinks. [Range: short,
Again the Gaping Wound, but they would be 10-15 higher complexity.) Speed: build, Dur: real, Resist: M.R.]
[Range: short, Speed: fast, Dur: perm, Resist: M.R.] Dispel Sneeze (HI Co 15)
Vanish the Unwanted Child (De Co 20) Heal minor maladies and sniffles causing Trouble 1. On a roll of
S. stops being pregnant, if S. was pregnant. This may have further Wits + Medicine + (P/5) + d20>=20, and with appropriate medicines,
consequences, e.g. if S. was nearly ready to give birth, or if S. wanted can handle Trouble 2. There are more effective, more complex ver­
the child. [Range: touch, Speed: build, Dur: real, Resist: M.R.] sions of this spell. The complexity-20 version can cure Trouble 1-2 by
Ravages of the Disintegrating Flesh (De Co 25) itself, and 3-4 on Wits + Medicine + P/5 + d20 >= 25, and so on.
Inflict a terrible wound on S., doing P/5+s6 damage. On a roll of [Range: short, Speed: fast, Dur: real, Resist: easy]
Wits + Finesse + s20>=20, C. may focus on a particular limb, causing Banish Pain (HI Co 15)
S. Trouble d6 with that limb. Or, on a roll of Perception + Medicine + S.'s body doesn't hurt at all, though S knows where it ought to hurt.
s20 >= 25, C. may assault the vital organs; if this is successful, S. will In particular, S. suffers no Trouble due to pain. [Range: short, Speed:
faint for d6 actions. (C. may only attempt one of the two.) [Range: fast, Dur: P/5 minutes, Resist: M.R.]
short, Speed: build, Dur: real, Resist: M.R.] Healing Sleep (HI Co 15)
Insects of Agony Consume Your Flesh (De Su Co 30) Heal 2slO+(P/4)+Medicine {no botch dice} as S. sleeps a full night:
Kill S. over P/5 days, with a thousand tiny painful wounds that will If S. does not sleep as much as he should in that night, he is healed pro­
not heal; Sustenoc keeps S. alive despite the wounds, though S. can die portionately. Only one of these spells can be used on S. in a given
of other things. S. suffers Trouble P/5 from pain. Very nasty. [Range: night, but it is cumulative with other kinds of healing spells. [Range:
short, Speed: build, Dur: P/5 days, Resist: M.R.] touch, Speed: s p e c , Dur: real, Resist: auto]
The Spilling of the Life (De Co 35) Pretense of Health (HI Co 15)
Ravages S.'s body with a dozen disintegrations, leaving him covered S. is temporarily healed P/2+Medicine points. While under this
with wounds. Initially it does P/3+s6 damage. Each action thereafter spell, S. is actually wounded, but the wounds are "hidden". Hidden
it does s6 further damage. Multiple castings of this spell add. A heal­ wounds cause no inconvenience or death - while they are hidden. See
er can work to heal a single casting: it takes three successful Medicine page 191 for a description of temporary healing. Wounds that have
+ Wits + .s20>=30 + P/10 rolls to stop the continuing damage, and each been hidden by one temporary healing spell cannot be hidden again by
attempt takes an action. [Range: short, Speed: build, Dur: real, Resist: another one. Spells like Heal the Awful Wound, which heal to some
M.R. half] particular degree of health rather than doing some number of points of
The Very Awful Spell (De Co 50) healing, do not heal hidden damage at all, though they can help S. when
Destroys S.'s body. Healing is difficult, as there is nothing left to the temporary healing is wearing off.
heal. [Range: short, Speed: build, Dur: real, Resist: M.R.] When the Pretense of Health wears off (its duration is an unusually
long P hours), S.'s wounds reappear slowly, in chunks of s6 damage a bound spell; the bound spell can be set to go off as soon as S. is inca­
with s20 minutes between chunks. The Healer's Guild recommends the pacitated or killed, guaranteeing that it will be cast in time. This spell
following procedure for dealing with it: a skilled healer should wait does nothing about Trouble, poison, etc. [Range: short, Speed: build,
with the patient. Whenever wounds reappear, the healer should imme­ Dur: real, Resist: auto]
diately use Remedy for Corpador to heal them (the returning wounds Fix the Fractured Fingers (HI Co 20)
are in fact caused by Corpador magic, regardless of the source of the This heals'a hand (or foot) injury, reducing the Trouble by P/10.
original wound). This minimizes pain and leaves the patient almost Repeated casts max. It is able to fix small broken bones, but not large
completely healed, but uses a great deal of cley. There are cheaper ones. S. will recover completely in slO days (a botch indicates that S.
alternatives, but they're not pleasant. will need further magical help). This spell must be cast within
Pretense of Health spells add harmonically. The second spell (active Stamina+s6 days of the injury; beyond that time, complexity-35 spells
at a given time) does half as much healing as it would do by itself; the or natural healing are required. [Range: touch, Speed: build, Dur: real,
third does a third, and so on. [Range: short, Speed: build, Dur: P hours, Resist: auto]
Resist: M.R.] Restring the Leg (HI Co 20)
Reduce <Poison> (Hl Co 15) This heals hamstringing and similar injuries, reducing the Trouble by
A mediocre spell for dealing with poison, but the best that can be P/10. Repeated casts max. S. recovers remaining Trouble at 1/day.
done at this complexity. There is a Reduce spell for each kind of poi­ This spell must be cast within Stamina+s6 days of the injury; beyond
son; spells intended for one kind do no good on other kinds. that time, complexity-35 spells or natural healing are required. [Range:
The best way to use this spell is to cast it on the poison before it has touch, Speed: build, Dur: real, Resist: auto]
taken effect: e.g., while it is still in the spider or on the weapon. This The Awful Doctor's Trick (HI De Co 20)
reduces the strength of the poison by P/5 (or P/10 if S. resists the spell). S. is temporarily healed P points. The damage returns when the spell
It works on all the poison that S. has, and lasts about a day. is over: in three actions. The main purpose of this spell is to temporar­
This spell may also be cast on someone who is poisoned. In this case, ily heal S.'s wounds once, so they cannot be temporarily healed again
it stops the poison from acting for d6 actions; when the poison returns, by usual means. [Range: short, Speed: build, Dur: 3 act, Resist: M.R.]
it has lost P/20 points of strength. It can be used on a given patient once Temporary Health (HI Co 25)
a day. S. is completely but temporarily healed of damage to life points,
The spell maxes, rather than adds. [Range: short, Speed: build, Dur: though not Trouble from injuries. This spell is pushing the limits of
s p e c , Resist: M.R.] magic, and is extremely fragile. S. can only have one such spell on at
Regrow the Broken Tooth (Hl Co 15) a time. [Range: short, Speed: fast, Dur: P/5 hours, Resist: M.R.]
Regrow a broken or injured tooth, or do similar dentistry. This spell Heal <Poison> (HI Co 25)
must be cast within Stamina+s6 days of the injury. If it is not, more Reduce the strength of <Poison> by P/10. Repeated castings add.
elaborate procedures are required. [Range: touch, Speed: after c o n c , There is one variant of this spell for each kind of poison. [Range: touch,
Dur: real, Resist: easy] Speed: build, Dur: real, Resist: easy]
Wake from Mircannis' Endless Slumber (Hl Co 15) Straighten the Spinning Head (HI Co 25)
S. is healed o f the four elegant, gentle diseases that Mircannis invent­ This heals head injuries, reducing their Trouble by P/10. Repeated
ed. [Range: short, Speed: build, Dur: real, Resist: auto] casts add, which is unusual for healing spells. (The similar spell that
Heal the Ruined Eye (Hl Co 15) only maxes is also complexity-25, so nobody bothers with it.) This
This heals an injured eye, reducing the Trouble of the eye injury by spell must be cast within Stamina+s6 days of the injury; beyond that
P/10. Repeated casts max. If the spell does not completely heal the eye time, complexity-45 spells or natural healing are required.. [Range:
at once, S. recovers at 1 point of Trouble per day. This spell must be touch, Speed: build, Dur: real, Resist: auto]
cast within Stamina+s6 days of the injury; beyond that time, much Cure Accanax's Hideous Embrace (HI De Co 25)
trickier magic (Hl Co 60) is required. [Range: short, Speed: build, Dur: S. is healed of the awful maladies which Accanax invented, such as
real, Resist: auto] the red gnowles. These maladies do not afflict primes. (A similar spell,
Bind the Slashed Belly (Hl Co 15) Cure Gnarn's Awful Game, works on the thewks and the other maladies
Heals injuries to flesh, reducing their Trouble by P / 1 0 . (So, it is Gnarn invented). [Range: touch, Speed: build, Dur: real, Resist: auto]
good on nasty body wounds, but not on much that is covered by the Birth the Wise Child (HI Mu Co 25)
other spells in this list.) Repeated casts max. If the spell does not com­ Makes a mother's labor and delivery easier, by a number of simple
pletely heal the injuries at once, S. recovers at 1 point of Trouble per changes and assistances, such as (for most species) expanding the
day. This spell must be cast within Stamina+s6 days of the injury; pelvis when the baby is being born. Gives a bonus of +P/5 on rolls for
beyond that time, complexity-30 spells or natural healing are required. childbirth, including those made by midwifes. The spell requires a Wits
[Range: touch, Speed: build, Dur: real, Resist: auto] + Medicine + d20 >= 20 roll for best effect. Botches can be terrible.
Heal the Awful Wound (Hl Co 20) [Range: short, Speed: build, Dur: P/5 hours, Resist: auto]
If S. is incapacitated or dead, this heals S.'s body to one life point. If Rejoin the Severed Head (HI [Ru] Co 30)
S. was incapacitated, S. is shaken, suffering Trouble 2 for the rest of the Re-attaches a severed limb (head or otherwise) to S.'s body. The reat­
day. If S. was actually killed and restored to life by this spell, S. is ter­ tached limb is unusable (if a head is reattached, the body is paralyzed),
ribly shaken and suffers Trouble 6 for the rest of the day, Trouble 5 the but it won't get any worse, and other healing spells may be able to help
next, and so on. If S. has been dead for more than a few (2d6) seconds it. With Ruloc, this spell works effectively at a distance, it will levitate
when Heal is cast, it will not restore S. to life; use a Spirit Reunion or the severed body part back to the body. This spell must be cast within
similar spell. This is true healing, and can be used repeatedly on the P/5 actions of the severing. [Range: short, Speed: build, Dur: real,
same S. Indeed, repeatedly killing S. and restoring him with this spell Resist: auto]
is a common form of extreme torture - though a decent healer may Breath of Life (HI Ru Co Sp 30)
decline to cooperate. Heal the Awful Wound is an excellent choice for
Heal S.'s body from incapacitation or death to one life point, and reat­ S. gets a bit tougher, quicker, and stronger, in ways that improve his
tach S.'s spirit to it if S has been dead for 2d6 minutes or less. It is much fighting prowess. Add +P/5 to Attack and Defense, +P/20 Damage,
like a Heal the Awful Wound followed instantly by a Spirit Reunion, and +1 Soak. Botches are unpleasant. It is perilous to use this spell (or
and leaves S. suffering the same Trouble. [Range: touch, Speed: build, similar ones) more than once in a day. [Range: touch, Speed: build,
Dur: real, Resist: none] Dur: P/5 actions, Resist: auto]
Heal Truly (HI Co 35)
Truly cures P/5+Medicine damage. Multiple castings add. [Range: Mutoc Corpador
short, Speed: build, Dur: real, Resist: M.R.] Age the Slaughtered Calf (Mu Co 5)
Knit the Broken Bone (HI Co 35) Make a leather item up to (2P)% larger in each linear dimension.
This heals a broken bone, reducing the Trouble of the break by P/10. (Maxes, not adds) [Range: touch, Speed: build, Dur: real, Resist:
Repeating the spell on the following days heals another point of (auto)]
Trouble each day. This spell must be cast within Stamina+s6 days of Bend Bone and Horn (Mu Co 5)
the injury; beyond that time, complexity-55 spells or natural healing are Bend and reshape a bone or horn object in a simple way; e.g. turn­
required.. [Range: touch, Speed: build, Dur: real, Resist: auto] ing a bone into a spearpoint. [Range: touch, Speed: after c o n e , Dur:
Mircannis' Kiss (HI Co 80) real, Resist: auto]
Heal all of S.'s wounds and injuries, visible or hidden, with true heal­ Cobbler for Puppies (Mu Co 5)
ing. [Range: short, Speed: fast, Dur: real, Resist: M.R.] Shrink a leather item by up to (2P)% in each linear dimension.
(Maxes, not adds) [Range: touch, Speed: build, Dur: real, Resist: auto]
Kennoc Corpador Hands in the Water (Mu Co 5)
Find the Fallen Bird (Ke Co 5) This spell may only be cast by Orren in their water-form. It turns C.'s
Find a body (living or dead) that C. has seen within the last P sec­ forepaws into suitably-sized versions of her land-form hands. C. could
onds. Excellent for archers hunting birds. [Range: short, Speed: fast, do this herself without a spell, but that would require constant attention.
Dur: instant, Resist: M.R.] [Range: self, Speed: build, Dur: P/5 hours, Resist: auto]
Know the Poison (Ke Co 5) Join Bones (Mu Co 5)
Tell what kind of poison afflicts S, or is on an object. [Range: touch, Attaches two bones together, as if they were one. [Range: touch,
Speed: build, Dur: real, Resist: (M.R.)] Speed: build, Dur: real, Resist: auto]
See Health and Sickness (Ke Co 10) Join Leather (Mu Co 5)
Tell C. the details of S.'s current state of health, revealing wounds, Attaches two pieces of leather together, as if they had originally come
disease, pain, and so on. This adds P/10 to C.'s Medicine score on S. from one hide. [Range: touch, Speed: build, Dur: real, Resist: auto]
When the spell fails, as all Kennoc spells do on occasion, it subtracts Strong Arm (Mu Co 5)
s6 from C.'s Medicine scores on S. [Range: short, Speed: build, Dur: S. gains a point of Strength (and thus +1 on damage) for a few min­
real, Resist: M.R.] utes. S. can only endure this or similar spells once a day. This spell,
Find the Thief (Ke Cr Co Py 10) and similar spells, max rather than add. [Range: short, Speed: build,
Make sparkly wispy lights around everyone who does not make his Dur: P/5 minutes, Resist: auto]
resistance roll, within P feet of C. If a person is hidden by magic, add The Magnificent Do (Mu Co 5)
the power of the hiding spell to his magic resistance. [Range: short, Style S.'s hair or fur. C. must visualize the desired look for S., and
Speed: fast, Dur: P/5 minutes, Resist: M.R.] make a Wits + Finesse + s20>=12 roll, or the hairstyling will be at least
Glimpse the One (Ke Co II 10) somewhat wrong. (Most people who cast this spell professionally use
Give C. a quick glimpse of S. and the area around him. [Range: conn, Wits + Hairstyling instead of Wits + Finesse.) A complexity-10 vari­
Speed: build, Dur: instant, Resist: M.R.] ant allows coloring the fur as well. [Range: short, Speed: after c o n e ,
See the True F o r m (Ke Co 15) Dur: P/5 hours, Resist: auto]
See what someone's true form is. Penetrates magical disguises, illu­ Unburning Leather (Mu Su Co Py 5)
sions, or transformations of Power < P. S. may also choose to resist Prevent about P/5 pounds of leather from burning in small (nonmag-
the spell. If S. has several equally true forms (e.g., Orren land and ical) fires. It is useful for making cheap fireplaces. (Permanent fire-
water forms), C. sees them all. [Range: short, Speed: fast, Dur: P/5 proofing spells for larger objects are very complex.) [Range: touch,
actions, Resist: M.R.] Speed: build, Dur: perm, Resist: n/a]
Guide the W a r r i o r ' s H a n d (Ke Ru Co [Sp] 15) Curse of the Spiral Spear (Mu Co Hr 10)
Guide S.'s weapon hand, adding +(P/5)+s6 to his Attack rolls. It is Twists a nonmetal weapon into a useless spiral. The wielder of the
abrupt; the s6 has three botch dice. With Spiridor, it's gentler but more weapon may attempt to resist this spell. Cannot be used on body parts.
predictable; just adding +(P/5)+d6. If S. is using several weapons, this [Range: short, Speed: build, Dur: real, Resist: M.R.]
spell only guides one of them. [Range: short, Speed: fast, Dur: P/5 min­ Long Wink (Mu Co 10)
utes, Resist: auto] Cause one of S.'s eyelids to grow closed for a few seconds. If S. in
Watch the Distant Friend (Ke Co II 15) combat, he suffers Trouble 5. S., not C , gets to choose which eye is
C. may watch S. as long as desired, given an arcane connection to S. closed; if the Long Wink succeeds twice on the same (two-eyed) S., he
Despite the name, this spell is more often cast on enemies than friends. will have to be extremely confused to choose to be blinded. [Range:
S. may make a Magic Resistance roll; succeeding means that the spell short, Speed: build, Dur: P/5 actions, Resist: M . R ]
will let C. observe the place where S. was when the spell was cast, even The Ready Adulterer (Mu Co 10)
if S. moves. (If the roll fails, C.'s scrying will follow S.) [Range: conn, S. is made infertile for a few hours. [Range: touch, Speed: build,
Speed: build, Dur: cone, Resist: M.R.] Dur: P/5 hours, Resist: M.R.]
Veteran's Blessing (Ke Mu Ru Su Co Me 15) Leather Like Wax (Mu Co 10)
S.'s leather armor becomes very flammable. If it is ignited, it does 3 makes using the hands awkward; S. gets Trouble P/5, to a maximum of
damage each round for four rounds (and does not protect against fire), 8. If S. is quite unlucky ( 5 % chance) the tusks are locked together as
then it is burned away completely. [Range: short, Speed: build, Dur: well. [Range: short, Speed: build, Dur: P/5 hours, Resist: M.R.]
P/5 minutes, Resist: M.R.] Lizard's Envy (Mu Co 15)
Mage's Mask (Mu Co 10) « S. grows scales (or, if S. is already scaled, his scales get heavier),
This modifies S.'s facial features, within the ordinary range of S.'s adding +1 to his Soak. If S. has fur, the scales are generally not visible
species, but limited only by C.'s imagination within that range. under his fur. [Range: touch, Speed: build, Dur: P/5 hours, Resist:
Sculpting S.'s face takes a few minutes of concentration, and a Wits + M.R.]
Finesse + s20 roll. Straightforward changes have a threshold of 10; Cloak of Another God (Mu Co [Du] 20)
complicated ones, such as making S. a perfect copy of someone who is Give a prime S. the shape (but not most abilities) of some other prime
sitting next to S. and posing as a model, have a threshold of 25 or more. race. Making S. Cani gives S. the keenness of nose of a real Cani, but
Botches frequently leave permanent deformities. [Range: touch, Speed: none of the understanding ofscents that comes from growing up Cani.
after c o n e , Dur: P/5 hours, Resist: auto] Making S. Gormoror gives Gormoror alcohol tolerance. Making S.
Sleeth Eyes (Mu Co 10) " Herethroy gives S. extra hands, and the advantages in running and
Let S. see in the dark, as a climbing that come from them, but not the free use of spear or staff in
Sleeth can. No effect on Sleeth. the lower hands. Making S. Khtsoyis gives S. the air-swimming and
[Range: touch, Speed: build, color changing powers, but not the free use of multiple clubs. Making
Dur: P/5 hours, Resist: M.R.] S. Orren gives S. the ability to change to an otter in water, but not to
Strengthen the <Venom> resist or modify the change. Making S. Rassimel frees S. from Orca­
(Mu De [Su] Co 10) dian rhythms for the duration of the spell. Making S. Sleeth gives S.
Add P/10 to the strength of excellent hearing, and excellent smell as for Cani, and dark vision.
poison of the indicated type that Making S. Zi Ri gives S. the ability to fly, but not hover, or breathe or
is actually affecting S. (Maxes, resist fire.
not adds) There is one version of S. always gets the combat aspects of the new shape. S.'s attributes do
this spell for each kind of not change. S. suffers from all physical limitations of the new shape,
venom. [Range: short, Speed: and loses the abilities listed above of their own species. Most of S.'s
build, Dur: P/5 hours [real], equipment will change to fit S.'s new shape, or be absorbed if changing
Resist: M.R.] makes no sense, but metal only changes this way if the spell is cast with
Manicurist's Lament (Mu Su Co 10) Durudor.
S. 's claws grow long and strong, adding P/20 to his base claw dam­ In general, S. will suffer Trouble 3 if changed to a similar shape (Cani
age, and P/30 (rounding up) to damage increment. This can make even to Orren), Trouble 6 if changed to a semi-similar shape (Cani to
puny Rassimel claws into a weapon. If S. doesn't have claws (e.g., if Herethroy), and Trouble 1 2 if changed to a dissimilar shape (Cani to
S. is a Khtsoyis), this spell has no effect. [Range: touch, Speed: build, Sleeth or Zi Ri or Khtsoyis). If S. spends a great deal of time in anbth-
Dur: P/5 minutes, Resist: auto] er shape, the penalty can be reduced: give S. a skill for being in that
A Moment of Steel (Mu Co Du 10) shape, and reduce the Trouble by the skill level, but never below a third
This spell must be cast on leather armor which has been stamped with of the original Trouble.
the symbols of Tenmen. It turns that armor to metal briefly, making it This is a remarkable shapeshifting spell, and only possible due to the
into the equivalent of full plate. When it is over, the armor is useless special status of the prime species. It allows several choices of shape,
scraps of leather. This spell is extremely fragile: any attempt to dis­ many of which would ordinarily take complexity-30 spells to achieve.
pel it will succeed (and destroy the armor). [Range: short, Speed: fast, [Range: touch, Speed: build, Dur: P/5 hours, Resist: auto]
Dur: P/5 actions, Resist: M.R.] / Shape of the <Animal> (Mu Co 20)
Fingers like Worms (Mu Co 15) / , Turn S. into one of the specified kinds of animal; Shape of the
Turns S.'s fingers boneless and useless, until S. makes his ortce-an- Blossomarv turns S. into a blossomary. S. can change back at will.
action resistance roll. This only works on actual hands: not paws. Small inoffensive animals require complexity-20 spells. Larger ones
[Range: short, Speed: build, Dur: spec, Resist: until M.R. (+10)] require more elaborate spells: 25 for a wolf or scawn, 30 for a lion or
Hands for the Cat (Mu Co 15) cyarr 35 for an elephant or remorshka. S, retains his own mind and
This may only be cast on Sleeth. It turns C.'s forepaws into mediocre spirit, and all his magic and mental powers. S. has all the ordinary
hands. C. suffers Trouble 4 on everything involving either hands or physical abilities of his new shape; e.g., if S. were turned into a bat, S.
forepaws. Variants for less Mutoc-aspected species would have com­ could fly, and see by sound. S. does not get the magical properties of
plexity 20 or more. [Range: self, Speed: build, Dur: P/5 minutes, his new shape; e.g., a Cani turned into a cyarr could not use the cyarr
Resist: auto] "Three Snaps". (Exactly which properties are physical may be surpris­
Choking Mask (Mu Co 15) ing; e.g., Orren shapeshifting and Khtsoyis levitation are physical, as
S.'s nose and mouth are closed by flaps of skin. Typically, S. will noted in Cloak of Another God.) [Range: touch, Speed: build, Dur: P/5
faint from lack of air in 2d6 actions and die in another 3d6 unless some­ hours, Resist: auto]
thing is done. There are a number of obvious things that S. can do. Shining Splendor of Strength (Mu Su Co * 20)
Animals with claws will probably claw at their faces, having aboutV, Render S. extremely strong, giving Strength = P/10 to a maximum of
50% chance of breaking the skin on each action. People, if they don't +9; if the P/10 is less than S.'s Strength, the spell contributes no extra
panic, can break the flaps much more effectively. [Range: short, Speed: Strength. It makes S.'s weapons and equipment tough enough to stand
build, Dur: real, Resist: M.R,] the extra strength. The spell requires the arts of the equipment that S. is
Ivory Manacles (Mu Co 15) using; if they are omitted, the equipment is not strengthened. (Metal
Grow tusks from S.'s wrists, partially enclosing his hands. This weapons of decent quality can usually take the extra strength, but a bow
intended for someone with Strength 0 will snap when drawn by some­ Call the Beast (Ru Co 5)
one with Strength=+9.) S. can only safely endure this spell once per day Compel a small, non-intelligent animal to come towards C. This
at best, and even twice a week is occasionally unsafe. [Range: short, spell is mainly used by hungry hunters. [Range: medium, Speed: build,
Speed: build, Dur: P/5 actions, Resist: M.R.] Dur: cone, Resist: until M.R. (0)]
Flapping Arm (Mu Co 25) Clown's Tricks (Ru Co 5)
Turns all the bones in one of S.'s limbs into fat, rendering that limb Makes S. clumsy, giving him 2 extra botch dice on all physical botch
useless. The spell does nothing if S. has no bones in the limb; e.g., if rolls. This is a mediocre spell in a battle, as S. isn't very likely to botch
S. is a Khtsoyis. [Range: short, Speed: build, Dur: P/5 hours, Resist: any particular roll. Adds. [Range: short, Speed: fast, Dur: P/5 hours,
M.R.] Resist: M.R.]
Hideous Diminution (Mu Co 25) C a r r y the Slain Beast (Ru Co 5)
S. shrivels. He loses several inches of height; his muscles loosen; his Cause 5P pounds of Corpador material to float around slowly, as if a
joints become floppy; his bones lose their rigidity. A typical warrior tired, heavily burdened person were carrying them. [Range: short,
will suffer Trouble P/5, and lose P/10 from damage as well. [Range: Speed: build, Dur: attend, Resist: auto]
short, Speed: build, Dur: P/5 hours, Resist: M.R.] G u i d e the Fall (Ru Co 5)
Become an <Animal> (Mu [Su] Co 25) If S. is falling, S. falls slowly and safely towards a particular spot,
Turn S. into an animal of the designated species, without an easy way chosen when the spell is cast. The spot must be somewhere generally
to change back until the spell is over. If the spell is cast with Sustenoc, beneath S.; the spell confers no great mobility. The chosen spot cannot
S. may stay in that shape a long time. See Shape of the <Animal> for be changed, save by casting the spell again. [Range: short, Speed: fast,
details. As usual, there is one spell of this kind for each kind of animal, Dur: P/5 minutes, Resist: M.R.]
and many kinds have higher complexity. [Range: short, Speed: build, Hold t h e Tasty Snack (Ru Co 5)
Dur: P/5 hours [perm], Resist: M.R.] Paralyze a small animal. Sleeth named this spell. [Range: short,
Iron Carapace (Mu Co Du 25) Speed: build, Dur: P/5 minutes, Resist: M.R.]
S.'s carapace becomes iron. This gives S. +6 on Soak. No effect if Float on a P u r r (Ru Co 5)
S. doesn't have a carapace. (A similar spell works on scales, but there C. may levitate and drift around slowly, at ten feet a minute. Sleeth
is no similar spell for fur.) [Range: short, Speed: build, Dur: P/5 min­ named this spell. [Range: self, Speed: build, Dur: cone, Resist: n/a]
utes, Resist: M.R.] G u i d e the Bone Needle (Ru [Cr] [Su] Co 5)
Fur of Pins (Mu Co Du 25) C. controls a bone needle. It has an effective Dexterity of Wits+P/10.
S.'s outer fur becomes metal pins. It is good armor: +3 Soak, Anyone With Creoc and Sustenoc, the spell creates real woolen thread. [Range:
who grapples S. will get severely pricked, with damage ranging from 2 short, Speed: build, Dur: cone, Resist: none]
for a small animal, 4 for a small person (e.g., Rassimel), 6 for a larger Shaking H a n d s (Ru Co 10)
person (e.g., Cani, Gormoror), to 8 for a Sleeth in close combat. No S.'s hands tremble, causing him Trouble P/10 (max 5) on all actions
effect on subjects without fur. [Range: short, Speed: build, Dur: P/5 that use hands. [Range: short, Speed: fast, Dur: P/5 minutes, Resist:
minutes, Resist: M.R.] M.R.]
Shape-shift with <Animal> (Mu Co 30) M o m e n t of Hesitation (Ru Co 10)
S can turn into an animal of the designated species and back as often S.'s legs (or the equivalent) stop moving for a little while, until
as desired. Changing in either direction takes an action and an easy act attacked or otherwise compelled to move. Note that S. gets a Magic
of will. As usual, there is one spell of this kind for each kind of animal, Resistance roll to break this spell on each action, and will be able to
and many kinds have higher complexity. [Range: touch, Speed: build, fight, talk, cast spells and perform other actions that do not require him
Dur: P/5 hours, Resist: auto] to move his legs. [Range: short, Speed: build, Dur: P/5 actions, Resist:
Arboreal Curse (Mu Co Hr 30) until M.R. (+10)]
S. becomes a tree, rooted where he stands. There is one spell of this No Unwanted Child (Ru Co 10)
kind for each kind of tree, and some kinds have higher complexity. S. is infertile, as if using a condom. Often bound on pocker wish­
[Range: short, Speed: build, Dur: P/5 minutes, Resist: M.R.] bones and sold at fairs. [Range: touch, Speed: build, Dur: P/5 hours,
Shape of Air (Mu Co Ai 40) Resist: M.R.]
Turn S. into a breeze. S. can rum back at will. [Range: touch, Speed: Accidental Leap (Ru Co 10)
fast, Dur: P/5 hours, Resist: none] S involuntarily takes a great leap into the air, up and forwards.
Form of Fire (Mu Co Py 45) [Range: short, Speed: build, Dur: real, Resist: M.R.]
Turn S.'s body into living fire; S. can turn back at will. S. does Bind t h e L i m b (Ru Co 10)
P/5+s6-Soak damage to anyone he touches. S. has a Soak of P/5 (it's Paralyze one of S.'s limbs, chosen by C , rendering it useless. Note
hard to hurt someone who isn't solid); most of S.'s nonmagical defens­ that it rarely lasts more than a few actions; S. will shake it off in a few
es will no longer help S. S. is nearly immune to fire in this shape; actions. [Range: short, Speed: build, Dur: P/5 hours, Resist: until M.R.
reduce fire damage by P/3. A gallon of water does s6 damage to S. (+5)]
Complete immersion does 2s6 damage, and fills the area with danger­ Levitation (Ru Co 10)
ous steam that does s& fire damage to everyone who breathes it, except C. levitates up or horizontally, moving at Khtsoyis speed, which is
S.. [Range: short, Speed; build, Dur: P/5 hours, Resist: none] not very fast. [Range: self, Speed: build, Dur: attend, Resist: n/a]

Ruloc Corpador
Banish the Awful Mouse (Ru Co 5)
Scare a small animal, which will flee squeaking in terror. [Range:
short, Speed: build, Dur: P/5 hours, Resist: M.R.]
Wallwalk (Ru Co 10) <• Fly like a Bird (Ru Co 20)
C. may walk on a single wall, as if it were horizontal. Lofts S. in the air, flying as fast as a Zi Ri (which is slowly for a flier).
C may jump from the floor to the chosen wall freely Note that C. directs where S. will fly, and C. must attend to the spell or
(the floor is also flat to C ) , but this spell only lets one S. will land quickly but safely. [Range: touch, Speed: build, Dur:
particular wall be flat to C. The attend, Resist: auto]
wall may be any size; in particular, Gift of Levitation (Ru Co 20)
it may be the side of a world- Like Levitate Other, but S. rather than C. must attend to the spell; S.
branch, allowing C. t o walk also has control of the spell. [Range: short, Speed: fast, Dur: attend,
around the Verticals. [Range: Resist: auto]
self, Speed: fast, Dur: P/5 The Holding Paralysis (Ru Co 20)
minutes, Resist: n/a] Paralyze one of S.'s limbs. Unlike simpler paralysis spells, S. does
Wet Surprise (Ru Co 10) o not automatically get extra magic resistance rolls. [Range: short, Speed:
S. has an orgasm; it's more build, Dur: P/5 hours, Resist: M.R.]
surprising and embarrassing Pounding Bone (Ru [Cr] Co 20)
than pleasurable, at least [Create and] Animate a bone to thump at S. A very straightforward
without the traditional prelim­ and fairly effective attack spell. Attack Base = 15 + Finesse + P/5,
inaries. One extra botch die Damage Base = P/5, Damage Increment = 2, Defense Base = 10, Soak
for a few actions. [Range: = 5, Life = 10, MR = P/2. The spell is not intelligent. If S. moves away,
short, Speed: build, Dur: the bone will just keep thumping the spot he was at, until C. spends an
P/5 actions, Resist: M.R.] action concentrating on sending it to where he is now. [Range: short,
Long Delights (Ru [Su] Co 10) • Speed: build, Dur: attend, Resist: n/a]
S. cannot achieve orgasm. With A City In The Jungle (Ru [Su] Co 20)
. ,.999 Sustenoc, this spell is called Revenge of The C. draws a circle, up to P feet in diameter. Creatures with P/2 or fewer
Enraged Lover. [Range: short, Speed: build, life points (measured when fully healed) cannot enter the spell's circle.
Dur: P/5 hours [perm], Resist: M.R.] Larger creatures may attempt to enter the circle, making a roll of (Life
Dexterous Glove (Ru [Ke] Co [II] 10) •» Points + s20>=P) to do so, but it takes an effort. The people and ani­
C. animates and controls a glove. It works like a hand with mals who were inside when the circle was drawn can enter and exit
Strength=Will-4 and Dexterity=Wits-4. It is hard to do anything pre­ freely. [Range: short, Speed: build, Dur: P/5 hours [P/5 days], Resist:
cise with this glove; all skill rolls are made at a penalty of (10 - M.R.]
Finesse/3). If C. is not concentrating on making the glove do some­ Circle Against Foes (Ru Co Sp 20)
thing, it will be motionless: good for holding small objects. With C.'s enemies cannot cross the ring, unless they succeed at a Magic
Kennoc and Illusidor, C. can feel through the glove, as if it was her own Resistance roll. (The spell only works on enemies made of Corpador.),
hand [Range: short, Speed: build, Dur: attend, Resist: n/a] If a given enemy fails once, he cannot try again while the spell lasts.
I Really Didn't Fall (Ru Co Lo 10) This spell will not keep out missiles or spells - except mindful Corpador
This is cast on someone who has just fallen. S. reappears where he spells - and it will not expel enemies inside the ring when it is cast.
had fallen from (or near there), standing. Sleeth named this spell. There are some sneaky ways in, such as teleporting. [Range: ring,
[Range: medium, Speed: build, Dur: real, Resist: M.R.] 1
Speed: build, Dur: P/5 actions, Resist: M.R.]
Levitate Others (Ru Co 15) Sudden Shudder (Ru Co Te 25)
This levitates up t o P/10 people. C. must concentrate t o maintain and S. is instantly stricken with terrible convulsions, and can do nothing
guide the levitation. [Range: short, Speed: fast, Dur: cone, Resist: auto] physical save lie on the ground and shake while the spell lasts. S. can
Repel the Beast (Ru Co 15) cast spells and do other nonphysical tasks if he succeeds at a Will +
This spell keeps S. away from C. S. must move to stay at least t w o Concentration + s20 >= P/2 roll (check on each attempt). Tempador
yards away from C. S. is allowed extra magic resistance j-olls, usual­ makes this spell fast. [Range: short, Speed: fast, Dur: P/5 actions,
ly with a bonus, if staying so far away from S. is dangerous {e.g., if C. Resist: until M.R. (+20)]
is trying to shove S. off a cliff with it). If there is no way for S. to stay Rebel A r m (Ru Co [Sp] 25)
that far from C. (e.g., S. has been backed into a wall) the spell collaps­ C. controls one of S.'s limbs, and may make it do anything she wants.
es. [Range: short, Speed: build, Dur: attend, Resist: M.R.] With Spiridor, the arm will obey her mindfully. [Range: short, Speed:
Very Precise Needle (Ru Co 15) build, Dur: cone [attend], Resist: M.R.]
Control a bone needle, with Dex = Wits + P/20. Add +P/10 to Dex Death Bone (Ru [Cr] Co Sp 35)
if you take two actions to plan the third action's move. This spell is [Create and] Animate a bone knife, to mindfully hew and stab at a
used by the best embroiderers on the World Tree. [Range: short, Speed: victim. It moves quickly, and can follow its victim mindfully. Attack
build, Dur: attend, Resist: n/a] Base = Finesse + P/3, Damage Base = P/5, Damage Increment = 3,
Lift the Dangling Puppy (Ru Co 15) Defense Base = Finesse+P/2, Soak = 5, Life = 20, MR = P. Death
Levitate S. whether he wants it or not. [Range: short, Speed: build, Bones, unlike many similar spells, cooperate nicely. [Range: medium,
Dur: attend, Resist: M.R.] Speed: build, Dur: attend, Resist: none]
Don't Move! (Ru Co 20) Visit the Ulgrane (Ru Co 40)
Paralyze S., so that he cannot move any voluntary muscles. He can S. flies P miles up into the sky (at about twenty miles an hour), and
still cast spells and perform other actions that do not require moving. then falls, usually not exactly straight down. The spell is active until S.
Note that this spell is unlikely to last for more than a few actions. hits the ground, no matter how long that takes, and will resist attempts
[Range: short, Speed: build, Dur: perm, Resist: until M.R. (+10)] by S. to levitate or fly or the like. S. takes P+s6 damage on landing, or
less if he hits water or something soft. The spell is not accurate: it is a
weapon, not a travel spell. [Range: short, Speed: build, Dur: spec Toughen the Flesh (Su Co 10)
Resist: M . R ] S.'s flesh becomes tougher and more resilient, giving him +1 Soak.
Puppet Body (Ru Co [Sp] 40) [Range: touch, Speed: fast, Dur: P/5 minutes, Resist: auto]
C controls S.'s entire body. See Rebel Arm for details. S. can still Withstand the Poison (Su Co 10)
cast spells of his own will, of course. [Range: short, Speed: build, Dur: S. gets a few seconds free of the effects of a single kind of poison thai
cone [attend], Resist: M.R.] is currently afflicting him. [Range: short, Speed: fast, Dur: P/5 actions,
Resist: auto]
Sustenoc C o r p a d o r W a r d against Some <Poison> (Su Co 15)
Tough L e a t h e r (Su Co 5) The next <Poison> given to S. will have no effect at all. This spell
Make a leather object tougher, without making it any less flexible. doesn't help against poison already affecting S. [Range: touch, Speed:
Most leather products where toughness matters (such as armor) have fast, Dur: P/5 actions, Resist: auto]
been treated with this spell already. [Range: touch, Speed: build, Dur: Taste of Invulnerability (Su Co 15)
real, Resist: n/a] S. is made very tough indeed, giving him a bonus of +2 on Soak.
Bouncy Vigor (Su Co 5) (There is a Su Co 35 variant that gives +3 on Soak.) [Range: short,
Make S. feel fully rested and full of energy. It maxes rather than Speed: build, Dur: P/5 minutes, Resist: auto]
adds. When the spell is over, S. is as tired as he would ordinarily be Swift Revenge (Su Co Me Sp 15)
given the effort he spent and the time he was active: if he was awake If S. is incapacitated (by having his life points reduced below 0)
all night, he will be very tired. These spells max; if you've had one while the spell is in effect, he will not be immediately incapacitated; he
Bouncy Vigor, the next won't help much until you've caught up on sleep gets one extra action. If he is healed enough before or on that action,
again. [Range: short, Speed: build, Dur: P/5 hours, Resist: M.R.] he won't be incapacitated at all. Does not help if S. is actually killed.
[Range: short, Speed: fast, Dur: P/5 minutes, Resist: auto]
Save the Severed Head (Su Co 20)
Preserves S.'s recently severed head and the body that it was severed
from, so that both remain alive. S.'s head can think, speak feebly, cast
spells, and so on - though S. is in horrible pain, and most S.'s prefer to
be asleep. Probably someone should use a major spell to reattach S.'s
head to his body. [Range: touch, Speed: build, Dur: P/5 days, Resist:
auto]
Raging Life (Su Co 25)
If S. is killed, he won't actually die for P/5 extra rounds (but he will
be incapacitated). S. also gains P/2 temporary hit points. It is not safe
to use this or similar spells twice in one day. [Range: medium, Speed:
build, Dur: P/5 hours, Resist: M.R.]
T h e Gift of Seven Years (Su Co 25)
C.'s expected time of natural death is postponed by P/3 years.
Multiple castings max rather than add. This spell does nothing about
aging. [Range: self, Speed: fast, Dur: real, Resist: n/a]
W i z a r d ' s Double A r m o r (Su Co Lo 30)
A paired spell: Taste of Invulnerability and Thick Distance Armor.
The net effect is, S. gets +3 on Soak. This complexity is typical of
spells which do two things [Range: touch, Speed: fast, Dur: P/5 min­
utes, Resist: auto]
The Dubious Gift of Strength (Su Mu Co 30)
Grants S. +1 Strength, permanently. Like most similar permanent-gift
spells, it has dangers. If S. ever botches his Magic Resistance roll
against a Mutoc Corpador spell, the Dubious Gift will be cancelled, and
S. will lose one point of real Strength as well. C. may cancel this spell
at will. [Range: touch, Speed: fast, Dur: perm, Resist: auto]
Doughty W a r r i o r (Su Co 10) W a r d Against All <Poison> (Su Co 35)
S. gets +dl0+P/10 temporary life points. Damage inflicted on S. is The chosen kind of poison does not affect S. at all. [Range: touch,
taken off the temporary life points first. This spell only works once per Speed: fast, Dur: P/5 hours, Resist: none]
person per day. [Range: touch, Speed: fast, Dur: P/5 minutes, Resist: Strength of the Ancient W i z a r d (Su Co M e 40)
auto] This prevents C. from aging until the next day's dawning. If used
Fresh M e a t (Su Co 10) every day just after dawn, C. need not make aging rolls at all. [Range:
Sotne meat (up to a whole dead animal) stays fresh. Adventurers in self, Speed: fast, Dur: until next dawn, Resist: n/a]
dire condition often find this spell helpful; it is much easier to reattach Body of Endless Iron (Su Co 100)
a severed limb that has been preserved by it. [Range: short, Speed: fast, S. takes no physical damage from any spell of power < P+slOO, or
Dur: P/5 days, Resist: n/a] from any weapon without a spell or enchantment of that Power on it.
Stretch the Delight (Su Co 10) (Reroll the slOO on each attack on S.) [Range: short, Speed: fast, Dur:
S.'s orgasms last (20P)% longer than normal. [Range: touch, Speed: P/5 actions, Resist: M.R.]
fast, Dur: P/5 hours, Resist: M.R.]
ranging up to complexity-70 to make a suit of platemail. All these
DURUDOR spells are restricted by law and custom to the Smith's Guild. [Range:
Creoc Durudor touch, Speed: build, Dur: P/5 hours [real], Resist: none]
Blow the Bottle (Cr [Su] Du 10) e Create a Gem (Cr Su Du 40)
Create a glass bottle, up to P/20 pounds in weight. The size, com­ Create a small gemstone. There are variants of the spell for each vari­
plexity, and quality are governed by C.'s Glassworking skill: it makes
ety of gemstone. Gems with unusual properties require more complex
a bottle that C. could make by hand with P minutes of labor. If C.
spells to create. [Range: touch, Speed: build, Dur: real, Resist: M.R.]
doesn't know Glassworking, this spell will only make the simplest of
Wall of Whirling Axes (Cr Ru Du 50)
containers. The Cr [Su] Du 10 spell Quick Potter does the same for
Creates a wall of whirling axe blades. Anyone touching the wall will
making pottery. Analogous spells for metal are much harder. [Range:
take P/5+3s6 damage, and must make a Soak + s20>=20 or lose a limb.
short, Speed: build, Dur: P/5 hours [real], Resist: n/a]
[Range: medium, Speed: fast, Dur: P/5 hours, Resist: S p e c ]
Make a Pebble (Cr [Su] Du 10) «
Create a small round stone pebble, P/30 ounces in weight. (Durudor
Destroc Durudor
spells are hard; this is the simplest one that creates actual real stone.)
Shatter the Glass (De Du 10) *
[Range: touch, Speed: build, Dur: P/5 hours [real], Resist: n/a]
Break a glass object. [Range: short. Speed: build, Dur: real, Resist:
Handful of Salt (Cr Su Du 10)
n/a]
Create P/20 ounces of pure salt. [Range: short, Speed: build, Dur:
Screeching Stylus (De Du 1 0 ) »
real, Resist: n/a]
This spell etches metal. It is capable of great precision, making lines
Birth of Glass (Cr Mu Du Py 10) #
finer than a hair, but very shallow. It requires a Will + Smithcraft + s20
Melts P pounds of sand in a pottery bowl into liquid glass in a few >= 15 roll every d6 minutes to avoid mistakes. It is at least as noisy as
seconds. More sand may be added at the rate of one pound per minute, working the metal physically would be. [Range: touch, Speed: after
as long as C. keeps concentrating. [Range: short, Speed: after c o n e , c o n e , Dur: real, Resist: M.R.]
Dur: real, Resist: n/a] Blunt the Blade (De Du 15)
Stir the Liquid Glass (Cr Su Du Py 10)
Blunts a metal edged weapon, reducing its base damage by P/10 (to
Keeps a bowl of molten glass molten. [Range: short, Speed: build, a minimum of 1) and damage increment by 1 (to a minimum of 1).
Dur: P/5 hours, Resist: n/a] This maxes rather than adds. The weapon can be resharpened by hand,
Make a Rock (Cr [Su] Du 15) though it takes a lot of work. [Range: short, Speed: fast, Dur: real,
Create a rock the size of a fist. [Range: touch, Speed: build, Dur: Resist: M.R.]
P/5 minutes [real], Resist: n/a]
Ruin the Expensive Weapon (De Du 20)
Stone Dart (Cr Ru Du 15)
Rust and ruin a weapon, or other chunk of metal of about that size.
Creates and shoots a sharpened stone dart at S.: Attack Base =
The weapon will still exist, but break on the next use. This spell does
Perception + Finesse + P/3, Damage Base = P/5, Damage Increment =
not work on enchanted weapons, but it does rust metals which do not
2. The main advantage to this spell over the much easier complexity-5
ordinarily rust. [Range: short, Speed: build, Dur: real, Resist: M.R.]
Corpador and Herbador spells is that the stone dart is harder to avoid
Destroy the Treasure (De Du 25)
with magic. [Range: short, Speed: build, Dur: instant, Resist: none]
Destroy up to P oz. of metal. Adventuring mages w h o use this spell
The Aristocrat Felon Bound (Cr Du 20)
regularly may be the poorer for it, hence the name. [Range: short,
Creates iron handcuffs on S.'s wrists: two rings of iron around the
Speed: build, Dur: real, Resist: M.R.]
wrists, and a rod connecting them. Trouble 10 typically. [Range: short,
Speed: build, Dur: P/5 hours, Resist: M.R.]
Healoc Durudor
Make a Boulder (Cr [Su] Du 20)
Heal the Vase (HI Du 10)
Create a boulder, weighing up to P pounds. This spell is mainly used
Repair a broken glass object [Range: short, Speed: build, Dur: real,
for building, but it can be created over a victim and fall: Attack Base
Resist: n/a]
= Perception + Finesse + P/3, Damage Base = P/5, Damage Increment
Sharpen the Blade (HI Du 10)
= 3. (Variations: creating it high overhead adds +s6 to Damage Base,
Re-sharpen a metal blade. [Range: touch, Speed: build, Dur: perm,
but subtracts s20 from Attack Base.) [Range: short, Speed: build, Dur:
/ Resist: n/a]
P/5 hours [real], Resist: M.R.]
The Wicked Edge (HI Du 15)
Wall of Glass (Cr [Su] Du 25) / This sharpens a metal blade, a lot. The first hit with the blade will
Create a wall of P/5 inch thick glass, up to P yards long and P feet
inflict a bitter wound, causing the victim +s6 damage. After that, the
high, in a simple shape. [Range: short, Speed: build, Dur: P/5 minutes
blade returns to normal. A given weapon can only take this spell once^
[P/5 hours], Resist: none]
a day. [Range: touch, Speed: fast, Dur: P/5 minutes, Resist: M.R.]
Create a Lump of <Metal> (Cr Su Du 25)
A Tinker's Blessing (HI Du 20)
Create an unshapen lump of a particular metal: there are versions for
Repairs metal armor. [Range: touch, Speed: fast, Dur: real, Resist:
iron, copper, gold, silver, lead, brazinion, yulexion, hezarion, and
M.R.]
mnenorzion. Iron is the most useful and hence most common version.
The lump weighs P/20 ounces. The Smith's Guild gets very upset when
Kennoc Durudor
non-members use this spell. (Alloys and unusual metals require more
What Metal is This? (Ke Du 5)
complex spells.) [Range: short, Speed: build, Dur: real, Resist: none]
Tell what kind of metal something is. [Range: short, Speed: build,
Forge The Expensive Dagger (Cr [Su] Du 30)
Dur: real, Resist: (M.R.)]
Create a crude but functional metal dagger. The quality of the dag­
Lingering Echoes of the Smith's Hammer (Ke Du Te 20)
ger is about half of C.'s Smithing skill; C. can always do better making
This spell must be cast on a worked Durudor item. It will show C.
it by hand. There are similar spells for other categories of metal items,
important or characteristic scenes of the item's construction; e.g., t h e
final quenching of a sword. It frequently will work on magic items. It Sir Glass (Su Du 25)
never shows anything that happened after the item was finished being Renders a glass item of up to P/3 pounds as strong as bronze The
made. [Range: touch, Speed: fast, Dur: real, Resist: (M.R.)] spell must be cast (by touch!) immediately after the glass has been
The Quest for the Greatest of Treasures (Ke Du 40) shaped, while it is still hot. [Range: touch, Speed: fast, Dur: perm,
Reveals to C. the locations and approximate quantities of the largest Resist: n/a]
P/20 masses of metal within long range. [Range: long, Speed: fast,
Dur: real, Resist: (M.R.)] HERBADOR
Creoc Herbador
Mutoc Durudor
M a k e a Stick (Cr Hr 5)
Shape the Liquid Glass (Mu Du 10)
Create a stick, or a board, or some
Mold liquid glass into a reasonably simple shape. Concentrate for 5-
other simple wooden object
15 minutes and it will be cool enough to hold that shape. This spell can
[Range: touch, Speed: build,
make shapes that would be hard to do by glassblowing techniques.
Dur: P/5 hours, Resist: none]
[Range: touch, Speed: after c o n e , Dur: cone, Resist: n/a]
M a k e a Vine (Cr Hr 5)
Polish the Metal (Mu Du 10)
Create P yards of very tough
Shine a metal object. [Range: touch, Speed: build, Dur: perm, Resist:
vine, usable as rope [Range:
n/a]
touch, Speed: build, Dur: P/5
H a r d e n the Glass (Mu Su Du 10)
hours, Resist: none]
Make glass somewhat stronger (as if it were 20P% thicker), and
Twiny Vine (Cr Hr 5)
somewhat resistant to temperature changes. [Range: short, Speed:
Creates a vine tied around S.
build, Dur: perm, Resist: n/a]
This causes S. some trouble, typ
Clean the Bush Salt (Mu HI Du Hr 10)
ically Trouble 2. S. may get out of the vine in one action by a roll of
Turn a pound of bush salt into half a pound of pure salt. [Range:
Strength + Agility + s20 >= 15, or by a variety of obvious physical or
touch, Speed: build, Dur: perm, Resist: n/a]
magical means. This spell isn't capable of tricky things like tying S.'s
Forge and F o r m Metal (Mu Du 20)
wrists together. [Range: short, Speed: build, Dur: P/5 hours, Resist:
Reshape a chunk of metal, as if a smith were working it for P min­ until M.R. (+5)]
utes. The skill of the crafting is the same as C.'s Smithing skill.
Sprinkle of Herbs (Cr [Su] Hr 5)
Restricted by law and custom to the Smith's Guild. [Range: short,
Create a handful of an herb familiar to C , fresh or dry. This spell
Speed: after c o n e , Dur: real, Resist: n/a]
cannot create magical herbs; the herbs appear, but they have no poten­
T h e A r m o r as Griddle (Mu Du Py 20)
cy. The quality of the herbs is half of C.'s Natural Sciences skill, inter­
Make S.'s metal armor fiercely hot. The armor does P/5 damage when
preted as botany. [Range: short, Speed: build, Dur: P/5 hours [real],
the spell takes effect, P/8 the action after that, and P/10 the action after
Resist: none]
that. Only things worn under the armor (including innate armor) will
Hole and Peg (Cr De Su Hr 5)
soak this damage. [Range: short, Speed: build, Dur: real, Resist: M.R.]
Poke a hole in a piece of wood (or two adjacen^pleces), and create a
sturdy peg in the hole. If used on two pieces, they are attached to each
Ruloc D u r u d o r
other well. A basic carpentry spell. [Range: touch, Speed: build, Dur:
C a r r y the Stones (Ru Du 10) real, Resist: (M.R.)]
Cause P/4 pounds of Durudor material to float around slowly. T h o r n D a r t (Cr Ru Hr 5)
[Range: short, Speed: build, Dur: attend, Resist: auto]
Creates and shoots an arrow, tipped with a largish thom, fletched with
The Argent Anaconda (Ru Du Sp 10)
stiff leaves, at S. Attack Base = Perception + Finesse + P/3, Damage
Animates a silver or silvered chain, so that it loops itself around a vic­
Base = P/5, Damage Increment =2 (This is a mediocre weapon.)
tim. The chain can be at most P/5 feet long; it causes Trouble 3. The
[Range: short, Speed: build, Dur: instant, Resist: none]
victim is allowed a Dexterity + Agility + s20>=20 roll to avoid the ana­
Joy in Winter (Cr Hr Py 5)
conda's grasp. [Range: short, Speed: build, Dur: P/5 actions, Resist:
Create a bonfire, of P/10 heavy 1-2 foot logs already caught on fire,
Spec]
plus P/4 smaller burning sticks. The bonfire is created on the ground.
Miserly A r c h e r (Ru Du 15)
It is not generally usable as a weapon, as it can be resisted automati­
This spell is cast on a weapon that is all or part metal. On the action
cally, but it's just the thing in cold weather. [Range: short, Speed: build,
after the weapon is throw, it will return to the thrower. A good spell to Dur: P/5 hours, Resist: (auto)]
use on metal-tipped arrows. [Range: touch, Speed: build, Dur: P/5 min­ Felon's Yoke (Cr Hr 10)
utes, Resist: none]
Creates a big wooden yoke around S.'s neck, giving S. Trouble 4.
T h e Helpful Shield (Ru Du Sp 20)
The yoke is hard to get off, since it's a solid disk of wood. [Range:
Animate a metal shield, so that it interposes itself between S. and
short, Speed: build, Dur: P/5 hours, Resist: M.R.]
blows. Adds P/5+Finesse to S.'s Defense, and P/20 to his Soak. F o r m of Shaped Wood (Cr Hr 10)
[Range: short, Speed: build, Dur: P/5 minutes, Resist: none]
Instantly create a wooden object that a woodworker could make in an
hour, weighing at most 3P lbs. The quality of the form is
Sustenoc D u r u d o r
Woodworking/2. [Range: touch, Speed: after c o n e , Dur: P/5 hours,
The Glittering C a r a p a c e (Su Du 10)
Resist: auto]
Makes metal armor even harder and more resistant than it already is.
Pepper Strike ( C r H r 10)
Adds slO to the armor's Soak, for P/20 actions. This spell may only be
Tosses some violent ground hot pepper powder in S.'s face. S. gets
used once per day on a given suit of armor. Botches on the slO often
Trouble 4+Perception. S. can evade this spell by covering his eyes
ruin the armor. [Range: short, Speed: fast, Dur: spec, Resist: n/a]
when it takes effect. [Range: short, Speed: build, Dur: P/5 actions, Pepper Storm (Cr Hr 20)
Resist: until M.R. (+2)] Tosses some violent ground hot pepper powder in the faces of sever­
Sprinkle of Thorns (Cr Mu Hr 10) al foes. This causes each S. Trouble 4+Perception for the spell's dura­
Grows sharp, vicious thorns on grass or moss, in an area up to P x P tion, though S. may spend two actions washing his eyes out and reduce
feet. This does 2+P/20-Soak damage to anyone who walks on them - the Trouble to 1 for the rest of the spell. It hurts a lot. This spell can
soaked only by shoes and skin. Most animals will refuse to walk on the be cast at up to P/5 targets, who must be near each other. If the choice
thorns; sentient beings may have less sense. [Range: short, Speed: of targets is complicated (e.g., all C.'s enemies and none of C.'s friends
build, Dur: P/5 hours, Resist: none] in a melee), add the time it takes C. to describe who gets peppered to
Wall of Cloth (Cr H r l 5 ) the building time. [Range: medium, Speed: build, Dur: P/5 actions,
Make a wall of thin cloth, up to P x P yards, optionally held up by Resist: M.R.]
thin sticks. The cloth can be a plain color, or a simple pattern. [Range: Wall of Pitch (Cr Hr 20)
short, Speed: build, Dur: P/5 hours, Resist: n/a] Create a wall of stiff, sticky pitch, P inches thick, P yards long, and
Blind Nut Mask (Cr Hr 15) P feet high, in a simple shape. Things that hit it stick about one time
Creates a nut around S.'s head, causing Trouble 10. S. may usually in six. The wall is very flammable, and bums hot (2s6 damage for a
break the nut easily (Strength + Dexterity + s20>=5), but each attempt typical direct contact). When the pitch is hot, it is sticky; burning pitch
takes a full action. [Range: medium, Speed: build, Dur: P/5 minutes, sticks to its victim, doing s6/action for d6 actions. The wall slumps
Resist: M.R.] when hot, and not necessarily away from C. [Range: short, Speed:
Wall of Thorns (Cr [Ru] Hr 15) build, Dur: P/5 minutes, Resist: none]
Creates a P yard long x P foot high # 1 yard thick wall of heavy The Infinite Grenade (Cr De HI Su Hr 25)
brambles, in a simple shape. Most creatures can break through the wall, Creates a large nut, like a spiny coconut, and explodes it and then re-
but take two actions and 2s6-Soak damage when they try. With Ruloc, heals it, repeatedly. On each action it explodes, doing P/10+s6-Soak
the branches writhe and slash at people trying to break through: damage to everyone within dlO feet - and then reappears, and will
2s6+P/5-Soak damage. [Range: short, Speed: build, Dur: P/5 minutes, explode again on its next action. It can, of course, be kicked away
Resist: n/a] between explosions. Excellent for tossing into a den of large but stupid
Virid's Creation In Miniature (Cr [Su] Hr 15) lizards. [Range: medium, Speed: build, Dur: P/5 actions, Resist: none]
Create a tree, instantly, up to P feet tall. The tree is created instantly Boas from Below (Cr Ru Hr [Sp] 25)
when the spell takes effect; it can be any unexceptional kind of tree Creates many tough roots, which squirm up from under the soil and
native to the region. [Range: short, Speed: build, Dur: P/5 hours [real], grab the feet and legs of everyone in the area - or, with Spiridor, just the
Resist: n/a] people that C. wants grabbed. Ordinarily, victims must roll Agility +
Sprout the Astounding Tree (Cr [Su] Hr 15) Dodge + s20>=P to avoid being grabbed; those that are grabbed suffer
Creates a real tree, very quickly. The tree grows two feet taller each Trouble dlO. This roll must be made on each action, with the victim's
second, for up to P seconds. If someone is standing where the tree trouble being the largest of the dierolls. The victim may attempt to
grows, he can accidentally or intentionally get caught in the tree and break free, a roll of Strength + Brawling + s20>=P/3 (don't forget the
hoisted up into its branches. A typical person standing where the tree Trouble). Victims who have once broken free will become targets of the
is sprouting should roll Perception + Agility + s20>=15. If the person roots again unless they stand still and avoid the roots' notice. The spell
succeeds in this roll, he can choose whether or not to be in the tree as it works on a simple-shaped area of about P square yards. [Range: short,
grows. If not, he has a 50% chance of being caught in the branches. C. Speed: build, Dur: P/5 minutes, Resist: spec]
herself needs only roll Perception + Agility + s20 >= 2. [Range: short, The Wizard's Secret Garden (Cr [Su] Hr 35)
Speed: fast, Dur: P/5 hours [real], Resist: Spec] Create a modest amount of a magical herb: usually enough for one
Coiled Briar (Cr Ru Hr Sp 15) dose of that herb. Particularly potent herbs (e.g., cley apples) cannot be
Creates a thorny vine which will coil around S., entangling him and created with this spell. Many herbs require the magical arts of the
scratching at him. The vine causes Trouble 3. It has Attack Base = herb's power. [Range: short, Speed: build, Dur: P/5 hours [real], Resist:
Perception + Finesse + 20, Damage Base = P/10, Damage Increment none]
=2, Defense Base = 0, Soak = 3, Life = P/2, MR = P/4. If S. manages the New Forest (Cr [Su] Hr 35)
to get the vine off of himself, the spell ends. [Range: short, Speed: Instantly grows a grove of trees, up to P yards in radius, up to Pd6
build, Dur: P/5 actions, Resist: none] trees of some ordinary kind native to the area, each up to P feet tall.
Net of Vines ( C r R u H r 15) [Range: medium, Speed: build, Dur: P/5 hours [real], Resist: M.R.]
Ties S. up in a net of animated vines. This gives S. Trouble 6.
Getting free requires an action, and a roll of Strength + Dexterity + s20 Destroc Herbador
>= 12. [Range: medium, Speed: build, Dur: P/5 minutes, Resist: M.R.] Blast the Wooden Shaft (De Hr 5)
Deadly Berry (Cr De Su Hr Co 15) Destroy a small piece of nonliving wood, very quickly. At P=20, this
Create a small toxic berry in S.'s mouth. S. must roll Perception + spell can destroy an arrow; at P=40, a spear or club. This spell is tuned
Dexterity + s20 >= 16 to spit it out in time (if he fails his Magic for speed. It is a fast effect, capable of blasting an arrow in flight.
Resistance roll). If he fails this roll, he gets a dose of Harm poison of However, it can only destroy a single, whole piece of wood. If some­
potency P/10, with a maximum potency (from one or many doses) of one/is holding the wooden object, it is protected by the holder's magic
10. [Range: short, Speed: build, Dur: real, Resist: M.R.] resistance. As usual with destruction, magically created or enhanced
Wall of Wood (Cr Hr 20) wood is beyond the power of this spell. [Range: short, Speed: fast, Dur:
Creates a single board of stout wood, P inches thick, P yards long and real, Resist: (M.R.)]
P feet high, in a simple shape. The Sustenoc version of this, making The Wizard Whittles (De Hr 5)
real wood, is complexity 25. [Range: short, Speed: build, Dur: P/5 min­ Carve a piece of wood. It is very much like whittling with a knife,
utes, Resist: none] except for being about ten times faster and not having any chance of
cutting a finger. C. may whittle the single piece of wood as long as she Thicket of Weapons (HI Hr 15)
concentrates. [Range: short, Speed: fast, Dur: cone, Resist: n/a] All S.'s wooden objects sprout long tough twigs in all directions,
Cut the Vine (De Hr 5) making life awkward. A typical person armed with a wooden weapon
Cut a rope, or a vine. The cut is clean and fast. [Range: short, Speed: and carrying the usual amount of wooden equipment will get Trouble
fast, Dur: real, Resist: n/a] 5, though the exact trouble depends on how much wood there is to
Ethereal Drill (De Hr 5) sprout. Most wooden objects are very hard to use while under this
Drill a hole up to P/5 feet long and up to three inches in diameter spell. [Range: short, Speed: build, Dur: P/5 minutes, Resist: M.R.]
, through wood. [Range: short, Speed: build, Dur: real, Resist: n/a] Armorsmith in my Pocket (HI Hr Co 15)
Ethereal Plane (De Hr 5) Repair damaged leather or wooden armor, restoring P/10 points of
Make a wooden object smooth, as from planing and sandpapering. lost Soak. Maxes, not adds. [Range: short, Speed: build, Dur: real,
[Range: short, Speed: build, Dur: real, Resist: n/a] Resist: n/a]
Chop the Delicious Veggies (De Hr 5) The Chip Reborn (HI Hr 30)
Chop up 5P pounds of vegetables as desired. Requires concentration. Revive a bit of wood into a tree, if the rest of the tree is destroyed.
[Range: short, Speed: build, Dur: cone, Resist: (auto)] Can be done while the wood is in the air, so the tree falls on people.
Clear the Weeds (De Hr 10) Typical damage from the falling tree is 2s 10. [Range: medium, Speed:
Disintegrate ordinary undergrowth and shrubs, up to P x P feet in fast, Dur: real, Resist: none]
area, in a simple shape - a P-foot long path is a common choice.
[Range: short, Speed: build, Dur: real, Resist: (auto)] Kennoc Herbador
The Fast Spadesmen (De Hr 10) Find the World (Ke Hr 5)
Dig a trench P feet long and 5 feet wide and deep in soil or wood. The Determine the direction of the main trunk. [Range: self, Speed:
spell is slow; only the most unwary will fall into the trench as it is being build, Dur: real, Resist: none]
dug. [Range: short, Speed: build, Dur: real, Resist: n/a] Find the Other Half (Ke Hr 5)
Sudden Pit ( D e H r T e 15) This spell lets you find one half of a recently-broken stick, if you
Destroy earth under S., probably dumping him in a pit P/5 feet deep, have the other half. The stick must be still living: taken from a tree
very quickly. S. must roll Agility + Jump +s20>=P to avoid falling in. within six hours or so (or, up to three days ago if it has been kept in
[Range: short, Speed: fast, Dur: real, Resist: S p e c ] water). If the missing half of the stick is within P+dlO miles of C , then
Thrice-Ploughed Field (De Hr 15) C. will know where it is, direction and distance, for a few minutes.
Kill and disintegrate all small mundane plants in a P foot by P foot [Range: conn, Speed: build, Dur: P/5 minutes, Resist: none]
region. Grasses and weeds will simply evaporate. Bushes and saplings Mage's Peep-hole (Ke Hr 15)
die and lose their smaller branches, but the larger stalks and branches C. may see through P inches of wood (or other Herbador material),
remain. [Range: short, Speed: build, Dur: real, Resist: n/a] as if it were high-quality glass. This is enough to give line of sight for
A New D o o r ( D e H r 15) casting most spells. [Range: short, Speed: build, Dur: P/5 minutes,
\ Destroy up to P feet by P feet by P inches of wood: either one piece, Resist: n/a]
r many connected pieces (e.g., a stockade). [Range: short, Speed: Know the New Herb (Ke Hr * 15)
Get some hints about a plant's unusual properties. The spell is usu­
; uild, Dur: real, Resist: M.R.]
Shield of Invisible Fire (De Hr 30) ally cast with some Nouns other than Herbador, and can tell about the
All normal plants and other Herbador objects trying to hit S. are plant's properties concerning those Nouns. For example, cast this spell
destroyed, blasted to dust. This includes weapons and the products of with Corpador to learn something about medicinal, culinary, or toxic
spells of Power < P/2. [Range: short, Speed: build, Dur: P/5 actions, properties. [Range: touch, Speed: build, Dur: real, Resist: n/a]
Resist: none] See the Acquaintances' Essence. (Ke Hr Co 15)
The G a p i n g Pit (De Hr 30) S. cannot see dead Corpador or Herbador material; he sees through
Destroys a P x P x P yard cube of soil and/or plants (or the same vol­ them as if they were not there. S. sees through peoples' clothing, which
ume in some simple shape). [Range: long, Speed: build, Dur: real, can provide one form of amusement if S. was willing and another one
Resist: none] if S. was unaware of being enspelled. It has other effects as well: S.
cannot see most inexpensive weapons used against him (typically, +4
Healoc Herbador on attack rolls against S.), and cannot even see the ground beneath his
Fix the Sticks (HI Hr 5) feet (which is Herbador in substance). Often combined with an illusion
Repair a damaged wooden tool or weapon. Magic items and other spell to make walls, floors, and the like visible to S. - often, not quite
unusual things are beyond the spell's abilities. [Range: short, Speed: in the right place. [Range: short, Speed: build, Dur: P/5 minutes, Resist:
build, Dur: real, Resist: n/a] M.R.]
Green the H e r b (HI Hr 5) Speak to the Tree (Ke Hr 20)
Make some dry herbs fresh, as if just cut from a living plant. This Carry on a slow conversation with a plant. Plants rarely pay attention
will restore potency to some minor magical herbs; more impressive to things that do not touch them. They have a sense of humor like a
magical herbs require a cley or several. [Range: short, Speed: build, glacier laughing. [Range: touch, Speed: build, Dur: cone. Resist: none]
Dur: real, Resist: n/a]
Sharpen the Meng Knife (HI Hr 5) Mutoc Herbador
Sharpen a meng nut knife blade. [Range: touch, Speed: build, Dur: Barbed Stick (Mu Hr 5)
real, Resist: n/a] A stick grows wicked thorns. Anyone grasping or hit by it takes 2
Speed the Plough (HI Hr 15) damage, soaked by whatever they are wearing on their hands. This
Ploughs a field, up to 20P square yards, and prepares the soil for spell adds +2 damage to the first hit with a club. [Range: short, Speed:
planting. [Range: medium, Speed: build, Dur: real, Resist: n/a] build, Dur: real, Resist: M.R.]
Bend the Stick (Mu Hr 5) Base = 10+Finesse, Damage Base = 3 , Damage Increment = 1, Defense
Warp or bend P pounds of wood in some simple way. The amount of Base = 5, Soak = 2. Life = P/2, MR = P/4, Combat Stance Base = 2,
wood depends on the power of the spell, but the kind of warping does Poisonous plants make poisonous serpents, with about half the strength
not. At P=10, this spell can put a right-angle bend in a spear (at a of the plant's poison. [Range: short, Speed: build, Dur: P/5 actions,
touch), rendering it useless. At P=60, it can open a hole in a wooden Resist: M.R.]
wall large enough for people to squirm through. This spell cannot be Criminals' Stocks (Mu Hr 20)
used on wood that is touching metal. [Range: touch, Speed: build, Dur: Shape a single piece of wood into stocks, trapping up to P/10 S.'s by
real, Resist: (M.R.)] the arms, legs, and/or neck if there's enough wood. Each S. gets
Growing the Cloth (Mu Hr 5) Trouble up to (P/10+d6). The spell works best if the victims are touch­
Increase the amount of a plant-fiber cloth, by a factor of (2P)% in ing the wood; every foot of distance gives an extra +10 on Magic
each dimension. The cloth's weave and quality doesn't change; you get Resistance to avoid the spell. This spell does not change the amount or
more of the same cloth, not enlarged cloth. (Maxes, not adds) This kind of wood; making stocks out of a wine cork is useless. [Range:
spell can be dispelled; it is dishonest to sell cloth treated with it. short, Speed: build, Dur: P/5 minutes, Resist: M.R.]
[Range: touch, Speed: build, Dur: perm, Resist: (auto)] The Special Door (Mu Hr 20)
Shape the Meng Nut (Mu Hr 5) Open a temporary hole through wood, up to P inches thick and P/2
Mold a meng nut into some simple shape, including part of a knife feet wide and tall. The hole can be horizontal or vertical. The hole clos­
blade. [Range: touch, Speed: after c o n e , Dur: real, Resist: (auto)] es on a word from the caster, taking six seconds or so to close. Things
Gather the Essence of the Flower (Mu Hr 10) that are in the hole when it closes will be stuck in the wall. [Range:
Extract the scent of P flowers, giving & drop of perfume: up to P/100 medium, Speed: fast, Dur: P/5 actions, Resist: none]
of an ounce, if C. has enough flowers. [Range: short, Speed: build, Dur: Strange Fruit (Mu Hr 20)
perm, Resist: n/a] Make a fruit-tree bear almost anything small and Hethador-based as
Solid Rope (Mu Hr 10) fruit. For example, an apple tree could grow arrows, or wooden
Hold rope, cloth, or other soft plant matter as stiff as so much wood. spoons, or pomegranates, or tufts of parsley. A Creoc Sustenoc
[Range: short, Speed: build, Dur: P/5 hours, Resist: (auto)] Herbador cantrip could make one such thing; this spell can make the
The Spiral Spear (Mu Hr 10) tree grow up to P of them at once. They must be picked within a few
Dramatically bend and curl wooden shafts, or the branches of trees, minutes; unpicked ones will turn into the tree's ordinary fruits after this
or the like. Like most low-complexity spells, this spell cannot be cast time. Picked objects are real. [Range: short, Speed: build, Dur: P/5
on magical or partially-metal spears. [Range: short, Speed: fast, Dur: minutes, Resist: none]
real, Resist: M.R.] Thorn Beetle (Mu Ru Hr Sp [Ai] 20)
Wood like Clay (Mu Hr 10) Turns some wood into a sculpted wooden beetle three feet across.
Make wood as plastic as wet clay. The wood can be molded. It holds The beetle is strong, and can be used for many tasks. It's also a good
its new shape when the spell is over; this spell is good for sculpting fighter: Attack = Perception + Finesse + P/3, Base Damage = P/10,
exotic shapes from wood. The spell does not sculpt the wood itself, Damage Increment = 3, Life = P/2, Magic Resistance = P/2, Soak = 6.
though; someone has to do that with hands or more spells. This spell Thorn beetles get embarrassed in the presence of other elementals
cannot be used on wood that is touching metal. [Range: touch, Speed: (especially other thorn beetles), and try to hide. With Airador, the bee­
build, Dur: P/5 minutes, Resist: (auto)] tle has wings and can fly. [Range: short, Speed: build, Dur: attend,
Unburning Wood (Mu Su Hr 10) Resist: n/a]
Prevent a P-pound wooden object from burning in small fires. Harvest of Sharp Darts (Mu Ru Hr 30)
Permanently fireproofing larger items is quite difficult. [Range: touch, Make a tree grow a lot of darts, and hurl them at C.'s enemies. The
Speed: build, Dur: perm, Resist: n/a] tree grows a crop of P darts, taking three actions for the darts to mature.
Harden the Wood (Mu Su Hr 10) It can throw up to ten darts in a single action, with Attack = Perception
Make wood harder. Soft woods become like hard woods (pine + Finesse\+ 10, Damage Base = 3+P/20, and Damage Increment = 1.
becomes as oak). Hard woods get somewhat harder, but not vastly so. C. can specify any number of enemies for the tree to throw darts at; it
[Range: touch, Speed: build, Dur: real, Resist: (auto)] will distribute the darts evenly among those enemies. C. must concen^,
Hand of the Unnatural Tree (Mu [Su] Hr Co 10) trate to make the tree throw its darts, but need not do anything in par­
Turn a few twigs into bone, without changing their shape. This can ticular at other times. The spell can be cast up to three times at once
change P ounces of wood into bone; it is much harder to change mate­ on a single tree. [Range: short, Speed: build, Dur: P/5 hours, Resist:
rial from one Noun to another than to transform it within a Noun. none]
[Range: short, Speed: build, Dur: P/5 hours [real], Resist: (MR)] The Fastest Burning (Mu Hr Ai 30)
Sculpt the Tree ( M u H r 15) Turn up to 100P lbs. of wood into smoke, instantly. [Range: short,
Change a tree's position. For example, C. could move a few branch­ Speed: fast, Dur: perm, Resist: (M.R.)]
es to make a shelter from the rain, or bend the trunk to make the tree a
bridge across a chasm. [Range: short, Speed: after c o n e , Dur: real, Ruloc Herbador
Resist: (M.R.)] Carry the Log (Ru Hr 5)
Flower Into Glirry (Mu Su Hr 15) Make a log (or other wooden object weighing up to 5P pounds) wal­
Make a flower into a glirry: a hard gem-like flower. Spell-made glir- low through the air at a slow walking speed. This spell is made for car­
ries are generally less valuable than natural ones. [Range: touch, rying power, not subtlety or speed. It can gather firewood or carry
Speed: build, Dur: real, Resist: n/a] chests; it is a poor choice for a battering ram. [Range: short, Speed:
Serpent Vine (Mu Ru Hr Co 15) build, Dur: attend, Resist: auto]
Turn a live plant into a serpent of similar size, up to about P lbs. C. Drop the Club (Ru Hr 5)
can give the serpent a simple order, and can force it to fight. Attack A wooden weapon, or similar Herbador object carried by S., tries to
slip out of S.'s hand. 1'he spell does not work on enchanted objects or labors). [Range: short, Speed: build, Dur: cone [attendj, Resist:
objects touching metal, and does not work twice on the same weapon (M.R.)]
in one day. [Range: short, Speed: build, Dur: instant, Resist: M.R.] Leaping Leaves (Ru Hr Sp 15)
Poke with a Stick (Ru [Cr] Hr 5) Animate a bush. The bush can hop and scamper around mindfully,
[Create and] Control a stick at a small distance, moving it through the but more elaborate tasks require C.'s concentration. Most bushes will
air. The spell has no great force; it is designed for writing messages be a ineffective fighters; but if one devotes its full power to annoying a
and waking sleepers, not construction or fighting. The stick can weigh warrior, it can give the warrior Trouble 3. Attack Base = 10+Finesse,
at most P/10 pounds, and moves slowly. (A complexity-10 version of Damage Base = 1, Damage Increment = 1, Defense Base = 0, Soak =
the spell is identical, save that the stick can be moved out of short range 5. Life = P/2, MR = P/2. Thorny bushes get another point or two of
after the spell is cast.) [Range: short, Speed: build, Dur: cone, Resist: Damage Base. [Range: medium, Speed: build, Dur: attend, Resist: n/a]
n/a] Winged Wooden Shield (Ru Hr Sp 15)
Sort the Soil (Ru Ke Hr Du 5) C. tosses a wooden shield in the air. It flies around and tries to inter­
Split P pounds of soil into separate piles of humus, sand, and clay. cept attacks on C , just like a shield should. Contributes 3+P/10
[Range: touch. Speed: build, Dur: real, Resist: n/a] towards C.'s Defense, and +1 towards C.'s Soak. [Range: short, Speed:
Khtsoyis Footsteps (Ru De Hr II 5) fast, Dur: P/5 minutes, Resist: n/a]
Hide S.'s footsteps and scent trace as S. walks. Rolls to track S. are Frustrate the Archers (Ru Hr 20)
at -(P/3). [Range: touch, Speed: build, Dur: P/5 minutes, Resist: easy] It is hard to get any wood within P/5 feet of C ; the spell pushes all
Whip Stick, Slip Stick (Ru Hr 10) wood away from her. Arrows and javelins will swerve away. A deter­
A spear or similar Herbador object carried by S. whirls and slaps him, mined warrior can try to stab her with a spear, but will suffer Trouble
and then falls to the ground behind him. The spell has Attack = P/2. People with wood tied to them (e.g., wearing wooden armor, or
Perception + Finesse + 20, Damage Base = 3+P/20, and Damage carrying wood in packs) will have to roll Strength + Agility + s20>=P
Increment = 2. Does not work on objects touching metal. [Range: short, to avoid being shoved away from C. Wood that C. is carrying or using
Speed: build, Dur: instant, Resist: M.R.] (e.g., a wooden floor) is not affected. [Range: short, Speed: fast, Dur:
Grabbing Branch (Ru Hr 10) attend, Resist: none]
A branch near S. grabs S. and hoists him into the air, curling around Forest Allies (Ru [Su] Hr Sp 20)
him to hold him up. He must make an Agility + Dodge + s20>=20 roll Trees nearby try to keep people from harming S., usually by inter­
to avoid being grabbed; each action, he can make a similar roll to posing branches in his defense and other minor motions. The effects
escape from the branch and fall down (at which point the spell is over). vary, depending on how many trees are around. The spell is best if S.
If the branch can't support S.'s weight, it will break. [Range: short, is in a tree in a dense forest being attacked by people in different trees;
Speed: build, Dur: P/5 actions, Resist: S p e c ] then it adds +P/2 to Defense and +P/20 to Soak. [Range: medium,
Rule the Door (Ru Hr [Sp] 10) Speed: fast, Dur: P/5 minutes [P/5 hours], Resist: none]
Gives C. control of a door. C. may open or close it as she likes, by Shield of the Ancient Tree (Ru Ke Hr Sp 20)
an act of concentration. With Spiridor, the door will open or close Enchant a log to float by C.'s side and interpose itself between her
mindfully, without C. needing to concentrate [Range: short, Speed: and attacks. It moves very slowly, but it is a huge hunk of wood. When
build, Dur: P/5 minutes, Resist: n/a] she is attacked, the log has a P % chance of helping to block the attack,
Mighty Archer (Ru Hr 15) giving her a soak of +2s 10 against that hit. If the log is too slow, it does
Makes a single arrow shot by C. fly more accurately and harder: +P her no good against that hit. If she walks for any distance at more than
on Attack. The spell is over after the arrow is shot. [Range: short, half walking speed, the log will not be able to keep up with her; once
Speed: fast, Dur: next S. action, Resist: none] it leaves spell range, it is no longer magical. C may only have one such
Wiggling Wood Weapon (Ru Hr 15) log at a time. [Range: medium, Speed: build, Dur: P/5 hours, Resist:
This spell must be cast on a mainly-Herbador weapon, such as a none]
spear. S. suffers Trouble P/2 when using that weapon. The person T h e Raging Tree (Ru Hr Sp 25)
holding the weapon (if any) is allowed an easy magic resistance roll; Animate a tree, making it a potent if somewhat berserk warrior. The
this spell is best cast before the weapon is picked up. It does not work animated tree moves slowly and clumsily but powerfully, at a quarter
at all if the weapon has magic or metal on it. [Range: medium, Speed: walking speed. In combat, it hits hard and inaccurately. Attack Base
fast, Dur: attend, Resist: (easy)] = Finesse + P/5, Damage Base = 10, Damage Increment = 3, Defense
Spinning Stick (Ru Hr 15) Base = 0, Soak = 10. Life = P, MR = P/2. A tree animated by this spell
Set a stick spinning in the air, fairly fast, but not moving around. If will be in a fury, taking its rage out on everyone nearby - even people
it hits someone it does s6 damage. It requires a Strength + Dexterity + C. would prefer not to hurt. C. can command the tree, choosing its
s20 >= P roll to catch the stick and hold it hard enough to make it stop main target, but it might bash other people in the process. [Range:
spinning. [Range: short, Speed: build, Dur: P/5 minutes, Resist: M.R.] medium, Speed: build, Dur: attend, Resist: none]
Tap the Sleeping Nendrai (Ru Hr 15) Desert Citadel (Ru Hr 30)
Control a stick at a distance, just like Poke with a Stick - except that No plants or Herbador materials may come within P feet of C , unless
this spell works from much, much farther away (hence the name). backed by a spell of Power > P. Mobile plants currently there must
[Range: conn, Speed: build, Dur: cone, Resist: n/a] leave as soon as safely possible. Immobile ones will bend away from
Walk the Tree (Ru [Su] Hr [Sp] 15) the center, as if a strong wind constantly blew from there, and may be
Make a tree walk somewhere else, striding with its roots. The tree torn up and flung out. Wooden projectiles are flung aside harmlessly.
moves slowly and ponderously, and C. must concentrate hard to get it Herbador materials that C herself is carrying or using (e.g., the floor)
to move at all. With Sustenoc, the duration is "attend"; with Spiridor, are exempt. [Range: short, Speed: build, Dur: P/5 hours, Resist: M.R.]
the tree walks mindfully (but still will not fight or perform other
Maniac's Club (Ru [Cr] Hr Sp 35) doesn't require C.'s thought to create. Just like Statue Image once it is
[Create and] Animate a wooden club, to mindfully thump at a victim. created. [Range: short, Speed: fast, Dur: P/5 hours, Resist: illus]
It moves quickly. Attack Base = 20 + Finesse + P/3, Damage Base = Images of Thought (Cr II 15)
P/5, Damage Increment =2, Defense Base = P/2, Soak = 5, Life = P, Creates an illusion, up to person-sized. The illusion can move and
MR = P. [Range: short, Speed: build, Dur: attend, Resist: none] change, but requires C.'s attention to do so. When C. is not concen­
trating on it, it just stands still. [Range: short, Speed: after c o n e , Dun'
Sustenoc Herbador attend, Resist: illus]
Tough Herbs ( S u H r l O ) Trick Arrows (Cr II [Sp] 15)
Make P pounds of plant matter tougher than usual, but keep it flexi­ Makes illusory arrows, which appear to be shot from anywhere in
ble. [Range: short, Speed: build, Dur: P/5 days, Resist: n/a] range at anywhere. If they hit their targets they do no actual damage.
Iron Blades of Grass (Su Hr 15) But they do feel like real arrows hitting with the damage mostly
Make the grass in a nearby region unyielding and hard. Ordinary soaked, and cause real pain. With Spiridor, the arrows may be fired
grass becomes like needles in the feet. This spell does P/20+s6 dam­ mindfully; without, C. needs to concentrate on when and at what they
age to creatures who walk on the grass, which they can soak only by are shot. Up to P/10 can be fired each action. C. may have the arrows
boots or other foot-armor. Falling on the hardened grass is very always miss, or may have them hit with Attack= Perception + Finesse
unpleasant. [Range: short, Speed: build, Dur: P/5 minutes, Resist: n/a] + P/2. [Range: long, Speed: fast, Dur: P/5 actions, Resist: illus]
More Fruit (Su Hr 20) Many of Me (Cr Mu Ru II [Sp] 15)
Makes a fruit-tree or bush bear fruit for (5P)% longer than it usual­ Create P/10 (up to a maximum of 6) exact illusory copies of S, in a
ly will. This spell is bad for the planf itself; most plants die if the spell clump, doing exactly what S. does. Only an observer watching when
is used on them more than once or twice. Also, many people find that the spell is cast (roll Perception + Alertness + s20>=P.) can pick S. out"
the fruit isn't as good as with an unenchanted plant; it's tougher, for one of the bunch; other people must guess randomly. If an image is the tar­
thing. [Range: touch, Speed: build, Dur: spec, Resist: n/a] get of a spell or attack, it vanishes. With Spiridor, if S. changes appear­
ance, all the images change to match him. (Without Spiridor, if S. is
wounded, it will be easy to pick him out from the crowd of unwound-
ILLUSIDOR ed illusions.) [Range: self, Speed: build, Dur: P/5 minutes, Resist: illus]
C r e o c Illusidor Scent of Perplexing Lust (Cr Ru II Ai 15)
False Box (Cr II 5) Attach the scent of some extreme emotion to S. Anyone with a good
Creates the illusion of a wooden box. Not terribly interesting. (Cr II nose will smell this emotion - except that S. himself does not. [Range:
5 spells can make a variety of simple stationary illusions such as this; short, Speed: build, Dur: P/5 hours, Resist: M.R.]
each spell makes a single sort of illusion.) [Range: short, Speed: fast, Fake Magic (Cr II Ma 15)
Dur: P/5 hours, Resist: illus] Give S. the appearance of having a spell of P/10 arts of C.'s choice,
Hide the Gaping Pit (Cr II 5) and power about P/2, upon him. Figuring out that the magic is fake
Makes the illusion of ground, or floor, or rug over a pit. A Perception requires a Perception + Magic Analysis + s20>=P + s20 roll: hard, but
+ Finesse roll is required to match the ground surrounding the pit. not impossible. Note that casting this spell with a power less than 20
[Range: short, Speed: fast, Dur: P/5 hours, Resist: illus] will make the appearance of a spell having only one art (or none, if
Pretty Lights ( C r l l 10) P<10), and ordinary magic theory considers such spells impossible and
Creates floating globes of amusingly-colored lights, iridescent absurd. [Range: short, Speed: build, Dur: P/5 hours, Resist: M.R.]
sparkles, and similar whatnots. The spell can manage about P/5 lights, Image-Spirits (Cr [Su] II Sp 15)
or fewer if they are complicated. [Range: short, Speed: fast, Dur: P/5 Creates a mindful
minutes, Resist: n/a] illusion of some
Statue Image ( C r l l 10) object or creature,
Creates a simple, intangible, immobile illusion of something up to up to the size of a
person-size. C. must concentrate and think about what the illusion horse or so. [Range:
should look like; when she is finished, it appears. This spell can do short, Speed: after
anything that the specific Cr II 5 spells can, but it is slower because C. c o n e , Dur: P/5 min­
must explain what she wants. [Range: short, Speed: after c o n e , Dur: utes [attend hourly],
P/5 hours, Resist: illus] Resist: illus]
Barrage of Baffling Bats (Cr II 10) T h e Musician's
Creates a mass of brilliantly-colored bats, which swarm around P/10 Ghost ( C r l l Sp 15)
victims' heads and interfere with their vision. Ordinarily this gives Creates an illusory musician or singer, who will perform fairly well
each victim Trouble d6 (rolled each action). If a victim resists the - with skill (Music + Finesse)/2. The Musician's Ghost is initially
spell, his bats will go fry to molest another victim on their next action. under C.'s control; C. may decide what it will play, or order it to stop.
[Range: short, Speed: fast, Dur: P/5 actions, Resist: M.R.] Once in a while, it will refuse to obey C , and take for its master an
Scent of Entrancing Lust (Cr II Ai 10) appreciative member of the audience. [Range: short, Speed: fast, Dur:
Attach the scent of some extreme emotion to S.; e.g., make S. smell P/5 hours, Resist: n/a]
lustful or terrified. The scent can be made so strong as to mask S.'s The False Magerium (Cr II Sp Me 15)
actual scent-cues. [Range: short, Speed: build, Dur: P/5 hours, Resist: Construct a fake magerium-shaped shell around S.'s magerium. S.
M.R.] will appear to be a more powerful mage than he is, by up to P skill in
Image of my Desire (Cr II Sp 10) each of P/10 arts. [Range: short, Speed: build, Dur: P/5 hours, Resist:
Creates a simple, intangible, immobile illusion of something about M.R.]
person-size. The creation is mindful (though the illusion is not), and
An Image of the Beast (Cr II [Sp] 20) Dur: P/5 minutes, Resist: auto]
Creates the illusion of a creature, possibly a very large one. The illu­ Blinding Fog (De II 15)
sion can move, following C ' s instructions when it was created. Prevents people inside the target area (any simply-shaped area that
Without Spiridor, the instructions must be very simple, and the illusion fits inside short range) from seeing things. Those who do not make a
has no senses. With Spiridor, the instructions can be fairly elaborate, resistance roll see nothing but swirling colored fog, and typically suf­
and the illusion can see, hear, smell, and sense magic [Range: short, fer Trouble 6. Those who do can see blurry outlines. C herself is sub­
Speed: after c o n e , Dur: P/5 hours, Resist: illus] ject to the spell, and is not allowed a magic resistance roll to avoid it.
Wizard's Subtle Mirror ( C r K e [Su] II Me Sp 20) [Range: short, Speed: build, Dur: P/5 actions, Resist: M.R.]
Create a mindful image of C The image has C ' s personality and Inaudibility (De II 15)
can imitate her superbly. If C is in medium range, the image can read S. can't be heard, except when he wants to be. [Range: short, Speed:
her mind for even better imitation. The image covers all the senses fast, Dur: P/5 minutes, Resist: easy]
except touch, and with Sustenoc it even includes touch. In particular, Scentlessness (De II 15)
this spell can fool Cani and Sleeth noses, even if cast by other species. S. can't be smelled, except when he wants to be. [Range: short,
[Range: long, Speed: build, Dur: P/5 minutes, Resist: none] Speed: fast, Dur: P/5 minutes, Resist: easy]
Fleeing in All Directions (Cr II Sp 20) Mage-blind (De II Ma 15)
Creates P/10 illusory copies of C , which run around in all directions. Blunt S.'s magic sense, in particular so that he does not notice spells
They can behave like Many of Me. Or, they can all do different things; hitting him (except by their physical effects). -P/2 on rolls to notice
e.g., scatter, with one illusion staying put and all the rest taking differ­ and analyze magic. S. still gets magic resistance rolls, but may not use
ent paths. C. may give the copies a sentence or two of instructions, cley to improve them. This spell is illegal in many places. [Range:
which they will follow sensibly but not mindfully. [Range: short, short, Speed: build, Dur: P/5 actions, Resist: M.R.]
Speed: fast, Dur: P/5 minutes, Resist: illus] Invisibility (De II 20)
Castle of Waking Dreams (Cr II [Sp] 30) S. cannot be seen, but can be heard and smelled. People with good
Creates an illusion, which can be as large and elaborate as a building, smell or hearing (e.g., Cani and Sleeth) will notice S. almost as easily
up to P yards in any dimension. It may be an illusion of a collective as if he were visible. [Range: short, Speed: fast, Dur: P/5 minutes,
thing, such as a forest or a flock of birds. With Spiridor it is mindful. Resist: easy]
Without Spiridor, it will behave only in very simple and often unreal­ Swirling Clouds of Psychic Fog (De Su II 20)
istic ways, unless C. actively concentrates on making it do what she Makes it hard to understand the spells on S. Any attempt to use
wants. [Range: short, Speed: after c o n e , Dur: P/5 hours, Resist: illus] Magic Analysis on a spell with S. as a target suffers a penalty of (P/3
Grandfliusion (Cr II [Sp] 40) + slO). Repeated attempts only get
Create a huge illusion, up to 10P by 10P by 10P yards. A very large worse, by an additional slO points per-
Castle of Waking Dreams. [Range: long, Speed: after c o n e , Dur: P/5 attempt. [Range: short, Speed: fast,
hours, Resist: illus] Dur: P/5 minutes, Resist: n/a]
Veil (De II 25)
D e s t r o c Illusidor S. and everything he carries when
Bland Beverage (De II 5) the spell is cast are veiled; that is,
Target substance cannot be tasted or smelled. Anyone eating, drink­ invisible, inaudible, unsmellable, and .
ing, or smelling it gets a Magic Resistance roll to resist the spell. hard to detect by magic. S. may be^
Regardless of the success or failure of the roll, the taster notices some­ detected by various means, but S. will
thing impinging on his magic resistance,though not what it is. (A vari­ remain veiled for the full duration of_
ant without this flaw is De II 15.) [Range: short, Speed: fast, Dur: P/5 the spell. [Range: short, Speed: fast,";
minutes, Resist: M.R.] / Dur: P/5 minutes, Resist: easy]
Hide the Magerium (De II S p M e 5) Great Veil (De Mu Cr II Sp 35)
Make S.'s magerium harder to see, reducing all rolls to get informa­ S. is veiled, and a host of minor illu­
tion about it by magic sense by P/3. This does not block spells to ana­ sions mindfully appear (or disappear)!
lyze the magerium. This spell is not subtle. If the observer's roll suc­ to support the illusion that he is n o t !
ceeds, or fails because of the P/3 penalty, the observer will perceive the there, e.g., the grass he stands on isj
spell as a heavy black shroud around S.'s magerium. [Range: short, image-changed to not be bent. .J
Speed: build, Dur: P/5 hours, Resist: M.R.] [Range: short, Speed: fast, Dur: P/5k
Blind the Eyes (De II 10) minutes, Resist: none]
S. can't see anything at all, for a short time. This spell destroys
images reaching S.; it does not damage his eyes. [Range: short, Speed: H e a l o c Illusidor
build, Dur: P/5 actions, Resist: until M.R. (+10)] Restore the Old Image (HI II 10)
Quiet Veil (De II 10) Make S. look like what he did at some specified time in the last P
C. is veiled (i.e., invisible, inaudible, not smellable, and hard to hours. This can undo magical disguises of power < P/2+s20, as well
detect by magic) as long as she concentrates, and stays still, quiet, inac­ as most mundane disguises. It can also cover up injuries. [Range:
tive, and not touched. The spell lasts for d6 seconds after C. breaks one short, Speed: build, Dur: P/5 minutes, Resist: M.R.]
of these conditions. [Range: self, Speed: fast, Dur: cone, Resist: auto] Cloak of Bygone Times (HI [Su] II 20)
None May Watch (De [Cr] II 10) Make S. look like what he did at some specified time in the last P
S. cannot be scried (that is, observed from afar by magic) by spells years. This is most often used cosmetically, to give him a more youth­
of power < P. With Creoc, the spell warns S. about attempts to scry ful appearance. [Range: short, Speed: build, Dur: P/5 minutes [P/5
him with spells of power < P + 2s20 as well. [Range: short, Speed: fast, hours], Resist: M.R.]
K e n n o c Illusidor World of Terror ( M u l l 15)
See the Mage's Fraud (Ke II 10) A few things that S. sees seem more dangerous than they actually are.
Add P/5 to C.'s Magic Analysis rolls to detect illusions. (A complex- A butter knife will appear to be a dagger dripping with green venom; a
ity-80 variant gives P/3+s6; detecting illusions is extremely hard.) parquet floor will be studded with caltrops and pits; a squirrel will have
[Range: short, Speed: fast, Dur: P/5 minutes, Resist: n/a] eyes alive with evil intelligence; a remorshka will seem as dangerous as
Eyes for the Small (Ke Mu II 10) an angry god. [Range: short, Speed: build, Dur: P/5 minutes, Resist:
C. can see things as if magnified to be up to (30P)% larger than they M.R.]
are. She may change the magnification whenever she wishes while the Parlor of the Elegant Mage (Mu II 15)
spell is active. [Range: short, Speed: build, Dur: cone, Resist: auto] Changes the appearance of a piece of cloth; typically used to turn a
Painted Eyes that See (Ke II Hr 10) blank sheet into a tapestry. Good for people who like to redecorate fre­
This spell must be cast on a wooden object with eyes painted or quently. [Range: short, Speed: after c o n e , Dur: P/5 days, Resist: n/a]
carved on it. C. will be able to see out of those eyes, so long as she con­ Mage's Disguise (Mu II 15)
centrates and holds part of the object. Most often used when some Changes S.'s appearance, to a new appearance (and scent and so on)
other force moves the object around, with C. holding a bit of it that has to something at least vaguely similar. (So, at medium Power, C. could
been broken off. [Range: touch, Speed: fast, Dur: cone, Resist: n/a] make a Cani look like an Orren, but not a Khtsoyis.) S. is allowed a
Eyes for the Blind (Ke Cr II 20) Magic Resistance roll to avoid having his appearance changed. People
S. can see normally. If S. has permanent vision problems (anything who look at S. get no resistance rolls, and can only detect the illusion
from nearsightedness to being of a species that is usually sightless) the in the usual ways. [Range: short, Speed: build, Dur: P/5 minutes,
spell requires Mutoc as well. [Range: short, Speed: build, Dur: P/5 Resist: M.R.]
minutes, Resist: auto] Absence of Blade (Mu Ke II Me Sp 15)
Armchair Explorer (Ke II Lo 30) Changes S.'s appearance as he fights, sometimes making it look as if
1
C. can see, hear, and smell from a point as if she were there. When he were making sensible moves which are different than the ones he is
the spell is cast, C. must have an arcane connection to the point (or cast actually doing: sometimes he will seem to attack low, when he's actu­
it at her own position). She can direct the point anywhere at a walking ally attacking high. This gives +s8+P/10 {no botch dice} on Attack and
pace, even through walls and such. [Range: long, Speed: build, Dur: Defense rolls, rolled each action, and +P/2 on feinting rolls. This spell
attend, Resist: n/a] reads S.'s mind. [Range: short. Speed: build, Dur: P/5 minutes, Resist:
M.R.I
M u t o c Illusidor
Tasty Treat (Mu II 5)
Some food becomes delicious, for what it is. This doesn't make over­
cooked Brussels sprouts actually tasty, but they'll be very good for
overcooked Brussels sprouts. [Range: short, Speed: build, Dur: P/5
minutes, Resist: n/a]
Gee, Your Fur Smells Terrific (Mu II 5)
S.'s scent smells attractive, for what it is. (The actual name of the
spell is a line from the chorus of an inane love song.) [Range: short,
Speed: build, Dur: P/5 hours, Resist: easy]
Wizard's Dye (Mu II 5)
Change something's color into a solid color or very simple pattern.
[Range: short, Speed: build, Dur: P/5 hours, Resist: M.R.]
Wizard's Paintbrush (Mu II 10)
C. may change S.'s color, once, as if C. were painting S. C. may paint
any colors she likes on S., about five times as fast as if C. were paint­
ing S. by hand. Complicated patterns may require Wits + Finesse rolls.
[Range: short, Speed: build, Dur: P/5 hours, Resist: M.R.]
Nose Mask ( M u l l 10)
S. smells like someone or something else, either masking his odor
completely or not as desired (so, C. could make S. smell as if he's been Page of Secrets (Mu II Sp 15)
with Azliet, or make him smell like Azliet). C. must be familiar ' # m Changes the text written on a sheet of paper, to conceal the original
the desired scent, or have a sample on hand; but C. does not need an text from most people. The spell will compose the new text (it will fol­
acute nose to match scents, given a sample. [Range: short, Speed: build, low brief instructions from C , if C. gives them; otherwise it chooses
Dur: P/5 hours, Resist: M.R.] something innocuous). C. may decide who can see the original text,
Wearing Another Face (Mu II 10) and under what circumstances. [Range: short, Speed: fast, Dur: months,
Change S.'s features substantially, but not his species. [Range: short, Resist: n/a]
Speed: after c o n e , Dur: P/5 hours, Resist: M.R.] Beaker Dripping Scorn (Mu [De] II Sp 20)
Harpist in the Woodwinds (Mu II 10) Objects near S. change shape in ways that make S. look ridiculous or
Changes the sound of one instrument into that of another. At this contemptible. For example, S.'s clothes may change from velvet to
spell's debut, the famed harpist Uthendy Alyn found himself producing sackcloth, or to frilly lace. There will be about Ps6 {no botch dice}
the sounds of a bagpipe. [Range: short, Speed: build, Dur: P/5 hours,, such transformations over the course of several days. The spell is
Resist: M.R.I somewhat flexible, and has a fiendish creativity and a good sense of
timing. S. may attempt once to resist it when it is first cast; he gets no
resistance roll against the illusions. With Destroc, S. is unaware of the S u s t e n o c Illusidor
illusions foisted upon him. [Range: short, Speed: build, Dur: P/5 days, Second Glimpse (Su II 5)
Resist: M.R.]"~ Store the image of the current scene, to be replayed once. The spell
Lies of the Magerium (Mu II Sp Me 20) can remember P minutes of events, sight and sound and scent. The
Make S.'s magerium look like anything C. likes: prime, non-prime, spell is cast on some object, traditionally a leaf; when the leaf is torn,
great wizard, magical cripple, anything. [Range: short, Speed: build, the scene is replayed. [Range: short, Speed: fast, Dur: P/5 hours, Resist:
Dur: P/5 hours, Resist: M.R.] M.R.]
Such a Nice Day (Mu II 25) Saved Glimpse (Su II Hr 10)
The region of the spell's casting will seem particularly innocent. Make a permanent miniature image of the current scene, attached to
Traces of ambushes and lurking dangers will be hard to sense: scuffed a leaf. The image of the scene can be seen when the leaf is held cupped
ground will appear undisturbed, glinting steel blades behind bushes will in someone's hands (or forepaws or whatever); it is three-dimensional,
seem like sunlight on dewdrops. Subtract P/3 from suitable Perception and can be seen from all angles, but it is never larger than a coconut.
and Alertness rolls. [Range: short, Speed: build, Dur: P/5 minutes, The image includes scent, but (because it is the image of an instant) not
Resist: none] sound. [Range: short, Speed: fast, Dur: real, Resist: n/a]
Baffle the Inspecting Wizard (Mu De II 25) Mirror of the Distant Friends (Su II Du 20)
Makes it very hard to understand a single target spell. Subtract (P/2 Enchants a silver mirror, so that it continues to reflect the people
+ 2s6) from all Magic Analysis rolls made on that spell. [Range: short, shown in the mirror when the spell was cast. (The people must be in
Speed: fast, Dur: P/5 months, Resist: n/a] short range when the spell is cast; after that, they will be reflected as
Town of Trees (Mu II [Sp] 40) long as they are within P miles.) At any given time, it shows them as
Modify the appearance of up to P buildings, or 10P people, or the they really are (not just as they were when the spell was cast); so Mirror
like, in some reasonably straightforward way. For example, this could can be used to tell if they are still alive or whatever. It does not show
make a crowd of people look like trees, or a city's walls appear to be their surroundings, and does not provide an arcane connection to them.
burning. With Spiridor, the illusion will be as sensible as possible; the [Range: short, Speed: fast, Dur: P/5 weeks, Resist: M.R.]
people nocking their bows will look like trees waving their branches, Write the Moment's Story (Su II Hr 20)
and the burning wall will sizzle and go out when water is poured on it. Take a movie of the next few minutes and attach them to a nut.
[Range: long, Speed: after cone., Dur: P/5 hours, Resist: illus] Anyone can replay the movie, by tapping the nut three times. [Range:
R u l o c Illusidor short, Speed: fast, Dur: perm, Resist: n/a]
That's Me, Over There! (Ru II 15)
S. appears to be P/10 feet away from where he really is; typically giv­ LOCADOR
ing +P/5 on many Magic Resistance and Defense rolls. [Range: short, Creoe Locador
Speed: fast, Dur: P/5 hours, Resist: auto] Hiding In Nowhere (Cr Lo 10)
Swap Appearances (Ru II 20) Create a P-foot diameter pocket universe holding C. C. vanishes
Cast on two people of similar-shaped species; this spell makes each frorri the ordinary universe for a while. Very few things can reach her
one look, smell, and sound just like the other. Each one is allowed a -without using Locador magic; even arcane connections rarely reach that
Magic Resistance roll; if either succeeds, the spell fails completely. far. The pocket universe is empty of ordinary matter, though of course
[Range: short, Speed: build, Dur: P/5 hours, Resist: M.R.] it has air and gravity like those of the World Tree, and dim light. If C.
Tapestry of Rippling Splendor (Ru Su [Ke] II [Sp] 20) wishes any other comforts, she should bring them or create them. The
Animates the images on a tapestry. Ordinarily, it simply makes them edges of the universe feel like the rind of an orange. The pocket uni­
move - a waterfall will pour, a mill-wheel turn, two knights fence, and verse can be either a sphere or a half-sphere. C. can cancel the spell at
so on. With Spiridor, their motion is more complex (though not mind­ any time, but the spell is slow to leave; C. will return to the regular uni­
ful). With Kennoc, they can respond in simple-minded ways to people verse 3 actions after canceling it. [Range: self, Speed: fast, Dur: P/5
standing in front of the tapestry. Primarily an art spell. [Range: short, minutes, Resist: n/a]
Speed: after c o n e , Dur: P/5 weeks, Resist: n/a] World-Bubble (Cr Lo 10)
Confusion of the Perplexed Wizard (Ru Mu II Ma Sp 30) Create a miniature universe, P inches in radius, around one nonliv­
Whenever a spell is cast at S., Confusion mindfully makes the illu­ ing thing. The thing must be small enough to fit in the universe. It reap­
sion of the spell succeeding or of the spell being resisted. For example, pears at the place that it vanished from, or (if the thing were able to
if someone tries to turn S. into a weasel, the Confusion may either move around under its own power in the universe) at most P inches
make the illusion of S. being turned into a weasel, or of S. resisting - away. C. may cancel the spell at will, but it takes three actions to end.
regardless of which one actually happened. Confusion may produce a [Range: touch, Speed: fast, Dur: P/5 hours, Resist: M.R.]
wide range of high-quality illusions, though sufficiently bizarre spells Guard in a Pocket World (Cr [Su] Lo 15)
might be beyond its ability to imitate. [Range: short, Speed: fast, Dur: Make a pocket world and put S. into it. This is a defensive spell; it
P/5 minutes, Resist: illus] lasts for quite some time, but can be resisted automatically. C. may
Mage's Ghost Walks (Ru Ke II [Lo Ma] 40) cancel the spell at will, but it takes three actions to end. [Range: touch,
C.'s image leaves her body, and she may direct it elsewhere, moving Speed: build, Dur: P/5 minutes [P/5 hours], Resist: auto]
as C. herself moves, using its senses and voice. The image can feel, but Nowhere Prison (Cr [Su] Lo 15)
is not solid. C.'s body is invisible, inaudible, unsmellable, but tangible; S. is stuck in an empty pocket world. S. will not lack for air or other
C. cannot herself hear, see, or smell, and can barely feel. With Locador essentials of life, but S. will not be able to leave the pocket world with­
andMagiador, C. can throw spells of power at most P/4 through it, and out magic or waiting for the spell to expire. [Range: short, Speed:
be affected by such spells cast at it. C. can cancel the spell at will.
[Range: long, Speed: build, Dur: cone, Resist: n/a]
build, Dur: P/5 actions [P/5 minutes], Resist: M.R. and smell the person attempting to teleport. (The caster may choose to
Hidden World-Bubble (Cr Lo II 15) prevent teleporting into, out of, or both, and may change the restriction
Create a miniature universe around one object, as with World-Bubble. at will; her teleport spells are not blocked.) [Range: short, Speed: build,
However, the Hidden version is hard to perceive with magic sense or Dur: P/5 days, Resist: none]
other means: -10 on all rolls. [Range: touch, Speed: fast, Dur: P/5 min­ Recreate the World (HI Lo 800)
utes, Resist: none] Re-create a recently destroyed universe. (This spell has probably not
been invented, but the theory is clear enough.) [Range: spec, Speed:
Destroc Locador build, Dur: real, Resist: none] /
Reach the Pocket World (De Mu Lo 10)
Open a small hole to a pocket universe, or to the ordinary universe Kennoc Locador
from a pocket universe. The hole is P/10 inches in radius. Note that, Find the Pocket Worlds (Ke [Su] Lo 10)
if the pocket universe is large, its occupants might not be close to the Reveal the presence of pocket universes in the vicinity. They appear
hole. C. must hold the opening herself: people with hands usually use to C. as ghostly shapes that match the outlines of the universes. Roll
the circle of a finger and thumb (or other appropriate appendage) P+s20 vs. pocket universe's Power + s20 if the pocket universe is hid­
around the opening. This spell only works if C. is in the pocket uni­ den. If C. looks through the circle of thumb and forefinger (or tail or
verse, or in the ordinary universe and immediately adjacent to the pock­ tentacle), C. may see into or out of a pocket world with this spell.
et. [Range: short, Speed: build, Dur: P/5 actions, Resist: M.R.] [Range: short, Speed: build, Dur: P/5 minutes [P/5 hours], Resist: n/a]
Shrink the Road (De Mu Lo 15) Locate Object (Ke [Su] Lo 10)
Makes one road shorter for S., by half. M long as S. stays on that Determine the approximate direction and distance to S., if S. is with­
road and the spell is active, he can travel twice as fast as normal. in P miles. This spell requires an arcane connection to S. [Range: conn,
Botches on the Power roll can get S. extremely lost. [Range: short, Speed: fast, Dur: instant [P/5 minutes], Resist: M.R.]
Speed: fast, Dur: P/5 hours, Resist: auto] Watch the Place (Ke Lo II 15)
Destroy the World (De Lo 1000) Scry target spot, using P/l 5 senses of your choice. You must have an
Destroy the universe. The caster may wish to have defenses against arcane connection to the spot, or be able to see it when you cast the
being destroyed along with the rest of the universe, against angry gods spell. People in the spot are not in general allowed magic resistance
and the other entities who will not be destroyed with it, and so on. (This rolls to avoid being watched. They may roll Perception + Magic
spell has probably not been invented, but the theory is clear enough.) Analysis + s20>=P to notice being scried. [Range: conn, Speed: build,
[Range: s p e c , Speed: build, Dur: real, Resist: none] Dur: attend, Resist: none]
The Egress of Swift Passage (Ke Lo 15)
Healoc Locador C. gains knowledge of the nearest door, as long as it is within medi­
The Wall Without Doors (HI Su [Cr] Lo [II] 15) um range. She knows the direction and distance to the door, how to get
Protection from teleporting into or out of the P-foot diameter circle there, and what it looks like from both sides. [Range: medium, Speed:
around the point of casting. Teleport spells with power < P simply do fast, Dur: instant, Resist: none]
not work inside that circle; if cast outside the circle, they usually leave Watching Wall (Ke Cr Lo II Sp 15)
the teleporter on the edge of the circle. More powerful teleport spells Make a simple-shaped, invisible, mindful wall up to 4P yards long,
are usually blocked (2/3 chance), but when they are, they weaken the and either up to P feet high, or domed. If anyone matching a specified
Wall Without Doors - reducing P by one quarter of the power of the description passes through the wall (or otherwise enters it, e.g. by tele­
blocked teleport spell. With Creoc and Illusidor, C. may have the Wall porting into the middle), the wall will produce some straightforward
make some illusory alert if it blocks a teleport. [Range: short, Speed: image. Useful choices include a flash of light where the wall was
build, Dur: P/5 hours, Resist: spec] entered or a quiet alarm whispered in all the guard's ears inside the wall.
The Invisible Maid (HI Ke Lo Me 15) People walking through the wall are allowed a Perception + Magic
Send all the objects that S. owns in the immediate vicinity (e.g., the Analysis >= P roll to notice the spell; there is no routine way to avoid
room) to the place that S. considers proper for them. Reads S.'s mind setting it off. [Range: s p e c , Speed: build, Dur: P/5 hours, Resist: s p e c ]
to figure out where things go. [Range: short, Speed: build, Dur: real, Cani Sniffing for Teleporters (Ke Lo Te 15)
Resist: auto] Reveal if anyone has teleported to or from the vicinity within P min­
Go Home! (HI Lo 20) utes, showing C. the silhouettes and scents of the people (or things)
Send S. back to a place which makes sense as his home, as long as which teleported, at the spots that they appeared or disappeared.
that place is within P/2 miles. The spell (that is, the gamemaster) [Range: short, Speed: build, Dur: perm, Resist: n/a]
decides where if anywhere S. goes to; neither S. nor C. has any say in Inspect the Pocket World (Ke Lo 20)
the matter. Some good choices include: the place where S. was bom, Let C. see into all the pocket worlds nearby, and determine how long
or a place that he lived a long time; the place he spent the last night; they have been around and some of their other properties. [Range:
some unpredictable safe place. Repeated casts of the spell might not short, Speed: fast, Dur: P/5 minutes, Resist: none]
send S. to the same place. The place that S. ends up will almost always Who was Here? (Ke Lo 50)
be as safe as possible. [Range: short, Speed: fast, Dur: real, Resist: C. gains knowledge of the names and appearances of everyone who
M.R.] has ever been at the place that the spell was cast, and the full list of
Privacy of the Wizard's Tower (HI Su [Ke] Lo [II] 40) exactly when they came and left. [Range: short, Speed: build, Dur:
This spell prevents teleportation into or out of a building, save by real, Resist: none]
teleport spells of power greater than P+2s20 {no botch dice}. (Reroll
the 2s20 on each attempt to teleport.) With Kennoc, C. will be made Mutoc Locador
aware of attempts at teleporting if she is in the building, whether the Swap the Bottles (Mu Lo 5)
attempt succeeds or fails. With Illusidor as well as Kennoc, she will see Exchange two cups, bottles or boxes that are touching. If the two
look the same, people who are watching casually will notice the swap other end may be anywhere inside long range that C. has an arcane con­
on a Perception + Wits + s20>=20 roll. People who are actively watch­ nection to. Each end of the teleport door is a circle, up to P/5 feet in
ing for this spell will always notice it. [Range: short, Speed: fast, Dur: diameter, ordinarily vertical. Anything passing fully though the circle at
rea\, Resist: n/a] one end will find itself coming out of the circle at the other end.
Stretch the Hole (Mu Lo 5) Anything partially passing through the circle (e.g., something too big to
Make a small hole up to 10P% larger or P% smaller, without chang­ fit inside it) will not teleport at all. The circle is visible, as a colorless
ing the shape of the substance that the hole is in. So, with P=10, you disc. [Range: long, Speed: build, Dur: P/5 actions, Resist: none]
may stretch a 10" deep, 3" wide hole which doesn't go all the way An Attack that Might Have Been (Mu De Lo Te 25)
through a 12" deep, 5" wide board, into a 20" deep, 6" wide hole that A missile or spell attack currently in progress is shoved aside in space
doesn't go all the way through a 12" deep, 5" wide board. As in this and time. Missiles ordinarily simply miss, vanishing for an instant and
example, the results of this spell often violate the laws of geometry. reappearing behind their target. Spells with quick effects (such as Fire
[Range: touch, Speed: build, Dur: P/5 minutes, Resist: n/a] Flower, but not Leather Noose or Maniac Clubi happen too fast to do
Armor Like Dreams (Mu Lo 10) anything, if that makes sense, on a roll of (spell Power + 2s20) < P. This
Attacks on S. reach him without going through his armor, bypassing spell is notoriously unreliable, and is more likely than most spells to
its Soak and Defense. This spell doesn't work against magical armor, work differently on different uses. [Range: short, Speed: fast, Dur: real,
nor against C.'s innate armor. If S. is wearing Durudor armor or shield, Resist: none]
he gets +30 on M.R. roll. [Range: short, Speed: build, Dur: P/5 actions, Hurl the Spell to Far Away (Mu Lo Ma 50)
Resist: M.R.] Retarget a building spell cast upon C. to something C. has an arcane
Change Place (Mu Lo 10) connection to. The spell can only be retargeted if (other spell's Power
A quick short-range teleport-self spell, able to move C. to a point up + 3s8) < P. [Range: conn, Speed: build, Dur: real, Resist: none]
to P feet away from where she started. [Range: short, Speed: fast, Dur:
real, Resist: n/a] Ruloc Locador
Quick Mirror (Mu Lo 10) A Sudden Blow (Ru Lo 10)
Teleport one missile (possibly one created by a spell), currently in This spell requires that an object, at most one foot in diameter, be pre­
flight or being aimed, in front of the shooter and aimed at him. The pared in advance (but no more than P/5 hours in advance) by writing
missile's Attack score is quite high: P + Perception + Finesse. [Range: certain runes on it. When the spell is cast, if the object is in long range,
medium, Speed: fast, Dur: real, Resist: M.R.] it is teleported to over S.'s head. [Range: short, Speed: fast, Dur: instant,
Big Bag (Mu Lo [*] 10) Resist: M . R ]
Make a pouch or bag hold (20P)% more material than usual. If this Control Places (Ru Lo 15)
spell is cast with the Nouns of the things in the bag, it reduces the A quick short-range teleport-self spell, able to move C. to a point up
weight of the things by P%' - but not by more than 90%. If the spell to P feet away from where she started. (This spell is identical in effect
wears off while the bag is full, the bag will burst, scattering its contents. to Change Places, but more complex) [Range: short, Speed: fast, Dur:
[Range: touch, Speed: build, Dur: P/5 hours, Resist: n/a] real, Resist: n/a]
The Quick Escape (Mu Lo 15) Follow on Hidden Paths (Ru Ke Lo 20)
Teleport C. up to 10P feet away from her starting position. [Range: Follow someone who just teleported. Follow must be cast within P/5
medium, Speed: fast, Dur: real, Resist: n/a] actions of the teleport spell it is following. Only C. can teleport with
Mirror Armor (Mu Lo 20) this spell, and only to the place that the teleporter teleported to. Follow
Missiles shot at S. have a chance of vanishing right before they hit has a maximum range of P miles; if the original teleport was further, C.
him, and reappearing in front of (and aimed at) the shooter. The roll will not go anywhere. [Range: short, Speed: build, Dur: real, Resist:
for teleporting missiles is, s20 < P/2; a Mirror Armor of power 40 will none]
teleport almost every missile. The teleported missile must roll to hit Ward That Evades (Ru Ke Lo Sp 20)
the shooter with Attack Base = P+Finesse; its damage is unchanged. S. teleports a little away from attacks; +(sl0+P/5) {no botch dice} on
This spell can teleport P/3+s6 missiles total. This spell is strong Defense and Magic Resistance rolls when appropriate. The spell is
because "Here" enjoys impaling things. [Range: medium, Speed: build, quick and gentle; it doesn't disturb S.'s concentration or actions, in gen­
Dur: P/5 hours, Resist: none] eral. [Range: touch, Speed: fast, Dur: P/5 actions, Resist: auto]
Open the Pocket World (Mu Lo 20) Spider Weaves the Roads (Ru Mu Lo 25)
Open a door to an existing pocket universe in the immediate area. This spell twists roads around, so that, after S. travels (10-P/10) miles
[Range: short, Speed: build, Dur: P/5 actions, Resist: none] on roads, S. will come back to the place where the spell was cast.
Horror of the Red Hook (Mu Lo Hr Du 20) People who are traveling with S. will also get to the same place, even if
Requires a rope with a metal hook on one end. This spell teleports they're not under the spell - as will people tracking them intentionally.
the hook into S.'s flesh and the other end of the rope into C.'s hand. The People who just happen to be walking along behind them for a while
initial hooking does d8 danfege to S.; armor and even scales don't soak usually won't. The spell lasts until S. gets back to the place the spell was
this damage. Tugging on the rope does d3 damage, and hurts. Ripping cast, or P/5 days, whichever comes first. (There is a permanent version,
the hook out requires a (Strength + slO>=8) roll, a full round of pulling complexity-40, using Sustenoc.) [Range: short, Speed: build, Dur:
(or d4 rounds if S. is wearing armor) , and does 2d8 damage. The spell s p e c , Resist: M.R.]
will do no more than 24 damage to S. total. Gently removing the hook Confront the Owner (Ru Lo 30)
does d8-Medicine damage for a smooth hook, 2d8-Medicine for a Teleport C. to S., if S. is within P miles. Requires an arcane connec­
barbed one, and takes d6 minutes. Nasty. [Range: short, Speed: build, tion. [Range: conn, Speed: build, Dar: real, Resist: M.R.]
Dur: instant, Resist: M.R.] Bring Him Here (Ru Lo 35)
Mage Door (Mu Lo 25) Teleport S. to C , if S. is within P miles. Requires an arcane connec-
Set up a two-way teleport door. One end must be in front of C. The
tion. [Range: conn, Speed: build, Dur: real, Resist: M.R.] days, Resist: M.R.]
The Fastest Path (Ru Lo 35) W i z a r d ' s Safe Tower (Cr Ma 20)
Teleport C. and up to P/20 people to S., if S. is within P miles. Gives extra Magic Resistance to everyone near C. When the spell is
[Range: conn, Speed: build, Dur: real, Resist: easy] cast, C. must draw a ring up to P/5 feet in diameter on the ground - a
Taking the Longest Step (Ru Lo 60) circle scratched in the dirt will do. Everyone inside that circle gets a
Teleport S. to a place within slOxP miles that C. has an arcane con­ bonus of P/3 on their Magic Resistance rolls. Erasing the whole circle
nection to. Botches leave S. somewhere else. This is the longest range breaks the spell, but simply scuffing or erasing part of the circle does
of any known teleportation spell. The arcane connection is used not. Note that the circle has no discrimination, and may well protect
whether the spell is successful or not. [Range: conn, Speed: build, Dur: C.'s enemies if they get close to her. [Range: s p e c , Speed: fast, Dur: P/5
real, Resist: M.R.] minutes, Resist: n/a]
Magic Resistance of Iron (Cr De Su Ma 25)
Sustenoc Locador Add +P to S.'s Magic Resistance, on P/10 magic resistance rolls while
Sustain the Pocket World (Su Lo 10) the spell is active. S. can choose to use or save this power, at the time
Makes a pocket world last (50P + si000)% longer than it would ordi­ he makes the magic resistance rolls. If S. is unable to choose, the spell
narily have lasted. This can be cast from inside or outside the pocket will protect him. [Range: short, Speed: fast, Dur: P/5 minutes, Resist:
world. The caster may optionally also use this spell to make a pocket none]
universe harder to come out of, making it take d6+2 actions to drop.
Multiple castings max, not add. [Range: short, Speed: fast, Dur: spec, Destroc Magiador
Resist: n/a] ** Break the Bound Spell (De Ma 5)
Thick Distance Armor (Su Lo 10) Destroy a bound spell of power < P/2+d6, while it is still bound.
Weapons must travel further to hit S. This has the effect of adding +1 Note that this spell requires touching the object with the bound spell on
to S.'s Soak. This is a popular defense spell among those who can cast it, which might set the bound spell off if that is the trigger. [Range:
it, because few other defense spells work this way and so most can be touch, Speed: build, Dur: real, Resist: n/a]
used in conjunction with it. [Range: touch, Speed: fast, Dur: P/5 min­ Cley Claw (De Ma 5)
utes, Resist: auto] S. loses one cley. [Range: short, Speed: build, Dur: real, Resist: M.R.]
Ring of Nothing (Su Lo 15) C r a c k in the Magic Resistance (De Ma 5)
When C. casts this, she draws a ring with a finger (or wand-tip or S. loses P/10 from his Magic Resistance for the duration of the spell.
whatever), up to five feet in radius. It takes some effort to enter this Repeated castings of this spell add; keep track of fractions. [Range:
ring: it requires a Strength + s20 > 15 roll. Nothing short of a charging short, Speed: fast, Dur: P/5 minutes, Resist: M.R.]
Gormoror could do it by mistake. It is even harder to get out of the ring Dispel Magic (De Ma 5)
once you're inside, requiring a Strength + s20 >= P/2 (but never easier Destroy any spell with Power < P/4. Dispel Magic is rarely useful,
than 20) roll. Teleporting or other ways of sneaking out fail P % (but because it takes a very strong mage to dispel even an amateur's spell.
never more than 25%) of the time. [Range: short, Speed: build, Dur: (But note that almost anyone can muster the P = 2 0 necessary to dispel
P/5 hours, Resist: none] the Power 5 of a woven spell.) [Range: short, Speed: fast, Dur: real,
Wall of Null (Su Lo [Ma] 20) Resist: n/a]
Create a P foot long, P/4 feet high region. From the outside it's only W i m p ' s C a n t r i p (De Ma 5)
an inch thick, but from the inside it's several yards. Missiles (including Reduce the^pbwer of a spell that has been cast but has not taken
missile spells) cast through it attack at -P/2, and damage at -P/10. effect, by^P/5 + d6. Repeated castings of this add. This spell cannot
Running through it takes an extra action. If Wall of Null is cast with reduce a spell's power below 1. [Range: short, Speed: fast, Dur: real,
Magiador, short-range spells cannot be cast through it at all, though Resist: n/a]
they can be cast into it. [Range: short, Speed: fast, Dur: P/5 hours, The Impotent Spell (De Ma 5)
Resist: none] Reduce a target spell's Penetration by P/3 + dlO. That is, the spell is
that amount easier to resist, but just as powerful if it does work. This
may only be cast on spells that are building. Repeated castings add.
MAGIADOR [Range: short, Speed: fast, Dur: real, Resist: n/a]
Creoc Magiador C u t the Magical Strings (De Ma 10)
A Second Magic Resistance (Cr Ma 10) All objects within a P/5-foot circle of C. will no longer be arcane con­
Give S. a weak Magic Resistance. If S, already has a Magic nections to things they were low-quality arcane connections to before.
Resistance, S. may use the better of the two. This spell is intended to High-quality arcane connections, like body parts, remain connections.
protect innocents; it is rarely helpful for protecting adventurers. The (A different De Ma 10 spell can unconnect a single high-quality arcane
second Magic Resistance is of level P/5. [Range: short, Speed: fast, connection.) [Range: short, Speed: fast, Dur: perm, Resist: n/a]
Dur: P/5 minutes, Resist: auto] Silence the Creative Wizard (De Ma 10)
The Useless Spell (Cr * Ma * 10) This spell weakens and cripples spontaneous magic and spellweaving
Put a spell with no effect on S. The spell has arts given by the cast­ cast by S. His complexity rolls are made at -P/3, and (for spontaneous
ing requisites (but not including Creoc or Magiador unless C. desires), magic only) his power rolls at -P/2. It has no effect on other kinds of
and power P/2. Magic analysis rolls < P+s6 will simply be confusing; magic. Multiple castings max. Note that this is spell is voluntary; it is
a Magic Analysis roll above this will reveal that the spell does nothing. mainly used when one wizard surrenders to another. [Range: touch,
Note that S. is allowed a Magic Resistance roll. Botching casting The Speed: build, Dur: P/5 hours, Resist: auto]
Useless Spell is quite dangerous to C ; the gods do not like spells which Shatter the Spell of Glass (De Ma 10)
are not intended to have any effect. [Range: short, Speed: fast, Dur: P/5 Dispel a fragile spell while it is building (if its power < P + s20) or
while it is in effect (if its power < P and its effect is magical rather than
physical). Most spells are not fragile, but some of the most useful are. target spell's Power. This is the best possible general-purpose counter-
[Range: short, Speed: fast, Dur: real, Resist: n/a] spell according to conventional magic theory. [Range: short, Speed:
Foil the Arcane Connection (De Ma 15) fast, Dur: real, Resist: none]
Try to dispel spells cast at S. via arcane connections. Roll (Incoming The Coming of Death (De Su Ma Co 30)
Spell Power+d20) < (P + S.'s Will + s20) to dispel. The arcane con­ Make S. harder to heal, by reducing the power of healing spells cast
nection is used even if incoming spell destroyed. [Range: short, Speed: on S. by P+3s6. Spells whose power is reduced below zero are can­
build, Dur: P/5 hours, Resist: auto] celled entirely. This spell is fragile. Attempts to counter it will reduce
Baby's First Cantrip (De Ma 15) its Power by a quarter of the power of the counterspell, even if the
Reduces a spell's power by P/5+2d6, while it is building. Repeated counterspell fails. [Range: short, Speed: fast, Dur: P/5 actions, Resist:
castings of this add. This spell cannot reduce a spell's power below 1. M.R.]
[Range: short, Speed: fast, Dur: perm, Resist: none] Forget the Spell (De Ma Me Sp 30)
Cley Leech (De Ma 15) S. loses a spell that he has grafted to his magerium, and suffers d8
This spell sucks d3 cley from S. [Range: short, Speed: build, Dur: damage from the loss. C. must name the spell, using the name that S.
real, Resist: M.R.] knows for it. If S. does not }\ave that spell, there is no effect. [Range:
Claws in the Magerium (De Ma 15) short, Speed: build, Dur: real, Resist: M.R.]
This spell rips at S.'s magerium: the (nonphysical) connection Burn the Magic Resistance (De Ma 40)
between mind and spirit. This does P/10+d6 damage (which cannot be S. loses P/2 from Magic Resistance. When S.'s Magic Resistance
soaked), and renders d4 of S.'s arts sore: S. takes another d3 damage level is < 0, S has no Magic Resistance left and cannot even use cley to
each time he uses one of them. The arts are chosen randomly; S can protect himself. Repair the Magic Resistance will recreate S.'s Magic
feel which ones are sore. The soreness wears off in an hoar or so. Resistance, giving him a level of 0 . [Range: short, Speed: build, Dur:
[Range: short, Speed: build, Dur: real, Resist: M.R.] real, Resist: M.R. half]
Dock the SpeJI's Tail (De Mu Ma 15)
Severely curtails a spell S. If Dock is cast while S. is building, it Healoc Magiador
reduces S.'s range and duration by (2xP)%, to a maximum of 90% Spell's Resurrection (HI Ma 10)
reduction, if S.'s power is < P+s20. If it is cast while S. is active, it will Un-dispel a spell that was dispelled within the last P/5 seconds. That
reduce its duration by P%, to a maximum of 80% reduction, if S.'s spell loses 2s6 points of Power. The spell is effectively cast again; e.g.,
power is < P/2+slO. Maxes. [Range: short, Speed: fast, Dur: real, people are allowed resistance rolls against it. [Range: short, Speed:
Resist: (MR).] build, Dur: instant, Resist: n/a)
Burn All T h e Cages (De Ma 20) Shield Against Hatching Spells (HI Su Ma 10)
Reduce the power of all bound spells in range by P/2. This affects S. gains +P/2 on Magic Resistance rolls against bound spells taking
only bound spells which have not been set off (and are not building). If effect. [Range: short, Speed: fast, Dur: P/5 minutes, Resist: auto]
a bound spell's power is reduced to 0 or below, it is dispelled. Multiple Repair the Magic Resistance (HI Ma 15)
castings add. Bum is indiscriminate: even C.'s bounds spells will be Repair up to P/10 points lost from Magic Resistance. This spell
burned this way. This spell cannot be bound. [Range: short, Speed: maxes on multiple casts within a day, but casts in separate days add.
fast, Dur: real, Resist: none] [Range: short, Speed: build, Dur: real, Resist: auto]
Gnaw the Whining Spell (De Ma 20) Strong Young Spell (HI Ma 20)
Reduce the power of a spell by P/5 + 2s6. This works even on spells Dispel all spells that modified the target spell's penetration or power.
that have taken effect, if the effect is magical. Maxes. [Range: short, Can only be cast on spells that have not taken effect. [Range: short,
Speed: fast, Dur: perm, Resist: none] Speed: fast, Dur: real, Resist: none]
Smash the Magic Resistance (De Ma 20) A Wizard Never Stumbles (HI Mu * Ma * 20)
S.'s Magic Resistance loses P/2 points, briefly. S.'s first Magic If S. has just attempted to cast a spontaneous spell of complexity 15
Resistance roll is made using his full resistance; the later rolls are made or below, and failed only one of his Arts rolls, this spell can help. Cast
against his reduced resistance. [Range: short, Speed: fast, Dur: P/5 A Wizard Never Stumbles with the failed Art as an extra Art. C. (not
actions, Resist: until M.R. (+10)] S.) then attempts the Wits + Art + s20 vs. 2xComplexity roll as normal
There is None who Knows Thee (De Ma 25) for spontaneous magic; if she succeeds, S.'s spontaneous spell will suc­
Sever all arcane connections to S. (There are ways of protecting a ceed. This spell can only be cast if C. knows what S. was trying to do;
connection from this spell, requiring a Power vs. Power roll. It is dif­ usually C. will cast it on her own failed spont. It must be cast before
ficult but possible to recreate a connection this spell has severed.) This the spontaneous spell would take effect if it were building and had
spell does not destroy the objects; it simply makes them no longer be worked. (So, draw an initiative for the spell, and one for C ; if C.'s is
arcane connections to S. [Range: short, Speed: build, Dur: real, Resist: sooner, she can try to fix the spont.) This spell is useless when bound,
M.R.] and can only be attempted once per spont. [Range: short, Speed: fast,
Bite the Spell's Head Off (De Ma 30) Dur: real, Resist: auto]
Cancel a spell that has not yet take effect, on a roll of power <
(P/12)s6. At C.'s choice, it attempts to cancel all spells in range that Kennoc Magiador
have not taken effect. An unreliable but sometimes effective spell. See the Bound Spells (Ke Ma 5)
[Range: short, Speed: fast, Dur: real, Resist: none] Determine if an object has any bound spells on it. (Simply looking
Pitiful Sniveling Spell (De Ma 30) with magic sense will often work, but this spell guarantees the result
Reduce a building spell's power by P/2. (maxes, not adds) [Range: within the limits of Kennoc.) This spell can be fooled by illusions and
short, Speed: fast, Dur: real, Resist: none] other means. A magic analysis roll will let C. determine the arts and
Supreme Counterspell (De Ma 30) approximate power of the bound spell. [Range: short, Speed: fast, Dur:
Dispels any spell, active or building, on a roll of P/3+Will+3slO >= instant, Resist: (M.R.)]
Truly a Lozen? (Ke Ma 5) Mutoc Magiador
Tell if a coin has the magical marks of a true lozen. This detects most The Insidious Spell (Mu Ma 10)
simple counterfeits. [Range: touch, Speed: build, Dur: real, Resist: n/a] Add +P/4+s6 to a building spell's penetration (adding that number to
Count the Cley (Ke Ma 10) the spell's Power for the purpose of determining Magic Resistance, but
Estimate how many cley S. has. The gamemaster secretly rolls 2d6- not for effect). Botches usually break the target spell. [Range: short,
7, and tells C. the number of cley S. has plus the roll. [Range: short, Speed: fast, Dur: real, Resist: n/a]
Speed: build, Dur: real, Resist: M.R.] The Loyal Servant Betrays (Mu Cr Su Ma Sp Co 10)
Am I Observed? (Ke Ma Me 10) Cast this on a mindful spell of power < P/2+3s6. This spell creates a
C. learns whether or not she is being scried upon or watched. small bone knob which is an arcane connection to the mindful spell's
Suitable spells will prevent this one from giving the right answer. caster. [Range: short, Speed: build, Dur: real, Resist: M.R.]
[Range: self, Speed: build, Dur: instant, Resist: n/a] Tune the Magic Resistance (Mu Ma 15)
The Bound Spell Speaks (Ke Ma Te 10) S.'s Magic Resistance is +P vs. one all spells involving one particular
C sees a mental image of the person who cast the bound spell S., and art, chosen when this spell is cast, and -P/2 vs. all spells not involving
each person in rum who owned it, and the circumstances of the transfer it. Good against specialists. Repeated casts can change the chosen art,
of ownership. (S. provides an arcane connection to those moments in but a Magic Resistance can only be tuned against one art at a time. C.
time.) [Range: short, Speed: build, Dur: instant, Resist: n/a] may cancel this spell at will. [Range: self, Speed: fast, Dur: P/5 hours,
Find All The Bound Spells (Ke Ma 15) Resist: auto]
C. gains knowledge of where all the bound spells in a particular P- Spell in F o g ( M u Ma 15)
foot diameter circle are, and what their arts are. [Range: medium, Target spell is somewhat hard to see: -(P/5+sl0) on rolls to perceive
Speed: fast, Dur: real, Resist: none] or analyze it. (Maxes, not adds) [Range: short, Speed: fast, Dur: real,
Explain the Binding (Ke Ma 15) Resist: none]
C. learns the precise conditions controlling a bound spell, though not Rewrite the Bound Spell's Orders (Mu Ma 20)
what the bound spell does. [Range: short, Speed: build, Dur: instant, Change the activation conditions on target bound spell. [Range:
Resist: n/a] short, Speed: build, Dur: real, Resist: M.R.]
Know Thou This Spell? (Ke Ma Me 15) Limp Flaccid Spell (Mu De Ma 20)
C. learns if S. knows a particular spell, which C. must name. It is pos­ Reduce target spell's penetration by (P/2)+s20. That is, every attempt
sible to trick this spell by learning a spell under an unusual name, but to save against the target spell is made at +(P/2)+s20. [Range: short,
not by simply pretending that a spell has a different name. [Range: Speed: fast, Dur: real, Resist: n/a]
short, Speed: build, Dur: real, Resist: M.R.] Traitor in the Magic Resistance (Mu De Ma 25)
Wizard's Lens (Ke Ma 20) Modify S.'s magic resistance so that it does not protect against spells
Make the strucfure of magic more evident. Adds P/5+s6 to C.'s involving some art. (Roll a d20 to determine which one; on a 20, C. can
Magic Analysis rolls. Botches on the s6 generally make use of the lens pick which.) C. and S. are both aware of which art has the hole. S. can
slow, rather than unreliable. [Range: short, Speed: build, Dur: P/5 min­ use protective spells, but cannot add cley to his Magic Resistance in
utes, Resist: n/a] that art; it simply doesn't protect against it. This injury is permanent
Inquisitor of Spells (Ke Ma Me 20) until healed by Repair the Magic Resistance or the equivalent; one cast­
C. learns the names (as S. knows them), arts, and approximate ing of the healing spell suffices. [Range: short, Speed: fast, Dur: real,
descriptions of P/10+2d6 of the spells that S. knows, chosen at random. Resist: M.R.] ,'
[Range: short, Speed: build, Dur: real, Resist: M.R.] Build the Arckne Bridge (Mu Ru Su Ma 25)
Track the Spell (Ke Ma Te 25) Make a bridge to S. that allows spells (and only spells) to pass in
Reveal the path a spell or magic item took. The spell or magic item either direction. C. and S. may throw spells at the other, as if they were
must have passed by C.'s current position within the last P minutes. A touching. S. probably won't realize that he is the subject of this spell
Tracking roll is required; the stronger the spell, the easier the tracking immediately; ordinarily, C. gets to cast the first spell across it. If a spell
roll. People laden with powerful magic are very easy to follow. [Range: of power>=P-s6 is cast along the bridge, then roll a d8: (1) the spell is
short, Speed: build, Dur: P/5 minutes, Resist: none] canceled completely; (2-7) its power is reduced to the P-s6 roll; (8) the
Catching the Caster (Ke Cr Ma Co Te 35) bridge collapses, but the spell crosses it. This is the simplest way to use
Gives C an arcane connection to the caster of an active spell. The a single arcane connection more than once, but it is risky because S. can
arcane connection will be a small ivory figurine of the caster, (e.g., if cast back. [Range: conn, Speed: build, Dur: P/5 actions, Resist: none]
you put a curse on Azliet, and she has a friend who can cast Catching The Surprisingly Complicated Spells (Mu Ma * 25)
the Caster, the friend can get an arcane connection to you off of the This spell is cast on a mage S. C. picks one Noun Nn which S. can
curse that you cast.) A given active spell will only yield one arcane use. Every spell S. casts has Nn as an effective art, even if the spell
connection. [Range: short, Speed: build, Dur: real, Resist: none] itself does not; i.e. Nn is added to all of S.'s spells' lists of requisites.
Wizard's Perfect Nose (Ke Ma 50) Good if C. knows that S. is weak in some Noun, or if C. has a defense
C. gains knowledge of the description, power, and caster of every against that Noun. (It can also be beneficial, if S. has a Knack in Nn.)
spell cast within P feet, without having to think about it. [Range: P This can only affect S.'s spells of complexity < P-slO. [Range: short,
feet, Speed: fast, Dur: P/5 minutes, Resist: none] Speed: fast, Dur: P/5 actions, Resist: M.R.]
Dragon in the Magic Realm (Ke De Ma Sp 100) Quickly Graft the Spell (Mu Ma Me 40)
Create an elemental force which can cancel spells before they take S. instantly grafts a spell, which he must have physically present, of
effect. It can comprehend each spell completely on a roll of power < complexity < P. S. is likely to go somewhat insane for a few days, in a
P+s20; it can cancel the spell on a roll of Power < P/2 + 2s20. Mindful. few days. [Range: short, Speed: fast, Dur: real, Resist: auto]
[Range: medium, Speed: fast, Dur: P/5 minutes, Resist: none]
Ruloc Magiador Sustenoc M a g i a d o r
Twice-bound Spell (Ru Ma 5) A r m o r the Spell (Su Ma 5)
Prevent a target bound spell from going off, even if its conditions are Makes a target spell harder to dispel or counter, as if its power were
satisfied. [Range: medium, Speed: build, Dur: P/5 minutes, Resist: P/2 higher. This does not change the power itself. Counterspells which
M.R] weaken spells reduce the extra power first. [Range: short, Speed: fast,
Hard-Flung Spell (Ru Su Ma 5) Dur: P/5 minutes, Resist: n/a]
M a k e s a building spell harder to resist; subjects who try to resist it Mage's Baldric (Su Ma 10)
have a penalty of (P/5+s6) on Magic Resistance. (P is the power of Make S.'s Magic Resistance stronger, giving a P/10 + s6 {no botch
Hard-Flung Spell, not the spell being boosted.) [Range: short, Speed: dice} bonus; the s6 is rerolled on each Magic Resistance roll. This gives
fast, Dur: real, Resist: n/a] a modest amount of protection against many spells. Other defenses, or
Shield the Dear Friend (Ru Ma 10) using a cley directly, give more protection against a single spell. Maxes.
C. puts her Magic Resistance on S., leaving C. without one, and [Range: short, Speed: fast, Dur: P/5 actions, Resist: auto]
adding its power to S.'s Magic Resistance. Either C. or S. may return A Spell t h a t Lasts (Su Ma 10)
C.'s Magic Resistance as part of an action. [Range: short, Speed: fast, Make a short-duration spell last (100+5P)% longer than usual. So,
Dur: P/5 hours, Resist: auto] casting it with P=20 would make a spell last an extra 200%, tripling its
The Pattern-Fetters (RufSu] Ma 10) duration. This increases total duration, and may be cast at any point
Paralyze S.'s magerium, so that he cannot easily use pattern spells. before the target spell is over. The target spell's duration cannot be
He may desperate-cast them if he wishes; no other common technique extended past the P/5 hours that the A Spell that Lasts itself lasts.
of pattern magic (including spellbinding) will work. It paralyzes spells Maxes. If this is cast on a sentient target spell, it may choose to resist
already on the magerium only; spells grafted after the pattern-fetters it. The victim of the target spell does not get to resist A Spell that Lasts.
were put on are not paralyzed. This spell does not restrict spontaneous (Much Longer, a complexity-20 version, increases duration by a factor
magic Note that S. may automatically resist this spell; it is mainly use­ of P to a maximum of P/5 days.) [Range: short, Speed: fast, Dur: P/5
ful when a wizard surrenders. [Range: touch, Speed: build, Dur: P/5 hours, Resist: auto]
hours [P/5 days], Resist: auto] Maintain the D e m a n d i n g Spell (Su Ma Sp 15)
Cage the Bound Spells (Ru Ma 15) This very.useful spell maintains concentration on a spell that C. has
Prevent all the bound Spells on S. from going off. The Cage spell cast; it effectively turns a "concentration" duration to "attend". It can­
itself is fragile; any attempt to" dispel it with Healoc Magiador will suc­ not maintain spells with either Complexity or Power above P. It is not
ceed. [Range: medium, Speed: build, Dur: P/5 actions, Resist: M.R.] mindful, or even intelligent, so it can't do anything to the spell other
Force the Bound Spell (Ru Ma 15) than maintain it. C. may take over the maintained spell at any time
Set off a bound spell, even if its conditions are not satisfied. [Range: (e.g., if the Maintain is maintaining a levitation spell, and C. wants to
short, Speed: build, Dur: real., Resist: M.R.] move to some other place), and the Maintain will still be active after
Foil the First Trap (Ru De Ma J 5) that. [Range: short, Speed: fast, Dur: attend, Resist: n/a]
The next bound spell that trieS to go off in the spell's P-foot radius T h e Unchanging Spell (Su Ma 20)
will be canceled instead of going off. This is not mindful; it will can­ Target spell cannot be modified (for better or worse) by spells with
cel a spell that C. wants if that is the next bound spell. [Range: medi­ power < P + 3sl0. [Range: short, Speed: fast, Dur: P/5 minutes,
um, Speed: build, Dur: P/5 minutek Resist: none] Resist: n/a]
Hammer the Spell Home (Ru SU Ma 2 0 ) T h e T h r e a d that is Flesh and Blood (Su Ma 30)
Target building spell is +P/5+3s6 {no botch dice} on penetration. Strengthens an arcane connection. It converts a poor-quality arcane
[Range: short, Speed: fast, Dur: re|al, Resist: n/a] connection to a high-quality one. If it is cast on a high-quality arcane
Spell's False Orders (Ru Ma 25) connection, the first use of that connection today will not break it. If
C. may redirect a spell that is building and has power < P/2 + 2s6 to cast on a high-quality arcane connection that has been used once today
some other target. The other target m u s t be suitable for the spell. already, it does no good. [Range: short, Speed: fast, Dur: real, Resist:
[Range: short, Speed: fast, Dur: real, Resist: none] n/a]
The Wizard in Helpless Fury (Ru [Su] Ma 30) Bindings of Divine Might (Su Ma 40)
Paralyze S.'s magerium, as with The Pattern-Fetters (Ru Ma 10). Wards a single bound spell against all bound-spell-modifying magics
Unlike the simpler spell, this spell can be cast without touching S., and of lesser power. Note that, unlike the bound spell it is protecting, it
has a chance of working on unwilling targets. It also does not last as doesn't last very long. [Range: short, Speed: fast, Dur: P/5 hours,
long. [Range: short, Speed: build, Dur: P/5 minutes [P/5 hours], Resist: n/a]
Resist: M.R.] E t e r n a l Lightning (Su Ma 50)
Spellbinder's Despair (Ru Ma 50) Make a spell that is ordinarily instant (like a lightning bolt) last for P
Prevent all bound spells from going off, in a circle of up to P feet in hours. Its effects are unpredictable, and may not work the same way
diameter from the point of casting. [Range: short, Speed: build, Dur: twice. It must be cast before the target spell is cast. Only works on
P/5 actions, Resist: none] spells with Power < P/2, and if it makes sense. [Range: short, Speed:
By My Will Only They Are Unleashed (Ru Su Ma Sp 70) fast, Dur: P hours, Resist: none]
This spell may mindfully veto bound spells going off within P feet.
So, C. and her friends may use their bound spells freely (unless some­
thing else is interfering with them), but C.'s enemies cannot. [Range:
medium, Speed: fast, Dur: P/5 actions, Resist: none]
New Feelings (Cr Me 20)
MENTADOR S. has a new and intense emotion
Creoc Mentador chosen by C. "Love for C." is a com­
Nerve Strike (Cr Me 5) mon choice, and about as specific
S. gets nervous and apprehensive. How S. reacts depends on the cir­ and strong as this spell can manage.
cumstances, and on his personality. A trained warrior will probably S. must roll Will + Magic
draw a weapon and look around. A deer will flee. [Range: short, Speed: Resistance + s20>=P/2 (with situa­
build, Dur: P/5 minutes, Resist: M.R.] tional modifiers as appropriate) to
Rising Ire (Cr Me 5) keep from acting on the new emo­
S. gets angry, though not to the point of fury unless S. ordinarily gets tion, rolled each time the emo­
that angry or was already angry. How S. reacts depends on the cir­ tion would suggest some course
cumstances, and on S.'s personality. A warrior might threaten violence; of action. Even if he makes this
a diplomat might get an edge in his voice and try to conceal it. [Range: roll, he will feel the emotion.
short, Speed: build, Dur: P/5 minutes, Resist: M.R.] [Range: short, Speed: build, Dur:
Silent Words (Cr Me 5) P/5 minutes, Resist: M.R.]
Puts P words in S.'s mind, as if S. were hearing them spoken in C.'s New Obsession (Cr Me 30)
voice. It is for communication, not compulsion. This spell is used to
S. has a new obsession, as
send messages to friends in times of need, and similar urgent situations.
strong and compelling as any other
It is perhaps the least threatening use of Mentador, but polite mages will
personality traits (but no more so). Very specific obsessions are very
ask permission before using it. [Range: conn, Speed: fast, Dur: P sec­
disturbing and hard to avoid giving in to: a person obsessed with the
onds, Resist: M.R.]
need to see C. will probably try to see her a few times a day. Broad
Claws of Agony (Cr Me 10)
obsessions are much easier to fight off; giving S. an obsession to obey
This spell makes S. feel pain, as if his skin were being raked by salt­ C. is unlikely to get C. any significant servitude.... unless S. is for some
ed claws. It causes him Trouble 4, and generally makes him unhappy. reason already a servant of C. This spell has impressive long-term
[Range: medium, Speed: build, Dur: P/5 actions, Resist: M.R.] power, but is nearly useless in the short term. [Range: short, Speed:
Touch of Panic (Cr Me 10) fast, Dur: perm, Resist: M.R.]
S. has an attack of major panic. S. may well choose to run away, or Double Mind (Cr Su Mu Me 35)
hide, or scream, or fight defensively, or cast a protective spell. He is
C. has two minds, each of them a perfect copy of her regular mind.
allowed a roll of Will + Life Base + s20 >= 20 to avoid such drastic
One gets to control C.'s body, the other C.'s magic; so C. may (say) fight
actions, though he will still be terrified. [Range: short, Speed: build,
and cast spells simultaneously without penalty. The two act in concord
Dur: P/5 actions, Resist: M.R. and special]
against control and the like; add +(P/3) to resistance rolls against
Share the Pain ( C r M e 10)
Mentador. If used more than Will times/day, there may be trouble.
Whenever S. hurts C , S. feels the pain of the injury (and concomitant People with Will < 0 should not use this spell. [Range: self, Speed:
Trouble) as intensely as C. does. This spell does no actual damage to build, Dur: P/5 minutes, Resist: n/a]
S. Note that this only works on a single S. [Range: short, Speed: fast, Possess and Rule (Cr De Ru Me Sp 40)
Dur: P/5 minutes, Resist: M.R.]
Weaken S.'s will, and create a spirit to possess him. Give S. some
Seeds of the Idea (Cr Ke Me Sp 10)
instructions, and S. will try to do them half-mindfully. Being under this
Gives S. a delayed suggestion. Under certain circumstances (and spell is agonizing. [Range: short, Speed: build, Dur: perm, Resist:
only once during the spell's duration) as described by C , S. gets the M.R.]
idea that C. chose as part of the casting of the spell. S. must roll Wits
Everyone's New Memories (Cr Me 50)
+ Memory + s20>=P/2 to realize that the idea is not his own idea. The
Everyone within range gets a new memory of C.'s contrivance. C
idea is not a compulsion; S. may choose to ignore it. The resistance roll
may choo\e whether or not to get the new memory herself. [Range:
is not noticeable. [Range: short, Speed: after c o n e , Dur: P/5 days,
short, Speed: after c o n e , Dur: real, Resist: M.R.]
Resist: M.R.]
New Memory (Cr Me 15)
Destroc Mentador
S. has a new memory, invented by C. C. will have to be very careful
Veiled Mind (De Me 10)
to make the memory consistent with S.'s other memories, or S. may sus­
S cannot be perceived by mind-detecting spells of Power < P.
pect that it is false or wrong. The resistance roll is not noticeable.
[Range: touch, Speed: build, Dur: P/5 minutes, Resist: auto]
[Range: short, Speed: after c o n e , Dur: perm, Resist: M.R.]
Breath of Calm (De Me 10)
Plant the Nightmare (Cr Me 15)
Calms S. down; e.g., stop a rushing Orren from rushing. This only
When S. next goes to sleep, S. will have a dream, as described by C. destroys an existing emotion: S. might get frantic or angry again if the
when the spell is cast. [Range: short, Speed: after c o n e , Dur: spec, cause of the emotion persists. [Range: short, Speed: build, Dur: perm,
Resist: M.R.] Resist: M.R.]
Realm of Fear (Cr Me 20) Lost Minute (De Me 10)
Everyone C. doesn't like within P feet becomes afraid; cf. Nerve
S. loses a minute's memory, of one of the last P minutes that happened
Strike. What they do depends on them. [Range: short, Speed: build,
to him, chosen by C. [Range: short, Speed: build, Dur: perm, Resist:
Dur: P/5 minutes, Resist: M.R.]
M.R.]
The Accanaxation of the Intellect (De Me 10)
This spell leaves S.'s mind in a terrible state, filled with thoughts of
S. dying and being eaten by worms for a very short time. S. suffers
Trouble 10 on everything while the spell is active. S. may (and proba-
bly will) choose to use cley on all the resistance rolls. Note that the short, Speed: build, Dur: P/5 minutes, Resist: M.R.]
spell rarely lasts long. [Range: short, Speed: build, Dur: P/5 actions, Break the Mind (De Me 40)
Resist: until M.R. (+20)] Destroy S.'s mind completely, so long as the spell lasts. [Range: short.
Quiet Trance (De Ru Me 10) Speed: build, Dur: P/5 actions, Resist: M.R.]
S. enters a trance voluntarily, and cannot notice anything until he
leaves it. C. can decide how long the spell will last, up to P hours, or Healoc Mentador
awake S. with a snap of the fingers. [Range: touch, Speed: fast, Dur: Lucid Moment (HI Me 10)
P/5 hours, Resist: auto] S. gets a few minutes free of any minor madness that is afflicting him.
Never Mind (De Me 15) This sometimes works against other forms of magical control, espe­
S.'s mind cannot be read by mind-reading effects of Power < P. cially if the effect of the control resembles madness, but it rarely works
[Range: touch, Speed: build, Dur: P/5 minutes, Resist: auto] for more than an action or two in such cases.[Range: touch, Speed:
Eyes of the Drill of Pain (De Me 15) build, Dur: P/5 minutes, Resist: M.R.]
C.'s gaze becomes intensely painful. C. can A Rock in the Storm of Emotions (HI Me 15)
stare at one person on each action; that S. gets an extra chance to resist emotion-affecting spells currently
person will suffer Trouble d6 for as plaguing him: another magic resistance roll, at a bonus of +P. It will
long as C. stares (unless he resists also get S.'s natural emotions under S.'s control as S. desires; e.g., S.
magic), and for s6 actions afterwards; on a may choose to still be sad about the death of his mother, but no longer
botch the pain lasts until the next dawn. [Range: so overwhelmed that he cannot chase her killer. [Range: short, Speed:
short, Speed: fast, Dur: cone, Resist: M.R.'] fast, Dur: real, Resist: auto]
Fetters of Faith (De Me 20) Restore the Stolen Memory (HI Me 20)
S. loses most of his critical judgment as it per­ Memories that S. lost to spells of power < P are restored to S.
tains to facts. He must make resistance rolls to [Range: touch, Speed: build, Dur: real, Resist: auto]
avoid believing things that he is told. The ordinary save
is Wits + Will + s20 >= P/2. If S. knows a contradictory fact, he may be Kennoc Mentador
. allowed a Memory + relevant Knowledge + s20 >= P/2 as well. Empathy (Ke Me 5)
Particularly implausible lies might give S. a bonus on the resistance Discern S.'s surface emotions. [Range: short, Speed: fast, Dur: real,
roll; e.g., if someone tells S. that the scawn who just stabbed him with Resist: M.R.]
a spear is his closest friend, the gamemaster may well choose to give S. Meet the Pain (Ke Me 5)
a +10 bonus. Note that S. will tend to believe anything that anyone tells C. knows where S. feels pain, and what that pain feels like. This is
him, not just C. Even if C. has S. alone, this does not let her control useful for healers, giving +P/10 on many Medicine rolls. Be warned:
him completely; what S. does about the facts he believes is up to him. even this most innocuous and helpful use of mind magic may earn fear
S. will continue to believe these things until he happens to question and hatred. [Range: touch, Speed: fast, Dur: P/5 minutes, Resist: M.R.]
them, even after the spell is over. [Range: short, Speed: build, Dur: P/5 Is There A Mind? (Ke Me 5)
minutes, Resist: M.R.] Tell whether S has a mind or n o t [Range: short, Speed: fast, Dur:
D a r k Trance (De Ru Me 20) instant, Resist: M.R.]
S. enters a trance. His senses work, b a t h e cannot respond to any­ Weigh the Mind (Ke Me 10)
thing that does not affect him directly, and not even do that until after Get a general indication of S.'s intellect and mental state (e.g., "angry
it happens. Good if you want to rob S. while he watches. S. may roll and stupid"). [Range: short, Speed: fast, Dur: real, Resist: M.R.]
Will + MR + s20 > P to break the trance, on each action; there may be What About Me? (Ke Me 10)
situational bonuses. [Range: touch, Speed: build, Dur: P/5 minutes, Read S.'s opinion of what S. thinks he would do to C. given the
Resist: spec] chance. Note that this is not necessarily what S. would actually do.
Draught of Strong Wine (De Ru Me 20) [Range: short, Speed: build, Dur: instant, Resist: M.R.]
S. becomes confused and irrational. He may do something intention­ Who Owns You? (Ke Me 10)
al on a roll of Will + MR +s20>=P; roll every time he tries to do any­ Tells C. who, if anyone, S. considers his master (liege lord, owner,
thing. Otherwise he does stupid random things. [Range: short, Speed: superior officer, or whatever). C. may get a name, a vision of the face,
build, Dur: P/5 minutes, Resist: M.R.] or even a scent. [Range: short, Speed: fast, Dur: instant, Resist: M.R.]
M a d H o u r (De Me 25) Find the Twisting Influences (Ke Me 10)
S. goes mad for a few hours. The details are up to the gamemaster. Tell if S. is under the influence of any spells that change his memo­
The insanity gets worse at higher Power. At P=25, S. might hear voic­ ries or personality. This spell does not explain what those spells are,
es and see unnatural shapes where there really is nothing. At P=50, S. simply that they exist. [Range: short, Speed: fast, Dur: instant, Resist:
might be consumed with fury, so that he tries to kill anything that M.R]
annoys him. At P=100, S. might be overcome with despair, and fall to See the Traitor's Price (Ke Me 10)
the floor sobbing and weeping and slashing his wrists and ignoring This spell should be cast on a person who expects to take a bribe, or
everything else. [Range: short, Speed: build, Dur: P/5 hours, Resist: who has taken one. It informs C. what bribe S. expects to be given, or
hours until M.R. (+10)] might reasonably expect to be given. If S. is not usually bribable and
Ignore Me (De Me 35) is not expecting a bribe, the spell's results are unpredictable. [Range:
People in the area who fail a Magic Resistance roll won't be able to short, Speed: fast, Dur: instant, Resist: M.R.]
notice S., unless he does something specifically to them (e.g. attacking Listen to Secrets (Ke [Su] [Cr] Me 10)
them; attacking their children does not count). If they were watching S. can show C. any of his memories or thoughts. This spell doesn't
S. as the spell was cast, they forget about him. If they are looking at S., allow C. to do any snooping. S. can attempt to lie. If S. tries, S. rolls
they do not notice him, and do not realize anything strange. [Range: (Wits - (C.'s Wits) + s20). On a 20 or more, C. will see S.'s lie as if it
were an ordinary memory or thought. On a 10 or less, C. will see S.'s point. Conversations are best kept short; after a few questions the mind
attempt as an attempt to lie. On a 11-19, C. will not notice S.'s attempt becomes agitated and starts screaming nightmares that will leave C.
as such but will get the sense that S. is concealing something in that shaken for months. [Range: short, Speed: build, Dur: P/5 minutes,
general part of the conversation. With Sustenoc, it doesn't require Resist: n/a]
touch or concentration to maintain, lasts P/5 minutes, and C. and S. can His M i n d as Book Spread Wide (Ke Me 30)
converse vocally at the same time. With Creoc, the spell works in both C. can read S.'s mind in detail, asking S. questions and getting truth­
directions; C. and S. may carry on a silent mental conversation. ful answers as if S. was speaking them, and seeing pictures that S.
[Range: touch, Speed: build, Dur: cone [minutes], Resist: auto] remembers. This spell is precise and subtle; S. will notice the intrusion
Read the Mind (Ke Me 15) on a roll of Perception + Magic Resistance + s20 >= P. [Range: short,
C. may read S.'s surface thoughts somewhat clumsily: words, emo­ Speed: build, Dur: cone, Resist: M.R.]
tions, images. On a roll of (Wits + Perception + P/3 + s20>=30), S. will Humiliating Defeat of the Greedy Traitor (Ke Cr Me 35)
notice the reading even if the spell is otherwise concealed. So, the This spell imitates See the Traitor's Price (Ke Me 10) in all respects,
more powerful the mindreading, the easier it is to notice. This spell is except that it also creates the memory in S.'s mind that he has already
crude; if S. is aware of it, he can often avoid giving information away: received the bribe. In many cases this idea will be persuasive; e.g., S.
Wits + Guile + s20 >= 15 to avoid having a spur-of-the-moment lie might falsely remember putting money into his purse, or receiving sex­
noticed as a lie, for example. [Range: short, Speed: fast, Dur: P/5 ual favors. In other cases the idea will not be plausible; e.g., S. may see
actions, Resist: M.R.] that C is still wearing that metal armor. After hearing what S. wants,
Detect A Lie (Ke Me 15) C.'s player describes what S.'s new memory is, and the gamemaster
Tell if S.'s next statement is a lie - in the sense that S. is trying to judges S.'s reaction. [Range: short, Speed: fast, Dur: P/5 hours, Resist:
deceive someone by saying it. If S. saves, C. knows that S. saved but M.R.]
nothing about the statement. (This works on one statement only; the Retrieve the Soul's Memories (Ke HI Su Me Sp 150)
spell can be foiled by staying quiet long enough or saying a trivial S. remembers his past life or lives, if any. [Range: touch, Speed:
truth.) C. may roll Guile + Wits + s20>=25 to get more details, perhaps build, Dur: instant, Resist: M.R.]
learning that only two of the three clauses are true, or that it was entire­
ly true but missing a fact that S. considers important. [Range: short, Mutoc Mentador
Speed: build, Dar: P/5 minutes, Resist: M.R.] Switch the Words (Mu Me 5)
Find the Minds (Ke Me 15) C. picks two words, like "yes" and "no" (or "yes" and "squid"). The
C learns where all minds within P feet are at the instant the spell was next time S. intends to say one, he will say the other instead. He real­
cast, and gets a general indication of their emotional and mental states. izes what he said on a roll of Per + Alertness + s20>=P. [Range: short,
(e.g., "angry and stupid.") [Range: short, Speed: build, Dur: instant, Speed: build, Dur: P/5 hours, Resist: M.R.]
Resist: M.R.] Open Mind (Mu Me 10)
Silent Question (Ke Me 20) S becomes more aware of his senses. +3 on rolls for searching and
Ask S. one question mentally, and get a truthful answer as S. under­ perception; -3 on rolls to resist loud noises, distractions, and torture.
stands it. S. notices the spell on a roll of Perception +Magic Resistance [Range: short, Speed: build, Dur: P/5 minutes, Resist: M.R.]
+ s20>=P. [Range: short, Speed: build, Dur: instant, Resist: M.R.] Your New Hero (Mu Me 10)
The Instant Interview (Ke Me 20) S. respects C. in some way of C.'s choice, as a hero, saint, lord, or the
C. gets a brief (20-30 word) description of S.'s character or intentions, like. S. will treat C. appropriately. S. may obey orders or suggestions
as from S.'s most honest self-assessment. Bonstables and other people if they are phrased right and presented suitably; but S. has free will in
who habitually lie to themselves will lie to this spell. [Range: short, the matter. (Despite the name, the spell does not make S. regard C. as
Speed: build, Dur: instant, Resist: M.R.] his particular hero or lord, just a hero or lord. How S. reacts to heroes
Truthspeaking (Ke Me 25) or lords is up to S.) [Range: short, Speed: build, Dur: P/5 hours, Resist:
Attempt to tell if S. is telling the truth. S. gets a Guile + Faith + s20 M.R.]
>= P roll to present a lie as a truth (or a truth as a lie); this is not a Magic J u s t Some Scum (Mu Me 10)
Resistance roll and cannot easily be improved. If this roll fails, C. S. regards C. as worthless or unimportant in some way of C.'s choice;
knows what S. is attempting. C. may attempt to get more information, as a weakling, coward, lout, or whatever. S will treat C. as such.
as from Detect A LiefRange: touch, Speed: build, Dur: P/5 minutes, [Range: short, Speed: build, Dur: P/5 hours, Resist: M.R.]
Resist: M.R.] Cool Adventurer (Mu HI Me 10)
Vise of Truth (Ke Cr Me 25) S. won't be easily confused or perplexed by events; he will respond
Each time S. lies within the first P/5 minutes of the spell, he experi­ coolly, as if had a long time to think about his actions. (The gamemas­
ences pain, as Itchy 3 poison, but with no upper limit. The pain accu­ ter gives the player time to think if necessary. There is no other advan­
mulates as S. continues to lie for the P/5 minutes of the spell. The pain tage.) [Range: short, Speed: fast, Dur: P/5 minutes, Resist: auto]
dissipates at one point of Trouble per hour. S. may roll Will + Stamina Twist Memories (Mu Me 15)
+ s20>=P to avoid giving visible sign of the pain. [Range: touch, Speed: Change details of one of S.'s memories, e.g., to say that Duke
build, Dur: spec, Resist: M.R.] Prozaggio, not C , threw S. off the balcony. [Range: short, Speed:
Question the Flopping Ghost (Ke Ru Me 25) build, Dur: perm, Resist: M.R.]
C. may speak to the mind of someone who has died within the last P The W r o n g Target (Mu Me 15)
hours. The mind has no personality left, and exists in a state of sheer S.'s next targeted action (and only one action) will target a person or
apathy. The Ruloc component of this spell is required to get the mind thing chosen by C. when C. casts the spell. On a Perception + Magic
to reply at all. It will rarely lie (perhaps 5% of the time), and when it Analysis + s20 >= 20 roll, S. knows that the spell is on him; on a
does it rarely bothers to tell a creative lie. It will frequently speak non­ Perception + Magic Analysis+s20>=30 roll, he knows who the target is.
sense (perhaps 20% of the time), though perhaps nonsense with some [Range: short, Speed: build, Dur: P/5 hours, Resist: M.R.]
The Leash of Infinity (Mu Me 15) Sensible Thing To Do (Ru Me 10)
Cast this on an animal (or a person), and set him free. Unless he C. gives S. a suggestion about something to do. If the suggestion is
makes a concerted effort and the Magic Resistance roll, he will wander one of the things S. would reasonably consider doing, and S. does not
back and arrive at the place where the spell was cast on him around resist the spell, S. will do it for at least an action. If S. does not con­
sunout. As a side effect, S. is always aware of the direction of that sider it sensible, S. will not do it. A typical use of this spell is to com­
place while the spell is in effect. Originally a wherriwheffle spell. pel an enemy warrior to fight defensively. [Range: short, Speed: fast,
[Range: short, Speed: build, Dur: one day, Resist: M.R.] Dur: P/5 minutes, Resist: M.R.]
New Old Friend (Mu Me 20) Song of Courage (Ru Me 15)
S. considers C. a new but dear friend. Exactly what this entails P/5 S.'s don't feel fear (except fear caused by a spell of Power >=
depends on S.; a few people are in the habit of betraying their dear P+slO). [Range: short, Speed: fast, Dur: P/5 hours, Resist: M.R.]
friends (e.g., for some higher goal). S.'s opinions about C.'s associates, Songbird in the Invisible Cage (Ru Me 15)
and so on do not change. [Range: short, Speed: build, Dur: P/5 hours, This spell lets C. command a small bird of animal intelligence, giv­
Resist: M.R.] ing it three orders. The songbird will obey to the best of his mental and
Orren Opinion (Mu Me 20) physical ability - so long as he isn't about to be killed. [Range: medi­
Modify one of S.'s opinions temporarily. C. must concentrate to um, Speed: build, Dur: P/5 minutes, Resist: M.R.]
describe what the spell does: first to specify the opinion being changed, Quick Nap ( R u M e 15)
second to specify the new opinion. If S. does not hold the first opinion, S. goes to sleep. He can be awakened normally. (Indeed, if S. is
his mind will not be changed. S. does remember holding the previous standing up when the spell is cast, falling down will wake him up.)
opinion (if he thinks about it). [Range: short, Speed: after c o n e , Dur: [Range: short, Speed: build, Dur: instant, Resist: M.R.]
P/5 hours, Resist: M.R.] Resounding Echo of Shared Pain (Ru Mu Me 15)
Wave of Scorn (Mu Me 20) Whenever S. hurts C , S. feels the pain of the injury, greatly ampli­
Everyone within P yards who does not resist this spell will scom C , fied. A typical wound for D damage requires S. to make a resistance
as with Just Some Scum. [Range: short, Speed: build, Dur: P/5 hours, roll, Will + Stamina + s20>=D + P/3 + s20, or be stunned and unable
Resist: M.R.] to act for d4 actions; botching the roll means d4 hours. Note that a sin­
False Thoughts (Mu Cr Me [Sp] 20) gle S. must be chosen when the spell is cast, and that S. can avoid the
All attempts to read S.'s mindNencounter a planned false thought. spell by simply not causing C. any pain. [Range: short, Speed: fast,
Without Spiridor, it's always the same specific thought (e.g., "is it the Dur: P/5 minutes, Resist: M.R.]
end of my shift yet? I wanna see my boyfriend!"). With Spiridor, the Strength of Madness (Ru Mu Su Me Co 15)
thought will be suited to the circumstances but will be different than Give S. an effective +(P/20) (maximum of +9) on Strength, partially
S.'s. The false thoughts can be pierced by mind-reading spells of power by strengthening his body, partially by making him wilder and less con­
>= P+4sl0. The false thought also protects somewhat against mind- cerned with injuring himself. Typical chance of some kind of strain or
control, giving S. +P/5 on resistance rolls. [Range: short, Speed: build, other injury is 1/6 over the course of the spell; injuries won't show up
Dur: P/5 hours, Resist: M.R.] until the end. S.'s equipment might get broken as well. [Range: touch,
Strange Truth (Mu Me 25) Speed: fast, Dur: P/5 minutes, Resist: auto]
Rewrite one of S.'s memories entirely. [Range: short, Speed: after Stupid Thing To Do (Ru Me 25)
cone, Dur: perm, Resist: M.R.] C. may give S. a suggestion about something to do, and S. will do it
Wave of Admiration (Mu Me 20) for at least an action. If it is heinous or suicidal, S. may add +s20 to
Everyone within P /yards must save or admire C. for hours, as with MR. If it is halfway reasonable, S. may continue doing it for some
Your New Hero. [Range: short, Speed: build, Dur: P/5 hours, Resist: time. [Range: short, Speed: build, Dur: P/5 minutes, Resist: M.R.]
M.R] Long Sleep (Ru Me 25)
Head in the Belly (Mu Me Co 35) S. sleeps for a few hours and is very hard to waken by anything but
Move the place where S.'s mind and body are connected. The junc­ strong magic. [Range: short, Speed: build, Dur: P/5 hours, Resist:
ture is ordinarily in the brain; with this spell, it can be any limb or inter­ M.R.]
nal organ. So, destruction of the brain is not automatically fatal while Puppet Will (Ru Me 30)
under this spell, but destruction of the new location is. The new con­ C. controls S.'s mind while C concentrates. S. will do whatever C.
nection between mind and body is not as close as the proper one; S. wills him to do. Each d6 of S.'s actions, S. is allowed another Magic
experiences Trouble 3. [Range: short, Speed: build, Dur: P/5 days, Resistance roll to break free. C. must be able to see S. while the spell
Resist: M.R.] is active. [Range: short, Speed: build, Dur: cone, Resist: M.R.]
Wave of Dread (Ru Cr Me 30)
Ruloc Mentador Everyone that C. doesn't like within P feet must save or flee in terror
Kiss of Sleep (Ru Me 5) for P/5+s6 actions. [Range: short, Speed: build, Dur: P/5 hours, Resist:
This spell puts a willing S. to sleep. The sleep is natural sleep in all M.R.]
respects. [Range: touch, Speed: build, Dur: instant, Resist: auto] The Wizard Awake For Weeks (Ru Su Me 30)
The Pain Locked in its Coffin (Ru De Me Co 10) S. stays awake and moderately alert for P hours from the time the
Hides the pain of injuries, allowing S. to use injured limbs freely, spell was cast, unless forced to sleep by magic. Unlike the weaker spell
reducing their Trouble to nothing until the spell is over. Each action Never Doze, each cast of this spell has its full effect; you can use this
that S. uses an injured limb, he should roll a d l 2 . On a roll of 1, that spell to stay awake indefinitely. Most people will suffer unpleasant
injury gets d3 Trouble worse. S. might not even realize how badly he mental effects after being awake for a few days, though. [Range: touch,
is ruining his body until the spell is over. [Range: short, Speed: fast, Speed: build, Dur: P/5 hours, Resist: M.R.]
Dur: P/5 actions, Resist: easy]
Marching Orders (Ru Me 35) Wet clothing or fur adds +1 to Soak. Being completely immersed in
C. gives S. one order; S. does it. S. may get extra resistance rolls if water adds +5 to Soak. Heavy wool blankets add +2, but occasionally
the order takes S. into serious danger or violates S.'s essential person­ catch fire. A suitable counterspell (water creation at the right time, say)
ality. [Range: short, Speed: build, Dur: P/5 days, Resist: M.R.] will add up to (counterspell's Power/10) to Soak; less suitable counter­
The New Slave (Ru Me [Sp] 50) spells add less. [Range: short, Speed: build, Dur: real, Resist: M.R.
S. is under C.'s complete mental control, and will do anything that C. half]
mentally orders him to. With Spiridor, the control is mindful - C. does­ Light the Stove (Cr Py 5)
n't even have to give the orders; S. will know what C. wants and does Ignites a few logs, burning them to cooking-heat coals in a few min­
it. Primes consider this one of the most evil spells on the World Tree. utes. [Range: short, Speed: build, Dur: real, Resist: n/a]
[Range: short, Speed: build, Dur: P/5 hours, Resist: M.R.] Wizard's Secret Candle (Cr Py [Sp] 5)
Create a modest little light, as bright as a (40+P)-watt bulb terrestri­
Sustenoc Mentador ally. With Spiridor, it will move around as C. desires. [Range: short,
Never Doze (Su Me 5) Speed: build, Dur: P/5 minutes, Resist: n/a]
S. stays awake and moderately alert, unless forced to sleep by magic. Flokin's Incandescent Kiss (Cr Py 10)
This spell maxes rather than adds. [Range: touch, Speed: build, Dur: C. may kiss someone on the lips, and blast them with fire: P/5+3s6
P/5 hours, Resist: M.R.] fire damage to them. C. will be caught in the blast, taking P/5+s6-Soak
Too Good A Memory (Su Me 10) fire damage herself. The spell is cast upon C , though S. gets a Magic
S. can remember the current scene, from P minutes before the spell Resistance roll too. If C. doesn't kiss someone within the P/5 actions
was cast to P minutes after it, perfectly iif every detail. It has the side that of the spell, she will be blasted with the P/5+3s6 fire damage her­
effect that S. will dream it, or even daydream about it, for the rest of his self. (Flokin claims never to have done this to anyone, at least inten­
life. Dispelling it will make S. forget that time completely. Students tionally.) [Range: self, Speed: build, Dur: P/5 actions, Resist: M.R.
should only use this for studying under the most desperate of circum­ half]
stances. (The safe variant Good Memory does not supply perfection; it Fire Rose (Cr Py 10)
simply gives a P/5 bonus on Memory rolls for events in that time.) A Fire Flower variant that is a bit harder to resist with Magic
[Range: touch, Speed: fast, Dur: perm, Resist: easy] Resistance. As with most Fire Flower variants, it does (P/5+s6-Soak)
Horrid Obsession (Su Me 20) damage; however, the resistance roll against it is made at -5. The spell's
Make S.'s thoughts repeat in a tight cycle. S. repeats the last thought actual name is a flower with an intense grating smell. [Range: short,
he thought, and if at all possible the last action he took, over and over Speed: build, Dur: instant, Resist: MR - 5 for half]
until he can shake the spell. [Range: short, Speed: build, Dur: P/5 Fire Splash (Cr Py 10)
actions, Resist: until M.R. (+10)] A cloud of fire appears around S., pouring outward. This does the
Citadel Within Myself (Su Me 30) usual Fire Flower damage to S., P/5+s6-Soak, but does s6-Soak to
C. constantly resists mind control. If C. is under any Mentador spell, everyone within five feet of S. Everyone gets a resistance roll for half
C. gets an extra Magic Resistance roll at +2s20 (cumulative for each damage. [Range: short, Speed: build, Dur: instant, Resist: M.R. half]
action), to break that'spell. [Range: short, Speed: fast, Dur: P/5 hours, Light of Day (Cr Py 10)
Resist: n/a] Makes a very bright light., as bright as daylight. The light appears
as a barely-tangible globe in C.'s hands, which C. may stick on an
object. [Range: medium, Speed: build, Dur: P/5 hours, Resist: n/a]
PYRADOR Collar of Flame (Cr Ru Su Py [Sp] 10)
Creoc Pyrador Puts a collar of fire around S.'s neck. The collar is initially harmless.
Fire Dart (Cr Py 5) At a word from C , it will blossom into a Fire Flower. With Spiridor,
Shoots a flaming blast from C.'s pointing finger (or paw or whatev­ the collar will explode mindfully. This spell is for intimidation, not
er). The dart has a greater range than Fire Flower, but it might miss. fighting. [Range: short, Speed: build, Dur: P/5 minutes, Resist: M.R.]
The spell has Attack Base = Perception + Finesse + P/3. It has Base Steam Wind (Cr [Su] Py Aq 10)
Damage = P/5+s6 and Damage Increment = 3, but does half damage if Create a cloud of steam around C , doing P/10 damage to C. and to
S. resists. [Range: medium, Speed: build, Dur: real, Resist: M.R. half] everyone nearby C. The cloud of steam can be up to P/2 feet in radius.
Fire Fan (Cr Py 5) Everyone but C. gets a Magic Resistance roll for half damage; C. takes
Creates a flat shape of fire six full damage. [Range: short, Speed: build, Dur: 1 action [P/10 actions],
feet long in C.'s hand, which Resist: M.R. half]
C. may wave around. It can Slow-Burning Spear (Cr Su Py Hr 10)
scorch many enemies, but Set a spear on fire. It does P/10 (but maximum of 5) points extra
not badly: Damage Total = damage. After 20+d20 actions it will suddenly collapse into ashes.
P/10-Soak. Mainly effec­ The fires do not burn the spear's wielder. [Range: touch, Speed: build,
tive on insects and mice. Dur: 20+s20 actions, Resist: n/a]
[Range: short, Speed: build, Fire Bees (Cr Py Sp 10)
Dur: 1 action, Resist: M.R. Creates P/4 fire elementals in the form of burning bees, who will
half] sting and burn C.'s enemies. Each fire bee dies after it stings success­
Fire Flower (Cr Py 5) fully. The bees have Attack Base = P/2, Damage Base = P/10, Damage
The basic fire attack spell. Fire blos­ Increment = 2, Defense Base = 15, Soak = 0, Life = P/10, MR = P/4.
soms briefly around S., doing P/5+s6-Soak Fire bees are fighty; they will attack other elementals or ordinary bees
damage, or half of that if S. succeeds in a Magic Resistance roll. There even if C. orders them to do otherwise. The bees from a single casting
are many ways of protecting against this spell, none of them perfect. of the spell act like a single swarm; they will attack fire bees from other
castings of the spell first. (But see Fire Oueen.t [Range: short, Speed: Lava Serpent (Cr Mu Ru Py Du Sp 25)
build, Dur: P/5 minutes, Resist: n/a] / Create a large snake made of burning, living rock. Attack Base =
Spark Storm (Cr Py 15) 20+Finesse+P/3, Damage Base = P/5, Damage Increment = 5, Defense
A 60° x P foot cone of very nasty sparks, which do P/10+d4-Soak Base = 10, Soak = 10, Life = P, MR = P/2, Combat Stance Base =
damage to everyone in the cone. The sparks have a bit of vicious intel­ Finesse. The snake will fight a single victim only (except that they will
ligence, and specifically attack people and large animals; they usually attack other conjured creatures instead of the intended target); if it can­
leave harmless plants and small animals alone. [Range: short, Speed: not see that victim for any length of time, it will curl up and die.
build, Dur: instant, Resist: M.R. half] [Range: short, Speed: build, Dur: attend, Resist: M.R.]
Swift-Burning Spear (Cr Py 15) Swift Fire Flower (Cr Py Te 25)
Sets a spear on fire, a bright fierce fire which does P/5 points extra A fast Fire Flower spell; some clever use of Tempador makes this
damage (in addition to the spear's ordinary damage). After 2+d4 take effect instantly, rather than smoldering and building for an action.
actions the flames are at the wielder's hands, and he must toss it away Damage is the standard (P/5+s6-Soak). [Range: short, Speed: fast, Dur:
or take P/5- Soak damage per action himself. After seven actions the instant, Resist: M.R. half]
spear bums away completely. This spell does not work on magical Phoenix Egg (Cr Py 30)
weapons. [Range: touch, Speed: build, Dur: 7 actions, Resist: (M.R.)] The classic fireball. C. makes a little glowing ball and tosses it.
A Handful of Fire (Cr Su Py Co 15) There's a big explosion, and everything within P feet of the place it
C.'s hand (or forepaw) bursts into flame. C. can hold the fire as long lands takes P/5+s6-Soak fire damage. Missing or dropping the ball is
as she wants; the Sustenoc Corpador side of the spell protects her from a bad idea. C. can hold the ball rather than tossing it immediately, but
it. It bums other thirigs normally. People she touches with it take (s8- it loses d6 power each action that she holds it. [Range: medium, Speed:
Soak) damage from the fire. She can throw the fire, making a Thrown build, Dur: instant, Resist: M.R. half]
Weapons attack roll and doing P/5+s6-Soak damage if it hits. The spell Wall o f F i r e ( C r P y 3 0 )
lasts until C. throws it, dismisses it, or is knocked out. This isn't a ter­ A paper-thin wall of intensely hot flame, up to P feet high and P
ribly effective spell in power, but it looks impressive; fire mages often yards long, in a simple shape. Those who pass through the wall take
use it to show that they are fire mages and therefore dangerous. [Range: (P/3+s6-Soak) points of fire damage. The spell is strictly defensive; it
short, Speed: fast, Dur: spec, Resist: M.R. half] refuses to be cast on anyone, which reduces its popularity among
Flaming Sword (Cr Su Py Du 15) Pyrador mages. [Range: short, Speed: build, Dur: P/5 minutes, Resist:
Set a metal sword ablaze, so that it does +P/5 damage on each hit. M.R. half]
After 2d4 of the wielder's actions, the weapon will be hot enough to do
P/5-(Hand Soak) damage each action to its wielder. [Range: short,
Speed: build, Dur: P/5 minutes, Resist: M.R.]
Toast the Sneaky Thief (Cr Py Lo 15)
Blast someone with fire, through an arcane connection, for the typi­
cal (P/5+s6-Soak) damage. Good when someone has stolen one of
your two identical candlesticks. [Range: conn, Speed: build, Dur:
instant, Resist: M.R. half]
Fire Everywhere (Cr Py 20)
Blasts everyone in a 5-foot radius sphere with fire, doing (P/5+s6- Secret Fire G a r d e n (Cr De Py II 30)
Soak) damage. C. must make a Perception + Finesse + s20 roll, typi­ Blast S. with fire, giving him few clues that the blast is building.
cally >= 10, to center the sphere at the right place. [Range: medium, This spell cannot be perceived with ordinary magic sense, and shows
Speed: buildt Dur: instant, Resist: M.R. half] no physical signs that it is building. It's almost as good as a Swift Fire
Eternal Flahie (Cr [Su] Py 20) Flower, and more complicated; but more mages are expert at Destroc
Makes a small campfire that bums for hours (or forever, with and Illusidor than Tempador. The damage, of course, is (P/5+s6-
Sustenoc) without fuel or air. [Range: short, Speed: build, Dur: P/5 Soak). [Range: short, Speed: build, Dur: instant, Resist: M.R. half)
hours, Resist: none] Angry Dragon (Cr [Su] Py Sp 30)
Battle Brand (Cr Ru Py 20) Creates a cloud of dense coiling fire which tries to incinerate C.'s
Creates a 2-foot diameter flare of fire, which C. may maintain and enemies. On each action it strikes with Attack Base = P/2+Finesse,
strike with repeatedly by concentrating, anywhere within P feet. The Damage Base = P/4, Damage Increment = s6, Defense Base = 20, Soak
Brand hits with Attack Base = Perception + Finesse + P/3, Damage = 2. Life = P, MR = P/2, Combat Stance Base = Finesse. With
Base = P/5+s6, and Damage Increment = 3. [Range: short, Speed: Sustenoc, it has Life = 2P, MR = P. The Angrv Dragon is living, but
build, Dur: cone, Resist: M.R. half] not mindful. Under the best circumstances, C. has a moderate degree
Big Boom (Cr Py 25) of control over it: she can tell it who to attack, and usually restrain it
A favorite of fire mages: a big extra-powerful Fire Flower, doing from attacking anyone if the fight is over. If there are other mindful or
(P/3+s6-Soak) damage to one victim. This spell is very loud. [Range: living spells, or elementals, in the area (especially other Pyrador ones)
short, Speed: build, Dur: instant, Resist: M.R. half] the Angry Dragon will attack them regardless of what C. wants.
Round Scalpel of Fire (Cr Py 25) [Range: short, Speed: build, Dur: attend, Resist: n/a]
Blasts everyone in a sphere with fire, doing (P/5+s6-Soak) damage. Fire Queen (Cr Ru Py Sp 30)
The sphere can have a radius between 1 and 6+(P/10) feet, as C. wish­ Like Fire Bees, except that it also creates a queen fire bee, which
es. The sphere will appear exactly where C. wishes. [Range: medium, does not die when it attacks. Ordinary fire bees will serve the queen -
Speed: build, Dur: instant, Resist: M.R. half] even fire bees from other castings of the spell (by C. or by other peo­
ple). Two fire queens will fight each other bitterly. [Range: short,
Speed: build, Dur: P/5 minutes, Resist: n/a]
Cresting Wave of Fire (Cr Py 40) is that S. gains a Soak of +P against fire. Nothing is cumulative with
A wave of fire moves out from C, in an arc (anything from a narrow this spell - not even Zi Ri innate resistance to fire - because it already
5° arc to a full 360° circle), moving at running speed. It does (P/5+s6- uses all major fire-protection techniques. [Range: short, Speed: fast,
Soak) damage to everyone it touches. [Range: short, Speed: build, Dur: Dur: P/5 actions. Resist: auto]
P/5 actions, Resist: M.R. for half]
Shining Salamander (Cr Py Sp 45) Healoc Pyrador
Creates a mindful fire elemental, in the shape of a lizard-tiger. The Phoenix from the Ashes (HI Py 15)
salamander is a good fighter: Attack Base = Finesse+P/2, Damage Base Recreate a recently-extinguished fire, just as if it had not been extin­
= P/4, Damage Increment = s6, Defense Base = 20+P/4, Soak = 5, Life guished. It can even recreate extinguished fire spells (e.g., an Angry
= P, MR = P/2, Combat Stance Base = 10+Finesse. It enjoys a fight as Dragon that has been dispelled) of up to 3P Power, though they lose 2s6
much as an Angry Dragon, but it is mindful and will not fight other ele­ points of Power when recreated. TRange: medium, Speed: fast, Dur:
mentals unless C. wishes it to. [Range: short, Speed: build, Dur: attend, real, Resist: n/a]
Resist: n/a]
Grand Inferno (Cr Py 60) Kennoc Pyrador
Everything within P yards of C. bums. Flammable things (including Follow the Candle (Ke Py 5)
most Herbador products, such as the ground) catch fire and keep bum-' C. touches a flame at the start of the spell, (ouch) As long as the spell
ing after the spell is over. Damage is (P/3+s6-Soak) per action of the runs, C. knows the direction and distance to the flame, if it is within
spell, plus natural fire damage afterwards. This spell does not protect 100P feet. (Similar spells with other arts are more complex; fire wants
C. from the inferno, though most people who can cast it can protect to be seen) [Range: long, Speed: build, Dur: P/5 minutes, Resist: n/a]
themselves. [Range: P yards, Speed: build, Dur: cone, Resist: none] Find the Fire (Ke Py 10)
C. knows the locations of all fires, even sparks, within P feet of her­
Destroc Pyrador self. [Range: short, Speed: fast, Dur: P/5 minutes, Resist: n/a]
Extinguish the Fire (De Py 5) Tale of the Ashes (Ke Py 20)
This spell puts natural fires out. It doesn't work on spell-created or See what the ashes C. touches used to be, and what happened when
spell-enhanced fires. P=5 is enough to extinguish a candle, P=10 a they were burned. C. can see the entire scene of the burning. [Range:
torch, P=15 a campfire, P=20 a large campfire, P=40 a burning shed, touch, Speed: build, Dur: instant, Resist: n/a]
P=100 a burning house. Maxes rather than adds. [Range: short, Speed:
build, Dur: real, Resist: n/a] Mutoc Pyrador
Darkness (De Py 10) Magnify the Flame (Mu Py 5)
Make it dark as night nearby. [Range: short, Speed: fast, Dur: P/5 Make a normal fire (20P)% larger and somewhat hotter, but does not
minutes, Resist: n/a] change how quickly it consumes fuel. No effect on magical fires.
Winter Wind (De Py Ai 15) [Range: short, Speed: build, Dur: real, Resist: n/a]
Make a gust of very cold wind, 60° x 10P feet from caster. Does Fire Fountain (Mu Py 10)
3+P/10 damage (no soak) damage to everyone who it touches. It kills M a k e a n ordinary fire flare up into a pillar of flame, P feet tall. At
many plants, though most insects will recover. [Range: medium, Speed: C.'s opfjon it gets sparks everywhere. It is used mainly for signaling.
build, Dur: instant, Resist: M.R. half] [Range: medium, Speed: fast, Dur: P/5 minutes, Resist: n/a]
Daggers of Your Own Blood (De Py Co 20) Fire Shape (Mu Ru Py 10)
Freeze some of S.'s blood into sharp blades of red ice, which pierce A fire flares up and belches out a fireball, which shapes itself into
his skin from the inside. It is terrifying and agonizing: Trouble 2 for a some simple animal shape (usually a bird). The shape flies around a bit
few minutes for people who aren't mentally prepared for it, or more if while C. concentrates. As a weapon it does (P/5-Soak) damage, has
S. is terrified. The spikes melt quickly. The damage is unimpressive: Damage Increment = 1, and has Attack Base =
P/5+d3. It's not actually a very dangerous spell - there, a r e r a r better Perception+Finesse+P/5: mediocre by Pyrador standards. This is most­
ways for a Destroc Corpador mage to kill someone - but it is scary. ly an entertainment spell. [Range: medium, Speed: build, Dur: cone,
[Range: medium, Speed: build, Dur: real, Resist: M.R.] Resist: n/a]
Cloak of a Frosty Night (De Su Py 25) Candle Sword (Mu Su Py 10)
Wraps S. in icy darkness. S. suffers Trouble 5: 2 from the cold and 3 Stretches a candle's flame out to four feet long and makes it some­
from the darkness. The Cloak protects against fire, reducing fire dam­ what solid. It may be wielded as if it were an edged or fencing weapon.
age by P/20+2s6. [Range: touch, Speed: fast, Dur: P/5 minutes, Resist: It has Damage Base = P/10 (maximum of 6) and Damage Increment =
M.R] 3, making it somewhat inferior to an actual metal sword. [Range:
Save the Burning City (De Py 30) short, Speed: fast, Dur: P/5 minutes, Resist: n/a]
Extinguish all natural fires within the spell's range. [Range: medium, Bonfire Scythe (Mu Py 15)
Speed: build, Dur: real, Resist: none] Causes a brightly-burning bonfire to flare up and around. Anyone
Under the Unreal Lake (De Py 40) within 10+P/4 feet of the bonfire takes P/5+s6-Soak. Anyone actually
No fire may bum within P feet of the place the spell was cast, save inside the bonfire takes P/3+2s6-Soak. The bonfire will be left almost
magical fires of power >= P. [Range: short, Speed: build, Dur: P/5 extinguished, and take d6 actions to regain its former strength. [Range:
hours, Resist: M.R.] short, Speed: build, Dur: real, Resist: n/a]
Fur of Soaked Iron (De Su Mu Cr Py Co Aq Du 40) Pyrotechnics (Mu Py II 15)
A very complicated fireproofing spell that protects S. from fire in Make a fire bum strange colors, make weird noises, smoke in odd
many ways. S.'s fur (or whatever) becomes as iron to fire, and great shapes, and so on. Most of these tricks require C.'s attention; the sim­
floods of water wash over it when fire draws near; and S. is toughened plest (like changing colors) do not. Entertainers often use this spell.
to resist fire, and surrounded by an aura that reduces fire. The net effect [Range: short, Speed: fast, Dur: attend, Resist: n/a]
Flaming Cage (Mu Py 20) short, Speed: build, Dur: P/5 hours, Resist: none]
Sculpt a fire into a cage around S., who should be at most P feet from
the fire initially. The spell does P/3+2s6-Soak damage to S. if he tries Sustenoc Pyrador
to leave. The spell does not hurt him while he is inside the cage. Feed the Fire (Su Py 5)
[Range: short, Speed: build, Dur: P/5 hours, Resist: none] A normal fire burns (30P)% longer than it would otherwise, given its
Fire Kitten (Mu Su Py Sp [Ai] 20) current fuel. [Range: short, Speed: fast, Dur: spec, Resist: n/a]
Turn an existing fire into a small fire elemental, who will try to bum Lingering Light (Su Py 10)
and destroy things - starting with what C. asks for, but not necessarily Cast this in an illuminated place. The place will stay illuminated (bar­
ending there. The elemental looks like a large housecat made of fire; ring magic), even if the light source is removed, for P/5 hours. [Range:
with Airador, it has wings and can fly. Attack Base = P/2+10, Damage short, Speed: fast, Dur: P/5 hours, Resist: n/a]
Base = 10+P/5, Damage Increment = s6, Defense Base = P/2, Soak =
0 . Life = P, MR = P, Combat Stance Base = Finesse. SPIRIDOR
Its touch sets most flammable things on fire. It is somewhat intelli­ Creoc Spiridor
gent, but not mindful. It will happily kill and bum thing that C. asks it Make the Spell Mindful (Cr Mu Sp Ma 10)
to - but once it's finished with them, it will start destroying other things. Make a spell that could have been mindful but wasn't cast that way,
C. may order it to sit still; it will obey that order for d6 actions, and then mindful, so long as its power is at most P. [Range: short, Speed: fast,
sneak around and try to destroy something. The kitten's personality is Dur: real, Resist: n/a]
based to some extent on the fire. Pine-fire kittens are especially quick
and playful; oak-fire kittens are more dignified. Kittens from entirely Destroc Spiridor
magical fires are insane and uncontrollable. If the fire has not been Cut the Spirit (De Sp 5)
burning for at least ten minutes before the spell was cast, the fire kit­ Inflicts P/5 damage on S. This damages S.'s life force directly, not his
ten's eyes will not be open, and it will have Attack Base = 10 and body. Damage done by this spell heals at one point per day. Healoc
Defense Base = 10. [Range: short, Speed: build, Dur: P/5 minutes, Corpador spells cannot heal it, though the equivalent Healoc Spiridor
Resist: n/a] spells can. This spell maxes rather than adds, limiting its usefulness as
Gnarn and Flokin (Mu Py Ma 25) a weapon. [Range: short, Speed: build, Dur: real, Resist: M.R.]
Increases the force of a fire spell that is building, add (P/25)s6 to its Mindless Spell (De Sp 15)
damage (if it is a quick intense attack like Fire Flower), or P/25 to its Make an intelligent (e.g., mindful) spell of power less than P no
damage (if it can deal that damage repeatedly, as Fire Kitten). [Range: longer intelligent or mindful. The target spell becomes an idiot, typi­
short, Speed: fast, Dur: real, Resist: n/a] cally repeating one action over and over again. This works nicely on
/ created elementals and other created or animated things. [Range: medi­
Ruloc Pyrador um, Speed: build, Dur: real, Resist: none]
Invisible Pot Holder (Ru Py 5) Shatter the Triune Being (De Ru Sp Co Me 40)
S.'s hands (or two other body parts) can endure normal fires and Violently separates S.'s body, mind, and spirit. This kills S. beyond
extreme heat, to the point of taking a hot casserole out of an oven, with­ healing, though spells like Spirit Tether may make him resurrectable.
out pain or damage [Range: short, Speed: fast, Dur: P/5 minutes, Resist: [Range: short, Speed: fast, Dur: real, Resist: M.R.]
n/a]
Leaping Flames (Ru Py Sp 10) Healoc Spiridor
Animates a bonfire to do C.'s bidding. The bonfire can last for three Spirit Reunion (HI Sp 20)
actions away from its fuel. It is not a great weapon. Attack Base = Restores S. to life, if S. has not been dead more than 2d6 minutes, and
10+Finesse, Damage Base = 4, Damage Increment = 2, Defense Base if S.'s body has been healed to be at least Incapacitated. S. will suffer
= 0, Soak = 0. Life = 5, MR = P/2. It waddles around at about half walk­ Trouble for several days, as from any resurrection. [Range: touch,
ing speed. It is mindful if O started the fire herself; otherwise, it will Speed: build, Dur: real, Resist: none]
obey one of C.'s instructions, and not that well. [Range: short, Speed:
build, Dur: attend, Resist: n/a] Kennoc Spiridor
Exchange the Heats (Ru Py 15) Check for Life (Ke Sp 5)
Exchanges the heats of two objects. For example, if the sword is red- Tell if S. is alive. [Range: short, Speed: fast, Dur: instant, Resist:
hot at 600 degrees and the log is room-temperature at 70, the log could M.R]
be made red-hot at 600 degrees (probably bursting into flame) and the Is the Spell Mindful? (Ke Sp 10)
sword be made room-temperature at 70. The objects must be similar Find out if a spell is mindful. [Range: short, Speed: fast, Dur: instant,
sizes (at most P % different), and at most P/5 feet apart. If either object Resist: n/a]
(or its wielder, as appropriate) succeeds in a Magic Resistance roll, the Magerium in the Daylight (Ke Sp Me 10)
spell fails. Note that this exchanges temperatures (as opposed to C. has an easier time examining S.'s magerium with ordinary magic
"amounts of heat", a terrestrial concept which does not apply on the sense. Add P/5 to all such rolls. [Range: short, Speed: fast, Dur: P/5
World Tree): the log will be at 600 degrees, even if it is heavier than the minutes, Resist: M.R.]
sword. [Range: short, Speed: fast, Dur: real, Resist: M.R.] Measure the Life-Force (Ke Sp 20)
Bonfire Well (Ru Mu Su Py 20) C. may accurately measure the degree of vitality of a creature. The
C enchants a bonfire, making it into a "well" from which she may game mechanic is, C.'s player is told how many Life Points S. has, total
scoop and throw bolts of fire. The well is very deep, and will not soon and remaining, and how many hidden wounds and the like. The actual
run out of fire. C. may throw one firebolt each action, with Attack Base spell gives a more detailed answer. [Range: short, Speed: fast, Dur:
= Perception + Finesse + P, Damage = 5, and Damage Increment = s6. instant, Resist: M . R ]
The firebolts are missiles, not spells, and throwing one is fast. [Range:
Find the Hidden Monsters (Ke [Su] Sp 20) Sustenoc Spiridor
C. becomes aware of all the creatures and spells and such with spir­ Triune Armor (Su Mu Sp Co Me 20)
its within P feet of herself. She knows where they were when the spell Holds S.'s mind, body, and spirit together more tightly than usual.
was cast, and roughly how powerful they are. With Sustenoc, she is This gives S. P/3 temporary hit points. Can only be safely used once
continually aware of their positions and powers for a few minutes. per day. [Range: short, Speed: build, Dur: P/5 minutes, Resist: none]
[Range: short, Speed: fast, Dur: instant [P/5 minutes], Resist: none]
TEMPADOR
Ruloc Spiridor Creoc Tempador
Vengeance Upon the Biting Bug (Ru Sp Co Me 10) Pause to Think (Cr Te 5)
Split S.'s mind, body, and spirit, killing S. in a way that only very C. has 2P extra seconds to reflect on what to do. C. can't do anything
strong spells will have a chance of resurrecting him. This spell doesn't but think during that time. (In play, give C.'s player 10P seconds to
work on anything with any significant degree of vitality: Will or think and talk to the gamemaster.) [Range: self, Speed: fast, Dur: 2P
Stamina of -2 or more, or Life Base of 2 or more, is enough to render seconds, Resist: n/a]
S. immune to the spell. [Range: short, Speed: build, Dur: perm, Resist: Quick Instant (Cr Te 10)
M.R.] S. gets an extra action; see page 148. He draws an initiative, and acts
Spirit Tether ( R u S p 15) bn^hat initiative as well as his ordinary initiatives. This spell is not
Cast at S.'s spirit, when S. has just died. It keeps the spirit in the vicin­ cumulative: S. may only have one extra action pending at any given
ity, and thus makes it easier to resurrect S., for P + s20 minutes. (For time. (This spell is wonderfully effective bound, as C. may trigger it
example, a Spirit Reunion will work lis long as the spirit is tethered.) any time, initiative or none. It is rarely useful to cast; casting it takes
[Range: short, Speed: fast, Dur: P+s20 minutes, Resist: none] an action, and gives only one more action.) [Range: short, Speed: build,
Command the Mindful Spell (Ru Sp 15) Dur: s p e c , Resist: n/a]
Take partial control of a mindful spell S. C. must concentrate. C. Instant Out of Time (Cr Te 15)
rolls P/5+Will+s20. S.'s caster rolls S.'s P/5 + Will + s20, and may add C. gets (P/10) actions outside of time. C. may cast spells on herself
10 to the roll by concentrating on controlling the spell. If either side (including, e.g., teleport spells); but the rest of the universe is frozen (as
wins by 5+, they control S. next round; if neither side wins by 5, S. does far as she is concerned) and she may not cast any spells affecting it. C.
nothing. [Range: short, Speed: fast, Dur: cone, Resist: n/a] may not move her body in that time. Spells which build start to build
when the Instant out of Time is over. [Range: short, Speed: fast, Dur:
spec, Resist: n/a]
Extra Sleep in the Morning (Cr Te 20)
C. must draw a circle, up to P/5 feet in radius. All people within the
circle get an extra 50% time in the next P/5 hours; e.g., if P=20, they
experience six hours in the next four. The spell is quite fragile; it is can­
celed if anyone leaves the ring or tries to do anything that affects some­
thing outside it. [Range: short, Speed: fast, Dur: P/5 hours, Resist:
auto]
Quick H o u r ( C r T e 2 0 )
S. moves quickly while the spell lasts, getting the best of two initia­
tives for each action. S. can stand this spell once a day with no ill
effects. Not cumulative with Orren wild rush. [Range: short, Speed:
build, Dur: P/5 minutes, Resist: auto]
Faster than Time (Cr Mu Te 20)
Give S. another action, on the initiative immediately following the
one that the spell was cast on. It is equivalent to a Quick Instant with
the best possible draw. The spell will only work on S. d6 times in a day;
C. becomes aware of how many that day after the first one is cast.
[Range: short, Speed: fast, Dur: spec, Resist: auto]
Age the Passing Spell (Cr De Te Ma 20)
Make more time for a spell to experience. This reduces the spell's
duration as far as everything but the spell is concerned. It reduces the
duration of spells of power < P-s20 by P/2 actions. [Range: short,
Confuse the Mindful Spell (Ru Sp 20) Speed: fast, Dur: real, Resist: none]
Makes a mindful or other intelligent spell of power < P + s20 do the Dance of the Thrice-Great Orren (Cr Te 40)
wrong things (probably). Typically, there is a 1/6 chance that a given' S. gets three extra actions: he draws three initiatives, and takes them
action is what the mindful spell's caster would prefer, a 1/3 chance of all (in addition to his regular initiative). This spell will only work on S.
what the caster would least like the spell to do, and a 1/2 chance of 2d6 times in a day. [Range: short, Speed: fast, Dur: spec, Resist: auto]
something frivolous. [Range: short, Speed: build, Dur: P/5 actions, A Month in a Day (Cr Te 50)
Resist: none] All people within P feet experience time (10P)% faster than usual.
Otherwise like Extra Sleep in the Morning. [Range: short, Speed: fast,
Dur: P/5 days, Resist: auto]
Dancing in the G a r d e n of Statues (Cr Te 100)
C. gets 3+d6 actions outside of time - except that things C touches Mutoc Tempador
or otherwise interacts with are inside time. Nobody (in general) can see Change the Awful W o r d (Mu Te 10)
C. move, though a replay-the-past spell will catch it. Good for a vast Revise time slightly. C. may change one word she said in the last sen­
array of tricks. No simpler spell may have anything like this effect. tence she said. The spell must be cast within a d8 seconds of the sen­
[Range: short, Speed: fast. Dur: spec, Resist: none] tence ending, or it has no effect; roll the d8 after the spell is cast. C.
Dawn at Mid-Afternoon (Cr Te 800) remembers the response to the word in the time that didn't happen;
Create an instant of dawn at the time the spell is cast. All the events everyone else has a dreamlike "what-if memory of it. [Range: self,
that usually happen at the instant of dawn will happen when the spell Speed: fast, Dur: real, Resist: n/a]
is cast; e.g., most people have their cley refreshed. The spell doesn't Slow the Spell (Mu Te Ma [Sp] 10)
do anything to the sun. This spell effects the entire World Tree - and The next fast spell cast in the area will have to build instead, if its
even World Tree natives who are outside of it. Similar spells for other power < P + 2s 10. With Spiridor, the spell is chosen mindfully. [Range:
moments are possible, but probably harder. This spell has only been short, Speed: fast, Dur: P/5 minutes, Resist: n/a]
cast once, with generous use of Graces of Virid and Kaimiri. [Range: Delay the Spell (Mu Te Ma 15)
infinite, Speed: fast, Dur: instant, Resist: none] A spell that has been cast but not yet taken effect is postponed for
P/10 actions more, if its power < P + 2s 10. It may be countered or oth­
Destroc T e m p a d o r ;
erwise modified during this time, in all the ways that usually apply
Lose Your Chance (De Te 10) before a spell has taken effect. [Range: short, Speed: fast, Dur: spec,
S. loses his next action. This spell only works on a given S. once an Resist: none]
hour. [Range: short, Speed: build, Dur: spec, Resist: M.R.] The Mistake T h a t Almost W a s (Mu Te 20)
A Minute Gone Forever (De Te 40) Revise time to, perhaps, avoid a botch: reroll the botch dice (not the
S. loses one minute of time; for that minute he does not exist, and die that required the botch roll). The new result applies, even if it's
then he exists again. If he saves, he loses only d6 seconds. [Range: worse. This spell costs an extra cley by C. or two by S. (the person who
medium, Speed: fast, Dur: 1 min, Resist: M R . ] rolled the botch) per botch rolled in the time that did not happen - which
must be spent when the spell goes off, even if (e.g.) the spell was
Healoc Tempador bound. Note that it can be used offensively or defensively, but requires
The Clock Both Stern and Severe (HI Te 20) S. to have rolled a 1. [Range: short, Speed: fast, Dur: real, Resist: Hard
Cancels time-increasing spells (Quick Instant and the like) cast with­ (-20)]
in P feet of C , if their power is < P+s20. Each spell cancelled reduces Change the Awful Sentence (Mu Te 25)
Clock's P by s20, and Clock expires when P reaches 0. [Range: short, Revise time slightly. C. may take back the last sentence she said, and
Speed: fast, Dur: P/5 minutes, Resist: n/a] say something else instead. Otherwise like Change the Awful Word
(Mu Te 10) [Range: short, Speed: fast, Dur: real, Resist: n/a]
Kennoc Tempador R e p a i r the Clumsy Attack (Mu Te 40)
W h a t Time Is It? (Ke Te 5) Reroll everything concerned with an attack very recently completed
C. learns what time it is: what day of the year, what hour and minute (physical or spell) by someone within spell range. Everyone remem­
and second of the day. [Range: self, Speed: fast, Dur: instant, Resist: bers what happened in the time that didn't happen. [Range: short,
n/a] Speed: fast, Dur: instant, Resist: none]
W a r n of Strange Time (Ke Te 10) M a k e It Not So! (Mu Te 50)
C. is warned if a time-modifying spell is cast nearby. [Range: short, Replay the last 10+P/5 seconds from the start. Everyone remembers
Speed: fast, Dur: P/5 hours, Resist: n/a] what happened in the time that didn't happen. There are a few artifacts
Catch the Moment Past (Ke [II] Te 10) of the prior time having happened; e.g., cley spent during it is really
Show C. (or, with Illusidor, everyone watching) what happened here spent, and everyone involved remembers the time that didn't happen.
on one minute of the last P/5 minutes. The spell takes one minute to [Range: short, Speed: fast, Dur: spec, Resist: none]
run. [Range: short, Speed: build, Dur: P/5 minutes. Resist: n/a] A Day in a Month (Mu Te 50)
Know the Last H o u r (Ke Te 25) All people within P feet experience the next day spread over P days.
C. gains knowledge of everything that happened in her current loca­ Otherwise like Avert Boredom [Range: short, Speed: fast, Dur: P/5
tion during the preceding hour. [Range: short, Speed: fast, Dur: instant, days, Resist: none]
Resist: none] Long Exile (Mu Te 70)
Eyes of the Past (Ke Te II 35) S. is flung a hundred years into the past, [Range: short, Speed: build,
Replay an image of the events of any hour of the past P/5 years. C Dur: real, Resist: M.R.]
may describe the hour she wants to see in terms that the gamemaster
can understand;/it's a smart spell. The images move at the speed that Ruloc Tempador
they happened/ the spell takes an hour. [Range: short, Speed: build, Spell in the Clock (Ru De Te Ma Sp 15)
Dur: P/5 hours, Resist: none] One or more spells of total power < 2P are delayed for a preset time,
Read the Suit's Book (Ke Te II 35) which may be as long as P minutes. The spells may be cast by C. or a
Reveal to C. the events that happened in her current location in the cooperating mage that C. designates, but must be cast soon after Spell
past month, skipping around and skimming as desired. She sees the in the Clock. [Range: short, Speed: s p e c , Dur: spec, Resist: n/a]
parts that she wants to see in real time; that is, if she wants to know
everything that happened on a particular day, she will have to concen­
trate for a full day. [Range: short, Speed: build, Dur: cone, Resist:
unstable, single.
Sustenoc Tempador Ritual Element: C. burns eight dolls (one of each prime species) with
The Longest Battle (Su Te 15) huge eyes and ears, grinds the ashes to powder, and fills the room with
S.'s time-flow is prolonged; to everyone else, it appears that S. is a dense cloud of the powder.
moving slowly. In game terms, S. draws two initiatives and takes the
worst of them, for the next few actions. Rushing Orren get a single ini­ The Ritual of Death (De Co 15)
tiative. [Range: short, Speed: fast, Dur: P/5 actions, Resist: until M.R. At the end of this ritual, S. dies. Magic resistance is not possible; no
(+5)] form of healing will restore S. to life. S. must be present for the entire
Avert Boredom (Su Te 15) ritual, inside a rickety cage of bones, wearing a cloak of dead dry
All willing people within P/5 feet experience the next P/5 hours as if leaves. If S. j_s tjnwilling, measures must be taken to keep him there.
they were just one. They return to regular time as soon as they wish to. Certain kinds of entity are immune to this ritual: e.g., those without
[Range: short, Speed: fast, Dur: P/5 hours, Resist: auto] Corpador-based bodies.
Slow Hour (Su Te 20) Cley: 12. Time: 2 hours. Cost: 200 lozens. Preparation: 1 week, sta­
S. becomes very slow for an hour. He gets the worst of two initia­ ble, multiple.
tives on each action. [Range: short, Speed: build, Dur: 1 hour, Resist: Ritual Element: At the start of the ritual, C. inserts a black glass tube
M.R] into the flesh over her heart, and blood drips slowly down her chest for
He Who Waits (Su Ke Te 50) the entire ritual, doing 2s6 damage to her.
Time stops for S., until some specified event occurs, as for a bound
spell. (This counts as one of S.'s bound spells). S looks just like usual The Ritual of Casting the Boxed Spell (Ke Ru Cr Ma 15)
(except, of course, that he is not moving), but he cannot be affected by This ritual allows C. to cast a boxed spell without grafting it - once,
anything of power < P + slOO while he is waiting. The spell itself is right at the end of the ritual. The spell may have a complexity no
under no such protection. [Range: short, Speed: build, Dur: spec, greater than P, and C. must have the Noun and Verb skills necessary to
Resist: M.R.] cast it normally. C. can only use ordinary pattern casting or spellbind­
ing. The casting is stressful, with eight extra botch dice.
RITUAL SPELLS Cley: 4. Time: 1 hour. Cost: 200 lozens. Preparation: 1 week, stable,
The Ritual of the Floating Bowl (Ru Hr 5) multiple.
The classical training ritual, which apprentice karcists use to practice. Ritual Element: C. dons a cloak sewn with keys, then ceremoniously
It levitates a wooden bowl in the air, holding it in place for P years. The removes it.
spell can support up to 100P pounds, if the bowl can hold that much
weight. Purebreed Puppy Ritual (Mu Ke Co 25)
Cley: 12. Time: 2 hours. Cost: 10 lozens. Preparation: 1 day, stable, Make an unborn child look like one or the other of the
multiple. parents, rather than a mix of the two. Often used by
Ritual Element: C. must have a hand on the underside of the bowl for married upper-class Cani of different breeds. Works
most of the ritual; usually the bowl is supported by a scaffold. best if cast early in pregnancy. The mother may
attempt an ordinary Magic Resistance roll if
Fireproof the Building (Ru Py 10) she objects to the spell.
This spell is cast upon a building. Fires will not approach the build­ Cley: 24. Time: 8 hours. Cost: 4,000
ing; they will flare harmlessly away from it. (The house can be set on lozens. Preparation: 1 day, unstable,
fire by Creoc Pyrador spells, which ignite it without having fires in the single.
area.) Larger buildings take more power; a typical Cani longhouse Ritual Element: C. must have a
requires Power 30. The fireproofing will last until the building is sub­ copy of the child's family tree.
stantially changed. During the ritual, C. thoroughly
Cley: 16. Time: 16 hours. Cost: 1,200 lozens. Preparation: 1 month, ruins one half of the tree with
unstable, multiple. razors and flames and acid, leaving
Ritual Element: C. (mundanely or magically as appropriate) extracts the other half untouched.
a drop of her heart's blood, and her urine, and mixes them with a quan­
tity of water, and soaks every bit of the building with it. Beneath Birkozon's Thumb (De Ru Me 30)
This ritual places S. under some mental restriction, such as "never to
The Triumphant Return of the Aged Queen (HI II Co 15) mention that [he] talked with C." The restriction may be as complicat­
This ritual restores S.'s appearance to what it was at some prior time ed as S. can understand. S. will be compelled to oppose any attempt to
of life, for 3xP days. remove the restriction, to the best of his abilities. This ritual is consid­
Cley: 4. Time: 1 hour. Cost: 600 lozens. Preparation: 1 month, sta­ ered extraordinarily evil in most places.
ble, multiple. Cley: 36. Time: 8 hours. Cost: 4,200 lozens. Preparation: 1 week,
Ritual Element: C. shatters and magically repairs a portrait of S. stable, multiple.
Ritual Element: C. writes the restriction on a tin helmet and places it
The Room is Always Empty, Of Course (Mu II 15) over S.'s head; then, with magic and a heavy mallet, drives it through
This ritual makes the room that it is cast on appear empty from the S.'s skull. The power of the ritual is such that S. takes no damage from
outside - in particular when people scry it. The ritual lasts until the this.
room is substantially changed; adding or moving a large piece of furni­
ture could cancel it.
Cley: 16. Time: 12 hours. Cost: 2,400 lozens. Preparation: 1 day,
Paw of the Fire God (Cr Py 40)
This ritual blasts an entire city with fire, doing P/3-Soak fire damage
to everyone in it - and killing every small animal in it, setting every
building ablaze, and generally causing great devastation. This ritual is
very dangerous to know: cities that suspect that they may be targets for
it will usually take steps to kill people who know it.
Cley: 24. Time: 16 hours. Cost: 8,000 lozens. Preparation: 1 week,
unstable, single.
Ritual Element: C. sets up an elaborate city of waxed cardboard, pop­
ulated by live rats dressed in dolls' clothes, and (what else?) sets it on
fire.

The Ritual of A Fertile Union (Mu Cr HI Co 40)


Cast on two subjects, at least one of whom must have organs which
could normally bear children, at least approximately. (Ordinarily one
of the two will be female, though not necessarily fertile. The ritual
works on, e.g., two females, or a hermaphrodite and a co-lover, but not
on two males - unless one of them is of an egg-laying species or the
like, in which case the ritual's behavior will be alarming but effective.)
If the subjects couple at any time after the spell is cast, the union will
be fruitful. The child of a different-species mix will be a shifter hybrid,
shifting back and forth between his parents' species every few hours,
and subject to a variety of unpleasant physical afflictions. Unwilling
subjects are allowed Magic Resistance rolls.
Cley: 16. Time: 4 hours. Cost: 200 lozens. Preparation: minimal.
Ritual Element: The riftial elements are generally not mentioned.

The Ritual of Raising the Dead (HI Ru Co Me Sp 60)


Under ideal conditions, this spell has a (P/2)% (but never more than
50%) chance of restoring a dead subject to life. This ritual can work
if S. is in the afterlife; it cannot work if S. has been reincarnated. It is
very hard to tell how long S. will be in the afterlife; it might be minutes
or millennia, subject to the god's whim. If the (P/2)% roll fails, any of
a variety of unpleasant things will happen: e.g., S.'s body is restored to
life, with the wrong spirit or mind or both in it. S.'s body must be hale
and sound, or S. may die again.
Cley: 40. Time: 6 hours. Cost: 14,000 lozens. Preparation: 1 week,
stable, single. \
Ritual Element: C. ritually blinds and robs an idol of S.'s creator god
that was stolen from an active temple to that god.

Read the World's Book (Ke Lo Te II 70)


Reveal any one event that has happened, at any place, at any time. C.
may watch and listen and. smell as the event transpires.
Cley: 80. Time: 2 minutes. Cost: 24,000 lozens. Preparation: 1 year,
stable, multiple.
Ritual Element: C. shrinks a thousand different history books to dust
and sprinkles them in her eyes. (Getting them out again is occasional­
ly a problem.)

The Ritual of The Complete Census (Ke Co Me Te 80)


C. gains knowledge of everyone that was ever bom: their birth-
names, birth-weights, sexes, and locations of birth.
Cley: 20. Time: 16 hours. Cost: 1,800 lozens. Preparation: 1 year,
unstable, single.
Ritual Element: C. burns a vast quantity of genealogical records,
reduces the ashes to powder, mixes them with a mother's milk, and
drinks it down. There is a half-hour break in the ritual immediately
after that, which is usually enough time for C. to stop vomiting.
Here are some standard Advantages and Disadvantages. Gaining Advantages In Play: S o m e A d v a n t a g e s a r e o b v i ­
Players m a y invent others as they wish, subject to the g a m e m a s ­ ously innate; i f y o u d o n ' t s t a r t o f f life a s a b l o o d r e l a t i v e o f a n
ter's a p p r o v a l . E v e n u s i n g t h e s e a d v a n t a g e s is s u b j e c t t o t h e old noble family, you're never going to b e o n e . Others are obvi­
g a m e m a s t e r ' s a p p r o v a l ; e.g., a g a m e m a y b e planned in w h i c h ously acquired; as soon as y o u acquire a m a g i c item, you've got
e v e r y o n e starts out poor. the Advantage of "Magic Item". T h e rest are u p to the
Professional Disadvantages: T h e r e a r e m a n y Disadvantages g a m e m a s t e r ; e.g., t h e r e c o i r k i t h e s o m e w a y w h e r e b y y o u c o u l d
that only matter to certain people. F o r example, "Missing H a n d " acquire the "Reliable Skill" Advantage d u r i n g p l a y , b u t i t ' s n o t
is a s e v e r e h a n d i c a p for a w a r r i o r , a n d d e f i n i t e l y a - 1 5 d i s a d ­ something y o u can just get taught.
v a n t a g e . It's o n l y a m i n o r i n c o n v e n i e n c e for a m a g e w h o n e v e r E l i m i n a t i n g D i s a d v a n t a g e s In P l a y : It is p o s s i b l e t o g e t r i d
intends to do anything physical. T h e gamemaster should reduce of most Disadvantages as the character's story unfolds, b u t there
the costs of inappropriate Disadvantages: dividing b y 3 w h e n should b e s o m e g o o d reason for every change. Getting rid o f t h e
t h e d i s a d v a n t a g e is i r r e l e v a n t , o r 2 i f it is m a r g i n a l . The pure " N o C a s h " D i s a d v a n t a g e is easy - j u s t g e t s o m e cash. Getting
m a g e could take "Missing H a n d " as a - 1 5 / 3 = -5 Disadvantage. rid o f a m a j o r curse will be a major story. Getting rid of
A m a g e w h o will take a substantial b u t not o v e r w h e l m i n g penal­ "Thoughtless" will usually take s o m e character development:
ty from missing the hand would count it a s a - 1 5 / 2 = - 8 s o m e h o w d i s c o v e r i n g t h a t o t h e r p e o p l e d o in fact h a v e f e e l i n g s
Disadvantage. Herethroy and Khtsoyis, having more hands, that matter.
s h o u l d n ' t g e t t h e full - 1 5 p e n a l t y . D e c i d i n g w h a t to d o is ulti­ Large Advantages and Disadvantages: S o m e Advantages
mately up to the gamemaster. and Disadvantages are so expensive they cannot be taken with
Role-Playing Disadvantages: Most Advantages have con­ t h e s t a n d a r d c h a r a c t e r c r e a t i o n l i m i t s . T h e s e A d v a n t a g e s a r e list­
crete g a m e m e c h a n i c s : g e t t i n g eight e x t r a spells o r a + 4 o n all ed for perspective, for u s e with N P C s , a n d for c a m p a i g n s with
rolls to cast R u l o c spells. Others, social Disadvantages in par­ m o r e e x t r e m e limits.
ticular, r e q u i r e r e i n f o r c e m e n t b y r o l e - p l a y i n g . ( I n fact, w e class Optional Rule: S o m e t i m e s , e s p e c i a l l y w h e n a story is g e t t i n g
a n u m b e r of points of characterization a s -1 Disadvantages, started, y o u will w i s h to c h o o s e A d v a n t a g e s a n d D i s a d v a n t a g e s
essentially giving y o u a n Advantage bonus if you choose to give and leave s o m e of the details unspecified. With the g a m e m a s ­
a few words o f description about your character's personality.) t e r ' s a p p r o v a l , y o u c a n t a k e t h e A d v a n t a g e , a n d fill i n t h e d e t a i l s
If y o u have the M o r o s e Disadvantage, play a m o r o s e character: later. F o r e x a m p l e , y o u m a y w a n t t o h a v e a n e n e m y , b u t n o t
w e e p a n d w h i n e a b o u t t h e u n p l e a s a n t s u r r o u n d i n g s o r y o u r lost k n o w e n o u g h about the setting to k n o w w h o the e n e m y is. A t
love or whatever. If you neglect your role-playing s o m e point in play y o u or the g a m e m a s t e r might decide that
Disadvantages, the gamemaster might have an annoyed wizard D u k e Zimolfo w o u l d m a k e a g o o d e n e m y for y o u , a n d either
give y o u a curse to b e morose about. In a n y event, few charac­ invent a past explaining w h y y o u are enemies, or simply have
ters should h a v e m o r e than -3 or -4 total role-playing disadvan­ the d u k e take offense at s o m e t h i n g y o u say.
t a g e s . F e e l free t o d e s c r i b e y o u r p e r s o n a l i t y i n a s m u c h d e t a i l a s G a m e m a s t e r Issues: T h e g a m e m a s t e r h a s final s a y i n y o u r
y o u l i k e ; j u s t d o n ' t t a k e t h e p o i n t s for it. Advantages. If s h e is p l a n n i n g t h e story to start w i t h e v e r y o n e
Good Disadvantages: S o m e D i s a d v a n t a g e s s e e m m o r e like dirt-poor, s h e might veto "Cash". S h e m i g h t m a k e c h a n g e s for
Advantages. These Disadvantages are things w e have found to g a m e - b a l a n c e r e a s o n s : i f y o u find a - 6 D i s a d v a n t a g e t h a t c a n b e
b e helpful to h a v e in play. "Sleeth F r i e n d " , for e x a m p l e , j u s t negated b y a + 1 A d v a n t a g e that y o u also take, s h e might deval­
says that a Sleeth p l a y e r - c h a r a c t e r is a g o o d friend o f a n o n - u e t h e - 6 t o -1 o r - 2 . ( S a v e y o u r s e l f a n d h e r t h e w o r k , a n d don't
Sleeth player-character. It m i g h t h a v e s o m e b a d effects in play, e v e n try t o s n e a k s u c h a t h i n g p a s t h e r : tell h e r w h a t y o u t h i n k
b u t t h e real p u r p o s e is to p r o v i d e Sleeth characters s o m e r e a s o n the D i s a d v a n t a g e ought to b e w o r t h for y o u . ) Similarly, if y o u
to adventure with the rest o f the group - a n d the rest o f the group c o m e u p with a few A d v a n t a g e s that w o r k spectacularly togeth­
s o m e reason to accept the Sleeth. er, t h e g a m e m a s t e r m a y c h a r g e y o u m o r e t h a n t h e l i s t e d c o s t f o r
D i s a d v a n t a g e s like " H o n e s t " limit t h e character's options, a n d them.
i m p o s e r e s t r i c t i o n s o n t h e p l a y e r ' s a c t i o n s . T h i s is w h y w e m a k e She might even decide that you're s k i m p i n g yourself b y taking
t h e m D i s a d v a n t a g e s . T h e r e a r e certain A d v a n t a g e s that often g o a + 6 K n a c k in F l o w e r A r r a n g i n g in a h i g h fantasy adventure,
w i t h h o n e s t y : e.g., a r e p u t a t i o n f o r h o n e s t y , o r a s t r e n g t h o f w i l l . a n d g i v e y o u t h e k n a c k f o r free b u t r e q u i r e y o u t o t a k e useful
It w o u l d b e q u i t e s e n s i b l e t o u s e t h e + 1 A d v a n t a g e t h a t m a t c h e s Advantages as well.
the -1 D i s a d v a n t a g e o f "Honest" for o n e o r t h e other o f these.
( S o m e people will h a v e the reputation a n d the will without actu­
ally b e i n g h o n e s t , t o o . T h a t ' s life.)
correct. It rarely happens more than once or twice a day. It is most like­
ABILITY DISADVANTAGES ly to happen under some particular circumstance, such as when you arc
Deep Sleeper (-1) You are hard to wake up. (-5 if there's ever a roll; sleepy or as just after you have eaten, but it could happen any time. It
an extra action in typical circumstances.) You tend to be grouchy when is easy to read your mind: -10 on Magic Resistance rolls against mind-
just woken up. reading.
Low Alcohol Tolerance (-1) Alcohol hits you harder than it does
Medium Curse (-6) You have a significant curse that will require
most people. Each drink you actually drink counts as two. Note that
both luck and skill to remove. Perhaps you have been cursed to botch
some spells will feed you alcohol even if you do not ordinarily drink.
with your first spell in each battle you join, until you rescue a Cani
Unknown Advantage (-1) You have an Advantage that you are
maiden from kidnappers. Perhaps you will have misfortune every time
unaware of, such as a knack in a skill that you have never used, or a
you fall in love, which you do frequently. (The actual penalty for the
magic item that you do not know is magical. The player and gamemas­
curse may be more or less at the gamemaster's discretion)
ter design the unknown Advantage. You must pay for the Advantage
Preferred Target (-6) People and monsters who randomly pick a tar­
separately.
get will tend to pick you. You also get more insect bites than other peo­
(Alternative: the gamemaster gives the character a secret Advantage,
ple. Your friends are probably grateful, as are local healers.
without telling the player what it is, for half the usual Advantage cost.
Hard to Heal (-7) Healing spells are only half as effective for you as
Tor example, the player would ask for +6 worth of unknown
for most people. Spells to cure crippling injuries (broken bones, miss­
Advantages, to be taken as a +3 Advantage. This imposes an extra bur­
ing eyes, e t c ) fail for no obvious reason one time in six; when they fail
den on the gamemaster, so the gamemaster may not allow it.)
this way, there is no chance that they will work again for 2d6 days.
Bad Balance (-2) You have very poor balance. You are unusually
Deaf (-10) You cannot hear. You are at a major disadvantage in most
likely to trip (typically, 3 extra botch dice). You cannot climb well (-3
social circumstances and many adventuring ones.
on Climb rolls). You are in grave danger if you are standing on a
Major Curse (-10) You have been cursed dreadfully, and the curse
precipice.
can only be lifted under exceptional circumstances. Perhaps invisible
Colorblind (-2) You cannot tell the difference between two colors:
spirits slash your cheeks every time you lie, doing d 10 unsoakable dam­
red and green is the most common pair, blue and yellow somewhat less
age and revealing your deceit, and only Iraz Halix the Spiridor goddess
common, but other combinations of common colors are possible.
can remove this curse. Perhaps you cannot sleep twice under the same
Minor Curse (-2) You have a minor curse, that can only be removed roof until you have slain your father's murderer. (The actual penalty for
under some nontrivial conditions. Perhaps you have been cursed to be the curse may be more or less at the gamemaster's discretion.)
wounded in every battle you join, and the curse will require a substan­
Magic Vulnerability (-12) You have no resistance whatever to some
tial counterspell to remove. Perhaps you cannot hear the words "yes"
kind of magic that is commonly used against you. You automatically
and "no", until you return your stolen magic amulet to the now-distant
fail magic resistance rolls, Dodge rolls, and the like against it.
sorceress Krazelle. Perhaps your left hand is covered with itchy scales.
Protective devices and spells might be helpful - but ones that give
(The actual penalty for the curse may be more or less at the gamemas-
bonuses on Magic Resistance will not help you, since you have none in
ter's discretion.)
the first place. This is a -12 Disadvantage for most magic arts. For
Attribute Reduced (-2) Reduce an Attribute of your choice by 1. Kennoc, Healoc, Sustenoc, Illusidor, Magiador, and Tempador, it is -8.
This disadvantage may be taken repeatedly. For Creoc, Ruloc, Mutoc, Corpador, Mentador, and Pyrador, it is -16.
Strong Personal Scent (-2) Your personal scent is strong and dis­
Hallucinations (-15) You suffer from occasional hallucinations, see­
tinctive to people with good noses, such as CanLand Sleeth. It's not
ing things that are not really there. Some of them are things that could
particularly pleasant or unpleasant. You can be "recognized easily,
be real; others could not. You cannot distinguish them from reality, no
tracked easily (+5 on rolls). You might have trouble sneaking around,
matter how impossible they are. Expect one bout of hallucinations a
unless the wind is in your favor. Yoar possessions are readily identifi­
day - sometimes more, sometimes fewer.
able as yours by scent.
Idiot (-15) You're really dumb. Subtract 2 from Wits and Memory.
Susceptible to Poison (-2) You are unusually vulnerable to one kind
Subtract 1 from Faith and Will. Even if this leaves you with good
of poison (see page 166 for the common kinds of poison). Treat the
attributes, you are still stupid; be sure to play that way.
dosages of that poison as doubled. For example, if you aVe bitten by a
Zero Magic Resistance (-20) You have a permanent score of 0 in
spider for Itchy 4, take Itchy 8. (The usual limits on strength of the poi­
your Magic Resistance skill, which makes you easy to affect with
son are doubled for that kind as well.) /
magic. Spells or charms to protect you from magic are unendurably
Incompetent at Skill (-4) You are extraordinarily bacf at some skill
painful after a minute or two. Counterspells, your own or someone
that you think is very important, and you persistently try to use.
else's, will help you. You are allowed Magic Resistance rolls, and all
Whenever you use that skill, roll a d6. On a 1, you botch; on a 2-3, you
the usual things will help you on those rolls.
fail, and on a 4-6, you may roll ordinarily. You may only take this
Disadvantage in skills you have a skill of 8 or more in at the beginning
of the game. You must use the skill at all reasonable opportunities; you
do not really believe that you are incompetent. It works best with skills
where failure is fuzzy or excusable, such as knowledges and perform­
ance skills. You may not be incompetent at skills that aren't used in
conventional rolls, such as Life Base, Combat Stance Base, or Cley
Base.
Open Mind (-4) People near you occasionally get glimpses of what
you are thinking, without you being aware of it. The people in question
rarely know they have read your mind; they usually think they have
made a guess about your thoughts, but a guess which turns out to be

"TP,
251i
Wild Rush (+6) You can enter a wild rush, as Orren can. See page
ABILITY ADVANTAGES 129.
Expensive Resistance to a Noun (+1) You have a significant but
Shifter Hybrid (+7) Your parents were different species, which
expensive ability to resist spells in a particular Noun. Ordinarily, the
makes you a rare and unusual child to say the least. (Serious magic was
expensive resistance does nothing for you. If you use cley to boost your
involved in your conception.) You can assume the form of either par­
Magic Resistance roll against spells involving the particular Noun, the
ent's species, and get all the physical Advantages and Disadvantages of
effects are doubled: that is, each cley you spend protecting yourself
that shape while you are in it - including the attribute modifiers. You
gives +2s20 {no botch dice} rather than the usual +s20.
have all the intellectual and magical Advantages and Disadvantages of
Keen Nose (+1) +5 on all totals involving smelling. Note that this
both species at all times, including the god-connections. Changing
doesn't give you the discrimination of a Cani or Sleeth, if you aren't
between the two takes an action, and is somewhat painful. Staying in
one; you will be able to detect three-day-old perfume or track a
one shape for more than an hour or two is uncomfortable; after four or
Rassimel, but will not be able to describe the perfume in Cani terms, or
five hours, seriously painful. Your initial experience is largely from the
tell two Rassimel apart by smell. See "Discriminating Nose" for that.
species you grew up with; you have that species' full experience, and
Never Lost (+1) You never get lost. Even if you are knocked uncon­
half the experience of the other. There are some disadvantages to being
scious and carried and spun around, you will wake up knowing which
a shifter hybrid. Many people, including the gods, consider you a per­
way the cardinal directions are at least.
version of nature and the divine plan. Some more fanatical people may
Sleeth Eyes (+1) You can see in the dark or in very bright light, as try to dispose of you; you will be an object of confusion, horror, scorn,
Sleeth can. Your eyes look unusual, most likely like Sleeth eyes. and pity in some mix. You are infertile and will experience strange
Specific Magic Resistance (+1) You i r e hard to affect with some degenerative illnesses around age 60 and beyond, which will eventual­
Noun+Verb combination, getting +s20 on Magic Resistance rolls, and ly kill you by age 70 oivse-if nothing else gets you sooner.
getting double effect from cley spent on resisting that combination.
Fast Learner (+8) You get an extra 1/3 experience, as Rassimel do.
Strong-Willed (+1) You get +5 on all rolls to resist coercion or dom­
Innate Resistance to a Noun (+14) You are innately resistant to one
ination, magical or otherwise. This does not apply to uses of Will in
kind of substance: Airador, Aquador, Corpador, Durudor, Herbador, or
spellbinding or other magic.
Pyrador. You have a skill, "Airador Resistance" (or whatever). Add
Tenuous Arcane Connections (+1) Arcane connections to you tend
twice your Resistance skill to all Defense and Magic Resistance against
to work very badly. This means that it is hard to affect you with spells
the substance (magical or not); a high score in Resistance leaves you
cast at you from a distance, by foes or friends. Such spells fail 2/3 of
virtually immune to attacks of that form. (Airador and Aquador are +9;
the time; when they fail, the connection no longer connects to you.
the others are +14)
Inscrutable Magic (+2) Your magic is hard to analyze. You have a
Charmed Life (+20) You cannot die from wounds or disease;
skill, called "Inscrutable Magic"; subtract your score in that skill from
injuries that would kill you may leave you horribly crippled or disfig­
all Magic Analysis used on your spells.
ured, but alive. The circumstances of your death are prescribed, com­
Mystic Wisdom (+2) You receive inspirations and prophecies from
monly in a near-paradoxical way ("neither inside a house nor outside,
some source, perhaps one of the gods. You have little control over it;
neither by man nor woman, neither by spell nor weapon"). Beware if
you are likely to have visions when you do not intend to, and not have
other people learn of the conditions! When they occur, your death is
visions when you want them. The inspirations leave a residuum of
unavoidable and permanent.
deeper understanding with you. Take a skill in "Mystic Wisdom"
reflecting this skill. This Advantage gives you level 3 in Mystic
Wisdom, but you may add other starting experience to it. At the very BACKGROUND DISADVANTAGES
least, you may ask to see if your mystic wisdom tells you anything Guild Enmity (-1) The guild of your main profession in the area
about some circumstance or situation, or what you feel. The details of detests you for some reason. You are not legally allowed to practice,
this are up to your source and the gamemaster. and you may be threatened or assaulted. Making peace will be possible
Observant (+2) You tend to notice clues. The effects of this are up but difficult.
to the gamemaster, when she remembers. In Honorable Service (-1) You
Weak Personal Scent (+2) You have only a very minor personal are currently in someone's service,
scent. This makes it hard to track you by scent, or to identify your pos­ in a role that is suitable for an
sessions as yours. Cani regard you with suspicion and distrust. adventurer of your skills and back­
Attribute Increased (+3) Add +1 to an attribute of your choice. ground. Perhaps you are a city
This may be taken repeatedly. guard, a wizard's apprentice, a jun­
Discriminating Nose (+3) You can smell extremely precisely, as ior knight, or a crime-lord's lieu­
Cani and Sleeth do. You can, for example, tell the difference between tenant. Your job is not entirely rou­
two Rassimel by smell alone. This Advantage does not confer the tine. Your liege is likely to send you
extreme sensitivity of Cani or Sleeth noses; you can't follow a scent on tasks, some of them dangerous or
trail three days old, or even a fresh one. Someone with both "Keen complex, and you will do them as
Nose" and "Discriminating Nose" can smell as well as Cani or Sleeth. well as you can. You will be given
equipment, training, and assistance
Solar Healing (+3) Sleeping in sunlight or bright light heals you d6
(often in the form of the chance to
life points an hour, as it does for Sleeth.
hire other player-characters) as your
Orren-style Learning (+4) You leam new topics very readily, as
liege thinks suitable for the task at
Orren do. See page 129.
hand, but you will rarely be allowed
Self-Healing (+5) You may spend two cley and heal yourself
to keep them afterwards. Of course
d6+Stamina life points, whenever you wish, as Khtsoyis do.
you get suitable wages and other
benefits as well; your liege is obliged to treat you well. You are allowed
a reasonable amount of discretion and free time, but may not be able to Dependents (-3) You are responsible for some other people: chil­
get time off when you most need it. Leaving service in the next ten dren, younger siblings, aged parents, or the like. You can get enough
years is difficult or impossible. This is a worse Disadvantage if your free time to be an adventurer (usually), but you must give them vari­
liege is problematic: overly demanding (-3), cruel (-4), miserly (-5), ous kinds of support, and they will be in trouble if you die. The exact
incompetent (-6), insane (-8), or determined to destroy you (-10). cost of this depends on the circumstances.
Injured (-1) You have some significant injury, such as a broken bone, Outlaw (-3) You are associated with a famous criminal, political
that will bother you for a few games and then heal. exile, or the like, and have powerful enemies. You may expect to be
Minor /Promise (-1) You have promised to do something relatively hunted, either to be brought back for (real or fake) justice, or simply to
easy, like bring your dying sister the healing herbs that will save her be killed, if you are discovered by the wrong people.
life. You can probably discharge this promise in your first few adven­ Personal Hatred (-3) You bear a consuming hatred for someone
tures ... but if you fail, you will be shamed or unhappy forever. powerful, so powerful that revenge is out of the question - for a while.
Poor Family (-1) You come from a poor family. Whatever gifts and Your actions are directed towards vengeance in the long run. (After
advantages you get from your family will be small and unimpressive. that, what will you do with your life?)
(Applies only t o people w h o have gifts o r family connections, like Arranged Marriage (-4) Your family has arranged an unpleasant
Cani.) marriage for you. Perhaps you have run away to avoid
Unimportant Child (-1) You are an unimportant or unwanted child; it; perhaps it is still impending; perhaps you are
e.g., a bastard Cani. You will not inherit much from your family (as already married. In any event it will cause you
your family measures "much"). This Disadvantage is only worth -1 trouble for some time to come.
when family connections matter, such as for a noble or Cani family. Major Family Obligations (-4) Your family is
Working for Kvarse (-1) For some reason, you are working for the in some kind of serious trouble, which will
goddess Kvarse, probably for seven years (which may already have require a great deal of your time and attention.
started). This is an honorable occupation for a hero or would-be hero. Perhaps you are adventuring to get money (or
You will get a certain amount of respect, and possibly assistance - espe­ something else) to support
cially from Healers' Guilds. them.
D a r k Secret (-2) You have some secret that haunts you, and would Escaped Slave (-5) You
lead to your great shame or worse if it were known, e.g., you might were recently enslaved
have killed your twin sister and made it look like an accident. Hints or indentured, but you
about the secret continually arise. Perhaps the character - or even the ran away. Your for­
player - does not know what the secret is. mer masters will
Illegitimate (-2) Your parentage is in doubt, and it matters to you. probably offer a
Your family connections are not strong; you cannot get full advantage reward for your
out of them. This is a -1 Disadvantage (or none) if your family is not return, and you
important and political. have little legal
In Shock (-2) You have just experienced something dreadful, such as recourse in most places.
returning to your family's home just as the fire wizards finished You have only dlOO
destroying it and your entire family, or witnessing the angel ripping lozens starting money.
your sorcery teacher's heart out and devouring it. You will be dazed, Tell your story.
depressed, confused, or the like for weeks or months. You probably
have some other Disadvantages to go with this, like "Alone" or BACKGROUND ADVANTAGES
"Personal Hatred". This is entirely a role-playing penalty. It is a good Steady J o b (0) You have a steady job. You get a decent salary - from
choice for new players who haven't read the rules in detail; it gives a 5 to 20 lozens a workday. If you want to leave town, you will have to
good explanation for why your character may have temporarily forgot­ negotiate with your employer.
ten or ignored things that everyone on World Tree knows. Unusual Upbringing (0) You were raised in an unusual way for
Naive (-2) You are extremely naive about the world. You are your species. You may move up to 50 experience points of species
unaware of things that almost everyone knbws; perhaps you don't know experience between skills, with the gamemaster's permission. This will
what some of the prime species look like. You will probably learn rap­ deform your personality from your species' stereotype. For example,
idly, erasing this Disadvantage over a few games. This is only avail­ perhaps you are Cani, but you were beaten and maltreated as a child,
able to players who have not read the rule book. moving the 25 exp from Command to Life Base from the beating, and
Sleeth Friend (-2) You and another player's character are close 15 points from Friendliness to Guile; you are cringing and sneaky and
friends, and one (not both) of you is a Sleeth. Both friends take this as have little self-confidence.
a -2 Disadvantage, and get the corresponding +2 Advantages from it; it Bet (+1) You have bet someone that you will do something. The
is good form to choose Advantages which are related to the friendship, prize and contest should be decided with the gamemaster. Perhaps you
or your previous history together. This Disadvantage causes very little have an indefinite-term bet on a nearly impossible task with a huge
difficulty for the characters; it is a good way to give a Sleeth character reward: e.g., if you ever slay the great nendrai Gara Gramerzagon, Lord
a motivation to adventure with a party. Rillynor will give you his prized magic sword. Perhaps you have a
Slow Doom (-2) You are suffering from an ailment, poison, o r curse fixed-term bet on a possible task with a respectable reward: if you earn
that will kill you in a year unless it is healed. Healing it may be as sim­ a thousand lozens in your first month adventuring, your parents (who
ple as a sufficiently strong Healoc Corpador spell (requiring you to get don't believe that adventurers can make a profit) will give you five
the money to pay the wizard) or something more interesting. In any thousand. If you fail in the bet, the Advantage will do you no good and
event, it will have a great deal of your attention this year. perhaps some harm or expense.
Guild Member (+1) You belong to one of the professional guilds of
your area, like the Healers, Smiths, or Tree-Mages. You will have untrue, or at least contrary to the general World Tree belief. You argue
access to suitable advanced spells when you are ready to cast them, for your beliefs vehemently on occasion. Perhaps you believe that matter is
a fixed and low price. Take 20 exp in the guild's nonmagical craft (e.g., made of minute indivisible particles, or that the universe is governed by
medicine, smithing, or woodworking) and 10 exp in two other related immutable impersonal laws, or that slavery is immoral, or that Kvarse
skills or magical arts. You owe guild dues, which start at 10 really created all the prime races, or that the universe was created as a
lozens/month and go up as your income rises; if you get too far behind refuge for the survivors of the destruction of the universe Snabarr.
in payments, you can get in serious trouble. If your guild is ordinarily Bully (-1) You like to push people around, and frequently do.
closed to your species, you will need the Unusual Background advan­ Complainer (-1) You complain a lot, and you're really a pain at
tage as well. (Healers should consider the advantage of Healers' Guild times.
Training instead, which confers membership and a substantial amount Egotist (-1) When you do something of note, you want everyone to
of training.) know. You mark your deeds (cf. "Mark of Zorro"), and you brag a lot.
Heir (+1) You are the important child in your generation of your fam­ Flippant (-1) You make jokes in situations that ought to be serious.
ily: perhaps the firstborn, or the last-bom female, or whatever. You Most of the time, this is just a bit of characterization. Occasionally it
stand to inherit your family's main property, and otherwise play an will get you in trouble; e.g., telling a bad joke to the recently-bereaved
important role. If your family is not unusually wealthy or powerful, wizard.
this has no Advantage cost. If it is particularly wealthy, the Advantage Forgiving (-1) You tend to forgive people who seem sincerely repen­
cost may be higher. tant or apologetic.
Minor Nobility (+1) You are a minor noble, with some social status History (-1) A few events that other people might consider minor in
but no great wealth or power. You have^a title and a few special rights your early life made a real impression on you. You talk about them fre­
and responsibilities. You or your family own some property (a manor quently, and they influence your choice of activities. Perhaps you got
house or the like), which you cannot sell outright. You have a modest trampled by a horse as^a child; you now hate to ride horses, and bad-
allowance, perhaps 20+dlOO lozens a month. mouth them at every ©Dportunity. Perhaps you saw a traveling illu­
Unusual Background (+1) You have an unusual combination of sionist perform some cheap wonders, and you decided to study Illusidor
species and profession; e.g., you are a Sleeth but somehow managed to as a hobby yourself.
join a knightly order. Explain how this unusual circumstance came Honest (-1) You are honest. You rarely lie or cheat in significant
about. You will suffer from various social disadvantages until you ways, and when you do you are ashamed of yourself.
somehow manage to overcome the prejudices concerning your species. M i n o r Vow (-1) You have taken a vow to do or avoid something, that
Wizard Friend (+1) A local wizard is a friend of yours: a profes­ is relatively easy. For example, you might never wear shoes, or always
sional healer or tree-mage or some such. His power is respectable but give a coin to anyone who begs one from you if you have one, or plant
not overwhelming. He may give you advice, or discounts on spells, or an apple tree wherever you sleep.
occasional help. Morose (-1) You are frequently morose and whiny. Perhaps you have 1

Rich Family (+2) Your family is rich, and still supports you. Perhaps some reason, like a lost lover or a destroyed homeland. Perhaps you'rft
you are doing things which your family considers worthwhile; more just whiny. ; i
likely, you are considered to be wasting your time adventuring. You Needs Kathia Each M o r n i n g (-1) You drink kathia, a hot stimulat­
have an income of 200+d200 lozens/month (roll each month), and can ing beverage along the lines.
get loans or other funds easily. Get +10 experience in each of four of coffee, tea or mate, andj
upper-class skills, like Knowledges or Etiquette, and in skill at your you need it to wake u p in the
family trade if there is one. morning. It is easy enough
Family Connections (+3) Your immediate family is wealthy and to come by in most of prime
widely known. You can expect to find help or other support anywhere territory, because a great
large and cosmopolitan enough to know of them. (+1 Advantage for many primes enjoy it. You
Cani.) are grouchy and annoying
Major Nobility (+12) You come from one of the most important , before you have your morn­
families in the area. Your family probably rules a city-state You are ing kathia, and somewhat
probably rich; if you don't have cash on hand, you can probably get a clumsy (Trouble 2) for an hour or three. Breaking the habit takes a few
loan on the strength of your name. Everyone in the area recognizes weeks of grouchiness and Trouble 2. There is nothing shameful about
you; most defer to you, many beg for favors or suck up to you; a few needing kathia - indeed, scholars and judges and wizards are a bit
try to kidnap or kill you. Take 10xd6 experience in each of: Command, embarrassed if they don't drink it.
Etiquette, History & Literature, Law, Social, and Dance. You may well Obsessed (-1) You are obsessed with something fairly minor, like
be in line to inherit leadership one day. (Gamemaster will adjust the keeping your expensive metal sword with you at all times.
Advantage according to the situation.) Odd H a b i t (-1) You have some kind of a minor action that you per­
form unconsciously: winking, blinking, licking the fur on the back of!
CHARACTERIZATION DISADVANTAGES your paws, flicking your tail or whiskers, twisting one ear in your fin­
Characterizations help delineate your character (which is good for the gers, licking your chops, and so on.
game) and restrict what you can do (which limits your play). Thus Optimistic (-1) You are usually cheerful and optimistic, especially
there are no characterization Advantages, only Disadvantages. You when the circumstances don't call for it.
shouldn't count more than -3 points of minor characterization P a c k r a t (-1) You never throw anything away. You carry amazing
Disadvantages, though of course you should describe your character in amounts of stuff with you at all times, which will encumber you
as much detail you want. (Trouble 2 at your maximum load) but may prove useful. You pick up
Bizarre Belief (-1) You believe in something that is manifestly interesting objects and souvenirs on adventures.
Pompous (-1) You are pompous and full of yourself. cumstance are stress rolls, and you have four extra botch dice.
Power Hungry (-1) You want to become powerful, and everyone Offensive to a Group (-2) You are offensive to a certain category of
knows it. You talk about it constantly. People may distrust you or people: merchants, Cani, adolescents, educated people, and so on. The
think ill of your motives. category may not be much smaller than these (except that all eight
Respectful (-1) You tend to defer to people in positions of authority, prime species are acceptable). Concretely, you have a -3 on social
even if it's probably a bad idea. This works to your advantage with skills dealing with such people, and 4 extra botch dice in dealing with
most people in authority, but will often get you into danger. them.
Sensitive (-1) You are very sensitive to something that many people Violent (-2) You enjoy fighting, and start fights whenever you can
regard as unpleasant, like poor food or poor manners or lack of civilized find a good excuse. A -1 Disadvantage for Gormoror and Khtsoyis,
amenities. Under these circumstances you are angry, grouchy, or oth­ who are ordinarily somewhat violent.
erwise unpleasant. Absent-minded (-3) You are absent-minded. You have difficulty
Short Attention Span (-1) You cannot pay attention to things that paying attention to immediate concerns, when your mind is on more
bore you. You tend to be fairly bad at conversation, guard-work, and distant and important things - as it often is. You make most rolls for
the like. being aware of things at -5. You are likely to put down your sword in
Suspicious (-1) You trust very few people. You assume that most one minute, and not be able to find it the next. You are likely to forget
people are out for their own advantage, and will cheat you or otherwise to deal with practical matters, too, such as making sure that you have
take advantage of you if you let them. all your bound spells, or even all your clothing.
Thoughtless (-1) You rarely think about other peoples' feelings - you Coward (-3) You're a coward. You hate to be in danger of injury or
barely realize that they have feelings. death. Actually sane people usually do, but it bothers you more than
Trusts Peers (-1) You expect that people in some class that includes most people. When you are in physical danger, you get clumsy from
you will be honest, e.g., perhaps you trust people of your own species, fear: Trouble 2.
or social class, or profession. (No Disadvantage for knights and other Irreverent (-3) You cannot take authority or dignity seriously. You
classes who are ordinarily honest.) enjoy humiliating and making fun of pompous people and monsters.
Unconfident (-1) You do not have much self-confidence. You are Expect a regular dose of trouble.
likely to ask for help at tasks that you could do Miserly (-3) You hate to spend money. You'll avoid buying new
perfectly well by yourself. Your companions armor until your current set of leather is completely useless, and even
may find this annoying now and again. then you might get a new set of leather even if you can afford platemail.
Vain (-1) You care how you look. A Then you might return the leather and get the platemail after the first
lot. Perhaps you dress in fancy battle. You're not stupid; you just need more of a reason to spend
clothing, or spend a lot of time money than most people do.
grooming yourself. You are annoyed Religious Fanatic (-3) You believe in some rare and rather extreme
when your appearance is compro­ form of religion, which concerns many important aspects of your life.
mised. Perhaps you believe that your racial god is superior to the others and
Vandal (-1) You like destroying that all the species should worship him. Perhaps you are a devotee of
things or writing graffiti, and do so at bad some god other than the canonical 7+12, or something posing as one.
times. You are obnoxious and not well liked because of this. You are proba­
Weakness for Something (-1) You like something, bly under a number of restrictions that nonbelievers find stupid. See
and may well neglect important duties or common sense to get it. page 73 for orthodox theology.
Common choices are money, sex, and wine; Rassimel in particular Speech Impediment (-3) You stutter, or lisp, or the like. (Your play­
choose less common things, such as rare shells. (-1 or worse, depend­ er should speak with that impediment when playing the character.) You
ing on the choice of thing and how tempted you are by it.) suffer a -2 penalty on rolls in many social situations.
Bizarre Practice (-2) For reasons you consider sufficient and few Trusting (-3) You expect everyone to be honest, unless you have
other people can or bother to understand, you do something bizarre on some good reason that you think they'll be dishonest.
a daily basis. Perhaps it is as simple as wearing beggar's rags (if you Excessively Helpful (-4) You want to help everyone who needs help.
are a noble) or a silver skullcap to ward off the mind-controlling beams You won't do anything too ridiculous, but you'd like to ... and you'll do
that you are sure that Birkozon constantly emits. Perhaps it an action, lots of things that aren't completely ridiculous.
like a daily animal sacrifice in honor of your ancestors. Gullible (-4) You're easy to fool. You may have to make Wits or
Cruel (-2) You are unnecessarily cruel, enjoying tormenting helpless Memory rolls to avoid believing lies that people tell you: usually Wits
people and the like. Many people are disgusted by your tastes. (-1 for + s20 >= 15. If you're lucky, you'll be able to use a Knowledge in that
Sleeth, who are usually somewhat cruel.) roll as well on occasion.
Impatient (-2) You want to get started. Now. Why is everyone else Practical Joker (-4) You are a practical joker. The lure of playing a
wasting time chatting around and planning and getting bound spells and good prank will often take precedence over common sense. Expect lots
extra weapons? of trouble, an early death, and lots of laughter when people tell your
Lecheroas (-2) You make passes at people you find attractive. story.
Sometimes you even mean them. You are not necessarily very good at Shameful Compulsion (-4) You experience occasional compulsions,
it; see the Flirting skill. which you have no choice but to obey. The compulsions are all of some
Nervous in Circumstance (-2) Under some circumstances, you are particular kind: to steal something (kleptomania) or bum something
particularly nervous and more than usually likely to screw things up. (pyromania) are common. You will be in some trouble or shame if you
Typical circumstances include: when other Cani are watching; when are caught. When the compulsion strikes, you have only a few minutes
members of the opposite sex are watching; when you are outside of before it becomes overwhelming: rarely enough time to plan a careful
your home city; when you are fighting. Concretely, all rolls in that cir­ theft or blaze. You are ashamed of your compulsions and your deeds.
You have a skill, Resist Compulsion; you may make Will + Resist
Compulsion rolls to avoid having to give in to your compulsion, usual­
EQUIPMENT DISADVANTAGES
ly with a threshold of 20. You start with a level of 3 in Resist Debt (-1) You owe someone something. You intend to pay it back as
Compulsion, but may not add more experience to it until you start play­ soon as you can, either out of moral obligation or threat. If someone
ing. (Easier thresholds or less dangerous compulsions are smaller loaned you your starting money (or your "Cash" Advantage), this is a
Disadvantages). Learning to control your compulsions, and deal with -1 disadvantage; if your debt is larger, the disadvantage is larger.
their consequences, will be a significant part of your story. No Cash (-1) For some reason, you have little money or equipment at
the moment. You have 2d6 lozens on hand, and perhaps a meng knife,
Strange Priorities (-4) You have some very strange priorities.
backpack, and change of clothes. You only have bound spells that you
Perhaps something minor is unusually important to you, and you ven­
can bind. If other Advantages give you equipment, you have that as
ture into danger to deliver thank-you notes or rescue baby birds.
well.
Perhaps something major is unimportant to you, and you casually agree
to guard a tavern for a week when you're on an urgent errand. You
probably get annoyed when your friends try to save you from yourself. EQUIPMENT ADVANTAGES
Honorable Warrior (-5) You refuse to attack by surprise. You pre­ Cash (+1) You have 800 + 100xd6 lozens extra starting money (or
fer to have your enemy attack first, and will frequently refuse to strike whatever the gamemaster deems a suitable amount of money). Explain
before he has a chance to. where it came from; there won't be any more from that particular source
Virtuous (-6) You are determinedly pure, doing your best to avoid without at least a significant adventure.
anything that seems sinful or bad. When you do such things (e.g., Loyal Pet (+1) You have a loyal pet, some kind of animal (e.g., World
telling white lies), you are ashamed of yourself for days afterwards. Tree equivalent of a cat or dog). It's not particularly intelligent or pow­
Extravagant (-7) You are profligate with your money when you erful. C"
have it. You cannot save any, not even for medium-term goals such as Metal Weapon (+1) You have a metal weapon, shield, or similar
good equipment. items worth 2000 lozens in total. You may take this Advantage repeat­
Bribable (-8) You are easy to bribe, if offered the right inducement. edly to get more valuable weapons. Explain where such valuable things
(Decide what that inducement is: money, rare books, sex, or whatever. came from. (If you arc rich enough to buy a weapon initially, and live
Rare or obscure inducements reduce this to a -4 Disadvantage.) If you in a place with an armorer's shop, you may buy one at character creation
are offered an adequate bribe, you must make a s20 roll in order to time instead of taking this Advantage.)
avoid taking it. The gamemaster will decide the threshold. For exam­ Slaves (+1) You have several (typically 2d6) slaves or indentured ser­
ple, if you want money and are offered 10% of your current wealth to vants, who are your personal property. They aren't particularly power­
do something illegal and repugnant to you, you must roll 18 or better. ful, and are probably not fanatically loyal either. You probably won't
This is more severe than "Weakness for Something", because you are bring them on dangerous adventures, but they make your life more con­
not in full control of yourself. venient at most times.
Terrors (-8) You are deathly afraid of something (like fire or insects), Treasure M a p (+1) You have^a map to a substantial hidden treasure.
or in some circumstance. When confronted with it, you will freeze or Getting there and obtaining it will require an adventure; keeping your
try to escape, no matter what else is going on. Explain the source of proper share may be challenging as well.
your terror: perhaps you were tortured with insects, or watched your Magic Item (+3) You have a magic item: perhaps a sword that bums,
family killed by fire. inflicting an extra s6 damage on each hit, or a talisman that turns you
Compulsively Truthful (-10) You are unable to lie or mislead peo­ into a bird twelve times a day. Negotiate with the gamemaster for the
ple, even about small matters. details. The Advantage cost may be more or less for items of different
Fury (-10) A violent temper sometimes overwhelms you, sending powers. This advantage is +3 for modest magic items, smaller for
you into a berserk frenzy. Choose something that is particularly likely minor ones, larger for bigger ones.
to bring on the frenzy - but any frustration might do it. You get +s20 on Animal Companion (+8) Some reasonably pow­
Attack, and must choose your most aggressive combat stance, but -s20 erful animal is your loyal companion: perhaps a
on all others skill rolls (and -s20 on Defense), while in the frenzy. You krango, a two-headed great cat, as strong as an
are too angry to cast spells safely; you must roll one botch die on each experienced Sleeth warrior. The animal is fair­
cast, no matter what your casting roll is. The destruction of the object ly smart for an animal, but not sentient. It will
of your rage will calm you down, as will s20 minutes without a fight. generally obey you when it can understand
If you want to calm down, roll d20; on a 20, you can be calm. You may you. (The cost of this will vary
try this roll once an action. with the power of the com­
panion.)
Major Vow (-12) You have taken some major vow that controls
important aspects of your life. Perhaps you have vowed never to use
metal equipment, or to help any maiden who asks it of you. If you fail
at your vow, you will be ashamed or cursed.
Compulsive Altruist (-20) You try to help everyone who needs help,
no matter what the situation or how much trouble they have been for
you.
Physical Coward (-20) You are afraid of getting injured, in a way
that tends to get you injured a lot. You cannot get any experience in
any weapon, Brawling, or Dodge skills; your score in those skills will
always be zero. You suffer Trouble 6 on all rolls to do anything if
someone is attacking you directly.
Guard Warrior Experience (+3) You worked for four years as a
EXPERIENCE ADVANTAGES guard in a city, mostly on the physical end of matters. You learned
These Advantages represent working for some time in some profes­ Magic Resistance (5 exp), Magic Analysis (5 exp), a preferred weapon
sion or occupation. The list is not complete; it includes mainly pro­ (25 exp), two alternate weapons (10 exp each), Brawling (5xd6 exp),
fessions which lead naturally to adventuring. Players may request that Combat Stance Base (20 exp), Dodge (20 exp), Life Base (5xd4 exp),
the gamemaster develop others, following the patterns of these Alertness (5 exp), Etiquette (5 exp), Interrogate (5 exp), Intimidate (5
Advantages. exp), and Law (5 exp). You may have three bound defensive spells, or
Broad Experience (+1) You have had a wide range of experiences, similar disposable items, saved from your time as a guard. This may be
giving you some minor acquaintance with many skills. Take 10 expe­ taken repeatedly.
rience points in each of nine skills. You may not raise these skills fur­
ther during character creation.
Extra Experience (+1) You have more experience than starting
characters ordinarily do. Take 30 experience points which you may
use as you wish. This usually corresponds to a year or so of extra age.
This is a poor deal compared to most other Experience advantages.
Feather Mage Experience (+2) You worked for four years as a
feather mage: a seller of feather-cast spells, charging low prices and
giving low quality. You learned Cley Base (20 exp), Magic Resistance
(10 exp), Feather Casting (25 exp), five magic arts (10 exp each),
Dodge (10 exp), and Etiquette (5xd3 exp). You also acquired 10+dl0
complexity-5 and 6+d6 complexity-10 spells, mostly very practical,
most of which you would expect to be able to sell at very low power.
Feather mages are generally seen as nearly-incompetent scoundrels
who prey on the poor; this employment could mar your reputation for
life. May be taken repeatedly.
Burglar Experience (+3) You supported yourself for four years as a
burglar, breaking into buildings or guarded caravans - generally owned
by people who were not citizens of your native city. You learned
Magic Analysis (5xd3 exp), Magic Resistance (5xd3 exp), Life Base
(5xd3 exp), Climb (30 exp), Dodge (5xd3 exp), Jump (5xd6 exp), Run
(5xd6 exp), Alertness (10 exp), Disguise (10xd3 exp), Pick Locks (30
exp), Pick Pockets (5 exp), Search (30 exp), Set/Disarm Traps (30
exp), Sneak (30 exp), Sleight of Hand (5 exp), and Judge Value (5 exp).
You saved (slO x slO x slO) lozens from this time. This Advantage
may be taken repeatedly.
Con Artist Experience (+3) You worked for four years as a con
artist, parting fools from their money in ways that they might not
approve of if they were to leam the full details. You learned Life Base
(5xd3 exp), Alertness (10 exp), Forgery (5xd6 exp), Bargain (40 exp),
Interrogate (5xd8 exp), Empathy (5xd8 exp), Etiquette (5xd8 exp),
Friendliness (30 exp), Guile (30 exp), General Knowledge (5xd6 exp),
Judge Value (5xd8 exp), and Law (5xd3 exp). This Advantage may be
taken repeatedly.
Guard Mage Experience (+3) You worked for four years as a mage
in a city guard, or some other fairly aggressive setting, such as light
Healer Experience (+3) You have worked as a healer for four years.
adventuring. You learned Cley Base (15 exp), Feather Casting (5 exp),
You learned: Cley Base (20 exp), Spellbinding (5 exp), Healoc (25 exp),
Finesse (5 exp), Hammer Casting (5 exp), Magic Analysis (5 exp),
Corpador (20 exp), Medicine (25 exp), Bargain (5xd3 exp), Empathy
Magic Resistance (5 exp), Meditation (5 exp), Spontaneous Force (5
(5xd3 exp), Etiquette (5xd3 exp), Friendliness (5xd6 exp), and
exp), Spellbinding (5 exp), six magical arts (10 exp each), one weapon
Interrogate (5xd3 exp). You have acquired one (or two if you are a
(10 exp), Life Base (5 exp), Dodge (5 exp), Alertness (5 exp), and
Healers' Guild member) healing spells of complexity 25 or below (but
Intimidate (5 exp). You also acquired a variety of spells: 6+d6 com­
only ones that you can cast). Most people who take this have previously
plexity-5 spells and 3+d3 complexity-10 spells. These were straight­
taken Healer's Guild Training.
forward spells useful in guarding cities: attack, defense, and enhance­
Healers' Guild Training (+3) You have taken the Healers' Guild's
ment. The city guard bought them for you; they are not fancy. This
four-year standard course in magical healing. Take experience in Cley
Advantage may be taken repeatedly.
Base (10 exp), Healoc (30 exp), Corpador (10 exp), Medicine (35 exp),
Knowledge: Natural Science (30 exp). You know the Healoc Corpador
spells K i s s t h s Stinging Cut (HI Co 5), Heal Once (HI Co 10), Pretense
of Health (HI Co 15). and Heal the Awful Wound (HI Co 20). You may
start with other healing spells at half the usual Advantage cost: the
Guild only sells spells that actually heal people (and not all healing
spells may be available), not just any Healoc spell. You are a Healers'
Guild member (at no further Advantage cost), and should pay dues. complexity-5 and 3+d3 complexity-10's) as part of your stock in trade.
M e r c h a n t Experience (+3) You worked as a merchant for few These spells were ones which you could sell as bound spells, and must
years. You learned: Bargain (40 exp), Empathy (30 exp), Etiquette (20 be ones that you could actually bind. May be taken repeatedly.
exp), Guile (20 exp), Interrogate (40 exp), Judge Value (40 exp), Spellweaving Experience (+3) You worked for four years as a spell-
Knowledge: Social (20 exp), and Law (10 exp). You also have an extra weaver. You learned Cley Base (20 exp), Magic Resistance (5xd6
s 6 x l 0 0 {no botch dice} lozens starting money. May be taken repeat­ exp), Magic Analysis (15 exp), Magic Theory (20 exp), Meditation (5
edly. For an extra +1 Advantage, you own a small business; it takes exp), Spellweaving (30 exp), and six magic arts (15 exp each).
much of your time (and may be the focus of most of your adventuring), University Education (+3) You have attended a university for about
but provides you an income of a respectable 300-500 lozens a month. five years. You learned each Knowledge (5xd6 exp each). People will
Officer Experience (+3) You worked for four years as an officer in generally give you some respect (or disrespect) because of your edu­
a city guard or private army. You probably were either an ordinary cation. May be repeated if you can pay for it.
guardsperson before you became an officer, or are a noble or educated Weapons Master Experience (+3) You worked for four years as a
person. You learned Combat Stance Base (15 exp), Life Base (10 combat instructor, probably in an academy; or you trained heavily in a
exp), three weapons (10 exp each), Dodge (10 exp), Alertness (10 exp), weapons academy for four years. You learned Combat Stance Base
Command (20 exp), Etiquette (20 exp), Interrogate (10 exp), (30 exp), Life Base (10 exp), three major weapons (20 exp each), all
Intimidate (5xd6 exp), and Law (20 exp). You probably have contacts the other weapons (10 exp each), and Dodge (20 exp). You have many
in the organization you worked in; you may still be working there. inexpensive weapons, and may get two metal or other expensive
P a t t e r n Mage Experience (+3) You worked as a pattern mage for weapons for the Advantage cost of one. This Advantage may be taken
four years. You used Cley Base (15 ejcp), three other Magic skills (10 repeatedly.
exp each), and five Nouns and Verbs total (15 exp on each of the five). Wilds Experience (+3) You have spent four years working in th
You also picked up some spells: 6+d6 complexity-5 spells and 3+d3 woods: hunting or gathering wild foods or surveying or the like. Yoi
complexity-10's. These spells were what you sold: fireproofing spells have learned Life Base (5xd3 exp), one weapon (5xd3 exp), Climb
are more reasonable than fireblasting. May be taken repeatedly. (5xd6 exp), Dodge (5xd3 exp), Hunt (5xd6 exp), Jump (5xd3 exp),
Pickpocket Experience (+3) You worked for four years as a thief, Ride (5xd3 exp), Run (5xd6 exp), Swim (5xd3 exp), Track (5xd6
removing things from people's purses and bodies politely, without trou­ exp), Set/Disarm Traps (5xd6 exp), Stealth (5xd6 exp), Animal
bling them. You learned Life Base (5xd3 exp), Dodge (5xd6 exp), Handling (5xd6 exp), Armor Repair (5xd3 exp), Medicine (5xd3 exp),
Run (30 exp), Track (5xd4 exp), Alertness (20 exp), Disguise (5xd6 Wilds Survival (40 exp), and Woodworking (5xd3 exp). This may be
exp), Pick Pockets (40 exp), Search (10 exp), Sleight of Hand (20 taken repeatedly.
exp), Sneak (20 exp), and Judge Value (10 exp). You have saved (slO Mercenary Experience (+4) You have been a warrior-for-hire for
x slO x slO) lozens from this time. This may be taken repeatedly. four years or so. You have learned Cley Base (5xd3 exp), Magic
Priest Experience (+3) You worked for four years as a priest. You Resistance (5xd3 exp), a preferred weapon (30 exp), an alternate
specialized in 1-3 of the gods. You learned Cley Base (10 exp), weapon, probably a missile (15 exp), Combat Stance Base (25 exp),
Concentration (15 exp), Finesse (5 exp), Magic Analysis (20 exp), Life Base (20 exp), Dodge (20 exp), Ride (5xd4), Alertness (5xd4
Magic Theory (20 exp), Meditation (30 exp), the magical arts of the exp), Bargain (5xd4 exp), Run (5xd6 exp), Intimidate (5xd4 exp),
gods you worked with (30 experience, split evenly among the gods you Armor Repair (20 exp). You have not saved anything from this time
were a priest of), Bargain (5 exp), Empathy (10 exp), Etiquette (20 unless you take it as a separate Advantage. This may be taken repeat­
exp), Friendliness (10 exp), Enchantment (10 exp), Gods' Tongue (30 edly.
exp), History and Literature (30 exp), Natural Science (10 exp), and University Mage (+4) You have studied all the aspects of magic,
Theology (30 exp). probably in a five-year course in a university or magical academy - but
Self-taught Mage (+3) You explored your magic extensively as a in very little depth. You learned d20 experience (or 10 experience if
child, mainly using spontaneous magic. Take d20 experience in each you prefer not to roll) in each Magic skill, each Noun, each Verb, and
magical art, and in Cley Base, Magic Resistance, Spontaneous Force, Enchantment, Spellweaving, Gods' Tongue, and Theology. You also
and Life Base. This is considered an unsophisticated way to team; few have 6+d6 complexity-5 spells that you found interesting, including at
people admit to studying magic this way. least one that you invented. This may be taken repeatedly if you could
Smith Experience (+3) You worked for four years as a smith, prob­ have paid for it. You may also take "University Education" as a +1
ably an apprentice or journeyman. You learned Cley Base (20 exp), Advantage and two years.
Durudor (30 exp), Creoc (20 exp), Mutoc (20 exp), Sustenoc (20 exp), Advanced University Mage (+5) You have a graduate education
1
the Craft skill of Smithing (40 exp), which you should add to the Crafts (five years) after your University Mage time ; take that Advantage sep­
section of your character sheet. Roll a dlO; on a 10, gain one point of arately. Leam Cley Base (30 exp), Magic Theory (40 exp), and Magic
Strength. You learned one or two of the spells for creating or working Resistance (20 exp). You also studied six magical topics in depth, get­
metal or stone, such as Create a Lump of Iron (Cr[Su] Du 25), Forge ting 30 exp in each; the six topics are chosen from the Magic skills, the
and Form Metal (Mu Du 20), or three or four lesser ones such as Nouns, the Verbs, or Enchantment, Spellweaving, Theology, or Gods'
Sharpen The Blade (HI Du 10) or Make a Rock (Cr [Su] Du 15). You Tongue. Typically you will study two Nouns, two Verbs, and two other
may well have acquired spells that you cannot cast yet; getting those topics, but you may have chosen different courses. Because you trad­
vital, secret spells - and the right to cast them - is the major payment ed spells with your fellow students, you may purchase further spell
for your labors as an apprentice and your substantial guild dues. This Advantages at half of their Advantage cost. You may use up to +5
Advantage may be taken repeatedly. You are a member of the Smiths' Advantage points in this way, and you may only use them for spells of
Guild - probably not a master - and owe dues. professional or academic interest (specifically excluding attack and
Spellbinder Experience (+3) You worked as a spellbinder for four defense spells, but ask the gamemaster). You may take this Advantage
years. Cley Base (15 exp), Meditation (20 exp), Spellbinding (30 exp), repeatedly regardless of your finances: graduate students are often
and four magic arts (15 exp each). You also picked up spells (6+d6 funded by the academy.
Knight Training (+8) You were trained as a knight: a warrior of the get more experienced, you should ask the gamemaster less often.
highest and most noble orders. The training started at age 15 or so, and Keen Vision (+1) +3 on all totals to see something.
continued to age 30 or so. This training gives you great status and Knack (+1 or more) You are good with some skill; add +2 or more
great responsibility. You will be subject to your superiors' commands to all rolls and totals concerning it. See page 145 for more details.
for decades, until you move up the ranks and give the orders yourself. Large knacks cost more:
You must also hold to high standards of behavior, a code of chivalry:
you must protect the innocent, prevent atrocities, uphold local laws Knacks
even if they are bad laws, and so forth. The penalties for failure (even Knack Advantage Cost
when no success was possible) arc extraordinarily harsh. You have
+2 +1
learned Cley Base (20 exp), Magic Resistance (40 exp), four weapons
(30 exp each), Combat Stance Base (30 exp), Life Base (40 exp), +3 +2
Dodge (40 exp), Command (10 exp), and Etiquette (30 exp). You have +4 +3
metal weapons and chain armor.
+5 +4
Knight-Mage Training (+8) You were trained as a knight-mage: a
+6 +5
warrior wizard of the highest order. The training started at age 15 or
so, and continued to age 30 or so. This training gives you great status +7 +6
and great responsibility. You will be subject to your superiors' com­ +8 +7
mands for decades, until you move up the ranks in the order and give
+9 +8
the orders yourself. You must also hold to high standards of behavior,
a code of chivalry: you must protect the innocent, prevent atrocities, If you already have a knack for some other reason and wish to
uphold local laws even if they are bad laws, and so forth. The penal­ improve it, take the price of your existing knack as a credit. For exam­
ties for failure are extraordinarily harsh, even in situations where fail­ ple, if you are a Cani and wish to improve your innate +4 knack at
ure was inevitable. You have learned Cley Base (25 exp), Magic Ruloc to a +6 knack, it costs 2 Advantage points more.
Resistance (25 exp), two Verbs (25 exp each) and two Nouns (25 exp Reliable Skill (+1) You can use one particular skill coolly and col­
each), two weapons (25 exp each), Combat Stance Base (30 exp), Life lectedly under stress. Whenever you roll botch dice with it, roll two sets
Base (25 exp), Dodge (25 exp), Command (10 exp), and Etiquette(30 of botch dice and take the most favorable result.
exp). You also have one complexity-20 spell, four complexity-15 Sharp Ears (+1) +3 on all totals involving hearing.
spells, twelve complexity-10 spells and a metal weapon. Sharp Magic Sense (+1) Your magic sense is unusually good: +3 on
rolls involving magic sense.
KNACK DISADVANTAGES Broad Circumstantial Bonus (+5) Under some common set of cir­
Anti-Knack -5 (-1) You are particularly bad at some skill, taking a cumstances, you have a +1 bonus on all stress rolls. The Cani Species
-5 penalty on all totals involving it. You may only take this in skills Advantage "Loyalty Bonus" is an example of this.
that obviously do (or should) matter to you to some extent; e.g., one of
the skills your species learns as a child, or one which you have a skill MAGICAL DISADVANTAGES
of 5 or more, or one which is important to your chosen profession. Can't Write Spells (-1) You cannot copy spells for other people to
Nearsighted (-1) You can't see well at a distance. Trouble 3 on all leam.
rolls involving seeing things at a distance, like targeting spells and mis­ Cley Dependent (-1) Having no cley is physically unpleasant to you.
siles. Glasses will help, but they're fragile and expensive: correcting When you are out of cley, you get three extra botch dice on all actions,
one point of trouble with glasses costs 200 lozens, two points 1000 and are probably whiny or sarcastic or otherwise hard to endure. If you
lozens, and three points 5000 lozens. have a cley debt, you're even worse.
Poor Hearing (-1) You can't hear very well. -3 on all hearing rolls. Cley Gap (-1) There is a full minute's gap between the time that your
Poor Magic Sense (-1) Your magic sense is unusually bad: -3 on cley leaves you and the time it is refreshed. During this time you have,
rolls involving it. of course, no cley.
Susceptible to Magic (-2) You are unusually easy to affect with Nouns-blind (-1) You cannot tell the difference between three spe­
magic: -3 on all rolls. cific Nouns (e.g., Airador, Pyrador, and Locador) when you attempt
Weak-Willed (-2) You get -5 on all rolls to resist coercion, intimi­ Magic Analysis, rather as a color-blind person cannot tell the difference
dation, domination. This does not apply to uses of Will in spellbind­ between two specific colors. Pick one Noun, and roll the others.
ing and other magic. Can't Graft One Noun (-2) You cannot graft pattern spells involving
one Noun; that is, you cannot leam such spells that other people have
KNACK ADVANTAGES invented. This cuts you off from the most useful advanced magic
Cluster of Knacks +1 (+1) You have three +1 knacks in three relat­ involving that Noun. This Disadvantage applies only to learning spells:
ed skills, representing some broad aptitude. For example, you might be in particular, you can invent spells in that Noun yourself (and have them
a natural-bom thief, with knacks in picking pockets, sneaking, and as pattern spells). You may not have any spells in that Noun when you
climbing. Ordinarily only mundane skills are suitable for clusters of start play, unless you take the "Invented Spells" Advantage. (This is a
knacks. (A cluster of three +2 knacks is a +2 Advantage; of +3 -3 Disadvantage for a Verb, and a -1 Disadvantage for the relatively
knacks, a +4 Advantage.) obscure arts of Locador, Magiador, Mentador, Spiridor, and
Common Sense (+1) You are a sensible person, at least if you take Tempador.)
a second to think. You have explicit permission to ask the gamemas­ Cley Overlap (-2) There is a full minute's overlap between the time
ter for advice about what a sensible person would do. You don't have you get new cley (which comes first for you, unlike for most people)
to follow that advice. This is mainly intended for new players. As you and the time that your old cley leaves you. Unless you take careful
measures in advance - every day - during this time you will have a
tremendous cley overcharge, and will probably set off dangerous mag­ No Bound Spells (-20) Due to some flaw in your magerium, you can­
ical effects even if you try not to. On the good side, if you happen to not owh bound spells, or perform spellbinding.
need massive amounts of cley for one minute on occasion, you can No Spontaneous Magic (-20) Due to some flaw in your magerium or
arrange to have it. personality, you cannot cast spontaneous magic, or perform spellweav­
Cley Isolated (-2) You cannot transfer cley to other people, nor ing.
accept transfers from them, nor otherwise share cley.
Daily Backfire (-2) Your magic backfires once a day, usually early SPELL ADVANTAGES
in the day, but only when you use cley. Roll a d6; on a 1 or 2, your These Advantages let you start the game with some pattern spells.
spell botches. After this has happened once, your magic is fine for You can start the game with spells you can't cast, but it is usually worth
the rest of the day. checking to be sure you can cast them; see page 175.
Bad Relationship with a God (-4) You have an unusually bad rela­ Cantrip Scribe (+1) You worked for a while as
tionship with the god controlling one of your magical arts. Whenever a spell scribe, learning and copying spells for a
you cast a spell in that god's art, you botch on a Power or complexity spell-seller. You have learned 10+d 10 spells of
dieroll of 1, in addition to any botches that you might roll. complexity 5, and 6+d6 spells of complexity
Casting Trouble (-5) Under certain common circumstances, your 10. These spells are mostly practical or enter­
spells are weak: -5 on complexity (so you may not be able to use your taining - e.g., spells for dishwashing,
best spells) and -20 on power. Typical circumstances include: in a woodworking, contraception, and so
town or city, in dense forest, on the Verticals, around Sleeth. on. Four of the 5's and two of the 10's
Inflexible Pattern Magic (-5) You can only cast your pattern spells may be specifically useful for adventur­
in the ordinary way (e.g., no hammer or feather casting), and bind ing. You must get the gamemaster's
them in the ordinary way (no binding with reasoning). approval of the spells on the list. You
Shaky Pattern Magic (-5) When you cast a pattern spell, you must have learned 10 experience in each of
roll to see if you can cast it: Memory + Noun + Verb - dlO >= com­ Finesse, Magic Theory, and
plexity. If your Memory + Noun + Verb is 10 more than the spell's Concentration. To take this advantage,
complexity, you will have no trouble (except in stress). If you fail this those three skills must total 10 or more after
roll, nothing happens; you do not spend cley. the experience.
Trouble Grafting Pattern Spells (-5) You have trouble grafting pat­ Wizard's Scribe (+2) You worked for a while copying spells for a
tern spells onto yourself. Whenever you try to graft a spell, roll a d6; major magician. You know 5-6 spells of complexity 15 or more, part
on a 1, the graft failed and the spell is lost. Make this roll on all the of the magician's stock in trade; these will be salable spells, and some
spells that you start with initially. of them might be useful for adventuring. These spells are in arts you
Reduced Bound Spells (-7) You cannot use as many bound spells as had minimal skill in at the time - wizards do not give their major spells
ordinary people; you may only possess half the usual number. There to scribes who can use them - but eventually you may get to be strong
is a 1% chance per day that a bound spell that you own will decay and enough to use them. You are under oath not to copy any of these spells
vanish. for a dozen years. You have learned 20 experience in each of
Cley Vessel (-10) Other people may take your cley by touching you Concentration, Magic Analysis, and Finesse. You can only take this
and trying to take it: you lose two cley, they gain one cley, which they Advantage if your Concentration + Magic Analysis + Finesse will be
must use immediately. When this happens, you are stunned for two 15 or more with the Advantage, and you can only get spells with that
actions; people can continue to drain your cley. When your cley is total or less as their complexity.
exhausted, so are you: you collapse for an hour or two. Anyone with a Complexity-5 Spells (+1) You have 12 complexity-5 spells.
reasonable skill at Magic Analysis can see that you are a Cley Vessel Complexity-10 Spells (+1) You have 4 spell^ of complexity 10.
by looking at you. You would make an excellent slave for a powerful Complexity-15 Spells (+1) You have a spell of complexity 15.
and unscrupulous mage. Complexity-20 Spell (+2) You have a complexity-20 spell.
Feeble Spontaneous Magic (-10) Your spontaneous magic is weak Complexity-25 Spell (+4) You managed to get a spell of complexity
and frequently ineffective. Roll s6's rather than s20's for complexity 25.
and power rolls. Note that this means you will botch frequently. Complexity-30 Spell (+6) You somehow managed to get a spell of
Handicapped in Art (-10) You are unable to use one Noun or Verb complexity 30.
yourself. You cannot cast any spell involving that art. (-5 for Durudor, Complexity-35 Spell (+9) You somehow managed to get a spell of
Tempador, Spiridor, Magiador, Locador, Illusidor, Sustenoc, Healoc. - complexity 35. Wow.
12 for Corpador, Herbador, and the remaining Verbs). Complexity-40 Spell (+12) You somehow managed to get a spell of
Poor Cley Supply (-12) For some reason, you do not get as many complexity 40. This is impressive, especially if you can cast it. Explain
cley as ordinary people; subtract d l 2 from each day's supply. (Roll the how this happened.
d l 2 anew each day.) Round negative or zero amounts to one; you
aren't totally without cley.
MAGICAL ADVANTAGES
Slow Magic (-12) Your spells that would normally go off next action
Unusual Cley Refresh Time (0) You get your day's supply of cley at
(including most attack spells) actually go off the action after that, put­
some time other than dawn: most likely noon, sunout, or midnight (a
ting you at a major disadvantage in magical fights. Your fast spells go
sinister time for cley refresh). You get the same number of cley as any­
off as normal.
one else, just at a different time.
Terrible Casting Requirement (-15) You can only cast spells in Cley Holder (+1) You can tolerate a higher overcharge of cley than
certain circumstances, which are hard to achieve, humiliating, or oth­ most people. The limit of the comfortable charge is 6 higher than your
erwise terrible. For example, you might need to have just killed an ordinary maximum; that is, you can hold up to Faith + Cley Base + 12
animal, or be naked (if your species is ordinarily clothed).
cley. This Advantage gives you no special wuy to gel extra cley; but day are safe. Performing it three times in a day is costly - typically, giv­
the ordinary ways (e.g., Meditation) will work. ing you an extra botch die on all rolls you make that day. Performing
Emergency Spell (+1) Once per day, in an emergency, you may add it four times in a day probably won't kill you, but you'll feel like it had.
20+d20 to the power of a pattern or spontaneous spell that you cast. If the ritual depends on a prop, the Advantage is only +4; the prop can
Extra Bound Spells (+1) You may own four more bound spells than be replaced, but getting attuned to a new one may take several weeks.
usual. Fast Caster (+8) You may spend an extra cley casting a spell that
Invented Spells (+1) You have invented some of the spells that you ordinarily takes effect next action to make it take effect as a fast spell
know. Very few people know about them: you, perhaps a few teach­ instead. This makes it very hard to counterspell except by bound coun­
ers or parents or friends. You (the character) must have enough Magic terspells or previously-cast defenses.
Theory to invent those spells; sec page 199. You (the player) must Cley Vampire (+9) You can steal cley from other people by touch.
make them up, and pay the regular Advantage cost for them in addi­ They lose two cley; you gain one. Stealing cley is an intentional act on
tion to the +1 for Invented Spells. You might be able to sell copies of your part. The victim is not allowed a resistance roll, though he may
your invented spells, or otherwise take advantage of the fact that they try to get away from you. The theft is painful to the victim and pleas­
are new. Note that other people might have invented similar spells urable to you. The act of cley vampirism is illegal almost everywhere,
before you.did, and that many people may be able to spont the spell and simply being a cley vampire whether you do it or not is illegal in
you have invented. Also note that any player may invent spells for many places. If you are discovered, you will be exiled if you're lucky.
their character without this Advantage; the Advantage means that the
character has invented those spells. PHYSICAL DISADVANTAGES
Quick Spell Grafter (+1) You are unusually good at copying spells Disfigured (-1) You have a scar or other blemish that makes you easy
for others to graft, and at grafting them on yourself. Subtract to recognize. If it makes you significantly unattractive, take the Ugly
(10xd6)% from the time and cley cost for each task. Disadvantage as well.
Specific Magic Power Manipulation (+1) You can modify the Obese (-2) You're huge and fat. You have +3 Knack in Life Base, but
power of spells cast on you (and only on you) in some specific you are slow; subtract two from your Agility.
Noun+Verb combination, either adding or subtracting s20 to/from the Missing Ear (-3) You're missing an ear. You cannot tell which direc­
spell's power, as Orren do with Mutoc Corpador spells cast on them. tion sounds are coming from; you are easy to recognize; and you have
Rituals of Divine Favor (+2) You have an unusually good relation­ a -5 on all hearing rolls. A -2 Disadvantage to species without exter­
ship with one of the gods. When you perform a five-minute ritual, you nal ears, or if the ear is deaf but not actually cut off.
get +s20 on Complexity and Power rolls of one spell you cast imme­ Maladroit (-6) You tend to run into things and hurt yourself a lot.
diately after the ritual, involving that god's art. You may also be sub­ You roll an extra botch die on all Agility rolls, in particular on all
ject to the god's scrutiny or influence. It is unwise to use this more Defense rolls. If you botch a Defense roll, you take an extra dlO dam­
than three times a day on a regular basis. age in addition to the ordinary botch.
Special Circumstances on Casting (+2) Under some simple cir­ Vulnerable to Fire (-8) You are more sensitive than most people to
cumstances of your choice, you gain a +5 bonus on the power of every fire: it does an extra 50% damage to you (computed after Soak).
spell that you cast. The circumstances may be reasonably common, Missing Eye (-9) -4 on rolls involving distance, including targeting
but there should be some challenge. The circumstances may be envi­ at a distance. You have a blind side; people get a +4 bonus on Attack
ronmental: you may need to be standing in a strong wind, or have both and Defense when they are on your blind side. For Khtsoyis, missing
feet upon soil. They may be related to the target of your spells: you one eye is a -1 Disadvantage disfigurement; missing two adjacent eyes
may get the bonus when casting spells upon Cani. Or they may be is -3 and gives a small blind spot; missing three adjacent eyes is -5 and
based on equipment: you may get the bonus when you are holding the gives a significant blind spot, and missing four eyes is the full -9
wand that your mentor gave you as a starting apprentice (and you will Disadvantage.
lose the bonus forever if the wand is destroyed). The gamemaster may Lame (-15) You are crippled, by birth or accident. Anyone can out­
grant a larger bonus for more challenging circumstances, or make it run you. You have a -10 penalty on rolls involving quick or agile
smaller for easier ones.
i
motion, a -6 penalty on Defense, and a -3 on most other combat scores.
Strong Bound Spells (+2) When you bind spells, they are stronger Missing Hand (-15) You take a -4 to -8 penalty on most physical
than most peoples': add d l 2 to their Power. actions. This Disadvantage is a mere -3 for a Khtsoyis missing one ten­
Living Magic (+3) You may use your own life in place of cley; for tacle, or -6 for a Herethroy missing one hand; it is -10 for Zi Ri and
each such point of cley you use, you take d6 damage. You may gain Sleeth.
at most your Cley Base points of cley a day this way. You can easily Blind (-20) You cannot see. This is a serious problem in many situ­
kill yourself doing this, but sometimes it's worth it. ations.
Intuitive Magic (+4) You have an intuitive insight into some partic­
ular combination of magical arts. You can cast weak spontaneous PHYSICAL ADVANTAGES
spells in that combination (cqmplexity 5, power 5) without using cley.
Ambidextrous (+1) You are equally dexterous with all your hands.
You have +10 on complexity limits and Power of spells which use that
Furthermore, if you have the Multiple Weapons combat option you are
combination, even if they include other arts as well. You get +10 on
expert at it.
complexity rolls of those two arts when you use them together in spon­
High Alcohol Tolerance (+1) You can stand more alcohol than most
taneous magic, and +10 Power of the spontaneous spell.
people of your species; it takes two more drinks than usual before you
Ritual of Extra Cley (+5) You have some personal ritual (which feel the effects. Typically, this means that two drinks don't affect you,
usually takes about ten minutes to perform, and may require props) and the third one causes you some Trouble.
which restores d6 points of cley to you when you perform it. Describe
Easy to Heal (+2) You take healing spells more readily than other
the ritual: perhaps you whirl around and chant your creator god's
people. The first two overlapping healing spells cast on you do true
name, or gaze deeply into your crystal pendant. The first two uses in a
healing instead; in effect, simple healing spells that ordinary people coloration (a Rassimel who is purple and pink instead of black and
can only get full benefit of once per day, you get full benefit of three white) may get a -2 Disadvantage. You may conceal your coloration in
per day. There may be other advantages as well. various ways, but all are flawed: your true colors will be seen on a reg­
Reserves of Strength (+3) You can put forth an incredible show of ular basis.
strength for a moment. If Snorer (-1) You snore. It is annoying to share a room with you, and
you are using it to fight, you might be heard more easily by monsters in the wild. Zi Ri with this
you will have Strength = 12 disadvantage sometimes breathe fire when they snore; in this case, it is
for an action or two. In a -3 Disadvantage.
other situations it might last Ugly (-1) You're uglier than your Charisma would ordinarily indi­
as long as a minute; e.g., if cate: an effective -3 on Charisma for matters of beauty.
you're holding the roof up Unkempt (-1) You aren't very good at dressing or grooming yourself.
while your companions You usually look messy: your fur isn't properly brushed, there are spots
flee. After using Reserves on your vest, your shirt is hanging out in back, your armor is stained.
of Strength, you will col­ Take -3 on social rolls in appropriate circumstances. If someone with
lapse exhausted for an hour better style takes charge of your appearance, you can circumvent this
or two. Disadvantage - until you spill soup on your shirt and don't care.
Simple Shapechanger (+4) You can turn into a single kind of ani­ Unpersuasive (-1) You are less persuasive than your Charisma
mal by an act of innate magic. You have a Craft skill called would indicate: an effective -3 on rolls.
"Shapechanging". You may change shgpe into your animal or back on Bad Impression (-2) People frequently make some bad assumption
a roll of Will + Shapechanging + s20 >= 15. You may try repeatedly; about you: that you are a troublemaker, or that you are trying to con
each transformation or attempt takes a full action, but has no other them, or that you are trying to seduce them, or that you are an evil wiz­
cost. Botches on the s20 typically leave you in some awkward inter­ ard. It may well be true.
mediate shape, requiring another roll to get to one or the other. You Heart on Sleeve (-2) You do not conceal your emotions well. People
may shapechange part of the way on a roll of 20+; e.g., getting a cat's who pay attention can usually tell what you are feeling. (+5 on
eyes or claws on your regular body. The +4 Advantage cost is for Empathy rolls used on you).
unimposing animals: the World Tree equivalents of cats, mice, sheep, Abrasive to Inferiors (-3) You tend to accidentally offend people
bats, songbirds, trout, and so on. The Advantage cost for more dan­ who are serving you: servants, waiters, bartenders, and so on. Things
gerous animals is larger. Extra unimposing shapes are +1 Advantages mysteriously go wrong: your horse's gear isn't buckled right, unsavory
each; extra dangerous shapes are correspondingly cheap. substances are found in your beer, and insects in your bed. Extravagant
Large (+7) You are a very large person: about 10-15% taller (and tipping alleviates this to some extent.
thus 30-50% heavier) than a regular person of your species. You have Curse of Beauty (-5) People you despise frequently get crushes on
a +4 Knack in Life Base; add one point to your Strength, and take a +1 you; people you like rarely do.
damage bonus with claws, teeth, crushing, pole, staff, and thrown
weapons.

SOCIAL DISADVANTAGES
Abrasive (-1) You are personally more abrasive than your Charisma
would indicate: an effective -3 on rolls to be friendly and the like.
Bad Reputation (-1) You have a bad reputation for something in
particular: letting an ally die, being a tax collector or informer, cheat­
ing friends, or the like. Particularly bad reputations may be -2
Disadvantages.
Childhood Friend (-1) You and another player's characters are
childhood friends, or otherwise have some long-standing relationship
that binds you closely. Either of you can call upon the other for assis­
tance at any time, for anything, no matter how suicidal. The two of
you trust each other completely, and deserve that trust. Both charac­ SOCIAL ADVANTAGES
ters get the -1 Disadvantage. Distinctive Breed (+1) You are a member of some distinctive and
Dietary Restriction (-1) You have some unusual dietary restriction admired breed of your species: e.g., a Cani who looks like an anthro­
(e.g., you are a vegetarian Rassimel). Finding suitable food on the road pomorphic black Labrador or Samoyed. Members of your own species
will be a periodic annoyance, and may get you into occasional fights. consider you handsome (+5 on occasional relevant rolls). Most impor­
Mongrel or Bad Breed (-1) You are either of blatantly and inap­ tant for Cani and Herethroy, but also available for Gormoror, Orren,
propriately mixed breed (a mutt), or of some breed that is not well Rassimel, and Zi Ri. Sleeth can have a distinctive breed, but other
respected (a Dachshund-morph or Chihuahua-morph). Members of Sleeth usually don't care.
your own species are generally not impressed: -5 on some social rolls. Good Reputation (+1) You have a good reputation for something. It
Mainly a Cani or Herethroy Disadvantage; not available to Sleeth or might be a heroic action in your past, or some personality trait (such as
Khtsoyis. never lying). This may give you benefits in dealing with people. It
Odd Coloration (-1) Your fur or carapace or scales is an unusual also gives you something to live up to -e.g., if you have a reputation for
color or fur pattern for your species or breed, (e.g., you are from a never lying, and are caught telling a small lie, you will be publicly
Cani family with Dalmatian features, except you have stripes.) You are shamed.
easily recognizable; people may think you are a freak. Extremely odd
Inoffensive (+1) Something in your manner keeps people from tak­ Persuasive (+3) You are more persuasive than your Charisma would
ing offense at you (usually). You can get away with mild insults and indicate: an effective +3 on rolls.
the like (usually). If you are not trying to insult someone, you won't
(usually).
Married (+1) You are married, to someone (or several people) who
you can generally rely on to support and help you in most respects.
With the +1 Advantage, your spouse(s) are not of adventurer power;
their skills should fit the situation, and they should have (Advantages
+ Disadvantages) - excluding "Married" - total of about 0. Each
spouse of adventurer power is an additional +2 Advantage. Spouses
are ordinarily run by the gamemaster as non-player characters. If your
spouse is another player's character, this is a -3 Disadvantage instead.
The gamemaster's approval is required for this Advantage.
Social Contacts (+1) You have a broad range of acquaintances in
some large geographic area. You can almost always get in touch with
someone sympathetic and possibly helpful: a friend of a friend.
Street Smart (+1) You know how to deal with the dangerous side of
city life: useful when negotiating with gangs, finding a fence for dubi­
ous goods, and so on. Typically a +3 on rolls involving such things.
Blessing of Beauty (+2) People are often attracted to you, and fre­
quently get crushes on you. Often this will be helpful, but occasional­
ly it will be a problem. You may take this Advantage even if your
Charisma is low; in this case, perhaps you are exotic or enticing with­
out being pretty.

W A R R I O R DISADVANTAGES
Clumsy (-2) You are clumsy; take an extra botch die on most
Dexterity rolls. You are especially clumsy in some situation, like par­
ties or battle, and will be required to make botch rolls more often there.

Elegant (+2) You know how to dress and groom yourself well.
People usually think you look sharp. (This can compensate for being
ugly.) Take +3 on social rolls in appropriate circumstances.
Friendly (+2) You are friendlier and more personable than your
Charisma would indicate: an effective +3 on rolls.
Poker Face (+2) You conceal your emotions very well. People can
rarely tell what you feel. (-5 on Empathy rolls used on you, and +s20
Fragile -1 (-4) You are easy to injure: -1 on Soak. May be taken
on resisting magical attempts to understand you.)
repeatedly if you really want it.
Pretty (+2) You're prettier than your Charisma would ordinarily
Vulnerable to Metal (-4) Metal weapons do +2 damage against you.
indicate: an effective +3 on Charisma for matters of beauty. You can­
Any hit by a metal weapon will do at least 3 damage.
not take both Pretty and Persuasive; take a higher Charisma instead.
Fragile Bones (-5) You have fragile bones. You are easily hurt by
crushing weapons, falling, and the like: typically +3 damage. On a
Defense botch, you frequently break a bone. Not available to Khtsoyis,
who have no bones.
Allergic to Metal (-6) The touch and presence of metal makes you
itchy and uncomfortable. You get two extra botch dice when you use
m e t a l w e a p o n s o r shields, a n d four e x t r a b o t c h d i c e if y o u a r e w e a r i n g
m e t a l armor. M a g i c or p a d d i n g w i l l alleviate this ( h a l f t h e e x t r a botch
GORMOROR DISADVANTAGES
G a v m F e n j o s k (-2). You h a v e b r o k e n y o u r W o r d o f H o n o r , a n d
dice). You prefer to avoid metal whenever possible. A -3
s p e n t a y e a r in t h e h a r s h p e n a n c e o f g a v m k j o r o k . You a r e n o w finished
D i s a d v a n t a g e for Zi R i a n d S l e e t h .
w i t h t h e p e n a n c e , b u t it h a s left t r a c e s o n y o u r p e r s o n a l i t y , a n d y o u a r e
B l o o d f i r e (-8) W h e n y o u r b l o o d is spilled, it c a t c h e s fire. F o r an
less t h a n n e v e r - t a i n t e d G o r m o r o r .
o r d i n a r y w o u n d , this d o e s d 6 d a m a g e t o y o u ( n o S o a k ) , and t o a n y o n e
G a v m k j o r o k (-10) You h a v e j u s t b r o k e n y o u r W o r d o f H o n o r , w i t h ­
c l o s e e n o u g h t o y o u to get splattered. F i r e p r o o f a r m o r a n d c l o t h i n g is
in t h e last d a y o r t w o . You are j u s t s t a r t i n g a y e a r o f g a v m k j o r o k . You
r e c o m m e n d e d . (-1 D i s a d v a n t a g e for Z i R i , w h o t a k e n o d a m a g e from
a r e t h o r o u g h l y h u m i l i a t e d , a n d unfit for honor. You will o b e y all o f t h e
the flame.)
restrictions and p e n a n c e s o f g a v m k j o r o k , a n d d e s e r v e t h e m . Describe
N o A r m o r (-8) F o r s o m e r e a s o n , y o u c a n n o t w e a r a r m o r (or u s e a
the h e i n o u s d e e d t h a t y o u h a v e d o n e .
shield). Expect many unpleasant wounds. A -2 D i s a d v a n t a g e for
Sleeth, Khtsoyis, and Zi Ri, w h o rarely u s e armor.
B l e e d e r (-20) W h e n e v e r y o u a r e w o u n d e d , y o u b l e e d until y o u r
w o u n d is b o u n d or h e a l e d . ( A n a c t i o n , a b a n d a g e , a n d a D e x t e r i t y +
M e d i c i n e + s 2 0 >= 10 roll will suffice). You t a k e d 4 d a m a g e p e r a c t i o n
until this is d o n e . If y o u h a v e m u l t i p l e w o u n d s , roll t h e d 4 ' s for all o f
them and take the worst.

W A R R I O R ADVANTAGES
E x p e r t A t O n e C o m b a t O p t i o n (+1) Y o u a r e a n e x p e r t at o n e c o m ­
b a t o p t i o n ; c h o o s e w h i c h o n e ( p a g e 156). Y o u m a y u s e that c o m b a t
o p t i o n e v e n if y o u r C o m b a t S t a n c e B a s e w o u l d n o t o r d i n a r i l y a l l o w it.
S h a r p C l a w s (+2) Your claws are especially large and sharp, doing
+ 1 d a m a g e . T h i s a p p l i e s o n l y to s p e c i e s that h a v e c l a w s .
B e r s e r k L i f e (+3) Y o u m a y c o n t i n u e fighting after y o u are i n c a p a c ­
itated, as G o r m o r o r can.
S t r e n g t h w h e n O u t n u m b e r e d (+3) W h e n y o u are s e v e r e l y o u t ­
n u m b e r e d , or o t h e r w i s e c o n f r o n t e d w i t h a h o p e l e s s fight, y o u fight
e x t r e m e l y w e l l , g a i n i n g + 5 o n S t r e n g t h a n d D e x t e r i t y for that fight.
T h i s o n l y h a p p e n s w h e n t h e g a m e m a s t e r e x p e c t s y o u to l o s e t h e fight
w i t h o u t it.
T o u g h ( + 4 ) Y o u are r e s i s t a n t to w o u n d s : y o u g e t a +1 b o n u s o n
Soak. M a y b e taken repeatedly.
N a t u r a l W a r r i o r ( + 1 5 ) Y o u are e x p e r t at all c o m b a t o p t i o n s .

CANI DISADVANTAGES
R u n t o f t h e P a c k (-1) You h a v e b e e n t h e s m a l l e s t a n d least i m p r e s ­
s i v e p e r s o n in y o u r f a m i l y o r p a c k o r w h a t e v e r . You h a v e rarely if
e v e r h e l d affan in a n y t h i n g w o r t h w h i l e , and y o u p r o b a b l y w o n ' t . You
h a v e a b a d a t h t u d e b e c a u s e o f it.
N o s e - D e a f (-6) Y o u a r e a C a n i , b u t y o u are n o s e - d e a f : y o u c a n n o t
s m e l l , or y o u c a n o n l y s m e l l as w e l l as m e m b e r s o f o t h e r p r i m e
species. Y o u c a n n o t u s e a n y ability that d e p e n d s o n y o u r s p e c i e s '
u s u a l s e n s e o f s m e l l , a n d suffer an a d d i t i o n a l - 2 p e n a l t y o n t h o s e
skills. Y o u a r e u n a w a r e o f m a n y i m p o r t a n t C a n i social c u e s . Other
C a n i w h o d o n o t k n o w o f y o u r h a n d i c a p find y o u h i d e o u s l y r u d e ; -4
o n m o s t social rolls. C a n i w h o d o k n o w of y o a r h a n d i c a p m i g h t g i v e
y o u s o m e l e e w a y (-2 p e n a l t y ) , o r m i g h t b e e v e n m o r e a w k w a r d
a r o u n d y o u (-6 p e n a l t y ) .
M i s s i n g C a n i E m o t i o n s (-4) You a r e a C a n i , b u t y o u d o not e x p e ­
r i e n c e salaffan o r deffa. You p r o b a b l y try to fake t h e m , b u t y o u c a n ­
n o t d o it perfectly. Y o u r lack m a k e s y o u a n o b j e c t of h o r r o r a n d s c o r n
in C a n i s o c i e t y . C a n i w i l l often refuse t o a c c e p t c h o o f s from y o u , so
y o u w i l l r a r e l y h o l d affan, a n d t h u s r a r e l y get r e s p e c t . You p r o b a b l y
cannot get married.
HERETHROY DISADVANTAGES SLEETH DISADVANTAGES
Herethroy Gender Stereotype (0) I f y o u a r e a c o - l o v e r Herethroy, Sleeth F r i e n d (-2) Y o u h a v e a c l o s e friend w h o is n o t a S l e e t h ; s e e
y o u m a y i n c r e a s e y o u r C h a r i s m a b y 1 a n d r e d u c e y o u r S t r e n g t h or the Background Disadvantage of the same name.
S t a m i n a b y 1. I f y o u a r e a f e m a l e H e r e t h r o y , y o u m a y increase y o u r Nose-Deaf (-4) Y o u a r e a S l e e t h , b u t y o u a r e nose-deaf: y o u c a n n o t
Strength o r S t a m i n a b y 1 a n d r e d u c e y o u r C h a r i s m a b y 1. s m e l l , o r y o u c a n o n l y s m e l l a s w e l l a s m e m b e r s o f other p r i m e s p e c i e s .
Herethroy Both-Female (-1) Y o u a r e a H e r e t h r o y b o t h - f e m a l e , Y o u c a n n o t u s e a n y ability that d e p e n d s o n y o u r s p e c i e s ' u s u a l s e n s e o f
c a p a b l e o f a c t i n g as e i t h e r f e m a l e o r co-lover. T h i s p u t s y o u in a n s m e l l , a n d suffer a n a d d i t i o n a l -2 p e n a l t y o n t h o s e skills. Y o u a r e
u n c o m f o r t a b l e p o s i t i o n in H e r e t h r o y s o c i e t y ; y o u w e r e p r o b a b l y u n a w a r e o f i m p o r t a n t social c u e s , b u t S l e e t h don't c a r e a b o u t s u c h
exiled o r at b e s t o s t r a c i z e d from y o u r village. Y o u m a y e x p e c t other t h i n g s v e r y m u c h . Y o u will m i s s s o m e i m p o r t a n t t h i n g s ; e.g., y o u w i l l
H e r e t h r o y t o d i s a p p r o v e o f y o u w h e n y o u m e e t t h e m : t y p i c a l l y -2 o n n o t b e a b l e t o tell if y o u r S l e e t h girlfriend is fertile.
reaction rolls. Y o u m a y c h o o s e e i t h e r g e n d e r s t e r e o t y p e A d v a n t a g e ,
or neither.
We describe s o m e kinds of creatures on the World Tree. These a b l e for c o m b a t . Chargers are brave, quick, beaked and feath­
are broad genera or families, not species. M o s t kinds of creature ered, and can be vicious with their claws. H e a v y horses h a v e
vary a great deal within their g e n u s or family, so one mher- plates of b o n e under their skin; they are quite tough, but cannot
o b u m p m i g h t b e a s d i f f e r e n t f r o m a n o t h e r a s a l i o n is f r o m a be m a d e to hurry. T h e others are of more economic value: pack
p o o d l e or otter. W e g i v e s o m e typical r a n g e s o f the b a s i c statis­ horses h a v e a distinct flavor of h i p p o p o t a m u s and they make
tics, but they are suggestive only. M a n y species follow the h e a v y h o r s e s l o o k fast, b u t t h e y c a n c a r r y a g r e a t deal.
p r i m e r u l e s , e.g. h a v i n g 3 x ( L i f e B a s e + S t a m i n a ) l i f e p o i n t s ; w e
generally write the statistics for these species as "varies". Horses
G a m e m a s t e r s m a y c h o o s e to p i c k c o n v e n i e n t n u m b e r s in the Charger Heavy Pack
right range rather than working through the formulas, especially
Life 20-40 50-70 15-25
in casual encounters.
Attack +10 t o +15 none none

Damage 7-10, di 3-5 none none


COMMON ANIMALS Defense +10 t o +25 +15 t o +20 +5 t o +15
W e b r i e f l y d e s c r i b e s o m e o f the a n i m a l s m e n t i o n e d e l s e w h e r e
Soak Oto 1 4 to 8 Oto 1
in the text. U s u a l l y we'll j u s t translate t h e W o r l d T r e e riding a n i ­
m a l s as " h o r s e " , a n d ignore the fact that the k i n d o f "horse" used M.R. 1-10 10-20 1-5
a s a c h a r g e r h a s f e a t h e r s a n d c l a w s and i s n ' t e v e n t h e s a m e z o o ­ Cley 0 0 0
logical p h y l u m as the "horse" u s e d as a draft h o r s e .

Blossomary Pocker
A p r e t t y little a n i m a l , a foot a n d a h a l f l o n g p l u s a n o t h e r foot P o c k e r are the tastiest of the birds farmed for eggs a n d food.
o f tail. It h a s a d e n s e g a r d e n o f s m a l l flowers i n s t e a d o f fur, i n They're smaller than 21st century chickens, and there are a
striped patterns that change with the seasons. A s i d e from that, dozen other assorted differences that very few adventurers care
it b e h a v e s l i k e a w e a s e l : p l a y f u l a n d c o n f u s e d l y a f f e c t i o n a t e i f about. Contraceptive spells are traditionally b o u n d on pocker
well-fed and raised as a pet, and a rather vicious predator of wishbones, leading to m a n y bad jokes.
s m a l l birds a n d r o d e n t s in the wild. D e v o t e e s o f Virid often take
blossomaries as pets, though natural philosophers think that Wudgeon
they're a creation of Gnarn. W u d g e o n are hefty birds, ten or fifteen p o u n d s , w i t h long
n e c k s a n d v e r y s h o r t l e g s . T h e y fly p r e t t y f a s t , b u t i f y o u a r e a
Enstarba S l e e t h a n d y o u p o u n c e o n e b e f o r e it c a n t a k e o f f ( o r b e f o r e it c a n
A little b e a s t , s o m e w h e r e b e t w e e n a w o o d - g e t o u t o f r a n g e o f y o u r R u l o c C o r p a d o r , if y o u ' r e h u n g r y ) y o u
chuck and a rabbit. T h e y are m o r e fireproof c a n b a t a t it w i t h a p a w . H i t it o f t e n e n o u g h a n d it c a n ' t t a k e off;
than Zi Ri. In the wild, they prefer to live they're not very coordinated. They m a k e good eating w h e n you
near perpetually burning places, where they get bored with w u d g e o n - b o u n c i n g . O t h e r species like to eat
can hide from predators. They have been t h e m too; H e r e t h r o y often f a r m t h e m to sell.
domesticated. Their hides are used for
cooking pans. T h e i r f l e s h is t a s t y , b u t
must be eaten raw as cooking has n o
e f f e c t o n it.

Gun try
S i x l e g s , s h o r t m u z z l e , s t r a g g l y w h i t e fur c o m i n g to r i d i c u l o u s
p o i n t s o v e r the e a r s a n d h i n d l e g s . A h u n d r e d p o u n d s or so, a
lot o f w h i c h is d e l i c i o u s r i c h fatty m e a t .

Horse
T h e r e are n i n e unrelated g e n e r a of a n i m a l that w e call "horse",
u s e d for riding or p a c k - b e a s t s . T w o are c o m m o n l y j u d g e d suit­
s o m e regions, they are g i v e n the s a m e rights and social status as
CIVILIZED N O N P R I M E S Herethroy, and not treated much differently from the prime
species. In o t h e r s , t h e y a r e c o n s i d e r e d s u b - p r i m e s , a n inferior
Ahigrane s p e c i e s to b e d e p o r t e d o r killed if t h e y get in t h e w a y - a classi­
A h i g r a n e are f o x - h e a d e d birds, the size of a p i g e o n , with four
fication they resent and d o not lightly tolerate. A k k a m a g g a vil­
s e t s o f l e g s . T h e f r o n t p a i r o f l e g s e n d s in s m a l l h a n d s ; t h e s e c ­
l a g e s a r e rich e n o u g h ( m a i n l y i n v e g e t a b l e w e a l t h , s p i c e s a n d
o n d p a i r e n d s i n t e n t a c l e s w i t h little s t i n g e r s ( c o m p a r a b l e to
glirries and the like) to b e w o r t h adventurers' time clearing, a
large w a s p stings); the third and fourth pair are ordinary birds'
fact w h i c h leads t o their classification as inferior.
legs. Despite their size, ahigrane are sentient. They are adult
They are not very powerful magically, but they are quite
after o n e year, a n d live a b o u t fifteen or twenty years.
magic-resistant.
A h i g r a n e live in flocks o f a few h u n d r e d , often o n the e d g e s o f
prime-inhabited lands. Unlike their larger cousins the ulgrane,
they are not generally thought of as a m e n a c e . At worst, they're Akkamagga
a nuisance; they're m o r e than h a p p y to steal from p r i m e s . At Life Attack C.S.B Damage
best, t h e y ' r e a u s e f u l ally, w a r n i n g p r i m e s a b o u t c o m i n g d a n g e r s .
20-50 10-20 5-15 weapon
T h e y ' l l p r o b a b l y s t e a l a f e w figs o r l o z e n s w h e n t h e p r i m e s a r e
off protecting t h e m s e l v e s against the r e m o r s h k a or cyarr. Defense Soak Mag. R e s Cley
A h i g r a n e l i v i n g in cities t e n d t o b e c o m e t h i e v e s a n d v a n d a l s 10-20 2+armor 30-60 3-10
after a few g e n e r a t i o n s , a n d they're v e r y h a r d to get rid of.
P r i m e cities h a v e strict l a w s k e e p i n g t h e m out.
Blee
T h e y h a v e access to a half-dozen m a g i c a l arts, a n d can l e a m Blee look like large but ordinary d o g s , w i t h four four-jointed
any of the others with priestly help. Few ahigrane achieve any arms added. Each hand is
great degree of magical power. provided with a tiny eye on a
short stalk next to the t h u m b ,
Ahigrane and a slightly longer tendril
that can taste like a tongue.
Life Attack C.S.B Damage
Blee are as intelligent and
3-9 5-10 2-5 1 di 1 social as Rassimel., and as
Defense Soak Mag. R e s Cley likely to be civilized. Primes
usually regard them with sus­
15-25 0 5-10 3-10
picion and mistrust, and con­
flicts are f r e q u e n t ; b u t there
are places where blee and
Akkamagga primes coexist happily.
A k k a m a g g a are six-legged lizards: foar feet o f body, t w o of
Blee are given connections
n e c k a n d h e a d , t w o o f tail. T h e i r f o r e p a w s are l o n g a n d fingery,
to all V e r b s at birth, a n d to
their e y e s are clear a n d bright. T h e y p a i n t their scales in z i g z a g s
Magiador. Ordinary non-
of red a n d yellow, green leaf-shapes for m o u r n i n g , w h i t e bars to
prime methods will give a
i n d i c a t e t h a t t h e i r p r o s p e c t i v e h a r v e s t o f i n s e c t s a n d g r u b s is
blee a connection to a single
large e n o u g h so that they are seeking m a t e s . T h e y are quite
further Noun. A blee who
intelligent, albeit inflexible.
strikes the deathblow on a
Akkamagga live in villages, m u c h like Herethroy. Their
prime (or kazorm, cyarr, or a
towns are big mounds of mud, with wooden-reinforced tunnels,
few others) can l e a m another Noun; each further N o u n requires
holding hundreds of people. They grow grains and root vegeta­
t w o murders. Blee wizards are rare and ruthless. In general blee
b l e s i n fields o u t s i d e , m u s h r o o m s a n d i n s e c t s a n d g r u b s i n t h e i r
do not approve of murder, but prime civilization regards t h e m as
cellars. A t the c e n t e r o f the t o w n is a vast c a v e r n in the m u d ,
s u s p e c t , s i n c e t h e y a l w a y s h a v e a m o t i v e f o r it.
where seven a k k a m a g g a priests b u m tallow fires and torment
Blee generally fight with fret-spears: long spears with m a n y
animals for t h e h o n o r o f t h e t h r e e a k k a m a g g a gods, whom
h a n d h o l d s , h e l d a b o v e the b o d y w i t h all four h a n d s . Blee
p r i m e s generally understand to be three angels of Virid. When
achieve considerable force with fret-spears, even w o o d e n ones.
the H o l l o w M o o n o p e n s w i d e , the priests declare a festival and
1
B l e e c a n a l s o u s e t w o b o w s a t o n c e , i f they w i s h .
the a k k a m a g g a p a i n t t h e m s e l v e s in p u r p l e a n d c r i m s o n to per­
Since blee k n o w M a g i a d o r and not m u c h else, they generally
form their seven traditional plays.
use good counterspells w h e n they fight primes.
O n the w h o l e , a k k a m a g g a are neutral or slightly friendly to the
prime species. T h e y love Zi Ri intensely. T h e y can smell as
w e l l as C a n i ; t h e y a p p r e c i a t e gifts of high-quality perfume. Blee
T h e y like Herethroy personally; the t w o species h a v e similar Life Attack C.S.B Damage
cultures and attitudes. However, a k k a m a g g a and Herethroy use varies varies varies 6 + S t r di 6,
the s a m e k i n d o f land, for different e n o u g h p u r p o s e s so that t h e y
( m e t a l : 9 + S t r di 9 )
c a n ' t s h a r e it e f f e c t i v e l y ; t h e t w o s p e c i e s o f t e n find themselves
in conflict. Defense Soak Mag. R e s Cley
A k k a m a g g a are one of the civilized non-prime species. In varies 1+armor v a r i e s , but g o o d v a r i e s
s t y l e . T h e y u s u a l l y l i v e in c l u s t e r s o f a d o z e n o r s o , i t r t h e u p p e r
Cyarr v e r t i c a l s - i n t h e s a f e r p a r t s , b e c a u s e t h e y a r e n o t a l l that p o w e r ­
C y a r r are h y e n a - c e n t a u r s , n o b l e a n d j. ful t h e m s e l v e s .
honorable a n d civilized and distinct­ T h e y h a v e m o d e r a t e magical skills; they tend to study L o c a d o r
ly o p p o s e d to the primes. Cyarr a n d o t h e r w a y s o f e s c a p i n g d a n g e r o u s s i t u a t i o n s . T h e y are r e i n ­
believe that if they wipe carnated as c h i l t h e n after they die, a n d (unlike m o s t other crea­
out one of the prime tures) t h e y r e m e m b e r all their p a s t lives. S o , t h e r e are g o r n a z z -
species, they will it c h i l d r e n a l i v e t o d a y w h o r e m e m b e r w h a t w a s g o i n g o n b e f o r e
take that species' there were primes. M o s t other creatures don't bother them. Zi
place among the Ri tend not to like t h e m ; they're competition.
primes - and, fur­
thermore, will Gornazzits
become the supreme
Life Attack C.S.B Damage
p r i m e species due to
their superior honor 100-150 none none none
a n d nobility. Cyarr Defense Soak Mag. R e s Cley
society is v e r y hierar­
0-5 5 20-40 10-20
chical and very mili­
taristic; the u p p e r classes
hold codes of personal
h o n o r a n d d u t y as fierce as
Greft
G r e f t a r e ratfolk, r o u g h l y R a s s i m e l in s i z e , b u t o f l e a n e r b u i l d .
the idealized Japanese
T h e y are p h y s i c a l l y n o t a b l e in that t h e y h a v e t w o h e a d s : an o r d i ­
samurai's.
n a r y r a t l i k e o n e o n t h e left, a n d a h e a d o f the s a m e s h a p e w h i c h
T h e c y a r r rule p a r t s appears to be m a d e of seashells on the right. The hollow eye-
of some branches, sockets of the shell-head see j u s t as w e l l as the g l e a m i n g e y e s of
including one the flesh-head.
side-branch off
Greft are as intelligent a s p r i m e s , a s s o c i a b l e , a n d in most
Ketheria about a thousand miles from the m a i n trunk. Typically,
ways comparable. Greft are not g i v e n m a g i c a l arts at birth;
o n the border, t h e y fight p r i m e s fiercely for a f e w y e a r s , t h e n set­
h o w e v e r , t h e y c a n a c q u i r e a n y o r all arts b y s t r a i g h t f o r w a r d rit­
tle i n t o a n u n e a s y t r u c e t h a t lasts for a c e n t u r y o r t w o . T r a d e is
uals in temples.
profitable during times of peace - especially in healing and
Greft h a v e t w o n a t u r a l p i e c e s o f m a g i c . First, m a n y greft h a v e
metal, which cyarr cannot do themselves and which most prime
a crest o f u p to seven crimson shells o n the shell-head. They
cities try to forbid to the cyarr.
may sacrifice a crimson shell for protection against magic:
C y a r r all h a v e T h r e e S n a p s , three m i n o r spells w h i c h t h e y c a n either complete protection or even canceling of a single spell, or
use by snapping their fingers, without cley or other cost. a substantial b o o s t ( f r o m + s 2 0 to + 6 s 2 0 ) in M a g i c R e s i s t a n c e for
Typically the snaps are three m i n o r defensive spells. A few a p e r i o d o f m i n u t e s t o h o u r s . T h e s a c r i f i c e is m o r e than just
Cyarr, m a i n l y priests, can change w h i c h spells they can Snap. appearance: it c o s t s a m e a s u r e of willpower and emotional
Cyarr get connections to Destroc, Mutoc, Ruloc, Corpador, strength, a n d greft w h o h a v e lost m o s t o f their shells are in a
Herbador, Magiador, and Mentador. With the help o f a suitable sorry shape. The crest-shells can be regrown by a Healoc
priest, they c a n acquire connections to m a n y other arts, but not Corpador M a g i a d o r spell o f complexity 85.
to H e a l o c , Sustenoc, Durudor, or Tempador. T h e lack of heal­
S e c o n d , greft are n a t u r a l t e l e p a t h s . T h e y m a y communicate
i n g a n d m e t a l m a g i c is a p e r e n n i a l p r o b l e m for this warrior
w i t h o t h e r greft w i t h i n a substantial r a n g e , h u n d r e d s o f feet to a
species.
few miles. T h e y can often m a k e m e n t a l contact with willing
m e m b e r s of other species. Greft telepathy cannot b e used
aggressively against non-telepaths (though greft-greft telepathic
Cyarr
struggles occur), but unskilled primes casting M e n t a d o r spells
Life Attack C.S.B Damage o n g r e f t o f t e n find t h e m s e l v e s b r i e f l y f l o o d e d a n d o v e r w h e l m e d
20-50 10-20 5-15 weapon w i t h the g r e f t ' s e m o t i o n s o r e v e n p e r s o n a l i t y .
G r e f t a r e k n o w n t o b e h a r m l e s s and o f t e n f r i e n d l y t o p r i m e s ,
Defense Soak Mag. R e s Cley
and are as w e l c o m e in p r i m e territory a s a n y n o n p r i m e s are.
10-20 armor 5-15 6-15
Greft skills and statistics are similar to those of p r i m e s . Greft
have n o particular advantages as warriors or m a g e s , but (aside
from h a v i n g to w o r k to get m a g i c a l arts) n o particular disadvan­
Gornazzits tages either.
G o r n a z z i t s a r e a n a n o m a l y : a f r i e n d l y s p e c i e s t h a t l i v e s in the
Verticals. T h e y are b i g furry slugs, their e y e s b r i g h t w i t h intelli­ Greft
gence. B a b i e s a r e o n l y t w o f e e t l o n g , and t h i n a s s n a k e s ; o r d i ­ Life Attack C.S.B Damage
n a r y adults are t e n feet l o n g a n d t w o feet d i a m e t e r ; elders get u p
Varies Varies Varies Weapon
to thirty feet l o n g a n d eight feet diameter. G o r n a z z i t s can c l i m b
on anything, slithering like slugs. In particular, they can climb Defense Soak Mag. R e s Cley
o n the a i r , o o z i n g t h r o u g h t h e b r e e z e i n a n alarming-looking Varies Armor Varies + shells Varies
t h e y c a n t h i n k of: s o m e t i m e s s e l l i n g t h e i r p o t e n t M u t o c s p e l l s ,
Mherobump sometimes basic pillaging, sometimes subtle extortion.
M h e r o b u m p are rhinoceros- N e n t h a i are terrible foes. Their innate Mutoc magic provides
people: bipedal, six to seven t h e m a great variety of defenses, w h i c h they w e a r routinely, and
feet tall, s k i n l i k e k n o b b y c o p ­ a d e v a s t a t i n g v a r i e t y o f tricky a t t a c k s a s w e l l . T h e y are clever,
per, s h i n i n g g l a s s y h o m s on a n d plan situations in w h i c h their p o w e r s play to best advantage.
their l o n g s n o u t s , t i n y p i g g i s h T h e y c a n bite a n d tailflick o n e a c h action. T h e y generally h a v e
eyes, short tufted tails. They spies and allies to alert t h e m o f d a n g e r s ; almost any creature
are as s t r o n g as G o r m o r o r , o r a p p r e c i a t e s a n e n t h a i ' s f a v o r a n d fears its w r a t h . They rarely
stronger, but c o w a r d l y unless s t a n d a n d f i g h t ; a flick o f the t a i l a n d a M u t o c L o c a d o r s p e l l c a n
annoyed. They are often s e n d t h e m a h u n d r e d m i l e s a w a y at t h e first s i g n o f d a n g e r . A
motivated by andile, an emo­ determined p r i m e city could kill a nendrai, but the cost w o u l d
tion e x p e r i e n c e d b y few other probably be high.
people, w h i c h c a n o n l y b e sat­
isfied b y h a r d labor. Andile Nendrai
moves the mherobump to Life Attack C.S.B Damage
extreme feats, digging
200-500 20-60 10-30 15 di 5
immense caverns or carting
h i l l s f r o m o n e s i d e o f a river t o Defense Soak Mag. R e s Cley
the o t h e r , f o r n o r e a s o n o t h e r 20-50 5-10 30-50 30-60
than the need to indulge in
backbreaking work.

Mherobump are not common. Primes generally recognize Scawn


them as safe, and they are a l l o w e d freely in p r i m e cities. Scawn are perhaps the most annoying of the non-prime
T h e y are unsophisticated magically; they are unable to l e a m species: small, fairly stupid, h a p h a z a r d l y d e v i o u s , utterly u n c o n ­
s p e l l s o f c o m p l e x i t y 15 o r m o r e . cerned with their o w n safety
or a n y o n e else's. The basic, j
Mherobump
u n m o d i f i e d s c a w n is a rat- or
Ltfe Attack C.S.B Damage m o u s e - p e r s o n : a b o u t four feet
30-80 10-15 0-5 weapon + 3 tall, rather chubby, long
pointed m u z z l e e n d i n g in a
Defense Soak Mag. R e s Cley
bright red nose, round pink
5-10 5 5-15 3-6 ears, short but sharp teeth and
claws, and a long bare tail.
Nendrai Scawn are rarely unmodified.
Nendrai are imposing creatures: huge, unfairly quick, devi­ They can, once or twice in a
ously intelligent, m a g i c a l l y gifted, ironically cruel. N e n d r a i are lifetime, change a few of their
coarse-featured lizards larger than rhinoceroses, with long lashy features, up to giving them­
tails. T h e y h a v e o v e r w h e l m i n g m a g i c a l p o w e r s in t h o s e tails: selves w i n g s or horns or stinger-
with one touch, they can improvise a great M u t o c spell without tails. Many changes breed
n e e d for cley. S c h o l a r s rate t h e a v e r a g e true. S c a w n live in tribes j
nendrai's improvisation at com­ described by appearance:
plexity 40 and p o w e r 80, though "Black bat-wing scawn".
there's a great deal of variation. S c a w n l i v e i n m e d i u m - s i z e d v i l l a g e s , h a l f h u t s and h a l f t u n ­
T h e spells can involve other Verbs nels, indistinctly ruled b y a chieftain a n d a few priests. S c a w n
(except Healoc), though each Verb living in p r i m e lands are u s u a l l y peaceful, b u t are n o t a b o v e the
cuts the c o m p l e x i t y a n d power occasional murder or robbery.
somewhat; they can involve S c a w n h a v e an o d d (and false) belief c o n n e c t i n g death and
any Nouns. Nenthai can leam S l e e t h . M o s t b e l i e v e t h a t , i f t h e y are k i l l e d b y a S l e e t h , t h e y w i l l
other magic, but rarely bother. be reincarnated as a Sleeth. T h e r e s t b e l i e v e t h a t i f they k i l l a
T h e y live long a n d fairly soli­ Sleeth, they will b e reincarnated as a Sleeth. This bit of d o g m a
tary lives. T h e i r h o m e s are usual­ m a k e s S l e e t h f u r i o u s . I f they d e i g n t o t a k e n o t i c e o f it, t h e y m a y
ly s w o l l e n c u r l s o f w o r l d - b a r k , d a r k kill a few s c a w n to give t h e m a c h a n c e to see h o w they reincar­
and twisty. T h e y enjoy a variety of nate.
luxuries: their sitting-rooms have
fine c a r p e t s ; t h e i r l i b r a r i e s h a v e all Scawn
the classics; their cellars h a v e rare Life Attack C.S.B Damage
vintages; and they hire or kidnap
5-15 5-10 0-5 4 di 2
excellent cooks and other servants.
They exploit prime civilization. Defense Soak Mag. R e s Cley
They'll acquire their luxuries in the easiest or m o s t a m u s i n g w a y 5-10 0-2 5-10 1-3
Taptet Ulgrane
Taptet a r e s m a l l p e o p l e , t h r e e or four feet tall, w i t h features Life Attack C.S.B Damage
resembling deer: tiny antlers, small
50-100 10-30 10-15 10 di 5 ; p o i s o n
h o o v e s , s h o r t d a p p l e d b r o w n fur. They
are not a powerful p e o p l e , w i t h little Defense Soak Mag. R e s Cley
p h y s i c a l or m a g i c a l force at their d i s p o s ­ 10-30 3-10 10-30 5-20
al. G i v e n their choice, they live in small
villages in the m i d d l e of civilized lands,
Wherriwheffle
protected by the civilization, but not both­
W h e r r i w h e f f l e are ferret p e o p l e : a b o u t ten feet f r o m n o s e to
e r e d b y it. T h e y are rarely given the choice.
tailbase, eight legs, bright inquisi-j
T h e y usually are subservient to other species,
tive eyes, bubbly and energetic.
working on primes' spice plantations or cyarr
T h e y are sinuous as serpents. They!
f a r m s : p r o t e c t e d , t o b e s u r e , b u t p a y i n g f o r it
usually rear up their forequarters j
w i t h c o n s t a n t labor.
and use their forepaws as hands,!
A few taptet h a v e the special ability - half
looking like ferret-centaars. They''
a species-specific skill, half secret knowl­
are sentient; very clever at p u z z l e s
edge - to make strong, perilous potions. 1
and other small interesting things,
They can brew*vicious poisons, potions
less than w i s e about long-term m a t ­
which grant temporary physical strength but
ters. T h e y are friendly to a n y o n e
s o m e t i m e s c o s t it, p o t i o n s o f h e a l i n g that
w h o isn't actively unfriendly. They
might leave the patient with tremors.
are subject to quick bursts of over­
Sensible people generally prefer ordinary
whelming enthusiasm about any­
m a g i c , w h i c h is w e a k e r b u t safer.
thing that catches their fancy, and
Taptet, especially when they are badly oppressed, are not
likely to do anything that sounds
always sensible. T h e y hold secret rebellions, poisoning their
exciting or amusing. They covet
masters, m a k i n g alliances with anyone w h o might help them,
shiny objects. They frequently get
t r a d i n g o r d r i n k i n g their p o t i o n s , a n d u s i n g c l e v e r n e s s a n d s u b ­
i n v o l v e d in m i n o r p r a n k s a n d thefts
tlety to m a k e u p for their lack o f force.
and other crimes.

W h e r r i w h e f f l e live in civilized l a n d s w h e n t h e y can. T h e y live


Taptet
in s m a l l v i l l a g e s o f a f e w d o z e n w h e r r i w h e f f l e o f all a g e s , w i t h
Life Attack C.S.B Damage h u n d r e d s o f f o o d a n i m a l s o f all s h a p e s a n d sizes. T h e y d o n ' t d o
5-15 5-10 0-5 2 di 2 m u c h f a r m i n g , e x c e p t for k i n d s o f a n i m a l f o d d e r that d o n ' t n e e d
much tending. T h e y sell food animals to cities.
Defense Soak Mag. R e s Cley
T h e y consider themselves to b e o n e of the p r i m e species, but
5-10 0-2 5-10 4-12
they're not. T h e y are n o t g e n e r a l l y w e l c o m e in p r i m e cities.
They're too annoying. T h e y h a v e n o respect for a n y o n e . T h e y
Ulgrane ask o b n o x i o u s personal questions in the m i d d l e of business deal­
Ulgrane are the peril of the skies: large intelligent birds with ings. T h e y p l a y p r a n k s . T h e y d a s h a r o u n d t h e streets at t o p
p o t e n t m a g i c , living in levitating nests, w h o g u a r d their d o m a i n s speed, k n o c k i n g children a n d city g u a r d s over. T h e y steal small
jealously and c o m m i t atrocities against even the m o s t innocent shiny objects, glass and glazed pottery and metal - intending no
incursion. h a r m , b u t c o s t i n g a lot. W h e r r i w h e f f l e l i v i n g in c i v i l i z e d l a n d s
Ulgrane c o m e in m a n y species. R e d ulgrane, a c o m m o n kind, are usually considered second-class citizens. Killing or indis­
are h u g e , the size o f ponies, with a w i n g s p a n o f forty or fifty c r i m i n a t e l y l o o t i n g t h e m is a c r i m e - b u t t h e l a w r e c o g n i z e s that
feet. T h e y are e i g h t - l e g g e d . T h e h i n d f o u r l e g s h a v e t a l o n s l i k e often one h a s to retrieve valuables from t h e m , and the law rarely
ordinary birds' legs; the next pair are heavy clubbish p a w s ; the is w i l l i n g t o d o it. T h e w h e r r i w h e f f l e d o n ' t c a r e a b i t w h e t h e r
front legs e n d in spiny p o i s o n o u s (Itchy d 6 ) starfish s h a p e s . The they're w e l c o m e or not: they're bright and cheerful a n d friendly
n e c k is l o n g a n d s i n u o u s , t h e h e a d a d o r n e d w i t h h o r n s , t h e b e a k and b u b b l y n o matter h o w badly y o u scowl and insult them.
short a n d j a g g e d , the eyes g l e a m w i t h a n insidious intellect.
They can, without training, cast spontaneous Aquador,
T h e y live in small groups, centered o n their levitating nests of
C o r p a d o r , H e r b a d o r , a n d M e n t a d o r s p e l l s o f c o m p l e x i t y 15 a n d
world-wrack and flotsam, and they consider themselves the
a P o w e r f r o m 10 t o 4 0 . T h e y c a n in p r i n c i p l e l e a m o t h e r m a g i c ,
rulers o f t h e air for m i l e s a r o u n d . T h e y s w o o p out to attack air­
b u t f e w w h e r r i w h e f f l e h a v e t h e p a t i e n c e f o r it.
ships a n d fliers, a t t a c k i n g w i t h p o i s o n e d h a n d s a n d p o t e n t air-
and water-magic, protected by armor.
Wherriwheffle
T h e y a r e h a p p y t o visit p r i m e l a n d s , t r a d i n g their loot for lux­
uries m o r e to their tastes: cloth, aromatic pastes, bitter beers. Life Attack C.S.B Damage
T h e y never c o m m i t their piracies on the ground. They swagger 10-40 10-15 5-10 8 di 2
past the guild-halls of the sky pilots, fleeing w i t h m o c k i n g cries
Defense Soak Mag. R e s Cley
if the pilots attempt r e v e n g e . W h o trades with them? Anyone
20-40 0 5-20 5-15
w h o w a n t s rich c a r g o e s for l o w p r i c e s .
fight - but that's not w h y they're d a n g e r o u s .
MONSTERS A N D DANGEROUS
Bonstable
ANIMALS Life Attack C.S.B Damage
Creatures listed h e r e are generally considered too dangerous to
10-20 5-10 0-5 4di 2
h a v e around. O n e m a y trade w i t h cyarr, or p a y a very polite visit
to a nendrai; but bonstables a n d r e m o r s h k a will usually be killed Defense Soak Mag. Res Cley
or d r i v e n off o n sight. 5-10 0-2 5-10 1-3
Monsters are traditionally m e a s u r e d in t e r m s o f h o w many
g o o d w a r r i o r s it t a k e s t o s a f e l y d i s p o s e o f t h e m . A churshash,
rated at "four w a r r i o r s , " w i l l u s u a l l y lose a fight against four Churshash
warriors; three warriors fighting a churshash will probably win, T a k e a b e a r , a s m a r t o n e . G i v e it a n t e n n a e o f f o f a g i a n t a n t , a
but might lose one o f their number. T h e s e ratings are frequent­ l o n g tail, a n d a d o u b l e r o w o f v e n o m o u s s p i n e s d o w n its c h e s t .
ly w r o n g : a b i g c h u r s h a s h m i g h t d e m o l i s h four g o o d warriors. S t a r v e it f o r a w e e k . S l a p i t s f a c e w i t h a r a k e , s o t h a t it h a s five
painful gashes d o w n each cheek. That's a n adult c h u r s h a s h in
Bonstable shape and temperament. T h e gashes o p e n once the churshash
Bonstables are tricky d o o m . T h e y are clever and ingenious,
r e a c h e s a d u l t h o o d , d r i p p i n g a little b l o o d , a n d they never clos­
helpful and charming, sympathetic and honest, and utterly devi­
ing. If churshash were sentient, they w o u l d curse their creator
ous. Bonstables are capriforms, as m u c h like goats as Cani are
( A c c a n a x , p r o b a b l y ) ; a s it i s , t h e y l a s h o u t a t e v e r y t h i n g t h a t
like d o g s . T h e y have roughly h u m a n features, short muzzles.
c o m e s near.
T h e i r h o r n s a r e l y r e - s h a p e d ; b e t w e e n t h e m t h e h e a d is a s h i n i n g
dome of impenetrable bone.
T h e y n e v e r s a y a n y t h i n g they think i s f a l s e . B u t t h e y h a v e e n d ­
less capabilities for self-
delusion. W h e n they plan to
sell your family to the
' nendrai as slaves, they'll j u s ­
t i f y it t o t h e m s e l v e s a s b e i n g
all for the best for you.
W h e n they are disguised as
Rassimel, they'll persuade
t h e m s e l v e s t h a t , f o r all p r a c ­
tical purposes, they are
Rassimel. F e w forms of lie-
detection or mindreading can
penetrate their delusions. C h u r s h a s h blood induces brief but intense rage in a n y o n e w h o
They're perfectly capable of touches it, u s u a l l y d i r e c t e d a t t h e i r c l o s e s t f r i e n d . Only the
changing their mind when strong-willed are able to resist, and that not often.
convenient, and believe that T h e y are cunning, though not intelligent. For example, they
t h e y w e r e p e r f e c t l y c o r r e c t at t r y t o flick t h e i r b l o o d a r o u n d w h e n t h e y ' r e fighting, and crush
all t i m e s . p e o p l e against their chest spikes for Itchy d 6 .
T h e y are considered quite dangerous: four g o o d warriors, and
Bonstables can shapeshift,
they'd better have w a y s of dealing with the rage.
into any of the p r i m e species
or into silver-winged birds. Churshash
They have substantial pow­
Life Attack C.S.B Damage
ers of guile and persuasion.
Bonstables live complex, 40-80 10-30 10-15 1 0 di 5 p l u s Itchy d 6
devious lives, as swindlers Defense Soak Mag. R e s Cley
on a grand scale, cheating
10-20 3-6 10-20 5-10
adventurers, cities, a n d m o n ­
sters. A n ambitious bonsta­
b l e m a y t r y t o rule a n e n t i r e Helletumug
p r i m e c i t y - a n d w i l l b r i n g it A helletumug is a m u s h r o o m , a Herbador-based creature,
to ruin and destruction, and s o m e t w o to five feet high, a n d c o v e r e d w i t h a scaly bark.
escape with the proceeds. Helletumug have up to a dozen protruding appendages (looking
l i k e a c r o s s b e t w e e n a n e y e a n d a f i n g e r ) , from w h i c h t h e y p r o ­
T h e y are indiscriminately libidinous, attempting seductions of
duce certain potent spells. T h e difficulties o f fighting helletu­
p e o p l e it w o u l d b e w i s e r n o t t o . T h e y a r e f e r t i l e w i t h a l l s p e c i e s ,
m u g are several: the spells are dangerous; the spells do not
and tend to take charge of a n d then ignore contraception. The
r e q u i r e cley; the p o w e r o f t h e spells r a n g e s into the eighties for
children are always bonstables.
large h e l l e t u m u g ; t h e spells a r e l a r g e l y fast; t h e h e l l e t u m u g u s e s
T h e y aren't v e r y i m p o s i n g in direct c o m b a t - y o u r average
several spells at o n c e ; the m o r e warriors facing the a p p e n d a g e s ,
a d v e n t u r e r trained in p h y s i c a l c o m b a t w o u l d w i n in a direct
the m o r e spells the helletumug c a n use; and, denied mobility, the
helletumug fight to the death. T h e o n e p o i n t t o n o t e is that,
a l t h o u g h h e l l e t u m u g c a n furn o n their s t e m s , t h e y c a n n o t d o s o
quickly.
H e l l e t h m u g a r e n a t i v e t o the V e r t i c a l s , t h o u g h occasionally
they are brought while young to the flats to be unwilling
g u a r d i a n s for s o m e t h i n g . T h e y r e p r o d u c e b y spores, like other
fungi; they live s o m e 30-60 years. T h e y are edible, and their
flesh c o m m a n d s a n e x t r e m e l y h i g h price d u e to the difficulty o f
o b t a i n i n g it.
T h e y are generally sentient, with a cold vegetable intellect that
does not c o m e into accord with m a n y p r i m e concepts. They
generally cannot speak - though helletumug can communicate
with each other over very long distances.
A typical assortment of spells might include true healing
( h e a l i n g d 2 0 d a m a g e o n the h e l l e t u m u g i t s e l f ) ; p a r a l y s i s ; d r i l l a
1/2-inch h o l e through flesh ( d 2 0 d a m a g e a n d T r o u b l e d 6 ) ; intense
p a i n (Trouble d l 2 ) ; a n d a percussive force (s6 d a m a g e to every­
one on that side o f the helletumug).
H e l l e t h m u g a r e r a t e d a t fifteen w a r r i o r s i n c l u d i n g five h e a l e r s ,
or e i g h t w a r r i o r s w i t h f e w e r h e a l e r s if p e r m a n e n t injuries are n o t
a c o n c e r n . A t t a c k i n g h e l l e t u m u g is rarely desirable.
Jack O'Hooks
Helletumug Life Attack C.S.B Damage
Life Attack C.S.B Damage 100-1000 30-60 5-10 1 0 - 3 0 di 5
100-300 none none none Defense Soak Mag. R e s Cley
Defense Soak Mag. R e s Cley 0 5-15 0-50 1-5
0-10 0-12 10-50 0-20
Jaran-jabow
Jaran-jabow are three-headed birds, bodies the size of horses,
Jack-O'-Hooks t a l o n s b i g e n o u g h t o p i c k u p a fat C a n i . T h e i r w i n g s p a n is t i n y
A J a c k - O ' - H o o k s is a m a s s o f c a b l e i s h t e n t a c l e s w i t h triple - five o r s i x f e e t - b u t t h e i r w i n g s a r e tremendously strong. They
grapnel h o o k o n the ends, springing from a b o d y like a gigantic a r e swift a n d m a n e u v e r a b l e , a n d c a n fly t h r o u g h forests w i t h o u t
coconut. It lives in t h e m o r e forested p a r t s o f t h e Verticals, great difficulty.
swinging easily from tree to tree. It is a c l e v e r a n d a v i c i o u s T h e m i d d l e h e a d is u s e d f o r t h e u s u a l h e a d a c t i v i t i e s , s u c h a s
beast. It g u a r d s its t e r r i t o r y fiercely, against primes and most thinking and eating. It is e q u i p p e d w i t h a s h o r t h o o k e d b e a k ,
other intruders as w e l l as other J a c k - O ' - H o o k s o f the s a m e sex. g o o d for tearing gobbets of m e a t off of d e a d (or living) animals,
Territories are large, and a party might pass through a given a pair of red eyes with an intimidating stare, a m i n d b o t h cruel
Jack's territory a dozen times before meeting the Jack. and c u n n i n g a n d as intelligent as a p r i m e .
A Jack-O'-Hooks will usually attack primes b y swinging over T h e left a n d r i g h t h e a d s a r e w e a p o n s . Their beaks are long
their heads, reaching out with grapnels, hooking standing and heavy and sharp. I n b a t t l e , s p i r a l fires l e a p o f f t h e i r h o m s ,
p r i m e s , a n d h e a v i n g t h e m off t h e Verticals (or at least o u t of t h e s c o r c h i n g flesh and c o n s u m i n g defensive spells.
Jack's territory). A typical J a c k will b e able to strike at d 4 p e o ­ They are capable of Airador, Pyrador, and M a g i a d o r magic,
p l e at o n c e , h o o k i n g t h e m a n d t o s s i n g t h e m off the world- and several Verbs. T h e y rarely have m a n y pattern spells - m o s t
branch entirely or crushing their skulls. spell-sellers do not accept t h e m as customers - but have a great
Jacks are used to fighting flying enemies, and are smart deal of Spontaneous Force.
e n o u g h to u s e different tactics. Hooks m a k e nasty weapons, T h e y are not, on the w h o l e , a persistent or c o u r a g e o u s p e o p l e .
w h e n s w u n g with a Jack-O'-Hooks' native strength. T h e y feel an obligation to t a k e p r i m e s as their prey, b u t t h e y
Jack-O'-Hooks are tough. H a c k i n g a t a t e n t a c l e is l i k e b a s h ­ understand the long-term dangers o f doing so. T h e y frequently
i n g a c a b l e , a n d e v e n o n c e t h e t e n t a c l e is s e v e r e d , t h e rest o f t h e strike o n c e o r t w i c e at a solitary p r i m e , o r p r i m e s in small
J a c k h a s t a k e n n o great injury. g r o u p s , b u t if they d o not kill or c a p t u r e s o m e o n e quickly, they
Like many other territorial animals, Jack-O'-Hooks rarely g i v e u p t h e a t t e m p t a n d fly a w a y s c r e a m i n g i n s u l t s . T h e y are
fight to the death. A Jack w h o has been badly hurt - losing sev­ not a bit reluctant to taking farm a n i m a l s o r other valuable prey.
e r a l t e n t a c l e s , s a y - w i l l t r y t o run a w a y . It p r o b a b l y w o n ' t c o m e J a r a n - j a b o w prefer to live in the Verticals in p a c k s o f h a l f a
b a c k t o that s p o t f o r q u i t e a w h i l e , t h i n k i n g t h a t it h a s l o s t a t e r ­ dozen adults and a few children. Social pressares often send
ritory fight. A Jack m a y chase a fleeing party, especially if solitary jaran-jabow (usually y o u n g adult males) to the Flats.
t h e y ' r e n o t g o i n g fast e n o u g h to suit t h e J a c k , b u t n e v e r p a s t the
e d g e of the Jack's territory.
A J a c k - O ' - H o o k s is r a t e d a t a d o z e n w a r r i o r s , b u t this is a
loose estimate, as they never leave the Verticals.
I n a fight t o t h e d e a t h , a n a d u l t j a r a n - j a b o w i s r a t e d a t t h r e e W h e r e Khtsoyis are comfortably crude, mewellicaps try to act
w a r r i o r s . H o w e v e r , t h e y u s u a l l y f l e e p r i m e s a t t h e first i n j u r y o r suave and elegant - without the knowledge or personality to do
disappointment. it r i g h t . W h e r e K h t s o y i s s h o u t c o a r s e i n s u l t s , m e w e l l i c a p s m a k e
d i s p a r a g i n g c o m m e n t s t h a t t r y t o b e e l e g a n t , s u b t l e and u n d e r ­
Jaran-jabow stated, a n d rarely succeed. (Mewellicap: "Your s w o r d , s h e is
Life Attack C.S.B Damage s t e e l from the f o r g e s o f D o l n a c i a , i s s h e n o t ? A true b e a u t y . I
shall treasure her w h e n I take her from your dead hand." -
20-40 15-25 5-10 t h r e e h e a d s , 1 0 - 1 5 di 3
Rassimel: " H u h ? It's j u s t a m e n g n u t s w o r d . . . a n d y o u can't u s e
each
a sword anyway!")
Defense Soak Mag. R e s Cley M e w e l l i c a p s a r e r a t e d a t a b o u t 1 1/2 w a r r i o r s e a c h .
10-20 2-3 5-20 10-20
Mewellicaps
Life Attack C.S.B Damage
Krango 20-40 10-20 10-20 5 - 1 0 di 3
Krango are two-headed tigers. T h e heads cooperate quite
happily, though they d o h a v e separate minds. Usually at least Defense Soak Mag. Res Cley
o n e h e a d will b e a w a k e at a n y g i v e n time. Krango have superb 10-20 0-2 20-40 5-10
senses (base Perception +8), a n d are as dangerous as any bigcat.
They have animal intelligence. It is possible t o raise a k r a n g o
kitten as a p e t a n d friend. T h e k r a n g o will regard t h e trainer as Nrex
its m o t h e r f o r i t s e n t i r e l i f e , s h r e d d i n g h i s c u r t a i n s , b r i n g i n g h i m N r e x a r e c e n t i p e d e s three y a r d s l o n g and o v e r a f o o t h i g h , t h e i r
half-killed guntries in b e d , demolishing his houseplants, terror­ bodies armored in glowing green glass. T h e y are faceless. The
izing his neighbors' dogs, a n d b e i n g a superb ally in hunting a n d front e n d is t i p p e d w i t h a spiraling b l a c k h o r n ; t h e b a c k w i t h t w o
battle. pairs of vicious pincers. T h e y a r e sentient a n d clever. They
K r a n g o , in combat, fight like Sleeth - or like other b i g cats. c o m m u n i c a t e b y a l a n g u a g e o f flashes a n d l e g - g e s t u r e s t h a t n o n -
They get three attacks ( t w o bites a n d a claw), or an extra claw n r e x cannot speak, a n d c a n l e a m w i t h only t h e greatest difficul­
attack in close combat. They are not brave. In the wild, they ty. T h e y c a n n o t s p e a k , a n d t h e y r a r e l y h a v e t h e p a t i e n c e f o r
flee r a t h e r t h a n r i s k t h e T r o u b l e f r o m h a l f d a m a g e . Pet krango communicating with primes. They are easy to annoy, a n d fight
a r e r e l u c t a n t t o fight i m m e d i a t e l y a f t e r t h e y h a v e b e e n h u r t , e v e n v i c i o u s l y w h e n a n n o y e d ; in m o s t civilized r e g i o n s , t h e y h a v e
if t h e y a r e h e a l e d b y m a g i c . been thiven to the Verticals.

K r a n g o are rated at t w o warriors, b u t that is foolish. One T h e y are d a n g e r o u s foes. They are made of Durudor as well
a r m o r e d w a r r i o r c a n s c a r e a k r a n g o off, b u t it t a k e s t h r e e t o p u r ­ as C o r p a d o r , m a k i n g t h e m h a r d to t o u c h w i t h m a g i c . Their
sue a n d kill o n e . h o m s are a s d a n g e r o u s a s s w o r d s , a n d w h e n they a r e a n g r y their
pincers drip with Itchy venom. Nrex w h o have been subjected
Krango t o t h e u f x u - n h a a r i t u a l are c a p a b l e o f s i g n i f i c a n t m a g i c a l a c t s ,

Life Attack C.S.B Damage especially D u r u d o r a n d Destroc; their glass chitin ripples with
violet a n d black, they are prone to excitement a n d viciousness,
40-70 20-30 10-15 as Sleeth, but
a n d they should b e avoided if at all possible.
two bites
Adult nrex have certain limited magical powers which behave
Defense Soak Mag. R e s Cley like pattern spells, including a short-range teleport (the nrex
20-30 2-5 5-10 1-6 stretches almost instantly to s o m e thirty yards long, then shrinks
to its r e g u l a r size in a different spot), t h e p r o d u c t i o n o f v a r i o u s
temporary gold encumbrances (Trouble 4) and even walls, and
Mewellicaps the casting of bolts o f pink lightning (damage as Fire Flower j .
Mewellicaps are siblings to the Khtsoyis: similar character, T h o s e w h o h a v e h a d t h e ufxu-nhaa ritual c a n d o a g o o d deal
similar style, similar basic p o w e r s . I f it w e r e n ' t f o r a n a c c i d e n t more.
of A c c a n a x ' s timing, t h e t w o w o u l d b e allies against the p r i m e
s p e c i e s . A s it i s , t h e m e w e l l i c a p s a r e i n a p e c u l i a r p o s i t i o n . On Nrex
one hand, they are as monstrous as anything on the World Tree. Life Attack C.S.B Damage
O n t h e o t h e r , t h e y are friendly w i t h K h t s o y i s . S o , m o s t m e w e l l ­
30-50 10-20 10-20 5 - 1 0 di 5 , I t c h y d 4
icaps live in t h e Verticals w i t h t h e o t h e r m o n s t e r s ; a f e w live in
cities with Khtsoyis, a n d the philosophically inclined ones w o n ­ Defense Soak Mag. R e s Cley
der a b o u t t h e vagaries o f fate. 10-20 5-10 15-40 10-20
M e w e l l i c a p s look like b i g floating m a n t a rays: six-foot b o d y
and ten-foot w i n g s p a n for t h e largest. They h a v e t w o six-inch
tendrils at the sides o f their m o u t h s , tipped with dark fog: a bit Perdithorne
o f e l e m e n t a l D e s t r o c . T h e i r tail is a d o r n e d w i t h a spike, that c a n P e r d i t h o m e look like skeletal lynxes, w i t h half t h e flesh - b u t
be t h r o w n like a p o i s o n e d javelin. T h e y float in t h e air like which half has flesh flickers like fire. ( O r , it l o o k s l i k e a l y n x ,
Khtsoyis, but they can flap their w i n g s a n d fly at a n a m a z i n g h a l f o f w h i c h is invisible e x c e p t for t h e b o n e s , b u t w h i c h h a l f is
speed. T h e y s h a r e m o s t o f the g e n e r a l i t i e s o f K h t s o y i s p e r s o n ­ invisible changes from second to second.) T h e y are a n e w crea­
ality, b e i n g u s u a l l y v i o l e n t a n d d e s t r u c t i v e o n a s m a l l scale. ture, i n t r o d u c e d b y s o m e a a n o y e d g o d in t h e last century, p r o b -
ably in response to the p r i m e invention of spellbinding. They
are natural spellbinders themselves, being able to hold a few
d o z e n b o u n d spells - and they can dispel d 4 o f y o u r b o u n d spells
with just a stare. T h e y h a v e access to 4-6 N o u n s and 4-6 Verbs.
Their innate spellbinding p o w e r includes the ability to bind
spontaneous magic, but primes caanot use their techniques.
T h e y live in p a c k s o f t w o or three. T h e y are intelligent; they
cooperate well with each other, and plan their defenses well.
Don't m i s t a k e t h e m for skeleton Sleeth; they're friendly a n d per­
suasive (mostly to other monsters), and likely to b e allied with
m o s t o f the o t h e r d a n g e r o u s t h i n g s i n t h e a r e a . T h e y d o n ' t l i k e
daylight or Cani very m u c h .

Remorshka
Life Attack CS.B Damage
100-600 20-40 10-20 c l a w 1 5 - 2 0 di 5 - 1 0
(2 attacks) t a i l 5 s 6 di s 6

Defense Soak Mag. R e s Cley


10-20 5-10 5-40 1-6

River-Gunch
B i g as a shed, strong as a falling tree, d u m b as a s t u m p the tree
leaves behind. A river-gunch has some aspects of hippopotamus
and s o m e o f bear, and a rack of bright-colored w a x e n spines.
T h e i r s k i n is s m o o t h a n d s h i n y - b l a c k , glistening with river-
water. T h e y usually slog through the water on four flat-footed
legs, though they rear up on t w o w h e n they wish. O n four legs
they are about five feet h i g h at t h e s h o u l d e r ; o n t w o , t e n or
Perdithorne twelve.

Life Attack C.S.B Damage R i v e r - g u n c h are barely intelligent. They can grunt out a few
c o a r s e s e n t e n c e s in t h e c o m m o n t o n g u e . T h e y d o pretty well at
30-50 10-20 10-20 as Sleeth
" T h i s is m i n e " , t h o u g h f e w a r e a b l e t o m a n a g e " T h i s is y o u r s " .
Defense Soak Mag. R e s Cley T h e y like t o float for h o u r s , all s u b m e r g e d in t h e w a t e r e x c e p t
20-30 4 15-30 30-50 their spines, nibbling on underwater plants and fishes.
T h e y sport a rack o f w a x e n spines, fourteen spikes t w o feet
l o n g a n d s t r i p e d in g a u d y r a i n b o w c o l o r s . T h e y a r e e x t r e m e l y
Remorshka p r o u d o f their s p i n e s . S o m e t i m e s t h e y a d o r n them w i t h r i b b o n s
T a k e a c r a b t h e size o f a large car. G i v e it l e g s l i k e a t i g e r ' s of river-weed for e x t r a b e a u t y . If their spines are damaged, the
a n d a l o n g tiger's tail e n d i n g in a n o p t i o n a l b a l l o f fire. That's a r i v e r - g u n c h e n t e r s a n e x t r a v a g a n t fury, h u r l i n g o b j e c t s a n d tear­
remorshka - one of the most c o m m o n kinds of remorshka, at ing d o w n trees, gaining an effective + 1 0 o n Strength (and d a m ­
least; there a r e a h u n d r e d varieties. They're straightforward a g e ) until t h e insult is a s s u a g e d . Mages beware: even a few
m a r a u d e r s with straightforward tastes: lots of meat, preferably s p a r k s o f fire w i l l l e a v e h o l e s a n d w a r p s i n t h e s p i n e s , a n d e v e n
recently killed a n d roasted. T h e y attack villages and eat the live­ t h e m o s t p e a c e f u l g u n c h is l i k e l y t o g o b e r s e r k w h e n c o n f r o n t e d
stock and villagers. If y o u w a v e a y e l l o w flag in a r e m o r s h k a ' s b y fire. T h e s p i n e s r e g r o w i n a y e a r o r t w o : n o t s o o n e n o u g h f o r
f a c e a s it w a k e s u p , it w i l l f o l l o w t h e flag a s l o n g a s y o u k e e p it the g u n c h . G u n c h spines are w o r t h a few lozens e a c h as novel­
moving. ties, or a few h u n t h e d for a high-quality r a c k in p r i m e condition.
Remorshka have huge foreclaws, and enjoy snipping R i v e r - g u n c h e s a r e r a t e d a t s i x w a r r i o r s , o r t h r e e w h o c a n fly.
H e r e t h r o y in h a l f w i t h t h e m . T h e y can s w e e p with their tails,
b a s h i n g at e v e r y t h i n g b e h i n d them. They are very dangerous.
In a direct fight, a n a v e r a g e - s i z e d r e m o r s h k a is r a t e d a t e i g h t River Gunch
warriors. In an a m b u s h , four s h o u l d suffice.
Life Attack C.S.B Damage
100-300 30-50 5-10 2 0 di 8

Defense Soak Mag. R e s Cley


10-20 2-5 10-30 3-10
to a v i s c o u s m a s s , o r c h i l l i r o n a g o n i z i n g l y . (Treat t h i s a s s p o n ­
Rongon t a n e o u s m a g i c , w i t h e f f e c t s o f c o m p l e x i t y 1 0 a n d p o w e r 4 0 , but
R o n g o n a r e t h r e e h u n d r e d p o u n d l u m p s o f gristle a n d tusk. the spell m u s t b e a t t a c h e d t o the c l o u d o f f o g a n d can o n l y affect
They are shaggy and thick-skinned. T h e scent o f the prime p e o p l e w h o a r e i n s i d e it.) T h e i r lairs a r e s u r r o u n d e d b y fogs,
s p e c i e s irritates t h e m , H e r e t h r o y a n d R a s s i m e l in p a r t i c u l a r ; s o m e o f w h i c h h a v e b e e n there for decades.
w h e n t h e y s m e l l it, t h e y a r e m o v e d t o a n i n t e n s e fury. They Zonn attack villages in groups of half a dozen; they usually
charge, they growl a n d grunt, they spear with their tusks, they j u m p in, spread confusion a n d other fogs, j u m p out, a n d then
e x u d e a c h a r m w h i c h t i e s p e o p l e in h e m p e n r o p e s . T h e y h a v e c o m e b a c k i n a f e w m i n u t e s w h e n t h e f o g s h a v e t a k e n effect.
t h e d u b i o u s d i s t i n c t i o n o f b e i n g t h e first m o n s t e r t o a t t a c k a n y T h e y attack cities in armies o f dozens or occasionally h u n t h e d s ,
p r i m e person. T h e y a r e not intelligent. T h e y c a n b e c a l m e d o r w h i c h is a great disaster.
deterred b y various m e a n s , like tossing t h e m into a p o n d o r M o s t o f w h a t t h e y o w n is b e f o u l e d past u s e . T h e rest - large­
t h u m p i n g t h e m o n the head with a heavy object. T h e y are rated ly m e t a l a n d m a g i c - w i l l h a v e t o b e c l e a n e d b e f o r e it c a n b e
at o n e warrior. used.
Z o n n a r e rated at t w o warriors.
Rongon
Zonn
Life Attack C.S.B Damage
Life Attack C.S.B Damage
10-40 10-20 0-5 5 di 5
10-40 none none none
Defense Soak Mag. R e s Cley
Defense Soak Mag. R e s Cley
5-15 2-4 10-15 1-3
5-15 5-10 10-20 5-10

Slunder
S l u n d e r a r e large s n a k e s : s e v e n feet long, patterned b l u e
scales. T h e y a r e fairly m i l d - t e m p e r e d , w h i c h is g o o d , b e c a u s e
they have very strong Itchy poison. T h e y lurk in l o w branches
of trees, a n d strike at passing small animals. T h e y are fascinat­
ed b y red a n d blue jiggling together. Street entertainers s o m e ­
times lead t h e m around b y red a n d blue bangles o n the end of a
stick; s o m e t i m e s t h e slunder escape, t o t h e audience's panic.
T h e y h a v e a reputation for being deadlier than they are; any
competent adult should b e able to deal with o n e .

Slunder

Life Attack C.S.B Damage


3-9 5-10 0-5 3+Itchy d 6 di 3

Defense Soak Mag. R e s Cley


5-10 0 5-10 0

Zonn (Field Leaper)


Z o n n are o n e o f the m o r e noxious creatures o n the World Tree.
T h e y are grasshoppers the size o f cattle: intelligent e n o u g h to b e
a real nuisance, powerful enough to b e dangerous, possessed o f
an intense s i n g l e - m i n d e d d e v o t i o n t o selfish, foolish goals.
They are wanton a n d wasteful. They descend in swarms on
Herethroy villages; they slaughter a dozen people and eat one or
two. They smash b a m s and granaries, gulping down a few
m o u t h f u l s a n d befouling t h e rest. T h e y s o m e t i m e s d e s c e n d o n
t h e g r e a t c i t i e s , filling t h e m w i t h s t i n k i n g m i a s m a s , l o o t i n g a lit­
tle a n d d e s t r o y i n g a lot.
Z o n n exude a w e a k Confusion 1 venom: anyone w h o breathes
w i t h i n five feet o f o n e will b e afflicted. T h e y c a n s p r a y a stink­
i n g b r o w n l i q u i d , s t i c k y a n d s l i g h t l y c o r r o s i v e ; t h e y s p r a y it o n
everything they don't want. T h e y can j u m p over buildings, and
fly s h o r t d i s t a n c e s o n t h e i r stiff w i n g s .
T h e y c a n i n v e n t w e a p o n s i n the f o r m o f f o g s : c l o u d s o f s t i c k y
vapor that hold together for longer than mist should, a n d that
convey unpleasant spells to those w h o breathe t h e m or touch
them. T h e y enjoy m a k i n g clouds that cause w o u n d s , melt cloth
a branch. W h e n it i s e n c o u n t e r e d i n p e r s o n - w h i c h i s n o t o f t e n
ELEMENTALS - it g e n e r a l l y h a s t h e f o r m o f a v a s t s e r p e n t o f fire, f o r t y y a r d s
Tyr-Agruuniel's associations are these: His color is clear long a n d t w o yards high. It i s a b l e t o c o n v e r s e , t h o u g h n o t w e l l .
blue; his seal is a hut of seven sides. His name in the Gardens F o r o n e t h i n g , it i s n o t s m a r t , a n d b a r e l y u n d e r s t a n d s e v e n t h e
ofNight is "The Fountain of Quartz and Serpents Pouring Sweet c o m m o n t o n g u e . F o r another, its w o r d s carry s u c h h e a t as to
Waters."; his incense is scathnard and gall. His celestial body s e v e r e l y h u r t l i v i n g p e o p l e . E v e r y s e n t e n c e it s p e a k s d o e s d 6
of exaltation is the god-eidolon of Pararenenzu; his celestial damage, n o Soak, to everyone w h o hears. Even good protec­
bodies of torment are the track of the sun and the star Horuz- tion doesn't help much. Crashka h a s appeared in play once,
the-Catastrophe; his celestial body of redemption is Mikrah, the d o i n g its s i m p l e m i n d e d b e s t t o tell t h e p a r t y s o m e t h i n g they
Eye of the Sailor; he has no known celestial body of debasement. n e e d e d t o k n o w b e f o r e t h e heat o f its v o i c e killed t h e m .
His substance is blue wood; his fluid is anomalous milk; his
creatures are cattle and serpents; his services are mundane Locador Demons
tasks or impossible variants thereof. L o c a d o r d e m o n s a r e , it i s b e l i e v e d , t h e k i n d r e d o f " H e r e " .
Tyr-Agruuniel's main task for Iraz Varuun seems to be dealing T h e y c o m e in a variety of shapes a n d potentialities. Those of
with the worse excesses of Iraz Varuun. In one of the goddess' the second instar a r e b i g b l a c k d o m e s , t e n o r t w e n t y feet in
tournaments, Tyr-Agruuniel was present in the form of a giant diameter, covered with big black spikes: unable to m o v e , save
Cani wielding a hammer the size of a horse, with which he by teleporting, and with n o mobile appendages most of the time.
struck the goddess five or seven times (records vary) at peaks of Their magical p o w e r s are impressive, especially their L o c a d o r
her enthusiasm. powers. In o n e battle, a Locador d e m o n of t h e second instar
There are suspicions that he manifests in peasant villages to t e l e p o r t e d a w i z a r d ' s s t o m a c h t o itself, t u r n e d t h e t i p o f its s p i k e
help build wells, at which he writes obscure oracles. There is into a m a n y - f a n g e d m o u t h , c h e w e d t h e s t o m a c h half to rags, a n d
cause to believe that he is one ofTenmen's lovers (of whom there s e n t it b a c k t o t h e w i z a r d in a n instant. Locador d e m o n s are as
are very few). He maintains quiet residences in several of the vicious as "Here", but unlike "Here" they have n o sense of
sub-realms, including a palace of blue wood in Dorniafroo at responsibility. T h e y are not reliably rated. Once three second-
which several primes have been visitors. In the years 2218-9, he instar L o c a d o r d e m o n s destroyed a city; in a n o t h e r instance,
had the wizard Sze-Narn of Olmth make him a scimitar capable four strong adventurers w e r e able to (apparently) kill o n e with­
of slicing through a steel bar from a hundred yards away. out great difficulty.
— From a manual of elementals T h e y a r e quite intelligent; b u t t h e c h a r a c t e r o f their intellect is
T h e c r e a t u r e s i n this section a r e stranger t h a n t h e o n e s in other incompatible with p r i m e intellect, a n d very f e w ideas c a n use­
s e c t i o n s . M a n y o f them a r e n o t C o r p a d o r - b a s e d - t h a t i s , t h e i r fully b e e x c h a n g e d . T h i s is, o n t h e w h o l e , a g o o d t h i n g . T h e
b o d i e s are n o t f l e s h . S o m e are s u s p e c t e d o f b e i n g f r o m o u t s i d e m i n d - w i z a r d Truncallister, w i t h c o n s i d e r a b l e effort, e v u l g e d a
the World Tree, brought here as servitors or kinsfolk or pets or moment o f clear comprehension with the Locador demon
parasites of the gods. Perhaps s o m e o f t h e m snuck in from the "Cursed Direction". After this experience, Truncallister chose to
outside, b u t weren't a n n o y i n g e n o u g h o r large e n o u g h for the make a flock of ducks carnivorous, and spent some time each
g o d s t o d e a l w i t h . C e r t a i n l y s o m e o f them a r e c r e a t i o n s o f t h e m o r n i n g slicing bits off o f herself and feeding t h e m to t h e ducks.
gods, just built m o r e strangely than most. W h e n a s k e d a b o u t this a t y p i c a l p a s t i m e , s h e r e p l i e d t h a t it firm­
S o m e elementals are terrifying a n d malevolent; they are called ly a n d clearly f o c u s e d h e r m i n d o n m a t t e r s o f this u n i v e r s e ,
by w o r d s w e translate as " d e m o n " or the like. S o m e elementals thereby helping her avoid thinking too m u c h about the concepts
a r e i n d i r e c t s e r v i c e o f a g o d ; they a r e o f t e n c a l l e d b y a t i t l e w e she learned from "Cursed Direction".
translate as "angel" o r theAike. T h e t r a n s l a t i o n is i m p r e c i s e : F l i g h t f r o m a L o c a d o r d e m o n i s w o r s e t h a n u s e l e s s ; it m a k e s
such beings are unlikely to be completely beneficent unless the y o u l o o k like m o r e o f a plaything; a n d in a n y e v e n t e s c a p e is
g o d is in a particularly gentle m o o d . impossible from a creature of elemental position.
S o m e elementals follow their o w n whimsy, and are called b y
w o r d s w e translate as "fairy" o r t h e like. T h e t r a n s l a t i o n is Created Elementals
imperfect. Ymru-Wyxyhyr, an awesome Locador elemental, Sorcerers can create their o w n elementals: living creatures
has vast responsibilities from "Here", a n d fulfills them in w i t h b o d i e s o f fire o r w a t e r o r s p a c e o r o t h e r N o u n s . Created
v i c i o u s , c a p r i c i o u s w a y s ; it d e s e r v e s a l l t h r e e t i t l e s a t o n c e . elementals are considerably weaker and more limited than natu­
There are a great variety o f elementals, even o f the same ele­ ral o n e s : C r a s h k a would have only contempt for a n Angry
m e n t : t w o air elementals c o u l d b e as different as a R a s s i m e l a n d Dragon. Created elementals rarely live for long; those that d o
a lichen. rarely stay sane for long.
Created elementals are nonetheless very useful for mages.
Fire Elementals S o m e are mindful spells, which obey the caster's desires without
Fire elementals c o m e in a wide variety of shapes and poten­ needing to be commanded. Easier spells create elementals
cies. T h e y tend to b e stupid a n d destructive. T h e y are very hard which are only partially obedient: A n g r y D r a g o n . Cruel Ice
t o k i l l ; i n a fight t o t h e d e a t h , b r i n g f o r t y w a r r i o r s a n d e x p e c t Fairy, a n d so on. Such elementals have serious personality
h a l f t o d i e . F i g h t i n g t o the d e a t h i s the w r o n g a p p r o a c h . F i r e e l e ­ flaws that limit their u s e : m o s t attack other elementals o n sight,
m e n t a l s a r e e a s y t o trick, a n d o f t e n a m u s e d b y b e i n g t r i c k e d . If e v e n in defiance o f their creator's w i s h e s . N o n e t h e l e s s they are
t h e y a r e n o t e n r a g e d , t h e y w i l l u s u a l l y l e a v e a fight a s s o o n a s it very useful w h e n properly applied.
b e c o m e s u n c o m f o r t a b l e - e v e n a fight they w o u l d surely w i n .
T h e b e i n g n a m e d C r a s h k a i s t y p i c a l o f the w o r k i n g fire ele­
m e n t a l . It g o v e r n s t h e rate at w h i c h t h i n g s b u m o n a s e g m e n t o f
Not a well-loved g o d , either. It e v i d e n t l y f o u g h t t h e o t h e r g o d s
OTHER GODS o f t h a t w o r l d , e i t h e r p o l i t i c a l l y o r p h y s i c a l l y , a n d fled o r w a s
T h e s t r a n g e s t o f t h e strange b e i n g s a r c t h o s e w h o are c o n s i d ­ e v i c t e d . It c a m e t o t h e W o r l d T r e e a t h o u s a n d y e a r s a g o , f o r m ­
e r e d d i v i n e , for o n e r e a s o n o r another. They are b e s t treated l e s s a n d f u r i o u s , a n d i n s t a l l e d i t s e l f i n the c i t y o f G o z t a r n u i n
i n d i v i d u a l l y . W e p r e s e n t t w o e x a m p l e s : one b e n i g n , one malev­ o u t e r K e t h e r i a , u s i n g a C a n i w o m a n n a m e d M e l a n c t h e as its
olent. m a i n v e h i c l e . M o s t o f the C a n i i n t h e c i t y c a m e u n d e r i t s i n f l u ­
ence: an agonizing perversion o f the C a n i loyalty instinct, leav­
Example Other God: Snadza ing the Cani endlessly and helplessly obedient to the Vospoleth.
T h e G r e a t a n d P l e a s a n t G o d S n a d z a is a t y p i c a l e x a m p l e o f a T h e c i t i z e n s w h o h a d e n o u g h w i l l l e f t fled t h e c i t y . T h o s e w h o
minor Other God. Z i e e x i s t s in a p o c k e t u n i v e r s e c a l l e d remained were worked night and day on the production of appa­
"Snadza's Great a n d Pleasant Paradise", attached loosely to the ratus with obscure purpose and function.
World Tree under the branch Wolluxeia. T h e details of the god
M o s t o f the refugees fled to n e a r b y cities. O n e small group
z i r s e l f a r e s c a r c e ; m o r e is k n o w n a b o u t z i r c u l t .
t r e k k e d further. I n t i m e , t h e y h a p p e n e d t o e n c o u n t e r t h e fire-
S n a d z a p r o m i s e s zir w o r s h i p p e r s that the o n e s found worthy g o d F l o k i n , a n d e x p l a i n e d t h e i r s t o r y t o it. F l o k i n w e n t t o
w i l l b e r e i n c a r n a t e d after d e a t h in S n a d z a ' s G r e a t a n d P l e a s a n t G o z t a r n u t o i n v e s t i g a t e ; a n d o u t o f k i n d n e s s t o t h e r e s i d e n t s it
P a r a d i s e , t o d w e l l f o r e v e r in t h e e f f u l g e n t l o v e - l i g h t o f t h e deity, d e s t r o y e d t h e c i t y a n d e v e r y o n e i n it. T h e V o s p o l e t h l e f t t h e
nibbling delicacies from plates of copper, and consorting with W o r l d tree w i t h m a n y w o a n d s a n d b u m s o n i t s i m m a t e r i a l b o d y .
other worthy reincamees of the Great Order of Lasting
S o m e c e n t u r i e s later, t h e V o s p o l e t h r e t u r n e d , i n s i n u a t i n g itself
N i c e n e s s . O n e d e m o n s t r a t e s o n e ' s w o r t h i n e s s p r i m a r i l y b y gifts
into the Enchanters' Guild of Marra, starting with the Cani m a n
of cley a n d m o n e y to the church, usually paid during d r u g g e d
G r a g : a l i n e a l d e s c e n d a n t a n d ( a c c o r d i n g t o L e n h i r r i k ) the r e i n ­
orgiastic celebrations.
carnation of Melancthe. The Enchanters' Guild soon stopped
T h e c u l t o f S n a d z a is run i n a s t r i c t h i e r a r c h y . Snadzanist taking orders for n e w m a g i c items, a n d w o r k e d full-time o n the
priests of rank Preceptor work as priests, running services, per­ alien apparatus. The abandoned husband of one of the
forming enchantments, and extracting m o n e y from their flocks. enchanters spoke to a priest, w h o organized a n expedition to talk
A r c h - p r e c e p t o r s a r e p r i e s t s at the e l e v e n G r e a t C a t h e d r a l s a n d t o L e n h i r r i k , w h o s e e m e d t o k n o w all a b o u t t h e situation
m a n a g e t h e P r e c e p t o r s . T h e C r e n c h i f e x rules t h e c u l t a n d c o n ­ already, and referred the matter to Flokin. Flokin slew the
spires directly with Snadza. V o s p o l e t h f o u r h u n t h e d a n d e i g h t y t i m e s , a n d t h e n e v i c t e d it
T h e iconoclast Zi Ri wizard T s e m n o m i d e s exerted a great from the World Tree.
M u t o c L o c a d o r spell a n d arrived b o d i l y in S n a d z a ' s G r e a t a n d
Flokin assembled a few World Tree wizards, and gave them
Pleasant Paradise, w h i c h zie described as "a vast wasteland o f
the p r o b l e m o f m a k i n g sure that G r a g w o u l d not be either rein­
dusty corridors, the wainscoting eaten by termites. Only twen­
carnated or u s a b l e as a vehicle for the Vospoleth again. T h e y
ty-eight souls have actually b e e n inducted into Snadza's 'Great left G r a g w r a p p e d i n e n d l e s s s l e e p a n d h i d d e n b e h i n d a d o z e n
O r d e r o f Lasting Niceness'; their principal activities are c o m ­ magical walls. After that, Flokin b u r n e d the Enchanters' Guild
plaining about certain gross inaccuracies in the Snadzanist doc­
o f M a r r a , a n d a l l t h e o t h e r e n c h a n t e r s a n d a l l their w o r k s , t o a
t r i n e a n d h o l d i n g t e r m i t e - r a c e s . S n a d z a z i r s e l f is a c o r p u l e n t
p o o l o f a s h t h a t i s s t i l l there t o d a y . I t a l s o f i n g e r e d a g r o u p o f
lapine entity with m a n y flaccid tendrils; I believe zir to b e a r a b ­
local a d v e n t u r e r s a n d m a d e t h e m r e s p o n s i b l e for d e a l i n g w i t h
bit-demon from the sub-realm Domiafroo, or some similar spa­ local p r o b l e m s caused b y the events.
tial p r a v u n c u l e o f t h e W o r l d T r e e . In a n y e v e n t , zie did not
respond to either polite conversation or the Grand Inferno: an
o m i s s i o n w h i c h leaves zir m e n t a l acuity in doubt."
T h e Snadzanist priests hastened to demonstrate the concrete,
t e m p o r a l gifts o f their r e l i g i o n . After some very good parties
a n d a c e r t a i n a m o u n t o f b l a c k m a i l , f e w f o l l o w e r s left t h e c h u r c h
despite T s e m n o m i d e s ' report a n d best efforts.
It is h a r d t o s a y i f S n a d z a is r e a l l y a g o d in a n y s e n s e . Z i e is
c e r t a i n l y c a p a b l e o f m a n i p u l a t i n g s p i r i t s a f t e r d e a t h i n w a y s that
are b e y o n d the capabilities of any living World Tree wizard,
h o l d i n g m i n d a n d spirit t o g e t h e r a n d c r e a t i n g n e w b o d i e s for
them. Zir other powers are of u n k n o w n degree. Zir pocket uni­
v e r s e w a s t h e c r e a t i o n o f t h e first C r e n c h i f e x r a t h e r t h a n S n a d z a
zirself. T h e t r u e g o d s k n o w a b o u t S n a d z a b u t are n o t c o n c e r n e d .
Kvarse refused to do anything about Snadza, not even when
T s e m n o m i d e s yelled at h e r for three d a y s straight a n d finally
blasted her with the Grand Inferno"

Example Other God: the Vospoleth


The gods of the World Tree consider Snadza harmless, but
s o m e other g o d s are less so. T h e Vospoleth, to the best of p r i m e
k n o w l e d g e , is a d e i t y o f a w o r l d c a l l e d b o t h Y e s t a n d Coitajja.

-' To be fair to Snadza, Kvarse didn't respond to the Grand Inferno either.
HERBAL Codelieth
T h e flora o f t h e W o r l d T r e e is a s v a r i e d a s t h e f a u n a . O n the C o d e l i e t h is a c h u b b y s u c c u l e n t p l a n t w i t h b u l b o u s l e a v e s a n d
w h o l e it i s l e s s a g g r e s s i v e ; t h e r e a r e c o m p a r a t i v e l y f e w s p e c i e s big o r a n g e - r e d flowers that stink terribly. F r o m these flowers
o f p l a n t s n o t a l l o w e d in cities. As with animals, we translate can be distilled codelieth perfume, w h i c h h a s a spicy carrion
plants to v a g u e l y similar terrestrial species (pine, mint, garlic), scent that Cani adore and n o b o d y else likes. Codelieth plants
or simply transliterate t h e w o r d ( a r k e n trees, l u t h - m o s s ) . W e d o are quite rare. D e c e n t - q u a l i t y c o d e l i e t h p e r f u m e b a s e is w o r t h
n o t i n c l u d e t h e s e p l a n t s i n the h e r b a l . a hundred lozens an ounce.
M a g i c a l herbs are generally not w o r t h cultivating; domestic
plants usually g r o w with only a fraction o f the wild plants' Dullog
potency F r e s h h e r b s k e e p a d a y o r t w o , thied h e r b s k e e p a f e w D u l l o g is a h e a v y o r a n g e f u n g u s t h a t g r o w s in t h e s h a p e s o f
m o n t h s , a n d tinctures keep a few years; Sustenoc H e r b a d o r will jars or chambers. A typical mature dullog plant above ground
extend these times. will b e a f e w h u n d r e d feet in d i a m e t e r a n d forty feet h i g h , c o n ­
sisting o f a m a s s of 10-20 foot cells m o s t l y c o n n e c t e d b y holes.
Axacanthus T h e w a l l s o f t h e cells a r e a foot o r t w o t h i c k , a n d d u l l o g is fair­
A x a c a n t h u s flowers are fire-aspected orchids. A fresh axa­ ly s t r o n g , s o d u l l o g p l a n t s m a k e e x c e l l e n t h o m e s - m o s t l y for
c a n t h u s t h r o w n i n t o a fire w i l l m a k e it b u m a b o u t t w i c e a s h o t nonprimes. D u l l o g g l o w s a d u l l O r a n g e w h e n it i s w e t , w h i c h
a n d t w i c e as l o n g as usual. A sniff o f a x a c a n t h u s p o l l e n b e f o r e dwellers in the inner cells often find convenient. Dullog
c a s t i n g a fire c r e a t i o n s p e l l w i l l i n c r e a s e t h e s p e l l ' s p o w e r b y s 2 0 requires d a r k n e s s to grow, m u c h as m a n y plants require light;
- t h o u g h m a g e s w h o u s e it t o o o f t e n find t h a t t h e i r fire magic d u l l o g p l a n t s are m o s t often f o u n d in c a v e s or h e a v i l y shaded
without axacanthus becomes much weaker. places. D u l l o g g r o w s slowly, but suitable m a g i c and fertiliza­
t i o n c a n s p e e d it u p s o m e a n d s c u l p t it c o n s i d e r a b l y .
Cley apples
T h e m o s t c o m m o n natural source of usable cley, not c o u n t i n g Grabrell
dawn. A c l e y a p p l e h o l d s d 6 c l e y ( i t is h a r d t o t e l l h o w many Grabrell w e e d inhibits the m a g i c sense, m a k i n g the user hard­
w i t h o u t e a t i n g i t ) , w h i c h it g i v e s t o w h o e v ­ er to s e n s e or a n a l y z e - a n d g i v i n g t h e s a m e p e n a l t y for t h e
er eats t h e w h o l e a p p l e , c o r e a n d all. user's use of m a g i c sense. Simply wearing a tuft o f fresh
How long this takes depends grabrell blunts the sense: a -2 penalty. A handful of dried pow­
on the species: a Gormoror d e r e d g r a b r e l l b r i n g s a - 1 0 p e n a l t y a t first, w e a r i n g o f f a t a b o u t
c a n g u l p it d o w n i n a r o u n d , one point of penalty per hour. A spoonful of tincture of grabrell
a Zi Ri will take a lot r o o t b r i n g s a - 2 0 p e n a l t y for d 4 h o u r s ; s p l a s h i n g t h e t i n c t u r e o n
longer, and a carnivorous e x t e r n a l l y is t h e s a m e a s t h e p o w d e r . H e r b a d o r s p e l l s (with
Sleeth will be sick ten m i n ­ Corpador for already-swallowed tincture) can denature the
utes afterwards. Cley grabrell, restoring others' ability to sense the taker immediately;
apples are worth 1300-2500 t h e t a k e r ' s s e n s e n e e d s a f e w m i n u t e s t o r e c o v e r . T h e r e is n o
lozens each when they're advantage to using extra grabrell or combining w a y s of apply­
fresh; t h e y k e e p a b o u t a i n g it. Grabrell smells a n d tastes like a vile bitter licorice.
decade or so with G r a b r e l l w e e d is r a r e . It's w o r t h a f e w l o z e n s fresh, t e n d r i e d
care by a good and p o w d e r e d , or twenty in tincture - but m a i n l y to thieves and
Sustenoc Herbador other scoundrels.
spell. C l e y a p p l e s s h o w u p for n o k n o w n r e a s o n o n fruit trees
o f all k i n d s ; t h e y ' r e n o t a l w a y s a p p l e s , n o r a l w a y s like t h e tree's Ham toad
fruit. The average farming village sees a cley apple every few H a m t o a d is a d u l l b l o b b y g r a y - g r e e n w a t e r - v e g e t a b l e , o n e o f
years. m a n y that g r o w best in total darkness. It is d e n s e a n d m e a t y ,
a n d a n essential p a r t o f e c o l o g y a n d cuisine in m a n y p l a c e s that
Cobbithy never get sunlight.
C o b b i t h y trees are roughly like gnarled m a p l e s , w i t h tough
w o o d , s p i k y l e a v e s , s e e d s scattered b y little gliders. T h e y g r o w Hyprie
fairly w e l l o n the flats, and are reasonably c o m m o n on most H y p r i e are small fruits, the size o f a g r a p e , b u t s w e e t e r a n d
world-branches. T h e y are mainly worth mentioning because headier. Eating hyprie m a k e s the intellect quick and creative,
they are unusually susceptible to H e r b a d o r magic. T h e P o w e r s w h i c h is g o o d , a n d w i l d a n d d i f f u s e , w h i c h i s n o t s o g o o d . The
o f m o s t H e r b a d o r spells w h i c h affect e x i s t i n g live c o b b i t h y trees g o o d effects a m o u n t to a + 3 o n W i t s for m o s t p u r p o s e s , or a + 1 0
are tripled. T h e P o w e r s of m o s t H e r b a d o r spells w h i c h affect on complexity a n d p o w e r rolls for s p o n t a n e o u s m a g i c ; this
fresh c o b b i t h y w o o d are doubled. After a m o n t h or so, the extra s t a r t s d 6 m i n u t e s a f t e r t h e h y p r i e is e a t e n , a n d l a s t s f o r a n o t h e r
susceptibility fades. A tree-mage can build a stockade of cob­ d 6 m i n u t e s . T h e b a d effects are w o r s e , starting d 3 m i n u t e s after
bithy quickly, given a grove of trees. A n y o n e w i t h a bit of t h e h y p r i e is e a t e n , a n d c o n t i n u i n g for a n h o u r o r s o . T h e w i l d ­
H e r b a d o r c a n g e t t h r o u g h it e q u a l l y e a s i l y . ness a m o u n t s to an extra b o t c h die o n m o s t actions, t w o o n m o s t
magical actions, and three on spontaneous magic. T h e diffuse-
n e s s is a m a t t e r o f r o l e - p l a y i n g : s o m e m i x t u r e o f e c c e n t r i c i t y ,
mental leaps, and general weirdness. Hyprie are worth perhaps
50 lozens.
H y p r i e w i n e - r e a l l y a h e a v i l y d i s t i l l e d e s s e n c e o f hypric - is
m u c h l i k e h y p r i e f r u i t : f a s t e r to act, longer-lasting in both good Salt Bushes
a n d b a d . T h e g o o d e f f e c t s start after dlO s e c o n d s , and last 2d6 Salt b u s h e s c o m e in m a n y shapes, b u t the differences are
minutes. T h e b a d e f f e c t s start after d 1 0 seconds, and l a s t a b o u t mostly o f interest to Rassimel. T h e y are typically short, squat,
two hours. H y p r i e w i n e i s s o l d to a d v e n t u r e r s in little g l a s s and thick-leafed, rather like terrestrial j a d e plants in bushes.
b e a d s , w h i c h t h e t a k e r c r u s h e s between his teeth. (People w h o T h e leaves taste a bit salty. If y o u c h o p t h e leaves u p , boil t h e m
t a k e h y p r i e h a v e m o r e to worry about than a f e w l i t t l e g l a s s c u t s in w a t e r , a n d d r y t h e w a t e r , y o u g e t a g r e e n s t i c k y salt ( b u s h salt)
in t h e i r m o u t h s . ) B e a d s o f hyprie w i n e c o s t a few hundred that tastes a b i t like s p i n a c h ; it's g o o d e n o u g h for m o s t p e o p l e .
lozens. B u s h salt c a n b e refined further to g i v e p u r e salt, w h i c h is a lux­
ury item.
Nolotham
N o l o t h a m t r e e s are r a t h e r l i k e b i r c h ; t h e i r g r e e n l e a t h e r y b a r k Ulumbo
peels off in w i d e smooth sheets. Once, when the world was U l u m b o is a short, h a r s h l y - s c e n t e d , b u s h y tree w i t h spiral
young, Accanax had offended Pararenenzu gravely, and l e a v e s a n d , in t h e w i n t e r t i m e , u g l y u m b r e l l a - s h a p e d f l o w e r s . It
Pararenenzu chased A c c a n a x with fourfold lightnings. Accanax is n o t a b l e m a i n l y f o r its i m m u n i t y t o m a g i c . A healthy ulumbo
curled u p tight inside a n o l o t h a m tree, a n d Pararenenzu passed h a s a M a g i c R e s i s t a n c e o f s o m e 2 0 - 4 0 , w h i c h is h i g h for a plant.
him by. So, nolotham trees have the virtue o f resistance to Unhealthy or distressed ulumbos can grow to have Magic
K e n n o c spells a n d M a g i c Analysis. Live nolotham trees are Resistance scores around 50-100. Nobles a n d sorcerers often
n e a r l y i m p o s s i b l e t o detect (-30). T h e b a r k b y itself isn't a s choose to espalier ulumbo trees around rooms they wish to
strong (-d20). N o l o t h a m u s u a l l y m a k e s it s e e m t h a t n o t h i n g is defend.
there (if t h e K e n n o c spell w e r e looking for s o m e t h i n g ) , rather
t h a n s i m p l y c a n c e l i n g t h e s p e l l . T h e s p e l l W e a v e the B l i n d H u t Wenezza
( M u S u II H r 1 0 ) e m p o w e r s d e a d n o l o t h a m b a r k , a d d i n g h a l f the Feed someone a wenezza blossom with a drop of your blood
spell's p o w e r t o t h e bark's resistance. N o l o t h a m isn't a s useful o n it, a n d t h a t p e r s o n w i l l l o v e y o u w i t h a d e s p e r a t e c o n s u m i n g
as it m i g h t s e e m t o b e . W e a r i n g c l o t h e s o f n o l o t h a m b a r k m i g h t passion until the next day's d a w n i n g . M a g i c r e s i s t a n c e is u s e ­
k e e p p e o p l e f r o m i n s p e c t i n g y o u r b o d y , b u t if a n y o f y o u r flesh less; Will might help the person avoid embarrassment a n d trou­
is e x p o s e d , m o s t K e n n o c s p e l l s w i l l w o r k at full s t r e n g t h . It's ble. Dried, p o w d e r e d w e n e z z a induces an obsessive if unfo­
m a i n l y used t o line w h o l e r o o m s ; t h e right person m i g h t b e will­ cused aphrodesia for a n hour or t w o ; people are m o r e likely to
ing to spend a thousand lozens to reliably line a room, or a few u s e it o n o t h e r s t h a n t h e m s e l v e s . Illegal in m o s t places.
h u n d r e d to line a barrel t o hide in.

Healing herbs
A thousand kinds of herbs have healing properties of some
kind o r other. A d o z e n o f those a r e strong e n o u g h to b e o f value
to a d v e n t u r e r s in a p i n c h , h e a l i n g d 3 t o d 6 d a m a g e w h e n t h e
fresh herbs are m a d e into a poultice; most c a n only b e taken
safely a f e w t i m e s a day. T h e y w o r k in a different w a y than
Corpador healing magic, so the same patient can b e given both.
T h e y c a n b e s o l d f o r three o r f o u r l o z e n s f r e s h ; t h e y ' r e m o r e u s e ­
ful t o a d v e n t u r e r s d i r e c t l y .

Pycorns
P y c o m trees a r e tall a n d spiky, l o o k i n g a s i f they're about to
fall o v e r . They bear pycoms: small red-husked nuts, edible
fresh and tasty roasted. P y c o m s are harvested in great quanti­
ties at t h e b e g i n n i n g o f spring, a n d in smaller a m o u n t s constant­
ly t h r o u g h o u t t h e year; t h e y a r e a staple f o o d in m a n y p l a c e s .
E a c h y e a r , a f e w p y c o m s h e l l s h a r v e s t e d o n t h e first d a y o f
spring conceal a b l u e g e m like a spiked sapphire, w h i c h h a s t h e
virtue of restoring youth to the person who wears it.
U n f o r t u n a t e l y p y c o m s a p p h i r e s c r u m b l e t o b l u e s a n d o n t h e last
d a y o f w i n t e r , a n d the w e a r e r ' s t r u e a g e r e t u r n s ; b u t s t i l l p y c o m
sapphires are worth huge sums.
F i v e m i n u t e s o u t o f e v e r y s i x , g a m e m a s t e r i n g W o r l d T r e e is World Tree allows a wider range of personas and species than
m u c h like g a m e m a s t e r i n g any other serious role-playing g a m e . some games. If a p l a y e r is f a s c i n a t e d with something, you
T h i s c h a p t e r is f o r t h a t s i x t h m i n u t e , w h e r e the d e t a i l s o f the s h o u l d d o y o u r b e s t t o find a w a y f o r h i m t o p l a y it. Sometimes
w o r l d c o m e into play. this m i g h t m e a n twisting plausibility: few Sleeth h a v e universi­
G a m e m a s t e r y i s a n i n t e n s e l y p e r s o n a l a r t f o r m ; y o u r s t y l e is ty e d u c a t i o n , but there's n o r e a s o n w h y t h e y can't.
different t h a n ours. T h i s c h a p t e r is o u r m u s i n g s a n d advice. O n t h e o t h e r h a n d , b e t r u e t o the s p i r i t o f y o u r c a m p a i g n . For
E v e n if y o u ' r e trying to follow e v e r y rule in the b o o k e x a c t l y as e x a m p l e , characters in a T r e v e r r e c a m p a i g n w e r e i n t e n d e d to the
w r i t t e n , y o u d o n ' t n e e d t o t a k e it. best o f the generation just c o m i n g o f age in Treverre, the people
w h o will probably shape the next half-century of Treverre's des­
CHARACTER CREATION tiny. M o s t o f the characters w e r e students at the m a g i c a l acad­
e m i e s , s m i t h s , i m p o r t a n t c i t y g u a r d s , p r i n c e s , a n d the l i k e . The
Gamemastering c h a r a c t e r c r e a t i o n is w a l k i n g on a narrow
frivolous minstrel character with no long-term interests or ambi­
edge. O n o n e h a n d , y o u don't w a n t to stifle y o u r p l a y e r s ' cre­
t i o n s d i d n o t fit i n v e r y w e l l , a n d w a s q u i c k l y a b a n d o n e d .
ativity, or k e e p t h e m f r o m p l a y i n g s o m e t h i n g that t h e y d e s p e r ­
ately w a n t to play. O n the o t h e r h a n d , y o u n e e d t o k e e p t r u e t o Often, players will n e e d s o m e m i n o r tuning of y o u r setting to
the spirit o f y o u r c a m p a i g n , a n d to p r e v e n t m i s t a k e s , a b u s e s and fit their c h a r a c t e r s in w e l l . F o r e x a m p l e , t h e S m i t h s ' G u i l d o f
i m b a l a n c e s t h a t w i l l k e e p y o u r p l a y e r f r o m h a v i n g fun. Treverre w a s a single sentence of text originally. When some­
o n e w a n t e d to play a y o u n g smith, w o r k i n g in an armor-shop
Artistic Vision: Theirs and Yours a n d w a i t i n g f o r a n o p e n i n g t o j o i n t h e g u i l d , w e d e v e l o p e d it i n
O n e o f t h e a s p e c t s o f g a m i n g t h a t p l a y e r s m o s t l o v e is t h e abil­ m o r e detail. W e limited the guild to seven masters so she w o u l d
ity to b e s o m e o n e else, s o m e o n e that t h e y w o u l d like to be. have something to work towards. Smiths'-guild politics started
S o m e t i m e s it's a p u r e r e s s e n c e o f p a r t o f t h e i r p e r s o n a l i t y : t h e s h o w i n g u p in g a m e s , a n d so o n .
real-life loner w h o enjoys playing Sleeth, the real-life potter
p l a y i n g t h e c l a y - m a g e . S o m e t i m e s it's a n i n t e n t i o n a l c o n t r a s t to Game Balance
r e a l life: t h e P h . D . s t u d e n t in a d v a n c e d p h y s i c s p l a y i n g t h e idiot A b u s e s and i m b a l a n c e s are less trouble to deal w i t h than artis­
K h t s o y i s t h u g ; the r e a l - l i f e l o n e r p l a y i n g a v e r y p o l i t i c a l C a n i . tic v i s i o n , if o n l y b e c a u s e there isn't as m u c h o f a fundamental
conflict about fixing them. T h e y tend to turn up w h e n players
are choosing Advantages and Disadvantages.
S o m e p l a y e r s take great j o y in finding l o o p h o l e s in the rules
t h a t l e t t h e m b e o v e r l y p o w e r f u l . A n e a s y p a r t o f y o u r j o b is t o
catch the abuses. A h a r d p a r t is t o c o r r e c t t h e a b u s e s w i t h o u t
m a k i n g any players (especially the abuser) unhappy.
A favorite loophole is taking overlapping or irrelevant
Disadvantages. F o r e x a m p l e , o n e p e r s o n c h o s e to b e unusually
v u l n e r a b l e to fire, metal, hits b y w e a p o n s , a n d w o o d . If that
c h a r a c t e r s t a y e d i n a fight, z i e w a s d o o m e d . B u t it w a s n ' t a h i g h -
c o m b a t s t o r y , a n d t h e c h a r a c t e r u s e d t e n o f the f o r t y o r s o p o i n t s
of A d v a n t a g e to m a k e sure zie could get a w a y from just about
any situation. T h e character wasn't going to b e in c o m b a t m u c h ,
so the Disadvantages didn't matter much. Zie proved over­
w h e l m i n g l y powerful, a n d w e h a d to r e m o v e zir from the c a m ­
paign.
L e s s e x t r e m e cases are harder to deal with. Very often you'll
h a v e a c h a r a c t e r w h o ' s m o s t l y a fighter a n d negotiator, say, w i t h
modest p o w e r as a m a g e - b u t h a v e five m i n o r D i s a d v a n t a g e s
that m o s t l y limit her m a g i c . R e a s o n a b l e p e o p l e will disagree on
w h e t h e r t h i s c h a r a c t e r is a c c e p t a b l e o r n o t . O n one hand, she's
e n o u g h o f a m a g e so that the D i s a d v a n t a g e s will in fact c a u s e
her trouble. T h e r e ' s e v e n g o o d r e a s o n for h e r b e i n g a s s h e is:
she'd like to b e m o r e o f a m a g e , but isn't c a p a b l e e n o u g h to do
it realistically. On the other hand, there are a lot of ning characters fairly powerful: t h e y are s i g n i f i c a n t l y more
D i s a d v a n t a g e s , a n d they don't get in the w a y o f her main activ­ powerful than the average World Tree person, but m u c h weaker
i t i e s . C o n s i d e r a s k i n g the player to change a few Disadvantages than the most powerful people around. You don't need to worry
to ones with actual teeth. about killing them b y mistake, a n d y o u can choose a w i d e vari­
T h e c o n v e r s e o f preventing abuse is making sure that charac­ e t y o f s t o r i e s a n d still b e w i t h i n t h e i r p o w e r s . B u t t h e y can't g o
t e r s a r e p o w e r f u l e n o u g h . If they are doing s o m e t h i n g that l o o k s around trashing the major forces o f the w o r l d o n their o w n ,
s t u p i d , g e n t l y a s k t h e m w h y they're doing it. If they have a g o o d either.
r e a s o n , l e t t h e m do it - or help them out, perhaps with a f e w B u t y o u m a y p r e f e r t o run g a m e s w i t h a d i f f e r e n t flavor.
e x t r a p o i n t s o f A d v a n t a g e s . If they have a bad r e a s o n , t r y t o t a l k C h a n g i n g the d e t a i l s o f c h a r a c t e r c r e a t i o n i s a g o o d w a y t o
t h e m o u t o f it. adjust the p o w e r level. H a v i n g , say, 15x30 experience a n d + 0
U l t i m a t e l y , t h e A d v a n t a g e / D i s a d v a n t a g e s y s t e m is s u p p o s e d total A d v a n t a g e s will leave t h e characters significantly weaker,
t o b e a w a y t o construct d e c e n t c h a r a c t e r s o f a p p r o x i m a t e l y but still p o w e r f u l e n o u g h t o b e effective. D o u b l i n g t h e starting
e q u a l p o w e r . You, as g a m e m a s t e r , s h o u l d b e n d t h e rules i f t h e experience a n d Advantages will give y o u s o m e very powerful
c h a r a c t e r s a r e c o m i n g out t o o d i f f e r e n t i n p o w e r . F o r e x a m p l e , characters, for a heroic g a m e .
o n e c h a r a c t e r t o o k a + 7 K n a c k in D a n c i n g , m o s t l y as a bit o f A l s o , f e e l free t o h a v e o t h e r r e s t r i c t i o n s . I f y o u w a n t t o run a
c h a r a c t e r i z a t i o n to g i v e a n o t h e r w i s e p l a i n Khtsoyis fighter story w i t h a lot o f C a n i politics, y o u m i g h t insist that e v e r y o n e
s o m e p e r s o n a l i t y . It w o u l d h a v e b e e n h a r d t o g i v e h i m t h e full p l a y m e m b e r s o f t h e A n t o r r o n f a m i l y . I t ' s b e s t t o m a k e the
value of that A d v a n t a g e : w h o w a n t s to dance with a Khtsoyis restrictions a s loose a s y o u c a n w i t h o u t losing t h e story, s o y o u
thug, n o matter h o w good a dancer h e is? H o w m a n y times can m i g h t instead insist that e v e r y o n e h a v e a c o m p e l l i n g r e a s o n to
the fate o f a n y t h i n g h a n g o n s o m e o n e d o i n g t h e h e p t a p o d h o p ? be involved in Antorron family politics. M o s t people will prob­
A + 2 or + 3 K n a c k w o u l d b e plenty for characterization - or the ably c h o o s e Cani family m e m b e r s (the w m n e r in the story will
+ 7 K n a c k for t h e A d v a n t a g e cost o f a + 2 o r + 3 knack. b e a f a m i l y m e m b e r ) , b u t s o m e o n e e l s e m i g h t b e the o l d
S o m e t i m e s players decide to b e b a d at something, and m a k e R a s s i m e l butler, o r t h e newly-hired Herethroy guard, or the
t h e m s e l v e s e x t r a o r d i n a r i l y b a d a t it. O n e s t a r t e d w i t h a - 3 Sleeth kitten that g r e w u p with them.
A g i l i t y , a n d d e c i d e d t h a t h e l i k e d the t h o u g h t o f p l a y i n g a n
extremely clumsy person. H e tried to take several MOMENTS IN PLAY
D i s a d v a n t a g e s a b o u t that: r e d u c i n g h i s A g i l i t y still further, M i n u t e to m i n u t e , g a m e m a s t e r i n g W o r l d T r e e is m u c h like
being c l u m s y (getting extra botch dice o n m o s t Agility rolls), g a m e m a s t e r i n g o t h e r g a m e s . T h e r e are a f e w t h i n g s t o k e e p i n
and so on. T h e character w a s nearly the clumsiest person on the m i n d , a f e w s i t u a t i o n s that m i g h t n o t h a v e a r i s e n i n o t h e r g a m e s
World Tree: worse than being disabled, because the character y o u ' v e run.
t r i e d t o d o things t h a t ' t h e d i s a b l e d k n e w t h e y c o u l d n o t d o . T h i s
m a n a g e s t o g e t b o t h sides o f t h e p r o b l e m : it's a b u s i v e ( t a k i n g Rules Issues
overlapping Disadvantages) a n d incapacitating at the same time. T h e r e are a f e w tricky s p o t s i n t h e rules t o b e a w a r e o f - t r i c k y
S o m e things to look out for are: because your decisions a n d style m i g h t make your players
Basic Skills: E v e r y o n e s h o u l d b e r e a s o n a b l y g o o d at Life u n h a p p y , and they c o m e u p f r e q u e n t l y .
B a s e , D o d g e , a n d C l e y B a s e : 5-8 at least. E v e r y o n e u s e s cley,
for resisting spells e v e n if t h e y don't cast m a n y . FOLLOWING THE. RULES
P r o f e s s i o n a l S k i l l s : C h a r a c t e r s s h o u l d b e g o o d a t the s k i l l s o f T h e W o r l d T r e e rules a r e m o s t l y g o o d , w e think. S o o f c o u r s e
their profession: 9 - 1 2 o r m o r e . A warrior w i t h a Life B a s e o f 4 w e w a n t y o u to follow them, a n d u s e t h e m as guidelines.
or n o skill in C o m b a t S t a n c e B a s e w o n ' t b e a v e r y g o o d o n e . B u t w h a t ' s really i m p o r t a n t is that y o u a n d y o u r p l a y e r s enjoy
The advantages like " G u a r d Warrior Experience" are g o o d the g a m e . F o l l o w t h e s t y l e o f t h e r e a l rules - m o s t r o l l s a r e
guides for t h e important skills t o individual professions; a w a r ­ A t t r i b u t e + S k i l l + s 2 0 v s . a threshold y o u d e c i d e i n a d v a n c e -
rior w h o d o e s n ' t h a v e t h e G u a r d W a r r i o r skills isn't a g o o d w a r ­ b u t it's O K i f y o u d o n ' t u s e e x a c t l y t h e s a m e attributes, skills,
rior. and thresholds w e use. ( A typical exchange: G M : "Roll Wits +
Some magical power: E v e r y o n e c a n u s e m a g i c , a n d m o s t G u i l e + s 2 0 t o s e e h o w w e l l y o u talk h i m into it." Player: " C a n
e f f e c t i v e p e o p l e are c a p a b l e o f d o i n g s o m e t h i n g w o r t h w h i l e - a t I u s e Charisma + Friendliness instead?" G M : [thinks a minute]
least their g o d - c o n n e c t i o n verb a n d C o r p a d o r o r Herbador. A "Sure.", o r " N o . " ) A l s o it's O K if y o u ' r e n o t consistent, a s l o n g
few points o f skill here are v e r y helpful. M a k e sure that they as y o u r players don't think you're capricious or playing
t a k e t h e h a n d f u l o f c o m p l e x i t y - 5 s p e l l s that c o m e f o r free, a n d favorites.
h e l p them c h o o s e m a g i c a l skills e n o u g h t o let t h e m cast the T h e r e a r e s o m e s i t u a t i o n s w h e r e y o u o u g h t t o f o l l o w t h e rules
spells. c a r e f u l l y - n o t j u s t b e c a u s e t h e y ' r e g o o d rules, b u t b e c a u s e t h e
E n o u g h spells: A s e r i o u s a d v e n t u r i n g m a g e s h o u l d p r o b a b l y players are counting o n y o u to be impartial. A n y time a charac­
have o n e or t w o useful complexity-20 spells. A typical warrior t e r m i g h t d i e p e r m a n e n t l y o r b e e v i c t e d f r o m the c a m p a i g n ,
will h a v e a selection o f defensive a n d evasive c o m p l e x i t y - 1 0 m a k e s u r e that t h e p l a y e r c a n d o a n y t h i n g t h e rules a l l o w , a n d
spells: n o t attack spells, b e c a u s e h e won't have the P o w e r to k n o w s t h a t y o u a r e n o t s e n d i n g h i m anfairly t o d e a t h . ( I f y o u
make them useful^ n e e d t o m a n i p u l a t e t h e o u t c o m e o f t h e fight - t o s a v e o r t o s l a y
- d o i t i n w a y s the p l a y e r c a n ' t s e e . ) P l a y e r - c h a r a c t e r v s . p l a y e r -
Changing Character Creation Schemes c h a r a c t e r c o n f l i c t s s h o u l d a l w a y s b e run s t r i c t l y b y t h e rules, s o
In t h e chapter o n character creation, there a r e parameters for that e v e r y o n e k n o w s y o u are n o t favoring anyone.
creating characters: 20x30 experience points, +5 total S o m e p l a y e r s a r e rule l a w y e r s . T h e y k n o w the r u l e s b e t t e r t h a n
Advantages, -10 maximum Disadvantages. This makes begin­ y o u d o , a n d u s e e v e r y s e n t e n c e t o their a d v a n t a g e . It's d r e a d -
fully a n n o y i n g . Unfortunately, they have a good point. The t i m e shuffling t h r o u g h lists, so m a k e a q u i c k j u d g m e n t . The
r u l e s (as w r i t t e n , or as y o u h a v e m o d i f i e d t h e m ) are all t h e y h a v e F i r s t L a w o f M a g i c i m p l i e s t h a t , if y o u l a t e r d e c i d e y o u don't
to go on. I f t h e rules a r e n ' t s o l i d , t h e n a l l y o u r p l a y e r s are l o s t l i k e w h a t y o u s a i d i n o n e s e s s i o n , y o u c a n d o it d i f f e r e n t l y i n t h e
a n d h a v e e v e r y right t o b e u p s e t w i t h y o u . next session. D o try to b e consistent, but a b a d spur-of-the-
Still, d o n ' t let t h e rule lawyers wreck your game. Let them m o m e n t decision does not b e c o m e a precedent that y o u must
point out rules to you, and briefly explain their points; then f o l l o w f o r e v e r , n o r d o e s it o b l i g a t e y o u t o r e p l a y a s c e n e .
decide, and go on. I f they h a v e a g o o d p o i n t , e v e n i f y o u d i s ­ The dramatic issues of spontaneous m a g i c mostly c o m e d o w n
a g r e e w i t h i t , it m a y b e g o o d f o r y o u r g a m i n g g r o u p t o l e t t h e m to, t o w h a t e x t e n t a r e y o u w i l l i n g t o let s o m e c l e v e r b i t o f i m p r o ­
h a v e their w a y o n e t i m e a n d c h a n g e or clarify the rules for the vised m a g i c d e m o l i s h y o u r plans? Y o u h a v e the ability to decide
future. if t h e s p o n t s h o u l d b e e a s y or n e a r l y i m p o s s i b l e . R e m e m b e r that
y o u r j o b a s g a m e m a s t e r is to m a k e t h e g a m e fun for y o u r p l a y ­
ACTING orr INITIATIVE ers. If t h e y h a v e actually f o u n d a s n e a k y w a y to m a k e a h a r d
T h e part o f fate that frustrates p l a y e r s m o s t s e e m s to b e w h e n t a s k e a s y - spell o r o t h e r w i s e - it's u s u a l l y m o r e s a t i s f y i n g to let
i n i t i a t i v e s g o a g a i n s t t h e m . T h e m o n s t e r - or, w o r s e , t h e p l a y e r ' s them succeed. A s you get m o r e experience with y o a r players
friends - get three actions to their one. That's the luck of the and the system, you'll have fewer scenes trashed by sneaky
cards. tricks.
W h e n y o u s e e the p l a y e r f u m i n g , o r t h e c h a r a c t e r d y i n g , y o u S p o n t a n e o u s m a g i c turns out to be an excellent w a y to get
m a y b e t e m p t e d to let t h e c h a r a c t e r act off initiative. You can, c h a r a c t e r s t o b u r n v a s t a m o u n t s o f c l e y for little benefit. Some
if y o u w a n t to; w e prefer not to. M u c h o f the time, the standard characters enjoy s p o n t a n e o u s m a g i c so m u c h that they'll i m p r o ­
w a y s b y w h i c h c h a r a c t e r s c a n a c t o f f o f i n i t i a t i v e are e n o u g h . vise a spell to m a k e a block of ice not slippery, instead of d u m p ­
B o u n d spells w i t h o u t targets c a n g o off at a w o r d , a n d often i n g a f e w h a n d f u l s o f d i r t o n it. W e ' v e g e n e r a l l y f o u n d t h i s t o b e
that can h a p p e n off initiative. Creoc T e m p a d o r spells can give a g o o d t h i n g ; it m e a n s t h e p a r t y h a s l e s s c l e y i n c r i s i s ( m a k i n g
characters extra actions. G o o d enough warriors and spear-users the crisis m o r e terrifying), a n d lets the p e o p l e w h o enjoy p l a y ­
can use the "Counterattack" defense option, getting attacks on ing m a g e s h a v e their fun in w a y s that don't d e n t o u r p l a n s t o o
their opponents' actions. P l a y e r s m a y a l s o yell at their friends much. A n d w h e n their m o r e conservative c o m p a n i o n s chew
about what they should do w h e n they get the chance. t h e m o u t i n - c h a r a c t e r f o r w a s t i n g c l e y , the r o l e - p l a y i n g c a n b e
If y o u r p l a y e r s c o u n t initiative cards, reshuffle the d e c k s fre­ very g o o d to w a t c h .
quently.
KENNOC SPELL FAILURE
BOUND MAGIC K e n n o c s p e l l s fail 5 % o f t h e t i m e ; s e e p a g e 1 9 2 . You should
T h e official rules for b o u n d m a g i c are careful a n d p r e c i s e . In generally m a k e this roll secretly. Remind your players regular­
p r a c t i c e , h a l f o f t h e p l a y e r s don't s e e m to r e a d t h e m for t h e first ly a b o u t the c h a n c e o f failure: y o u r c h a r a c t e r s m a y b e u n h a p p y
year of gaming. M a k e s u r e you do: they're carefully tuned to w h e n t h e r o o m t h e y s c r i e d t o b e e m p t y t u r n s o u t t o b e full of
/
avoid some abuses. S o m e details to r e m e m b e r : remorshka, but your players should r e m e m b e r the rule.
• Bound healing magic doesn't usually work very well.
Healing spells d e p e n d o n the M e d i c i n e score o f the caster; for ORREN'S WILD RUSH
b o u n d s p e l l s , t h e c a s t e r ' s M e d i c i n e skill is z e r o . W h e n t h e spell T h e O r r e n a d v a n t a g e " W i l d R u s h " is a n a m a z i n g l y powerful
is c a s t b e f o r e t h e w o u n d h a p p e n s , t h e d o c t o r can't s e e what's a d v a n t a g e . U s u a l l y a p l a y e r - c h a r a c t e r s m a i n limitation in a fight
w r o n g , a n d therefore can't do anything in particular about it. is w a i t i n g f o r h i s i n i t i a t i v e t o c o m e u p . W i l d R u s h is t h e e a s i e s t
( T h i s g o e s for all b o u n d spells w h i c h i n v o l v e skills - i n c l u d i n g w a y for certain c h a r a c t e r s to get lots o f e x t r a a c t i o n s .
Finesse. T h e P o w e r - b a s e d p a r t o f t h e b o u n d spell still w o r k s . ) T h i s is a p r o b l e m for y o u . O r r e n c h a r a c t e r s r u s h i n g get a lot
• B o u n d spells in stores a r e fairly e x p e n s i v e , a n d u n u s u a l o n e s m o r e o f y o u r attention t h a n others, a n d a lot m o r e o f the glory.
m i g h t n o t b e a v a i l a b l e at all. You can use this to restrict spells Players o f n o n - O r r e n can get u n h a p p y w h e n the O r r e n always
t h a t c a u s e p r o b l e m s . Y o u c a n a l s o p r e v i e w h o w a s p e l l w o r k s in s w o o p in a n d h a v e m o s t o f t h e fun.
play by having a bound version show up. So, y o u n e e d to enforce the penalties of rushing. The main
• Since b o u n d spells are so expensive, party m e m b e r s will rule p e n a l t y - t h r e e e x t r a b o t c h d i c e - isn't t h e w h o l e problem.
usually b i n d spells for e a c h other. T h i s is a s i g n o f c o o p e r a t i o n Rushing Orren are careless, r a n d o m , impulsive, and dowaright
and nothing to be worried about. B e warned, though: w h e n they stupid. A g o o d p l a y e r w i l l d o t h e first h a l f w a y r e a s o n a b l e t h i n g
figure out h o w to use b o u n d m a g i c effectively, they'll suddenly t h a t p o p s i n t o h e r h e a d , e v e n i f it d o e s n ' t w i n d u p b e i n g very
seem a great deal more powerful. s m a r t : O r r e n f r e q u e n t l y t o s s F i r e F l o w e r s a t fire e l e m e n t a l s , o r
charge half-dressed into combat.
SPONTANEOUS MAGIC T h e p r o b l e m c o m e s w h e n t h e p l a y e r is b e i n g v e r y careful,
Your players, and you, will be using a great deal of sponta­ c o n s i d e r i n g alternatives, l o o k i n g for the m o s t sensible move,
neous magic. You'll t h r o w s o m e t r i c k y s i t u a t i o n at t h e m , and m i n - m a x i n g his attack, and so on. You can't stop a rusher from
t h e y ' l l i m p r o v i s e a s p e l l t o d e a l w i t h it - p r o b a b l y i n s o m e way t h i n k i n g w h e n h e d o e s n ' t h a v e i n i t i a t i v e , b u t w h e n it's h i s t u r n ,
y o u didn't expect. h e s h o u l d act fast. W h e n y o u r e a l i z e a r u s h e r is b e i n g t h a t c a r e ­
The technical matters of spontaneous magic come d o w n to ful, r e m i n d h i m h e ' s rushing a few times, and point out that he's
deciding h o w c o m p l e x a spontaneous spell should be, and h o w not role-playing the Wild Rush right.
effective. T h e spell list g i v e s s o m e g u i d a n c e , a n d t h e list o f If that doesn't w o r k , get a bit cruel. W h e n h e asks, " W h i c h o n e
standard modifications on page 197 will give some more. l o o k s t h e easiest to h i t ? " , say, "You're rushing. Do something."
U s u a l l y , y o u w o n ' t w a n t t o s p e n d five m i n u t e s o f v a l u a b l e g a m e - W h e n h e starts l o o k i n g t h r o u g h h i s spell list for j u s t t h e right
t h i n g , d e m a n d t h a t h e t e l l y o u h i s a c t i o n right now.
I f that doesn't w o r k , start t a k i n g a w a y h i s turns o r d r o p p i n g MULTIPLE SPECIES
h i m o u t o f t h e rush w h e n h e ' s t h i n k i n g t o o m u c h . If h e can't World Tree h a s lots o f species, a n d t h e p r i m e s at least g e t
p l a y a r u s h a p p r o p r i a t e l y , a n d is s t e a l i n g t i m e f r o m t h e o t h e r a l o n g fairly well. W h e n e v e r y o u m a k e u p a N P C , c h o o s e its
p l a y e r s , don't let h i m rush. species at t h e s a m e t i m e y o u c h o o s e its sex. T r y t o stick with

If you're h a v i n g trouble with t o o m a n y characters rushing - as the c o m m o n species (Herethroy, Cani, Rassimel, Orren) for

in o u r party that's half Orren - remind the players about the w a y s most non-player characters, with just e n o u g h o f the rare ones for

t h a t a n y o n e c a n g e t e x t r a a c t i o n s in t e n s e s i t u a t i o n s ; s e e p a g e interest. T r y t o m a k e t h e n o n - p l a y e r c h a r a c t e r s s p e c i e s fit i t s

150. role: farmers tend to be Herethroy, merchants are often


Rassimel, prostitutes are almost never Zi Ri, a n d so on.
T h e r e aren't a n y h u m a n s o n t h e W o r l d Tree. If y o u introduce
a species of anthropomorphic rabbits, describe t h e m a s "like
rabbits on a Rassimel body", or whatever. T h e World Tree
v i e w p o i n t s t a r t s from t h e p r i m e s , n o t from h u m a n s . D o n ' t g o t o
the other e x t r e m e either. T h e c o n c e p t o f the h u m a n s h a p e i s n ' t
any sillier or stranger o r uglier to p r i m e s than, say, a n t h r o p o ­
m o r p h i c lizards o r deer, a n d is a g o o d d e a l less disturbing t h a n
helletumug or gomazzits. T h e standard World Tree reaction to
a h u m a n would be, " W h o cares?"

CIVILIZATION
T h e W o r l d Tree is m o s t l y fairly civilized. Your characters
might be able to get away with murder in the countryside, and
killing m o n s t e r s is usually a p p l a u d e d . B u t cutting d o w n a vil­
lain in a city street - o r e v e n d r a w i n g d e a d l y w e a p o n s - is a crim­
inal a c t in Treverre, j u s t like B o s t o n , a n d if y o u r player-charac­
t e r s t r y i t , t h e l a w w i l l s t e p i n a s b e s t it c a n .
A n d t h e rest o f civilization is there, t o o . W e m o s t l y take c u e s
from 18th o r 19th century E u r o p e . T h e countess can't s e e the
party tonight; she's off h a v i n g d i n n e r at a restaurant that w o u l d ­
n't l e t t h e m into t h e front d o o r , a n d after t h a t she'll b e at t h e
opera. T h e rich ride around town in fancy carriages. Yoar aver­
age farmer h a s a nice house, a solid sixth-grade education, half
a d o z e n useful spells, o n e m a g i c item (a p l o w ) , a n d a f e w hun­
dred or thousand lozens in the bank.

COMMON MAGIC
M a g i c is a n e v e r y d a y , m u n d a n e m a t t e r o n t h e W o r l d T r e e -
easy m a g i c , a t least. Villagers aren't g o i n g t o r u n in terror w h e n
a player-character heals a wound, and they're not going to b e
particularly impressed when a player-character creates a few
loaves of bread. They might get scared w h e n a player-character
starts t h r o w i n g Fire F l o w e r s a r o u n d like w a t e r - b u t in t h e s a m e
way 20th century farmers would b e scared of someone w h o
w a l k s i n t o their v i l l a g e firing a pistol ("Good god! He's trying to
kill u s ! " ) , n o t t h e w a y 1 0 t h c e n t u r y f a r m e r s w o u l d b e ("It's t h e
COMPLEX RULES devil himself, a r m e d with thunder!")
A f e w , o f t h e rules a r e i n t e n t i o n a l l y c o m p l i c a t e d : w h e n a m a g e
A d v a n c e d m a g i c will impress people, b u t they'll b e impressed
does a great enchantment, the player - and y o u - have to go
in an educated w a y . A Cani w i z a r d w h o s t o m p s into a village
through something like t h e m e n t a l work the character does.
casting A n g r y D r a g o n is rather like a h u m a n riding into a 20th
T h e s e rules shouldn't c o m e u p at all unless s o m e o n e w a n t s them
century village in a tank. It's m o r e firepower than the villagers
to. W h e n t h e y d o , g e t o u t y o u r c a l c u l a t o r a n d h a n g o n t o y o u r
h a v e , b u t t h e y ' l l k n o w m o r e o r l e s s w h a t t h e t a n k i s , w h a t it c a n
hat.
do, w h a t its w e a k n e s s e s a r e - a n d they'll h a v e s m a l l e r v e r s i o n s
of the same thing themselves, Fire Flowers or guns and cars.
World View
Always remember what game you're running. Half the point
MAGIC SENSE AND SCENT
of World Tree is the setting. T h e m o r e y o u m a k e the setting
E v e r y o n e o n the World Tree h a s m a g i c sense, a n d is directly
c o m e alive for y o u r players, t h e better their g a m i n g experience
able to perceive m a g i c to s o m e extent. Your players will have
will b e - in World Tree or most other games.
to work hard to cast their spells secretly. (Magic sense is
Here are some things worth paying attention to.
d e s i g n e d t o let p e o p l e u s e m a g i c subtly, b u t t h e y h a v e t o b e
c l e v e r a b o u t it. R e m e m b e r that people have to actively use
m a g i c s e n s e . ) M a g i c s e n s e is o n e o f t h e p r i m a r y s e n s e s , a n d y o u
s h o u l d d e s c r i b e t h e m a g i c s o n things a l m o s t as often as y o u spells to s o m e extent. You c a n also decide that spells aren't
d e s c r i b e their c o l o r s a n d s o u n d s . a v a i l a b l e , o r a r e n ' t e a s y t o find - s p e l l s i n the l i s t c a n b e f o u n d
For Cani a n d Sleeth, scent is also a primary sense. T h e y c a n s o m e w h e r e in Ketheria, b u t the obscure ones won't b e in the
r o u t i n e l y t e l l t h e d i f f e r e n c e b e t w e e n i d e n t i c a l t w i n s a t a sniff, o r local spell s h o p . If a c h a r a c t e r really w a n t s a m a j o r spell, m a k e
f o l l o w t h e p a t h that s o m e o n e t o o k a n h o u r a g o , o r n o t i c e t h a t it i n t o a q u e s t .
there's a b i g lizard m o n s t e r a h u n t h e d feet u p w i n d o f t h e m . Depending on the timescale of your game, your P C s might
R e m e m b e r to describe scents as often a n d prominently as y o u c o p y spells for e a c h other. They'll think they're getting a fan­
describe sights a n d sounds. tastic deal, cutting t h e price o f s o m e 30,000-lozen spell d o w n to
10,000 lozens each. This shouldn't bother y o u . There's not
MATERIALS m u c h difference between o n e person having s o m e major spell
There's almost n o stone o n the World Tree, and almost no a n d e v e r y o n e h a v i n g it. I n m o s t c a s e s t h e y c o u l d b i n d it a n d
metal. It's e a s y t o trip u p o n stone, visualizing h o m e s m a d e with g i v e it t o e v e r y o n e a n y w a y .
brick walls o r caves carved in rocky hillsides, o r letting charac­
ters pick pebbles u p to toss into wells. T r y to correct yourself
DESIGNING STORIES
whenever y o u notice. H o m e s are m a d e o f w o o d . Caves are in
h i l l s o f soil held together b y thick matted roots. People toss Setting
sticks into wells. N o n e o f this m a k e s m u c h o f a difference to I n c l u d e p l o t h o o k s i n y o u r s e t t i n g : d e t a i l s that c o u l d g r o w i n t o
p l o t , b u t i t ' s a c r u c i a l p a r t o f the e c o n o m i c s a n d t h e b a c k g r o u n d . g a m e s . W h e n w e w r o t e t h e first T r e v e r r e d e s c r i p t i o n , e v e r y s e c ­
M e t a l s e e m s to b e less trouble to remember. Still, i f t h e r o g u e t i o n h a d a h o o k o r t w o i n it. W h e n p l a y e r s m a d e c h a r a c t e r s i n
has an iron dagger, she's got a substantial net worth right there. t h e s e t t i n g , m a n y o f t h e m p i c k e d o u t h o o k s that i n t e r e s t e d t h e m .
T h e heavy iron chain binding the prisoner to the wall on Earth T h e city walls in that g a m e w e r e o l d a n d shabby; one character
is w o r t h a lord's r a n s o m o n t h e W o r l d Tree. D o o r s a r e m o r e like­ d e c i d e d that z i e w o u l d s o m e h o w g e t t h e c i t y t o h i r e h i m t o b u i l d
ly t o b e h e l d c l o s e d b y R u l o c H e r b a d o r spells t h a n m e t a l l o c k s - n e w ones. S o m e o n e else decided to play around t h e edges of the
a g o o d m e t a l l o c k m i g h t w e l l b e m o r e v a l u a b l e than w h a t ' s in small but politically powerful Smith's Guild.
the room. T h e d u k e ' s s i l v e r w a r e p r o b a b l y isn't silver, or e v e n T h e r e w e r e a b a s k e t f u l o f o t h e r h o o k s that n o b o d y w a s i n t e r ­
iron, u n l e s s t h e d u k e is s o rich h e ' d u s e solid g o l d s i l v e r w a r e if ested to take as part of their character concept. Each of t h e m
he were on Earth. could b e expanded into a story o f almost a n y size.
I r o n i s s l i g h t l y m o r e v a l u a b l e than g o l d o r s i l v e r . S o m e t i m e s w e k n o w t h e s t o r y i n a d v a n c e . T h e c u r r e n t d u k e is
" c a p r i c i o u s a n d c r a n k y in h i s o l d a g e , a n d t h e little force h e
CAMPAIGN ISSUES e x e r t s is l a r g e l y d e s t r u c t i v e " . T h i s s t o r y c o u l d start o u t w i t h h i m
doing unpleasant or erratic things: a f e w strange proclamations
Giving Experience or heavy surprising taxes. S o m e w i l l h i t t h e w h o l e city, s o m e
Experience has a few purposes. It lets c h a r a c t e r s g r o w in will b e n e w s h a p p e n i n g to other people, s o m e will b e g a m e s that
power. It gives players a r e w a r d for d o i n g well, a n d a consola­ the player-characters get entangled in. Things will get worse.
tion prize for doing badly. Perhaps t h e d u k e will die, or get assassinated, or something.
You can control the pace of your campaign b y h o w much S i n c e o n e p l a y e r - c h a r a c t e r is o n e o f t h e d u k e ' s c h i l d r e n , t h e s u c ­
experience y o u give. Rhwdain's R o a d w a s intended to take c e s s i o n will certainly b e in d o u b t . T h i s o n e s e n t e n c e is a p o s s i ­
about a year (of player time), gaming once a week, with the ble teaser for a year's w o r t h o f stories.
characters b e c o m i n g quite powerful over that year. We decided N o t all t h e h o o k s h a v e that m u c h detail b e h i n d t h e m . There's
to h a v e m o s t c h a r a c t e r s g a i n t w o o r t h r e e p o i n t s o f skill e a c h a nearby branch named Cacodrill Twig, of which the entire
g a m e , s o that t h e p l a y e r s f e e l t h a t t h e i r c h a r a c t e r s a r e c o n s t a n t ­ description is " p e o p l e d o n o t g o there." Someday, perhaps, w e
l y g e t t i n g s t r o n g e r . F o r a s e s s i o n that w e f e l t t h a t t h e p l a y e r s d i d will find out w h y people d o not g o there, and perhaps some
a lot - successful o r n o t - w e u s u a l l y g a v e 5 p o i n t s in o n e skill i n t e r e s t i n g s t o r i e s w i l l c o m e o f it.
c a t e g o r y , 0 - 3 i n t h e o t h e r s , p l u s a b o u t five d 6 ' s .
I f y o u w a n t t o run a w e e k l y c a m p a i g n f o r a d e c a d e a n d n o t Power Balance
h a v e n e a r - d e m i g o d characters h a l f w a y t h r o u g h , give less. O n e c h a l l e n g e o f the W o r l d Tree setting is that t h e p l a y e r - c h a r ­
It's a g o o d i d e a t o g i v e p l a y e r s e x t r a e x p e r i e n c e w h e n they d o acters are rarely the strongest people around. T h e typical city
things y o u like: w h e n they d o s o m e t h i n g that impresses y o u , or will have a dozen recently retired adventurers, m o r e experienced
amuses y o u , or works particularly well - or even particularly t h a n the p l a y e r - c h a r a c t e r s a n d e v e r y b i t a s c l e v e r a n d r u t h l e s s .
poorly, o n t h e grounds that disasters are g o o d learning experi­ There are also wizards, old Zi Ri, senior scholar-mages, knights,
ences. and a dozen other kinds of strong people.
S o , y o u h a v e t o d e s i g n y o u r s t o r i e s s o t h a t ( 1 ) they i n t e r e s t t h e
Boxed Spells player-characters, a n d (2) they don't interest t o o m a n y other p e o ­
T h e trickiest p o w e r objects in the g a m e are b o x e d spells, ready p l e . I f y o u t h r e a t e n a city, t h e w h o l e city w i l l r e s p o n d - t h e p l a y ­
for characters t o l e a m . Pattern spells are p e r m a n e n t additions to er-characters w h o live there, b u t also t h e sorcerers in the a c a d e ­
a character's armamentarium, a n d there's not m u c h y o u can do m i e s , the c i t y g u a r d , n o b l e s a n d t h e i r p r i v a t e g u a r d s , t h e h e a l e r s
a b o u t o n e after it's b e e n g i v e n o u t in t h e g a m e . T h e r e ' s n o t m u c h and tree-mages a n d smiths - a veritable a r m y o f skilled a n d p o w ­
point to restricting low-complexity spells: characters can spont erful p e o p l e . If you're n o t extremely clever, the player-charac­
complexity-5 a n d 10 spells without much trouble. 20's and ters will g e t lost in t h e c r o w d . That's c o m p l e t e l y a p p r o p r i a t e for
a b o v e a r e serious: a single o n e is a substantial gain o f power. World Tree, but will m a k e a lousy e v e n i n g o f g a m i n g .
They're very expensive, so controlling cash lets y o u control With suitable p l a n n i n g , y o u c a n craft a story to g i v e t h e char-
a c t e r s c e n t e r s t a g e . For example, o n c e the player-characters and
a f e w d o z e n o t h e r people got invited to a birthday party for a TONE OF THE WORLD
friend, V a l e n Antorron. Valen's e n e m y sent a present o f an T h e W o r l d T r e e is a c i v i l i z e d a n d d e c e n t p l a c e . A t least, it's a
e x t r e m e l y n a s t y k n i f e dipped in H o w l y v e n o m . The p l a y e r - civilized a n d decent place in prime-populated regions near
c h a r a c t e r s w a l k e d in the door right after the knife had s t a r t e d i t s Ketheria, w h e n they're at peace, w h e n there aren't a n y gods or
a w f u l w o r k ; V a l e n w a s nearly dead, and another had g o t t e n wizards o r m o n s t e r s d o i n g distressing things, a n d if you're o n e
s t a b b e d i n t h e a r m . Sure, the Antorrons were a b i g p o w e r f u l o f the m a j o r p r i m e s p e c i e s . S l e e t h and s c a w n m i g h t a r g u e t h a t
C a n i f a m i l y a n d could have gotten twenty p e o p l e s t r o n g e r t h a n the w h o l e w o r l d is tilted a g a i n s t them.
t h e p l a y e r - c h a r a c t e r s on six hours n o t i c e - but the p l a y e r - c h a r ­ T h e t o n e o f t h e w o r l d r a n g e s from the t e r r e s t r i a l 1 3 t h c e n t u r y
a c t e r s w e r e o n t h e spot right when t h i n g s h a p p e n e d , a n d t h e y to t h e 2 3 d, b u t m o s t o f t e n t h e 1 8 t h . C i v i l i z e d p l a c e s a r e q u i t e
d e a l t w i t h it. c i v i l i z e d ; w i l d p l a c e s are q u i t e w i l d . E d u c a t i o n i s c o m m o n ­
place; m o s t cities h a v e daily n e w s s h e e t s tacked u p in taverns
S o m e w h a t l a t e r , the p l a y e r - c h a r a c t e r s were i n v i t e d t o V a l e n
a n d p u b l i c s q u a r e s , a n d l o t s o f p e o p l e r e a d them. F a r m e r s a r e
A n t o r r o n ' s w e d d i n g , since they had s a v e d h i s l i f e . C a n i w e d ­
p r o u d a n d well-off, n o t starving dirty p e a s a n t s . T h e w a y t o
d i n g s a r e n o t small: the hall had a t h o u s a n d C a n i i n it, p l u s t h e
p o w e r usually starts off at a n university o r m a g i c a l academy,
p l a y e r - c h a r a c t e r s and a few o t h e r h o n o r e d g u e s t s . T h e a r c h e n e ­
a n d i s a s l i k e l y t o l e a d through g u i l d h a l l s o r s o c i a l c l u b s o r
m y ' s a t t a c k s t a r t e d with a creature p r o d u c i n g a s t i n g i n g f o g t h a t
courts as through t h e battlefield.
i n c a p a c i t a t e d all the C a n t . T h e player-characters (none of
w h o m w e r e Cani) were the only people present a n d able to do In most w a y s , the w o r l d h a s c o m e a long w a y since the days
anything effective. O n c e the player-characters dealt with the of creation. There's n e w technology, like b o u n d spells. M o s t
i m m e d i a t e situation, t h e r e w e r e a n a r m y o f C a n i e a g e r t o g e t p r i m e s expect m o r e to c o m e . Progress is considered a good
revenge, including s o m e very strong people. B u t the player- t h i n g : f e w e r c h i l t h e n a r e d y i n g from m i s c a s t i n g t h e i r o w n s p e l l s
c h a r a c t e r s h a d established affan in t h e situation, s o t h e C a n i let as they l e a m magic; the wild regions o f t h e w o r l d are getting
the player-characters take charge - a n d the players enjoyed giv­ explored a n d colonized m o r e rapidly. There never w a s a G o l d e n
ing orders to s o m e very senior and powerful people. A g e , a n d t h e r e p r o b a b l y n e v e r will b e - b u t t h e w o r l d is getting
better, from the middle-class prime's point o f view.

RUNNING MONSTERS
Monsters are people too. They have their o w n motivations,
GODS IN PLAY
their o w n p u r p o s e s a n d plans a n d h o p e s a n d fears. Play them G o d s a r e n o t e a s y t o g a m e m a s t e r . I t ' s v e r y t e m p t i n g t o run
as seriously as y o u play anyone else s o m e a m a z i n g w o r l d - s h a k i n g s t o r y w i t h g o d s a l l o v e r it.
A f e w m o n s t e r s w i l l a t t a c k p r i m e s o n s i g h t a n d fight t o t h e U n f o r m n a t e l y it's v e r y h a r d t o g e t t h o s e stories t o b e fun for
death. S u m m o n e d m d n s t e r s a n d mindful spells will often d o so. yoar players.
Once in a while, a g o d will make a species which so hates T h e g o d s o f t h e W o r l d T r e e are f a r , f a r b e y o n d t h e p l a y e r c h a r ­
p r i m e s t h a t i t fights w i t h o u t r e g a r d f o r i t s e l f ; m a r a u d e r s from t h e acters - e v e n if you're running a serious munchkin game.
Verticals are t h e most c o m m o n example. A few monsters - a n d They're b e i n g s w h o create universes for fun, w h o supply a n
C a n i - are s o l o y a l t o t h e i r g r o u p t h a t t h e y w i l l s a c r i f i c e t h e i r e n t i r e h u g e w o r l d w i t h m a g i c w i t h o u t e v e n t h i n k i n g a b o u t it,
lives casually. w h o might create a n entire species as a diversionary tactic as
part o f o n e action in melee. T h e p o w e r o f such beings blots all
B u t t h a t ' s r a r e . M o s t m o n s t e r s w i l l p i c k t h e i r fights c a r e f u l l y ,
l e s s e r b e i n g s right o u t o f t h e s c e n e .
i f t h e y fight a t a l l , a n d t h e y w o n ' t fight t o t h e d e a t h w i t h o u t a
good reason. T h e situation isn't m u c h better if y o u h a v e , say, first-genera­
t i o n Z i R i w i z a r d s around. T h e y ' r e n o t g o d s o f t h e W o r l d T r e e ,
For example., suppose that a b a n d o f a r m e d p r i m e warriors
but they might as well b e for most purposes. Again, there's
(your player's characters) s h o w s u p at t h e lair o f a g a n g o f
nothing m u c h player-characters can d o with them around.
mewellicaps. T h e mewellicaps will n o t b e happy: would y o u be
h a p p y if a b a n d o f a r m e d warriors s h o w e d u p at y o u r d o o r ? B u t It i s p o s s i b l e t o h a v e g o d s o r o t h e r p o w e r s a r o u n d w i t h o u t
the m e w e l l i c a p s p r o b a b l y w o n ' t j u m p u p a n d start fighting. ruining y o a r g a m e . B u t it t a k e s a g r e a t d e a l o f d e l i c a c y , a n d y o u
They're m o r e likely to, say, politely a s k t h e warriors t o leave - or s h o u l d think t w i c e b e f o r e t r y i n g . P e r h a p s t h e g o d i s m a k i n g t h e
even invite t h e m to dinner. c h a r a c t e r s d o s o m e w o r k t h a t t h e g o d w o u l d find t e d i o u s o r dif­
ficult: F l o k i n h a s t a p p e d p l a y e r - c h a r a c t e r s t o d o d e t e c t i v e w o r k
I f t h e y d o fight, t h e y ' l l fight s e n s i b l y . T h e y ' l l t a k e a d v a n t a g e
f o r it, w o r k w h i c h t h e g o d ' s v a s t d e s t r u c t i v e p o w e r s a n d l i m i t e d
of their o w n powers. They'll probably have some defenses, and
intellect a r e little h e l p w i t h . K v a r s e a n d L e n h i r r i k often r e q u i r e
q u i t e l i k e l y s o m e a l l i e s i n the a r e a . T h e y ' r e n o t g o i n g t o s p e n d
h e r o e s t o p e r f o r m n o b l e a c t s f o r the g o d d e s s e s ' o w n m o t i v e s .
their lives d e f e n d i n g their silverware, o r e v e n all their treasure -
With s o m e care, y o u might b e able to arrange a story in which
t h o u g h t h e y m i g h t w e l l fight t o t h e d e a t h t o d e f e n d t h e i r c h i l ­
t h e c h a r a c t e r s m a n i p u l a t e the g o d - g e t t i n g F l o k i n t o s p a r e t h e
dren.
guilty-but-tricked underlings.
W h e n they decide they've b e e n beaten - w h i c h , if their oppo­
n e n t s are p l a y e r - c h a r a c t e r s , w i l l p r o b a b l y h a p p e n e v e n i f y o u
i n t e n d e d t h e m o n s t e r s t o w i n - they'll still b e h a v e like p e o p l e . If ARTIFACTS
they c a n escape, they will. If they h a v e to surrender, they'll T h e a n c i e n t a r t i f a c t , that o l d f a n t a s y s t a p l e , t a k e s a n o d d t w i s t
p r o b a b l y b e c a u t i o u s a b o u t it: s w i t c h t o a d e f e n s i v e c o m b a t on the World Tree.
s t a n c e a n d n o t a t t a c k at all, b u t n o t a c t u a l l y d r o p their w e a p o n s M o s t o f t h e t i m e , a n c i e n t a r t i f a c t s are less p o w e r f u l t h a n m a g i c
until they think they won't b e slaughtered o u t o f hand. Many items that could b e built today. A f e w thousand years' advance
m o n s t e r s h a v e d i s c o v e r e d w i n n i n g o n e character's s y m p a t h y is a in m a g i c t h e o r y h a v e p r o d u c e d a great deal. T h e feats that w o n
very g o o d survival tactic. G l i k k o n e n a n d H a l a m o o n the t i t l e " w i z a r d " i n t h e y e a r 8 8 a r e
well within t h e ability o f a n y s e c o n d - y e a r student at a m a g i c a l small elementals and an extraplanar horror the elementals were
a c a d e m y in y e a r 4,260. M o s t o f t h e great artifacts o f t h e early fighting. T h e purpose o f that scene w a s to h a v e t h e elementals
times are technically unsophisticated a n d mediocre b y modern o w e the party a favor; a n d afterwards the party wasn't convinced
standards. the horror w a s actually extraplanar.
But that doesn't m e a n they're not valuable. Oh, the Sword of If you're thinking of dragging in a n extraplanar nasty, think
Yanahaywa, enchanted by Glikkonen in t h e third century, a b o u t its d r a m a t i c p u r p o s e . Giving your players something
would be an easy laboratory exercise today - b u t there are a hun­ u n u s u a l t o deal w i t h is a g o o d r e a s o n - if they're getting b o r e d
dred collectors o f antiquities w h o w o u l d p a y duke's r a n s o m s for with t h e standard fare. If you're simply looking for s o m e t h i n g
such a famous a n d ancient thing. scary, there are g o o d sources o f nasty surprises from within t h e
A s g a m e m a s t e r s , w e find t h a t s u c h i t e m s a r e e a s i e r t o d e a l universe:
with in a long-term c a m p a i g n than ultra-powerful m a g i c items. The Verticals, and even more the Underneaths. Even in
A n ultra-powerful magic item simply will b e used against our outer Ketheria, the Underneaths have never been adequately
s t o r i e s , m a k i n g it h a r d e r f o r u s t o find o p p o n e n t s w o r t h y o f t h e explored, a n d s o m e unpleasant creatures live there.
players' attention. But a tremendously valuable thing with no Newly-created species of monster. T h e gods are making
great p o w e r helps the stories immensely. Once it becomes new kinds of monsters to oppose the primes. N o t long after
k n o w n that the party h a s the thing, they're a target for every spellbinding b e c a m e commonplace, several species of monsters
a m b i t i o u s r o g u e a n d c r o o k o n t h e b r a n c h - a n d , since t h e artifact w i t h i n n a t e s p e l l b i n d i n g p o w e r s w e r e e n c o u n t e r e d for t h e first
i s n ' t p o w e r f u l , it d o e s n ' t g i v e t h e p a r t y a n y p r o t e c t i o n . time - a n d some other species which could influence or weaken
Still, i f y o u w a n t t o h a v e p o w e r f u l o l d m a g i c i t e m s , t h e y d o b o u n d spells.
exist. A t the start o f things, t h e g o d s w a l k e d t h e w o r l d more E l e m e n t a l s . Elementals should generally not b e unfriendly to
often a n d m o r e openly, a n d the wizards k n e w t h e m m o r e famil­ primes as a whole (though they might have reasons for opposing
iarly. S o t h e r e a r e a n c i e n t m y s t e r i e s a n d surprises, w r o u g h t b y your players in particular). B u t that doesn't help. They are
wizards a n d gods before things settled d o w n to the w a y they are beings o f considerable force a n d often quite alien nature, a n d
now. Certainly they will b e technically clumsy - but they could even w h e n they are friendly a n d cooperating they c a n b e quite
not b e duplicated without the direct favor o f the gods. d a n g e r o u s . I n a r e c e n t g a m e , the p a r t y t r i e d t o g e t i n f o r m a t i o n
The wizards of the second millennium did things that m o d e r n from a friendly fire elemental. B u t t h e fire e l e m e n t a l ' s n a t u r e "
wizards k n o w are hideously unsafe. T h e teleport chains are the w a s so h o t that its very w o r d s inflicted substantial fire damage
best example, b u t there are smaller devices as well. There are o n e v e r y o n e w h o h e a r d t h e m , w h i c h m a d e t h e c o n v e r s a t i o n dif­
s o m e horrid a n d dangerous leftovers from t h e Holocaust Wars ficult.
from the time the Calanchian Empire started disintegrating. Locador elementals - usually called Locador d e m o n s - are par­
N o w , such things are m o r e likely to b e elthitch perils than use­ ticularly terrifying. H . R Lovecraft is a g o o d s o u r c e o f inspira­
ful t o o l s ; b u t t h e y s t i l l c a n fill a v a l u a b l e p l a c e i n a p l o t . tion; i f t h e C t h u l h u M y t h o s is at all r e l a t e d t o W o r l d T r e e , t h e n
( N e i t h e r god-built d e v i c e s n o r t h e w o r k s o f c r a z e d w i z a r d s is " H e r e " is a relative o f Y o g - S o t h o t h - literarily if n o t b y w h a t e v ­
l i m i t e d t o t h e first o r s e c o n d m i l l e n n i u m . ) er h o r r i d i c h o r p a s s e s for b l o o d in s u c h b e i n g s . A n d d e s c r i b i n g
one in crawling Lovecraftian terms, and then insisting on calling
EXTRAPLANAR VISITATIONS it a L o c a d o r angel for t h e rest o f t h e g a m e c a n b e q u i t e disturb­
ing.
AND OTHER HORRORS E l e m e n t a l s a l w a y s d e m a n d a s e r v i c e in e x c h a n g e for a n y t h i n g
The edges o f the World Tree's universe are porous. Entities t h e y d o f o r a p r i m e - e v e n if t h e y a r e d o i n g it a t a g o d ' s c o m ­
w a n d e r in for their o w n reasons: a f e w benign, m o s t trouble­ m a n d . U s e this c u s t o m for your a d v a n t a g e .
s o m e or worse. T h e gods deal with the most dreadful intruders;
o n c e in a w h i l e , as a bit o f a t m o s p h e r e , y o u m i g h t h a v e F l o k i n PLAYING NONPRIMES
chasing some vast d e m o n across the sky. T h e servants of the O c c a s i o n a l l y , a p l a y e r will w i s h t o p l a y a n o n p r i m e . F e e l free
gods mostly deal with the m e d i u m - s i z e d intruders. t o f o r b i d it. I f y o u d e c i d e t h a t y o u r c a m p a i g n w i l l w o r k b e t t e r
B u t p r i m e s d o w i n d u p h a v i n g to deal w i t h small stuff n o w a n d w i t h a p l a y e r - c h a r a c t e r n o n p r i m e , h e r e a r e g u i d e l i n e s for t h e m .
t h e n . T h i s c a n m a k e a g o o d o c c a s i o n a l s o u r c e o f a n t a g o n i s t s . It To design an individual monster character, take the prime
w o r k s b e s t after y o u r p l a y e r s a r e e x p e r i e n c e d at h o w t h e W o r l d species template which seems most appropriate, and rearrange
T r e e w o r k s , s i n c e m o s t o f t h e v a l u e o f e x t r a p l a n a r s is t h a t t h e y its n u m b e r s a n d c h a n g e its skills. T h r o w a w a y all the species-
d o n ' t f o l l o w t h e s t a n d a r d rules. T h e y s t i l l d o f o l l o w some rules specific specialties, a n d a d d the ones that s e e m appropriate for
- the rules o f their native world, a n d usually limited to w h a t the the monster species. If the m o n s t e r species' specialties are bet­
gods o f the World Tree will permit. For example, perhaps your ter t h a n t h e prime's, charge t h e character A d v a n t a g e points. If
players have gotten expert at blunting m a g i c used against them they're much worse, grudgingly give the character a few
b e f o r e it t a k e s effect. A n encounter with a creature whose Disadvantage points.
m a g i c is i n n a t e l y fast w i l l k e e p t h e m f r o m g e t t i n g t o o c o c k y . All nonprimes have a few problems, but do not get any
On t h e w h o l e , it is b e s t t o k e e p t h e e x t r a p l a n a r creatures D i s a d v a n t a g e points for them.
scarce. T h e w h o l e p o i n t o f t h e m is that t h e y a r e spooky. If • N o n p r i m e s are considered monsters. T h e y will b e regarded
they're encountered every third g a m e , they will rapidly get too with suspicion b y most primes - the w a y Sleeth and Khtsoyis
familiar. W e ' v e only h a d a f e w a p p e a r in play. The main one are, b u t e v e n m o r e s o . T h e y w i l l b e g i v e n little slack, a n d m a y
w a s the Vospoleth - a n d n o t the Vospoleth in person, b u t simply n o t b e a l l o w e d in p r i m e cities. ( M o s t m o n s t e r s g e t w o r s e treat­
t h e f a l s e s u g g e s t i o n t h a t it m i g h t b e r e t u r n i n g . Another one was m e n t than that, b u t that m a k e s p l a y i n g v e r y hard.)
a t h r o w a w a y m o n s t e r : t h e p l a y e r s c a m e o n a fight b e t w e e n a f e w
• N o n p r i m e s d o n o t g e t a c c e s s t o all m a g i c a l arts. T h e typical ple getting surprisingly, unreasonably angry, fighting duels or
p l a y e r - c h a r a c t e r n o n p r i m e will get 2 d 6 arts initially. Acquiring doing other horrible things. Once, a player-character w a s the
n e w arts will require a significant religious c e r e m o n y , during victim of a duel. It t o o k q u i t e a w h i l e f o r t h e c h a r a c t e r s t o d i s ­
p l a y , f o r each n e w a r t . If a n o n p r i m e d o c s not h a v e a n art, they cover t h e agent provocateur with the subtle, nasty Creoc
c a n n o t u s e any s p e l l s w h i c h i n v o l v e t h u t a r t : i t ' s m u c h worse M e n t a d o r ritual...
than simply h a v i n g an art score o f 0. Adventure: A good complement to Mystery. O n c e the char­
• Nonprimes d o not get god-connections. acters have figured o u t w h a t ' s g o i n g o n , they'll h a v e t o d o s o m e ­
• N o n p r i m e s d o n o t g e t a u t o m a t i c e x p e r i e n c e in c a t e g o r i e s o f t h i n g a b o u t i t . . . a n d that c a n i n v o l v e a n y t h i n g f r o m , s a y , s n e a k ­
skills t h e y used. T h e y get the s a m e a m o u n t o f free-choice e x p e ­ ing into the Ovirucci embassy a n d stealing back the stolen
r i e n c e a s p r i m e s , b u t that is a l l . magic item to staging a pitched battle against the cyarr incur­
sions.

O N T H E A R T O F GAMEMASTERY P u n k / G o t h i c : T h e w o r l d is b l e a k a n d d e p r e s s i n g , a n d y o u r
characters' souls are tainted even as they try to overcome the
The Prime Directive h o r r o r s a r o u n d t h e m . T h i s is n o t o u r n a t u r a l i d i o m : W o r l d Tree
Ultimately, y o u are a performer. Y o u r s u c c e s s o r failure is as written is overall optimistic.
e n t i r e l y in h o w y o u a n d y o u r p l a y e r s , w h o are y o u r a u d i e n c e , S t i l l , the W o r l d T r e e i s a f u l l w o r l d , and there are p a r t s o f it
enjoy y o u r game. I f y o u r p l a y e r s e n j o y it, t h e y ' l l b e b a c k f o r that aren't very nice. Consider playing a p a c k o f Cani rejected
m o r e . I f t h e y h a t e it, t h e y w o n ' t b e . A l l o t h e r c o n s i d e r a t i o n s a r e from polite society: m a y b e o n e doesn't e x p e r i e n c e salaffan or
secondary. deffa, a n o t h e r is a m a n g l e d b r e e d o n l y p o s s i b l e f r o m a m i s c a s t
T h e following things encourage your players to have a good Purebreed P u p p y ritual ( a n d thus a bastard a n d worse), a third
time in the long run: can't smell, a n d so on.
F a i r n e s s : Your players are m o r e comfortable if they k n o w that H u m o r : S o m e t i m e s you'll get y o u r players into a really hilar­
the d e c k isn't s t a c k e d against t h e m , o r against s o m e o f t h e m - or ious situation; say, h a v i n g m e s s e d u p a n d given a love potion to
t o o b l a t a n t l y in their favor. t h e w r o n g p e r s o n , a s i n A Midsummer Night's Dream. Good
C o n t r o l : Y o u r p l a y e r s s h o u l d feel that t h e y h a v e a great deal h u m o r is r e m a r k a b l y h a r d to pull off in a m o s t l y - s e r i o u s c a m ­
of control o f their destiny. paign, if you're c o n c e r n e d a b o u t consistency. I f y o u run A
A c t i o n : Y o u r p l a y e r s s h o u l d feel that t h e y ' v e h a d t h e c h a n c e Midsummer Night's Dream, your characters might b e arrested
to d o s o m e t h i n g . for u s i n g m i n d - c o n t r o l spells in t h e n e x t g a m e .
D r a m a : Y o u r p l a y e r s s h o u l d feel that t h e y ' v e b e e n characters A b i t o f h u m o r fits n i c e l y i n a n o t h e r w i s e s e r i o u s s t o r y . You'll
in a g o o d story. often h a v e m i n o r non-player characters, a n d y o u c a n h a v e fun
So, k n o w your players and their characters. Design your g a m e with them. T h e w a n d e r i n g herbalist in t h e w o o d s near Treverre
with t h e m in mind. is t h e R a s s i m e l e q u i v a l e n t o f a n a g i n g h i p p i e , w h i c h m a k e s for
s o m e wonderful scenes w h e n the city guard player-characters
STYLE of GAME need to l e a m something from h i m a n d forget to take their uni­
Decide what kind(s) of campaigns and g a m e s to run. Here f o r m s off.
are s o m e g o o d styles. H u m o r a l s o h a s d a r k e r u s e s . It gets y o u r p l a y e r s o f f g u a r d . A
G r o w t h : A staple o f c a m p a i g n s for m a t u r e players, w h e r e t h e nice fluffy scene with the stoned herbalist will h a v e your play­
p o i n t o f t h e c a m p a i g n is t o tell t h e story o f t h e P C s a s t h e y g r o w e r s r e l a x e d , e x p e c t i n g a n e v e n i n g o f c h e e r f u l g a m i n g . T h e n the
from novices to t h e leaders o f their generation in their h o m e city nrex come...
o r w h e r e v e r . I n c o n t r a s t t o a M u n c h k i n g a m e b e l o w , the g r o w t h Munchkin: S o m e players enjoying running around, trashing
w i l l b e a s m u c h i n r e p u t a t i o n a n d c o n t a c t s a s p o w e r and w e a l t h . the world, collecting treasure, and getting to b e amazingly p o w ­
For example, o n e person might g r o w from a j o u r n e y m a n smith erful a m a z i n g l y fast. T h e r e ' s a s t e r e o t y p e t h a t c l u e l e s s t e e n a g e r s
to t h e h e a d o f the S m i t h s ' Guild in Treverre - mostly b y impress­ d o t h i s a n d o l d e r g a m e r s o u t g r o w it. Still, b e a t i n g u p g o d s is
i n g the g u i l d m e m b e r s w i t h h e r d e t e r m i n a t i o n a n d c l e v e r n e s s , s o m e t i m e s f u n . I f y o u p l a y t h i s w a y , y o u m i g h t w a n t t o k e e p it
and gaining the respect and friendship of an assortment of a secret, b u t that shouldn't stop y o u r fun.
important p e o p l e in Treverre. ( H e r D u r u d o r a n d S m i t h i n g skills
didn't suffer either - b u t t h e social factors w e r e t h e o n e s that
g a v e h e r the p o s i t i o n a s g u i l d - h e a d . )
Mystery: Another staple of campaigns and stories.
S o m e t h i n g s t r a n g e o r h o r r i b l e h a s h a p p e n e d , a n d i t ' s Up t o t h e
c h a r a c t e r s t o figure o u t w h y - t h a t ' s t h e h a r d p a r t - a n d t o fix t h e
situation. M u r d e r m y s t e r i e s are a c l a s s i c o f fiction, and work
reasonably well on the World Tree. But your mysteries can be
anything mysterious. You could have the characters try to track
d o w n a Zi Ri w h o stormed out of a marriage t w o hundred years
ago. Z i e w a s n ' t trying to c o v e r z i r trail, b u t after t w o h u n d r e d
y e a r s t h e trail i s v e r y c o l d i n d e e d .
It's often g o o d t o h a v e a f e w c e n t r a l m y s t e r i e s i n a c a m p a i g n .
You don't have to push t h e m very m u c h ; just keep dropping
hints here a n d there, a n d eventually people will catch on. A n
early Treverre campaign w a s m a r k e d b y regular reports of peo­
Gamemastering for y o u r g o o d friends h a s m o s t o f t h e s a m e
FAIRNESS dangers. Even a group consisting o f half people that you've
It's u s u a l l y i m p o r t a n t t h a t y o u r p l a y e r s t h i n k y o u ' r e b e i n g fair g a m e d w i t h for y e a r s , a n d h a l f p e o p l e y o u ' v e j u s t m e t , is a c h a l ­
to them. There are a few good ways to keep the appearance of lenge. D o y o u r best for t h e n e w c o m e r s , a n d y o u r friends will
fairness. understand.
2 2
F i r s t o f a l l , f o l l o w the rules m o s t o f t h e t i m e . If y o u players
k n o w t h a t y o u r c h a r a c t e r s a r e c o n s t r a i n e d b y the s a m e limita­ GAMEMASTER'S LNEMIES
t i o n s t h a t t h e i r s a r e , they f e e l b e t t e r . Fighting a d o o m e d battle N e v e r gamemaster for your enemies. You'll b e a s h a m e d o f
against an incredibly powerful wizard lord w h o tosses Power- yourself afterwards.
100 spells like w a t e r is o n e thing. Fighting a doomed battle
against a n incredibly powerful w i z a r d lord w h o c a n cast stan­ Running Tense Scenes
d a r d s p e l l s t h a t d o n ' t g e t m a g i c r e s i s t a n c e a t a l l i s a n e n t i r e l y dif­ In a g o o d g a m e , there'll b e p e a k s o f d r a m a . Deadly fight
ferent thing. scenes, or characters scrambling to open a chest before the
Second, don't play favorites. E v e r y p l a y e r s h o u l d feel that guards break down the door, or the m o m e n t that the long-
they have your attention, that their character gets enough p l a n n e d s c a m is a b o u t t o s u c c e e d o r fail... G a m e - t i m e is critical.
chances to act in each game. A n d n o p l a y e r s h o u l d feel that If t h e foe hits again, t h e character will d i e .
s o m e o n e else gets a distinct advantage for o u t s i d e - g a m e reasons. I n the r e a l w o r l d , a d j u d i c a t i n g p r e c i s e t i m i n g c a l l s f o r i n i t i a ­
T h e r e a r e s o m e g o o d m e t h o d s for s e e m i n g fair. 23
tives. T h e players stop a n d d r a w c a r d s ( o r roll dice o r w h a t e v ­
M a k e a few public die-rolls, especially for r a n d o m treats or er). T h e gamemaster draws a whole handful of cards, then looks
troubles. F o r e x a m p l e , if s o m e o n e ' s about to get stung b y a around the r o o m to see w h o gets to g o first. There's a problem,
secret spider, number the characters (Azliet=l, Rrengra=2, though. T w o minutes o f fiddling with cards a n d dice a n d rule-
H e r o b a s h = 3 - g o i n g a r o u n d the r o o m w i t h t h e p e r s o n o n y o u r l e f t b o o k s b e f o r e t h e first a c t i o n w i l l l o s e t h e m o m e n t u m o f t h e t e n s e
b e i n g 1 is a g o o d w a y ) a n d roll a d i e o n t h e table w h e r e t h e play­ scene.
e r s c a n s e e it. It w o r k s b e s t i f y o u r u n t e n s e s c e n e s q u i c k l y . S k i p t h e d e t a i l e d
K e e p a m e n t a l record o f who's gotten goodies recently. If math of spells a n d attacks(except when every point counts).
s o m e o n e ' s getting t o o few, m a k e sure that a f e w s h o w u p for Don't allow players too m u c h time to plan their deeds. If a play­
them. Taking goodies away from people who'vle h a d t o o m a n y e r a s k s d e t a i l e d q u e s t i o n s , " Which one is the most damaged? Do
i s a d i s t i n c t l y w o r s e c h o i c e ; it m a k e s t h e p e r s o n w h o l o s t t h i n g s I think I can get over there and still hit this action? Do I think
feel t h a t life is unfair, a n d t h e p e o p l e w h o n e v e r g o t a n y t h i n g is they're vulnerable to Itchy poison?", d e c l a r e t h a t t h e y s p e n t their,
n o h a p p i e r either. action p l a n n i n g ( a n d g i v e t h e m all t h e a n s w e r s , s o t h e a c t i o n
wasn't wholly wasted).
GAMEMASTER'S LOVERS AND FRIENDS S o m e t i m e s your tense scene will turn boring. T h e player-char­
"You know it's gonna be a bad game when the DM's girlfriend acters h a v e found a stratagem to slaughter t h e d e m o n cattle with
sits in his lap while she's rolling up her character". n o real risk t o t h e m s e l v e s , a n d it's j u s t a m a t t e r o f t o s s i n g l o g s
B e especially careful w h e n y o u r lover is o n e o f y o u r players. and spraying vodka or whatever. P l a y i n g it o u t w o u l d g i v e y o u
I f y o u ' v e b e e n t o g e t h e r f o r any l e n g t h o f t i m e , z i e h a s a m a j o r i f very accurate results, but might take a long time a n d not b e m u c h
hidden advantage. Zie can guess accurately w h e n you're hiding fun for a n y o n e . F e e l free to fast-forward over the rest o f the
something. Zie probably knows h o w to persuade your non-play­ scene. W e m e n t a l l y e s t i m a t e a b o u t h o w m u c h d a n g e r t h e r e is
er characters effectively. You're likely t o g o a little lighter o n zir left in t h e s c e n e a n d h a v e e v e r y o n e r o l l a d 2 0 . P e o p l e w h o r o l l
t h a n o n m o s t p e o p l e , n o m a t t e r h o w h a r d y o u try. T h e b e s t y o u badly (what "badly" means depends on the person and what
c a n h o p e for is t o k e e p y o u r lover's a d v a n t a g e f r o m b e i n g t o o they're doing) get s o m e d a m a g e or spend s o m e cley or whatev­
noticeable, or bothering yoar other players. er.
I f y o u find t h a t y o u r l o v e r is d o i n g t o o w e l l , c o - o p t zir. G i v e
zir s o m e important characters t o p l a y - b u t o n e s that a r e partial­ GAMEMASTER CHEATING
ly plot, characters that m i g h t reasonably b e non-player charac­ You're allowed to cheat as m u c h as necessary to improve the
t e r s . L e t z i r p l a y t h e rich m e r c h a n t w h o h i r e d t h e a d v e n t u r e r s t o game. W h e n e v e r y o u k n o w t h a t t h e d r a m a t i c flow d e m a n d s t h a t
r e t r i e v e the A m u l e t o f S l o n i r a c i o u s , a n d w h o i n s i s t s o n c o m i n g the a r r o w kill t h e m e s s e n g e r h a l f w a y t h r o u g h h i s m e s s a g e , t h e n
a l o n g t o s u p e r v i s e . It's n o t e x a c t l y a n o r d i n a r y player-character m a k e s u r e i t d o e s - a n d r e t r o f i t it w i t h a b o u n d s p e l l t h a t p r e v e n t s
r o l e - b u t that's j u s t right if y o a r lover isn't e x a c t l y a n ordinary healing, w h e n t h e healer rushes over. If a character has ran­
p l a y e r . Y o u s h o u l d not g i v e y o u r l o v e r ' s c h a r a c t e r s e x t r a t r o u b l e domly decided to spend a vast a m o u n t o f time a n d m o n e y get­
b y w a y o f c o m p e n s a t i o n f o r their o u t - o f - g a m e advantages. If ting a strong defense against Aquador, m a k e sure that she gets
y o u r l o v e r is a p l a y e r , z i e s h o u l d h a v e a l l t h e r i g h t s o f a n y o t h e r attacked b y A q u a d o r a lot. Roll t h e dice secretly, look at t h e m ,
p l a y e r - and y o u s h o u l d n ' t d o t h i n g s i n - g a m e t h a t w i l l damage i g n o r e t h e m , a n d d e c i d e t h e result a n d its effect. Making extra
your relationship. r o l l s o r b o t c h r o l l s m a k e s it l o o k m o r e p l a u s i b l e .
Don't cheat in small w a y s m u c h , though. Killing a m e s s e n g e r
for t h e s a k e o f a p l o t is a g o o d d r a m a t i c t e c h n i q u e . A d j u s t i n g hit
points s o that o n e character kills t h e b e a s t rather t h a n a n o t h e r is
unfair for n o g o o d reason. Cheating o n dierolls is a c l u m s y tool.
22
If you have house rules, follow them all the time. You're allowed to overrule anything in
You're setting u p the entire universe, deciding all the n u m b e r s
this book, but if you've written something yourself, courtesy demands that you hold to it. We
certainly got in trouble over that, having written this whole big book and not being able to and powers a n d potentials. If y o u want to have a very strong
remember all of it all the time. s c a w n , j u s t m a k e it s t r o n g .
2f
It's not enough just to be fair. You have to seem fair.
p s y c h e s are s o h a r d - e c c e n t r i c R a s s i m e l w i z a r d s a r e v e r y c o n ­
Planning a Game v e n i e n t p e o p l e t o h a v e around - b u t t h e y ' r e n o t t h a t c o m m o n .
O n o n e h o m , y o u h a v e to p l a n g a m e s tightly. You are taking M o s t traps a r e m o r e a l o n g the l i n e s o f c a r a l a r m s : n o i s y , s c a r y ,
r e s p o n s i b i l i t y for e n t e r t a i n i n g p e o p l e . I f y o u don't p l a n t h i n g s s o m e t i m e s i n c o n v e n i e n t , rarely fatal.
carefully, y o u run the risk o f tripping up a n d d o i n g b o r i n g or use­ W h e n w e invent a trap, w e m a k e sure that there's s o m e rea­
less t h i n g s all e v e n i n g , a l i e n a t i n g y o u r p l a y e r s , a n d g e n e r a l l y s o n a b l e w a y for t h e c h a r a c t e r s w e e x p e c t to b e t h e r e to s u r v i v e .
making everyone unhappy. T h e n w e s t o p t h i n k i n g a b o u t i t . I f the t r a p i s p l a u s i b l e , u s u a l l y
O n the o t h e r h o m , y o u h a v e to p l a n g a m e s loosely. There's n o t h e c h a r a c t e r s find s o m e w a y w e d i d n ' t e x p e c t . T h a t ' s p a r t o f t h e
w a y to p r e d i c t w h a t the p l a y e r s will w a n t to do - certainly not fun.
w h a t they'll d o in a g i v e n situation, a n d n o t a l w a y s w h a t they'll
w a n t to d o in the l o n g t e r m . W e ' v e got a v e r y tightly p l a n n e d SURPRISES &Y Y O U R PLAYERS
g a m e t o r u n at c o n v e n t i o n s , w h i c h w e ' v e p l a y e d s e v e r a l t i m e s . Y o u r p l a y e r s w i l l s u r p r i s e y o u a l o t . W o r l d T r e e is v e r y f l e x ­
E v e r y t i m e the c h a r a c t e r s d o s o m e t h i n g w h i c h w e h a d n ' t e x p e c t ­ ible. Spontaneous magic a n d spellweaving gives experienced
e d . W e h a v e t o b e flexible e n o u g h t o m a k e t h e g a m e g o i n f u n m a g e s l i m i t l e s s a b i l i t i e s t o c o m e u p w i t h tricks. B o u n d m a g i c
directions n o matter w h a t craziness the players decide to do. h a s m o r e uses than y o u expect. E v e n in the purely physical
S o y o u a b s o l u t e l y m u s t d o it b o t h w a y s . A s y o u g e t e x p e r i e n c e r e a l m , y o u r p l a y e r s w i l l i n v e n t t a c t i c s a n d d e v i c e s that y o u d i d ­
g a m e m a s t e r i n g , y o u w i l l figure o u t y o u r b e s t s t y l e , w h a t y o u c a n n ' t p r e d i c t . T h e y ' l l m a k e y o u r h a r d e s t traps h a r m l e s s , t h e y ' l l
get a w a y w i t h , w h a t n e v e r w o r k s for y o u . a v o i d o r b e f r i e n d the n a s t i e s t o f y o u r m o n s t e r s , they'll m a k e
W e find t h a t w e w o r k b e s t b y p r e p a r i n g a s o l i d , d e t a i l e d b a c k ­ h a s h o f y o u r plans. Your g a m e will g o off in u n e x p e c t e d direc­
ground - w h o t h e m a i n n o n - p l a y e r characters are, w h a t their tions.
motivations are, w h a t h a s g o n e o n before, a n d so on. This lets us T h a t ' s e x a c t l y w h e r e it s h o u l d g o .
figure out h o w the non-player characters react to the player-
characters - and helps us invent details that w e didn't k n o w that Gamemaster Mistakes
we'd need. Y o u will m a k e mistakes gamemastering: m i s r e m e m b e r i n g the
W e u s u a l l y try to h a v e a situation, including knowing what rules, g i v i n g o u t m a g i c i t e m s y o u t h o u g h t w e r e m i n o r and t u r n
m e n a c e s are l u r k i n g in w h i c h c o m e r s . This lets u s a v o i d h a v i n g out to b e major, and so on. You h a v e to deal with y o u r mistakes
to c o m e up with nasty surprises o n the fly. W e find t h a t w e c a n without offending your players. Here are s o m e approaches that
m a k e t h e surprises m o r e interesting if w e h a v e time to think of might help.
t h e m in a d v a n c e . A t the start o f the n e x t g a m e , point out that s o m e t h i n g u n u s u ­
W e a l s o try to h a v e a p o s s i b l e story, a g o o d a n d e n j o y a b l e w a y al h a p p e n e d . ("Fire F l o w e r u s u a l l y d o e s P / 5 + s 6 - S o a k d a m a g e .
that things m i g h t g o - if y o u can't think o f a n y g o o d and enjoy­ For some reason, yours were doing P/2+s6-Soak damage yes­
a b l e w a y y o u r s t o r y m i g h t g o , t h e n it's g o i n g t o s t i n k . W e d o n ' t terday, but they're b a c k to n o r m a l today.") T h e ultimate p o w e r s
force things to follow the possible story; m o r e often than not, o f t h e W o r l d T r e e are p e o p l e , a n d w e i r d a n d c a p r i c i o u s p e o p l e
t h e y w o n ' t . B u t it's a u s e f u l t o o l . at t h a t ; a n o m a l i e s h a p p e n all t h e t i m e .

O n e a d v a n t a g e o f p l a n n i n g is that y o u c a n p r e p a r e nifty p r o p s , S o m e t i m e s y o u s h o u l d offer y o u r p l a y e r s a c h a n c e to revise


and b r i n g t h e m out at the p r o p e r time, a n d i m p r e s s e v e r y o n e . t h e i r c h a r a c t e r . I f they b u i l t a c h a r a c t e r around c o m p l e x i t y - 5
T h e a f o r e m e n t i o n e d g a m e for c o n s h a s several m a p s a n d a ran­ Creoc D u r u d o r attack spells, a n d y o u didn't realize that such
s o m note. Other g a m e s h a v e h a d real-life m a g i c items (imple­ t h i n g s w e r e i m p o s s i b l e , t h e n it m i g h t b e p o l i t e t o l e t t h e m s w i t c h
m e n t e d a s c o m p u t e r p r o g r a m s ) , f o o d l i k e that w h i c h t h e c h a r a c ­ to Pyrador.
ters w e r e eating, m a s k s , s p e c i a l l y - m a d e plastic-clay tokens for If y o u accidentally gave an item that's too strong, y o u h a v e a
representing the characters on the m a p , and so on. This will few choices. I f it's a c a t a s t r o p h i c m i s t a k e , t h e n y o u m i g h t
impress your players and add ambience. d e c l a r e a n a n o m a l y - o r h a v e s o m e o n e s t e a l it, o r b u y it. I f it
simply offends y o u r sense of g a m e balance, usually the best
TRICKS AND TRAPS t h i n g t o d o i s t o l e a v e it a n d d e a l w i t h the n e w b a l a n c e .
T r i c k s a r e tricky, for g a m e m a s t e r s as w e l l as characters.
T h e y h a v e to be s u r v i v a b l e . If y o u kill off a set o f c h a r a c t e r s Dice and Formulas
b y d u m p i n g a t h o u s a n d t o n s o f w o o d o n them w i t h n o w a r n i n g , W o r l d T r e e h a s a lot o f f o r m u l a s a n d dice-rolls. In m o s t g a m ­
the players will b e a n n o y e d . T h e r e has to b e s o m e w a y out - ing, w e ignore t h e m , or m a k e t h e m v e r y informally. Officially,
s o m e w a y that a clever a n d p e r h a p s slightly lucky character can p i c k i n g a c u p off a table r e q u i r e s a D e x t e r i t y + s 2 0 roll. W h e n
survive. D i c e rolls aren't a g o o d w a y out. H a v i n g a character get R r e n g r a tries t o c a t c h s o m e s m a l l a n i m a l s t o f e e d t h e p a r t y , t h e
s q u i s h e d f o r f a i l i n g a P e r c e p t i o n r o l l is n o b e t t e r t h a n g e t t i n g official g a m e s e q u e n c e calls for a P e r c e p t i o n + H u n t i n g roll to
squished from pure malice. find s o m e g a m e , t h e n a w h o l e c o m b a t a s t h e h u g e fierce S l e e t h
s l a u g h t e r s a rabbit, a n d so o n . W h e n this isn't critical to the plot
T h e y h a v e t o b e p l a u s i b l e . D r o p p i n g t h e r o o f o n the c h a r a c t e r s
o r i n t e r e s t i n g i n i t s o w n right, w e r e c o r n m e n d that the g a m e m a s ­
m i g h t m a k e s e n s e s o m e t i m e s - b u t if a c o r r i d o r in a d u n g e o n col­
ter takes a simpler approach. S o m e good ones are:
l a p s e s w h e n e v e r a n y o n e w a l k s i n it, a n d t h e d u n g e o n h a s b e e n
around a thousand years and has wandering monsters, how come A u t o m a t i c Success: Sure, Azliet might fumble picking the
t h e c o r r i d o r is still u p ? P e r h a p s t h e r e ' s s o m e e n c h a n t m e n t t h e r e g l a s s u p , d r o p it a n d c u t h e r s e l f - b u t i t ' s u n l i k e l y , a n d e v e n i f s h e
t h a t f i x e s it . . . b u t w a s t h a t e n c h a n t m e n t w i t h i n t h e c a p a b i l i t i e s m a k e s a n a m a z i n g f u m b l e , it w o n ' t m a t t e r . A g o o d g a m e m a s t e r
of the people w h o m a d e the place, and didn't they have anything w o n ' t e v e n b o t h e r h a v i n g h e r roll. O n c e in a rare w h i l e , there
better to d o with their m a g i c ? It t a k e s a n u n u s u a l k i n d o f p s y ­ w i l l b e s o m e c h a n c e o f i n t e r e s t i n g failure - m a y b e A z l i e t is n e r v ­
che to spend a long time m a k i n g death traps. Not that unusual o u s a t D u k e A g g l o m e r a x ' s p a r t y t o m a k e the r o l l s s t r e s s r o l l s ,
a n d a b o t c h c o u l d g e t r e d w i n e o v e r t h e d u k e ' s w h i t e outfit. enchanted weapons simply do extra damage. T h e Bright Spear
W e d o n ' t h a v e a f o r m u l a i c a u t o m a t i c s u c c e s s rule, b u t o u t s i d e does + 3 damage. But think about that further: w h y d o e s it d o t h e
o f stressful situations a n d difficult skills, w e g e n e r a l l y g i v e p l a y ­ extra damage? There are any n u m b e r of choices - the Bright
ers automatic successes. S p e a r h a s a s p a r k o f fire o n i t s p o i n t , t h e F a l l i n g M o u n t a i n M a c e
Q u a l i t y of Life R o l l : M o r e often, there's a small c h a n c e o f gets heavier, a sword might b e unusually sharp, an arrow might
failure that w o u l d b e w o r t h checking. Rrengra's h u n t i n g trip s q u i r m a n d twist in t h e victim's entrails. W e tried to m a k e
doesn't h a v e a lot to d o with the plot - b u t if she doesn't get m u c h , c h o i c e s t h a t fit t h e w e a p o n s , t h a t w o u l d a p p e a l t o t h e p e o p l e
she'll g o t o b e d h u n g r y . T h a t b i t o f s c e n e is w o r t h a f e w s e c o n d s w h o used them: your average mace-wielder enjoys crushing
of g a m e time. T h e g a m e m a s t e r rolls a d 2 0 or something, a "qual­ things. T h e different f o r m s d o h a v e a f e w m i n o r effects - c o n ­
ity o f life" dieroll. A n y r e a s o n a b l y g o o d roll m e a n s s u c c e s s . A sider t h e difficulties o f o w n i n g a l o n g pole with a n u n q u e n c h ­
b a d roll m e a n s failure. Exactly what "reasonably good" and a b l e fire o n t h e e n d w h e n y o u l i v e i n a w o o d e n h o u s e . I f y o u ' r e
"bad" are is subjective, a n d y o u d o n o t n e e d to decide t h e m until i n t h e m o o d , t h a t c a n m a k e t h e g a m e m o r e fun than a s i m p l e " + 3
y o u see the dieroll. F o r a g o o d huntress, w e might decide that a spear". I f y o u ' r e n o t , t h e n it's j u s t a + 3 s p e a r a n d n o h a r m d o n e .
roll o f 5-20 w a s g o o d e n o u g h to content Rrengra; a 2-4 w o u l d
give her a small dinner, and a 1 w o u l d leave h e r h u n g r y - or per­ Use of Dice
h a p s w e ' d roll b o t c h dice a n d h a v e h e r r u n into s o m e t h i n g dan­ W h e n w e gamemaster, w e mentally distinguish between "dice-
g e r o u s , i f w e felt t h a t t h e e n c o u n t e r w o u l d b e i n t e r e s t i n g . heavy" a n d "dice-light" scenes. D i c e - h e a v y scenes are for situ­
a t i o n s w h e r e w e w a n t t o b e s u r e t o b e fair, t o g i v e t h e p l a y e r s t h e
Rounding c h a n c e t o s u c c e e d o r fail d e s p i t e u s . S e r i o u s c o m b a t s a r e u s u a l ­
W h e n it m a t t e r s , w e h a v e t o l d h o w t o r o u n d f r a c t i o n s . T h e r e s t ly d i c e - h e a v y , w h e n t h e e n e m y is p o w e r f u l e n o u g h s o that t h e
of the time, y o u c a n treat t h e m h o w e v e r y o u like. W e usually c h a r a c t e r s h a v e t o struggle to w i n - o r w h e r e t h e e n e m y is w e a k
k e e p fractions, especially if we're using a calculator, o r ignore but d e v i o u s e n o u g h to escape if t h e characters aren't careful.
t h e m i f w e ' r e s u r e t h a t t h e y w o n ' t m a t t e r f o r the d r a m a t i c f l o w o f Dice-heavy scenes are for w h e n w e are willing to b e surprised
the scene. W h e n w e round them, w e use the following con­ by what happens. O n e time, a Rassimel and an Orren were
vention. N u m b e r s are rounded to the nearest integer: 4 1/3 sneaking into a guarded house. T h e Orren w a s injured b y a trap,
r o u n d s to 4 , a n d 4 2/3 r o u n d s to 5. Halves are rounded to the and screamed once, and the guards came looking. The Orren
e v e n n u m b e r : 31/2 a n d 41/2 b o t h r o u n d t o 4 . A t t h e g a m e m a s t e r ' s hid; t h e R a s s i m e l u s e d a spell to b e c o m e a b a t a n d fluttered
o p t i o n , a s e r i e s o f 4 1/2's w i l l a l t e r n a t e l y r o u n d t o 4 a n d 5 , b e i n g around the guard's head. T h e Rassimel's player astounded us b y
right o n t h e average. saying that s h e w a s going to try to s c r e a m like a n Orren scream­
ing. Ridiculous! B u t just barely possible, since bats can m a k e
Following the Rules noise if they w a n t . W e told t h e player t o roll C h a r i s m a +
W e have designed and tested the rules in this b o o k very care­ M i m i c r y + s 2 0>=4 0 ; it w o u l d h a v e b e e n h a r d e v e n i f s h e h a d a
fully. We've spent hours debating h o w to balance the opposing skill in M i m i c r y . A n d o f course she rolled a 4 2 on the s20, a n d
d e m a n d s o f r e a l i s m a n d p l a y a b i l i t y , a n d fixed t h i n g s w h e n t h e y succeeded.
d i d n ' t w o r k right i n p l a y . We've done our best to get everything We were stunned. T h e player w a s g l o w i n g for the rest o f the
t o fit t o g e t h e r i n t o a s e a m l e s s w h o l e , w i t h i m p o r t a n t b i t s o f c u l ­ evening. T h e group h a d a n e w bit o f c o m m o n mythology. A n d
t u r e m a t c h i n g fine p o i n t s o f s o m e o f t h e rules. If you change the n o significant d a m a g e h a d b e e n done to t h e plot. This could not
rules, you'll b r e a k all that. have happened without the dice overruling the gamemaster's
B u t r e m e m b e r the p r i m e d i r e c t i v e . C h a n g e o r d u m p anything judgment.
that doesn't w o r k right for your group. If y o u trash t h e rules into O f c o u r s e , u s u a l l y t h e g a m e m a s t e r h a s better judgment than
s o m e t h i n g y o u like better, you'll b e m i s s i n g t h e point o f t h e s o m e bits of plastic. Dice-light scenes are for w h e n y o u w a n t to
g a m e a s w e e n v i s i o n e d i t - b u t y o u ' l l b e f o l l o w i n g the p o i n t o f p l a y quickly, or t o control t h e story. W e usually play social
g a m i n g i n t h e first p l a c e . scenes dice-light: w h e n characters are trying t o b u y spells, w e
r o l e - p l a y t h e s h o p k e e p e r s a n d let t h e c h a r a c t e r s t r y t o b a r g a i n
Details for t h e m s e l v e s . ( T o b e fair, i f t h e p l a y e r i s a w e a k b a r g a i n e r i n
Details matter. Don't d r o w n y o u r players in details, b u t a few real life b u t t h e c h a r a c t e r h a s a s t r o n g B a r g a i n i n g skill, w e let t h e
small ones slipped in here a n d there will m a k e the w o r l d m u c h character b e m o r e persuasive than the player's w o r d s indicate.)
m o r e real. "Three Khtsoyis thugs drift through the door and
D i c e - l i g h t s c e n e s let y o u control t h e story. S o m e t i m e s you'll
come to your table. The one with the blue scar says, 'Hey. The
need to. If your plot d e m a n d s that the d u k e b e assassinated, y o u
boss wants ta see you." T h e b l u e scar is a g r a t u i t o u s detail. It
don't w a n t y o u r assassins to f u m b l e their w e a p o n s a n d trip over
probably won't matter in y o u r story - though y o a r players might
their tails. W e prefer t o j u s t tell t h e story in s c e n e s like this,
s u r p r i s e y o u a n d m a k e it m a t t e r . It d o e s h e l p e v e r y o n e v i s u a l i z e
r a t h e r t h a n t o roll d i c e a n d l i e a b o u t it, b e c a u s e w e w a n t t h e
the scene. It c o n t r i b u t e s a b i t t o t h e c h a r a c t e r i z a t i o n : these
p l a y e r s t o think that dice a r e u s e d fairly in d i c e - h e a v y scenes.
Khtsoyis h a v e b e e n in fights. N o s u r p r i s e f o r K h t s o y i s , b u t it's
O n t h e g o o d s i d e , d i c e - h e a v y s c e n e s s e e m fair, t h e y l e t c h a r ­
a bit of subtle emphasis. It e v e n l e a v e s a d r o p o f m y s t e r y : w h y
a c t e r s ' s k i l l s g e t u s e d fully, a n d t h e y c a n s u r p r i s e y o u . O n t h e
i s the s c a r b l u e ? W h a t k i n d o f a fight l e a v e s b l u e s c a r s ? I s it a n
bad side, they c a n b e ponderous, especially if p e o p l e aren't c o m ­
t a t t o o o r s o m e t h i n g ; i f s o , w h a t d o e s it m e a n ? A f e w s u c h p h r a s ­
pletely familiar with the mechanics. O n the good side, dice-
es will m a k e y o u r w o r l d live.
light s c e n e s g o q u i c k l y , a n d y o u h a v e full d r a m a t i c c o n t r o l . On
M a g i c i t e m s s h o u l d h a v e character. T h a t d o e s n ' t m e a n t h e y all the b a d side, y o u c a n seem heavy-handed, a n d your world won't
s h o u l d h a v e novel tricky effects; m o s t s h o u l d s i m p l y d o s o m e ­ d o a n y t h i n g interesting for y o u . W e s w i t c h b a c k a n d forth a
thing in s o m e sensible way. For example, some common dozen times a game.
ards. Initially t h e goals will b e gaining p o w e r over t h e other fac­
First Law of Magic tion. Perhaps the hidden p r o p h e c y that M o u m u h a s heard a hun­
T h e i m p o r t a n c e o f t h e F i r s t L a w f o r p l a y e r s i s t h a t n o n e of t h e dred times but refuses to accept will change matters.
rules in t h i s b o o k is a b s o l u t e . V i o l a t i o n s o f a l l the o t h e r rules
are categorically allowed u n d e r t h e First L a w o f M a g i c . Trehani
In play, w e h a v e only used the First L a w to justify the Trehani is a fairly o r d i n a r y m u l t i - s p e c i e s city-state o n t h e
g a m e m a s t e r f o r g e t t i n g t h e rules, o r c h a n g i n g t h e m i n m i d - g a m e . branch Donstraeia, t w o levels d o w n from Ketheria. Its inward
"Yes, I k n o w that y o u r Levitate spell used to w o r k o n other p e o ­ neighbor O b s Discurus w a s just annexed by the expanding
ple. K v a r s e m u s t h a v e b e e n b e i n g nice to y o u , letting y o u d o Codun Empire. T r e h a n i is o b v i o u s l y n e x t - m a y b e n e x t year,
that. T h e s p e l l c a n u s u a l l y o n l y l e v i t a t e t h e c a s t e r , a n d n o w it m a y b e t w o y e a r s after - u n l e s s s o m e t h i n g is d o n e .
s e e m s t o b e b a c k t o its usual behavior." T h e players w h o heard T h e C o d u n E m p i r e is n o t t h e w o r s t e m p i r e t h a t e v e r w a s . It is
t h i s u n d e r s t o o d it t o m e a n , " B a r d f o r g o t h o w L e v i t a t e w o r k e d , ruled by Emperor Lorrend, a Cani w o m a n o f honor and consid­
b u t h e j u s t l o o k e d it u p a n d r e a l i z e d t h a t h e g o t it w r o n g . Now e r a b l e e x p e r i e n c e ; it h a s a w r i t t e n c o d e o f l a w s , c a r e f u l l y a n d
he's using t h e First L a w o f M a g i c as a c h e a p device for covering fairly enforced. Still, H e r e t h r o y a n d O r r e n a r e distinctly s e c o n d -
up his mistake." class citizens (which would m a k e two-thirds o f Trehani unhap­
A n o t h e r w a y o f phrasing the First L a w of M a g i c from the play­ py), a n d Gormoror, Khtsoyis, a n d Sleeth are executed at the
e r s ' s i d e i s t h a t g a m e m a s t e r ' s m i s t a k e s are p e r m a n e n t . Once slightest provocation. T h e E m p i r e also charges very high taxes
something has happened, it h a s h a p p e n e d a n d that is that. - especially for "special services", such a s h a v i n g t h e E m p i r e
Scenes should not b e replayed. T h e gamemaster might apolo­ conquer y o u r city-state, o r h a v i n g y o u r s o n impaled for treason.
gize in-game for accidentally messing the players u p - charac­ • P l a y i n g t h e r e s i s t a n c e o f T r e h a n i a g a i n s t t h e E m p i r e is m o r e
t e r s w h o w e r e t h u s b l e s s e d b y K v a r s e f r e q u e n t l y find t h e m s e l v e s t h a n e n o u g h w o r k for a n y set o f characters. T h e first p h a s e s o f
in p o s s e s s i o n o f t h e L e v i t a t e O t h e r spell r e a s o n a b l y s o o n - b u t t h e r e s i s t a n c e m i g h t b e p o l i t i c a l (e.g., stirring u p trouble in O b s
the events that happened, actually happened. Discurus, or trying to m a k e other allies).
It i s u t t e r l y p r o p e r f o r a p l a y e r t o r e m i n d t h e g a m e m a s t e r w h a t
the written rules are. T h e gamemaster might say "Oops" and Semt
interpret t h e m in the ordinary fashion. Or, the g a m e m a s t e r m i g h t Far down in the branches, at least ninety layers below
s a y " T h a t ' s n o t w h a t h a p p e n s this t i m e " , a t w h i c h p o i n t the p l a y ­ K e t h e r i a , is S e m t : s i x o r s e v e n l i m b s , a n g l e d a n d t a n g l e d , h a l f
er h a s n o g r o u n d s for a r g u i n g further. A g o o d g a m e m a s t e r will w r a p p e d in eternal ice. T h e s u n c a n only b e seen twice a year.
do this delicately a n d n o t a n n o y t h e players t o o m u c h . S e m t i s a s i n g l e k i n g d o m , ruled b y t h e s h a g g y g i a n t f u r o m i a n d
their tiny cousins the thunglaze. S e m t is far, f a r b e l o w p r i m e
It i s l e g i t i m a t e b u t u s u a l l y b a d f o r m f o r a g a m e m a s t e r t o i n t e n ­
territory; m o s t o f the inhabitants are apelike w e n g o , ophidian
tionally invoke the First L a w o f M a g i c for a n y major purpose. If
trasm, a n d long-necked broon, raising herds of ice-goats or
the gamemaster wants to keep the characters from teleporting
farming fields o f the s l o w sharp-edged plants that g r o w o n gla­
a w a y from a fight, s h e s h o u l d h a v e o n e o f t h e o p p o n e n t s c a s t a
ciers in darkness. O n l y t h e furomi a n d thunglaze h a v e a n y sig­
teleport b l o c k , rather t h a n h a v e " H e r e " refuse to let t h e c h a r a c ­
nificant skill at m a g i c .
ters teleport away.
S o m e t w o centuries a g o , the University of Lenkasia built a
v a s t a i r b o a t , t h e Falcon Striking, w h i c h w a s t o fly d o w n a n d
CAMPAIGN SETTINGS d o w n , a n d find o u t w h a t i s a t t h e r o o t o f t h e t r e e . The Falcon
T h e following places are u n u s u a l for s o m e r e a s o n o r other.
Striking gyred down, circling the m a i n trunk; but in a vicious
S o m e o f t h e m are at crisis points in their history; s o m e have
w i n t e r s t o r m it c r a s h e d i n D u r u , a p r o v i n c i a l c a p i t o l o f Semt.
internal tensions, or external threats; s o m e are simply strange.
The explorers were stunned and shaken, but the thunglaze res­
T h e y m i g h t b e g o o d p l a c e s t o run a c a m p a i g n .
c u e d t h e m - s o m e w h a t . T h e r e m a i n s o f t h e Falcon Striking were
lost or destroyed. T h e explorers w e r e e m p l o y e d as priests a n d
Ymarku
sorcerers b y the nobles of Semt. Bit b y bit their e m p l o y m e n t
Y m a r k u , t h e v a s t C i t y o f O b e l i s k s , i s ruled a g o n i z i n g l y b y t h e
w a s turned to slavery; outnumbered a n d alone a n d trapped, they
Vendrexi, the seven secret wizards. Nobody knows what the
could scarcely resist.
Vendrexi look like, n o t e v e n w h a t species. T h e one time a year
that they c a n b e seen, t h e B u r n i n g Knife Procession, they w e a r N o w , after t w o c e n t u r i e s , t h e p r i m e s h a v e all b u t forgotten t h e
dreadful illusory forms. They are presumed to b e prime. They s u n l i t w o r l d their g r e a t g r a n d p a r e n t s c a m e from. ( A n d t h e s u n l i t
rule t h r o u g h edicts presented o n brazinion scrolls to the terrified w o r l d h a s long since g i v e n t h e m u p for lost.) T h e y a r e scattered,
b u r e a u c r a t s w h o run t h e c i t y from d a y t o d a y . Recently, s o m e held in positions of honored servitude, using their natural magic.
h i d d e n a n d unfinished catastrophe h a s set t h e w i z a r d s at e a c h S o m e b e l o n g to individual n o b l e s or w e a l t h y clans; the rest
others' throats. Grenduur a n d X l o - x m a s m a n d Tyroniad oppose serve the King.
Shurshax and Soulcooker and Black. T h e bureaucrats get con­ • T h e f o c u s o f t h i s g a m e s h o u l d b e o n i s o l a t i o n from t h e r e s t
tradictory orders, and their screams echo a m o n g the obelisks of the prime world. P r i m e civilization h a s n o idea that Semt,
w h e n they disobey. M o u m u , m o s t terrible of all, h a s n o t been furomi, a n d so o n even exist; those few w h o heard about the
h e a r d from, s a v e in t h e c r a c k l i n g v o i c e o f w r a t h a n d fear e c h o ­ Falcon Striking w o u l d a s s u m e it perished.
ing from the top o f his chamber o f prophecy. • T h e natural story w o u l d b e having the characters rediscover
Campaign Ideas: t h e Falcon Striking, l e a m s o m e o f their old history, a n d try to
• Most natural would be to play a resistance movement, trying escape. Perhaps a survivor of the crash w a s found (probably Zi
t o t a k e a d v a n t a g e o f t h e d i s c o r d a n d o v e r t h r o w the w i z a r d s . Ri, s o m e h o w asleep for t w o h u n d r e d years).

• F o r a darker campaign, play partisans o f o n e faction o f wiz­ • A variation is t o h a v e t h e c h a r a c t e r s b e a n o t h e r c r o w d o f


explorers (or p e o p l e b l o w n far off c o u r s e ) , n e w l y arrived in
Semt. W h a t will they d o w h e n they discover their fellow primes Tancrane
held? T a n c r a n e is o n t h e f r i n g e o f p r i m e t e r r i t o r y . About fifty years
• A s t o r y o f d e c a d e n t p o l i t i c s inside Semt might be amusing. a g o , a s t r o n g b a n d o f e x p l o r e r s c o n q u e r e d it, u n i t i n g t h r e e w a r ­
T h e characters w o u l d b e in positions o f subtle p o w e r , as the ring n o n p r i m e species into a single big, rich empire - ruled, of
m a g e s of nobles; with a bit of cleverness, they m i g h t be able to c o u r s e , b y t h e p r i m e s . It h a s s o m e c o n t a c t w i t h t h e r e s t o f p r i m e
h a v e their w a y w i t h t h e k i n g d o m . civilization, but not very much.
N o w , t h e e m p i r e is s t a r t i n g t o fall a p a r t . T h e p r i m e s w h o c o n ­
Lekkmark q u e r e d it a n d h e l d it t o g e t h e r b y f o r c e o f p e r s o n a l i t y a n d p o w e r
L e k k m a r k is a p r o v i n c e , a b o u t a third of H a n v e r r y M e n e . B i g are dead or doddering. T h e players, their children and grand­
a n d p r o s p e r o u s , it i s r e a d y t o b e a c i t y - s t a t e i n i t s o w n right. c h i l d r e n , a r e a b o u t to c o m e in to a b i g a n d t r o u b l e s o m e i n h e r i ­
H a n v e r r y d o e s n ' t w a n t t o l e t it g o - e s p e c i a l l y G r a n d Duke tance.
Zondernik, who intends for h e r i n c o m p e t e n t fool of a son • T h e n a t u r a l c a m p a i g n t h e m e i s , the p l a y e r s t r y i n g t o h o l d
D r u m m to inherit L e k k m a r k . The politics of independence Tancrane together.
m i g h t get bloody. • A l t e r n a t i v e l y , t h e y c o u l d t r y t o h e l p T a n c r a n e fall a p a r t i n t o
• T h e s t a n d a r d t h e m e is t o p l a y L e k k m a r k e r s s t r i v i n g for i n d e ­ s o m e r e a s o n a b l e p i e c e s , p r e f e r a b l y n o t at w a r w i t h e a c h other.
pendence. Approaches can include everything from high-level
political intrigue to an outright w a r of i n d e p e n d e n c e . Ob Murend
• T h e reverse t h e m e w o u l d also b e appropriate: playing the O b M u r e n d is a l a r g e a n d m o s t l y w i l d r e g i o n , n o t b a d l y b o t h ­
p e o p l e in H a n v e r r y c h a r g e d w i t h k e e p i n g L e k k m a r k p a r t o f the ered by verticals-beasts, with small villages of primes living a
city-state. H a n v e r r y isn't a n evil e m p i r e , after all; j u s t a slightly fairly p e a c e f u l , fairly p a s t o r a l lifestyle. Last year, s o m e explor­
oversized country with internal problems. e r s f r o m o u t s i d e d i s c o v e r e d c o p p e r n u t t r e e s in its f o r e s t s , a n d
• Combining the two - playing the leaders of both Hanverry returned to the cities and told p e o p l e . T h e c o p p e r r u s h is j u s t
a n d L e k k m a r k - c o u l d m a k e a n e x c i t i n g i f risky g a m e f o r a l a r g e starting: p e o p l e from the cities are c o m i n g to O b M u r e n d , lured
group. by the chance of easy wealth. A n d it's n o t t h e fine upstanding
cityfolk w h o are c o m i n g : the prospectors aren't a b o v e eating
Ruskeia your goats w h e n they get hungry, or getting their c o p p e r b y raid­
Ruskeia is a w h o l e world-branch, unoccupied and largely i n g y o u r v i l l a g e i f t h e y c a n ' t find e n o u g h t r e e s .
unexplored by primes. T h e city-state Onaza, on the branch T o a d d t o t h e m e s s , a b e i n g c a l l i n g i t s e l f the A n g e l V i e n t a g ,
above Ruskeia, sent three groups of explorers: they have P r o p h e t o f R e l u u , h a s c o m e to t h e cities, a n d its b e l i e v e r s c o m e
r e t u r n e d , w i t h n e w s o f v a s t m e t a l o r c h a r d s , fields o f g l i r r i e s , l u s ­ with their m e s s a g e o f peace, justice, b r o t h e r h o o d a n d live sac­
c i o u s n e w fruits, a s t o u n d i n g p e r f u m e s . O n a z a h a s j u s t put out an rifice o f p r i m e s .
official call for c o l o n i s t s . The first settlers will h a v e years of • T h e obvious stories concern the players protecting their fam­
h a r d w o r k a n d danger, b u t after that t h e y s h o u l d b e very, v e r y ilies a n d villages.
rich. • T h e O b M u r e n d setting c o u l d a l s o w o r k for a v a r i e t y o f sto­
• S t r a i g h t f o r w a r d s t o r y l i n e : the c o l o n i s t s g o t o R u s k e i a a n d t r y ries translated from w e s t e r n s .
to set u p a c o l o n y t o w n . P r o b a b l y w h a t e v e r is n a t i v e to R u s k e i a
will not be pleased. Straightforward adventurers could play this Eamaranth
as an endless string of monster-fights and treasure-gathering, E a m a r a n t h is a t t h e v e r y e d g e o f p r i m e t e r r i t o r y , o n a b r a n c h
p e r h a p s p u n c t u a t e d b y the efforts o f d e f e n d i n g a n e w h o m e t o w n not even c o n n e c t e d to the m a i n trunk, forty t h o u s a n d miles from
against the local dangers. Ketheria. There are only a few small handfuls o f primes there:
• P o l i t i c a l l y - c o r r e c t p l a y e r s c o u l d t a k e this as a c h a n c e to tell families w h o have migrated an average of ten miles a year out­
a story like the colonization of A m e r i c a d o n e right, p a y i n g atten­ ward since the beginning of time. The primes of Eamaranth
tion to the rights and needs of the natives. O f course, most h a v e b e e n in o n e p l a c e t o o l o n g b y n o w - s o m e o f them haven't
p r i m e s w i l l t h i n k that t h e c h a r a c t e r s are c r a z y : t h e w o r l d w a s set m o v e d in t h r e e y e a r s - a n d it's a b o u t t i m e t o start t h e m i g r a t i o n
u p for the p r i m e s to take control. (Not necessarily to conquer further, a g a i n into u n k n o w n , u n i n h a b i t e d territory.
and grind to the ground, though.) • T h i s is v e r y m u c h a f r o n t i e r s e t t i n g . The primes probably
have a few pattern spells and a few bits of metal, but m i g h t not
Novae rum know about bound m a g i c The centers of prime culture and
Novaerum is an old, old confederation of city-states in l e a r n i n g are s i m p l y t o o far a w a y .
Ketheria, ruled by the powerful old Cani D u k e Morun. Morun • T h e u n k n o w n territory m i g h t not b e as u n k n o w n or u n i n h a b ­
is o n his d e a t h b e d , w i t h o u t a n o b v i o u s heir. H i s c o u s i n s Pleius, ited as might b e thought.
T u n t e i a , M u o , a n d R e r u m h a v e a l r e a d y s t a r t e d c o n t e s t i n g for t h e
succession. F o r e i g n g o v e r n m e n t s h a v e fingers in the stewpot,
too.
• D o the characters support one of the cousins?
• D o the characters try to take over N o v a e r u m themselves?
The Order of the Tholos
T h e O r d e r o f t h e T h o l o s is a q u i e t a n d s e c r e t i v e c u l t , w o r s h i p ­
ping G n a m and Accanax and "Here" and Iraz Varuun, their
secret and ill-rumored rituals concealed b e h i n d a dozen magical
blinding-spells in their cryptic r o u n d temples. Their leaders are
not reassuring. The Order w a s founded some sixty years ago by
Zovar Lamthay and Zovar Rrau Rrah, Khtsoyis and Sleeth
scholar-mages w h o had been expelled from several academies
for p e r f o r m i n g vile m e d i c o - m a g i c a l e x p e r i m e n t s o n w i l l i n g stu­
dents. M o r e recent Z o v a r s h a v e b e e n w o r s e , to the point of
Z o v a r Catabolensis, w h o w a s barely recognizable as Rassimel
when the knights slew him for the m u r d e r of the D e a n of
Candlesfame. T h e Order attracts excellent m a g e s , unsatisfied
with the limitations that c o m m o n sense and c o m m o n safety
impose on their experiments. T h e y are r u m o r e d to take terrible
risks, consorting with dangerous nonprimes and elementals,
trading p r i m e secrets for k n o w l e d g e . They have been outlawed
in a d o z e n city-states, e x p e l l e d from two dozen universities,
hunted by three knightly orders. T h e y strike mercilessly and
subtly against p e o p l e w h o o p p o s e t h e m , inflicting injuries w o r s e
than s i m p l e death, a n d their e n e m i e s a l w a y s suffer w o r s e than
the O r d e r itself in any encounter.

( N o t e That the O r d e r w o r s h i p s o n l y true g o d s , a n d that the true


g o d s treat t h e m w i t h at least as m u c h r e s p e c t as t h e y treat o r t h o ­
dox m a g e s and priests.)
• T h e O r d e r w o u l d m a k e effective, if traditional enemies, act­
ing like classical half-mad evil w i z a r d s .
• P e r h a p s m o r e i n t e r e s t i n g is t o h a v e a w i z a r d o f the O r d e r b e
a p o t e n t i a l ally. P e r h a p s s o m e m a g i c o n l y the O r d e r u s e s i s a l l
that can help the players, m a k i n g the Order into charitable, help­
ful h a l f - m a d e v i l w i z a r d s .

Scorux
T h e S c o r u x is a l o n g , n a r r o w v a l l e y - t w o o r t h r e e m i l e s b e l o w
t h e s u r f a c e o f t h e b r a n c h it's o n , w i t h p e r p e t u a l m i s t s h i d i n g its
bottom. You can h u n t valuable prizes u n d e r the mists: glirries
l a r g e r t h a n any g r o w i n g i n s u n l i g h t . B u t the z e m - z e m will hunt
you, too...
• A w o r t h w h i l e place to visit in a c a m p a i g n . You might not
w a n t to live there.
GAMEMASTER TOOLS Spell B o t c h : Single

Botch Tables d 2 0 Meaning


W h e n a p l a y e r b o t c h e s a roll, s o m e t h i n g b a d h a p p e n s . The 1-3 S p e l l d o e s n ' t g o o f f ( b u t C . s p e n d s c l e y ) .
details o f w h a t happens are entirely subject to the gamemaster's
4 Spell is severely weakened: reduce p o w e r b y
whim. I f s o m e r e s u l t i s n a t u r a l , o b v i o u s , o r fits t h e s t o r y , the
g a m e m a s t e r i s e n c o u r a g e d t o j u s t p i c k it. F o r e x a m p l e , i f W a v e y 50-80%.

is t r y i n g t o l e a p a c r o s s t h e c h a s m a n d b o t c h e s h i s J u m p roll, h e 5 S p e l l builds s l o w l y : takes effect in d 6 actions


fell i n . extra.
Usually m i n o r (single) botches are disappointing or annoying
6-8 Spell d o e s the w r o n g thing: e.g.. a F i r e F l o w e r
of themselves, medium (double) botches are dangerous, and
cast o n C . herself, or a Magnificent D o that
m a j o r ( t r i p l e a n d b e y o n d ) b o t c h e s are c a t a s t r o p h i c . E v e n a sin­
g i v e s S. a m o h a w k rather than a p o o d l e - c u t .
g l e b o t c h c a n b e a d i s a s t e r - b u t u s u a l l y it w i l l b e a b a d b u t o r d i ­
nary o u t c o m e , like failing t o leap t h e c h a s m . A double botch 9 S p e l l g o e s off, b u t u s e s d 6 e x t r a c l e y . A d d an
m i g h t b e , s l a m m i n g h a r d i n t o t h e s i d e o f the c h a s m f o r s i g n i f i ­ extra s 2 0 P o w e r for e a c h cley.
cant damage. A triple botch might b e W a v e y k n o c k i n g himself
lO- T h e spell's effect is devastatingly f l a w e d in a
unconscious o n the wall of the chasm.
ll w a v that m a k e s it u s e l e s s : e.g., a F i r e F l o w e r
We provide some tables of standard botches, for g a m e m a s t e r
c o v e r i n g S. in h a r m l e s s light.
convenience. T h e s e t a b l e s are g o o d f o r :
• Giving a n idea o f the typical scope o f botches. W h i l e it i s 12- T h e s p e l l is c a s t w i t h a n e x t r a art, w i t h the n e w
completely within t h e rules for t h e nendrai to i m p a l e herself a n d 13 art taking at least half the spell's p o w e r . For
die o n the novice warrior's spear on a single Defense botch, a example, a Fire F l o w e r might b e cast with
l o o k a t t h e t a b l e w i l l p o i n t o u t t h a t it is u n u s u a l . A q u a d o r a s w e l l , d a m p e n i n g t h e fire a s i t i s
• P r o v i d i n g useful suggestions for w h e n t h e g a m e m a s t e r ' s cre­ created.
ativity o r attention is best spent e l s e w h e r e . In the middle of a
14- O n e o f the spell's arts is missing. For two-art
large battle, w e u s e the c o m b a t botch table, w h i c h w e might not
15 s p e l l s , this s i m p l y m a k e s the spell fail. For
in a m o r e i n t i m a t e conflict.
• Providing standards o f fairness. In a duel b e t w e e n t w o play­ s p e l l s w i t h m o r e than t w o , p i c k o n e to fail; e.g.,

er-characters, w e w o u l d u s e the tables, s o that neither player an Angrv Dragon might a p p e a r without Spiridor
w o u l d feel that t h e g a m e m a s t e r w a s favoring t h e other. ( b e i n g a n o n - l i v i n g m a s s o f fire that j u s t g o e s o u t
B o t c h e s can b e b e n e f i c i a l t o t h e p e r s o n r o l l i n g t h e m . A botch quickly), or without Pyrador (being a bodiless
ordinarily indicates that a n a t t e m p t t o d o s o m e t h i n g failed. If ineffectual spirit).
you fire t h e W a n d o f Incredible D e v a s t a t i o n at t h e R a s s i m e l
16 O n e o f the spell's arts is c h a n g e d to another art.
c o m i n g t h r o u g h the d o o r , a n d r e a l i z e j u s t a f t e r y o u t r i g g e r it t h a t
E.g.. a F i r e F l o w e r might b e cast with Illusidor,
the Rassimel is your mother, not the Insidious Overlord, y o u
l o o k i n g a s i f it w o r k e d b u t d o i n g n o d a m a g e .
might w e l c o m e a targeting botch. ( H o w e v e r , t h e g a m e m a s t e r is
allowed t o interpret b o t c h e s a s "events occurring in t h e w a y that 17 T h e spell is c h a n g e d in s o m e w a y that a m u s e s
causes the character the most anguish".) its g o v e r n i n g g o d s . This change more or less
Still, b o t c h results s h o u l d a l m o s t n e v e r b e beneficial, a n d w h e n keeps the p u r p o s e of the spell; e.g., a F i r e
they are, they should be mixed good and bad. T h e most benefi­ F l o w e r that gives its target a hotfoot, d o i n g three
cial b o t c h o n t h e table for spells is " u s e d 6 extra cley, getting s 2 0 points less damage.
extra P o w e r for each one". T h e extra P o w e r might very well
18 T h e spell is cast normally (reroll for P o w e r ) but
s a v e a c h a r a c t e r ' s l i f e , b u t there i s t h e p e n a l t y o f the u s e o f e x t r a
cley. That's about the nicest that a botch should b e . C . is s t r a i n e d a n d s h a k e n b y t h e f o r c e o f it, a n d
s u f f e r s T r o u b l e d l O f o r the n e x t d l O a c t i o n s .

19 T h e spell is cast normally (reroll for P o w e r )


but C . is injured, taking s6 damage.

20 R e r o l l t w i c e , o r treat a s d o u b l e b o t c h .
Spell B o t c h : D o u b l e Spell B o t c h : Triple o r m o r e

d20 Meaning d20 Meaning


1-2 S p e l l b u i l d s s l o w l y : t a k e s e f f e c t i n s i 0 0 m i n u t e s 1 C . a t t r a c t s the a t t e n t i o n o f a N o u n g o d , p r o b a b l y
extra. o n e o f the o n e s i n v o l v e d in the spell. T h e g o d is
p r o b a b l y a n n o y e d , e v e n if s h e is n o r m a l l y in
3-4 Spell is very powerful ( + 4 s 2 0 P o w e r ) but ill-
favor o f C . A c o m m o n r e a c t i o n is to deny C .
c o n t r o l l e d , a n d d o e s the w r o n g t h i n g w i t h
a c c e s s t o a n y o f t h e g o d ' s s p e l l s until C .
considerable force.
apologizes in a temple. The god will rarely
5-6 S p e l l g o e s off, b u t u s e s d 6 e x t r a c l e y . T h e e x t r a
show up, or even make her opinion visible.
cley d o no g o o d at all.
2 C . is s e v e r e l y injured: l o s e s 6 life points
7-8 T h e spell is cast normally (reroll for P o w e r ) but
permanently.
C . i s s t r a i n e d a n d s h a k e n b y the f o r c e o f it, a n d
3-4 C . l o s e s d 6 l e v e l s from o n e o f t h e a r t s o f t h e
suffers T r o u b l e d l O for the next d l O hours.
spell.
9- T h e spell is cast n o r m a l l y (reroll for P o w e r )
5 Something nearby is destroyed: usually
10 but C . is seriously injured, taking 2 s 6 d a m a g e .
something of great value to C.
11- T h e spell is c a s t normally (reroll for P o w e r ) but
6 C . i s d r e a d f u l l y i n j a r e d , left a t - s 8 life p o i n t s .
12 C. is knocked unconscious for s 2 0 actions.
7-8 C. uses all her cley. Each one contributes s 2 0
13- T h e spell is h i d e o u s l y w a r p e d in s o m e w a y that
p o w e r t o the s p e l l - w i t h o n e b o t c h d i e o n e a c h
15 directly o p p o s e s C.'s intents o r w i s h e s . F o r
s20.
example, an Ethereal Plane spell might leave the
w o o d covered with nettle-barbs. 9- C. uses all her cley. T h e spell is cast normally.
11
16- T h e spell is c h a n g e d in s o m e w a y that a m u s e s
17 its g o v e r n i n g g o d s . T h e result will not b e very 12- C. falls into a trance, and r e m a i n s there for s 6
helpful: e.g.. a F i r e F l o w e r that gives S. a l o n g 13 days.
d r o o p y nose of flame (minimal damage, but 14- T h e spell is h i d e o u s l y w a r p e d in s o m e w a y that
looks silly). 15 directly o p p o s e s C.'s intents o r w i s h e s . F o r
18- C. acquires a minor carse, probably thematically e x a m p l e , a n E t h e r e a l P l a n e s p e l l m i g h t l e a v e the
19 related to the spell. w o o d covered with nettle-barbs. Furthermore,
the s p e l l h a s 1-3 e x t r a A r t s a n d 6 s 2 0 e x t r a
20 Reroll twice, or roll as a triple botch.
P o w e r to d o s o .

16 C.'s b o d y is modified horribly in a w a y related


F e a t h e r Casting B o t c h to the spell; e.g. o n e of her eyes b e c o m e s a
d20 Meaning glowing ember.

1 S p e l l is n o t c a s t , a n d further a t t e m p t s a t f e a t h e r 17 C. acquires a major carse, probably thematically


c a s t i n g in t h e n e x t s 6 h o u r s r e q u i r e a b o t c h roll. related to the spell.
T h e g o d s are w a t c h i n g . 18 C . l o s e s that s p e l l ; the graft b r e a k s off o f her. s6
2 S p e l l is n o t c a s t , b u t t h e c l e y is lost. damage. If it w a s n ' t a p a t t e r n s p e l l , r e r o l l .

3 S p e l l is c a s t a t a q u a r t e r P o w e r , c o s t i n g a cley. 19 Roll twice.

4 - 5 S p e l l is full-cast, b u t b o t c h e s . 20 Reroll, but make the result really brutal. Double


penalties a n d injaries, at least.
6 S p e l l is full-cast, b u t d o u b l e - b o t c h e s . The gods
are annoyed.

7 S p e l l is f e a t h e r c a s t , b u t w i t h P o w e r = 1.

8- Magically confused: C . can't c a s t a spell o n h e r


20 next a c t b n . S p e l l is n o t c a s t .
Attack Botch: Single Defense Botch: Single
d20 Botch Meaning d20 Botch Meaning
1-2 Miss M i s s , e v e n if the a t t a c k w o u l d o t h e r w i s e h i t 1-2 G e t hit T h e attack hits. ( N o t e that the Triumph m a y b e
3-5 Feeble If it hits, a t t a c k d o e s o n l y 1 d a m a g e , a n d l o o k s negative in this c a s e , a n d t h e hit m a y d o little
hit really dumb. damage.)
6-7 W i m p y If it h i t s , a t t a c k d o e s s 6 l e s s d a m a g e than u s u a l . 3-5 Hit H a r d If the a t t a c k hits, it d o e s + s 6 d a m a g e .
hit
6-7 Drop Roll D e x + Agil + s 2 0 >= 2 0 ) , o r d e f e n d e r d r o p s
8-9 Driven A t t a c k e r h a s to r e t r e a t 2 s 6 feet, o r suffer 2 s 6 Something something being held.
Back T r o u b l e for d 6 a c t i o n s .
8- Attacker T h e a t t a c k e r gets a critical hit, a n d m a y c h a n g e
lO- L e a v e F o e m a y c o u n t e r a t t a c k at n o penalty.
10 gets c o m b a t options.
ll Opening
Critical
12- Drop A t t a c k e r r o l l s ( D e x + A g i l + s 2 0 >= 2 0 ) o r d r o p s
11- Sprain D e f e n d e r sprains a muscle; T r o u b l e d 4 for s 6
13 Weapon weapon. M a y still hit.
12 days.
14- Off A t t a c k e r h a s T r o u b l e s l O until e n d o f next
13- Fall D o w n D e f e n d e r rolls D e x + Agil + s 2 0 >= 2 0 o r fells
15 Balance action.
15 down.
16- S p r a i n A t t a c k e r s p r a i n s a m u s c l e ; T r o u b l e d 4 for s 6
17 days. 16- E x t r a Hit A t t a c k e r gets a s e c o n d a t t a c k this action; reroll if
17 this d o e s not m a k e s e n s e .
18- Fall A t t a c k e r r o l l s ( D e x + A g i l + s 2 0 >= 2 0 ) o r falls
19 Down down. 18- Off D e f e n d e r has T r o u b l e s l O until e n d of next

A t t a c k e r m a k e s a s t r i k e a t a t a r g e t h e d i d not 20 Balance actbn.


20 Hit
Wrong intend t o ( p o s s i b l y h i m s e l f ) . R e r o l l the Attack,
Target without combat options, at a -10 penalty on Defense Botch: Multiple
Attack.
d20 Botch Meaning
1-2 G e t hit T h e a t t a c k hits w i t h T r i u m p h 3 ( o r m o r e ) , a n d
Attack Botch: Multiple is c r i t i c a l .
d20 B o t c h Meaning 3-4 Hit Hard If the a t t a c k hits, it d o e s + 2 s l 0 d a m a g e .
1-4 Leave F o e m a y c o u n t e r a t t a c k at + 1 0 . 4-7 Drop Defender drops something being held.
Opening Something

5-6 D r o p Attacker misses and d r o p s his w e a p o n . 8-9 Sprain Defender injures himself badly; Trouble 2 d 4
Weapon for s 6 w e e k s o r until t r e a t e d .

7- Off A t t a c k e r l o s e s n e x t a c t i o n , a n d h a s T r o u b l e 10
10 Balance until t h e a c t i o n after the l o s t o n e . 10- F a l l D o w n D e f e n d e r falls d o w n .

11- Sprain A t t a c k e r i n j u r e s h i m s e l f b a d l y ; T r o u b l e 2 d 4 for 12

12 s 6 w e e k s o r until t r e a t e d . 13- Off D e f e n d e r l o s e s next action, and suffers T r o u b l e


13- Fall Attacker falls d o w n . 14 Balance 10 t h r o u g h the e n d o f the f o l l o w i n g a c t i o n
14 Down 15 Break Defender's weapon, shield, or armor breaks

15 Break A t t a c k e r r o l l s ( D e x + A g i l + s 2 0 >= 2 0 + E q u i p m e n t a n d is u s e l e s s . ( C l a w s a n d t e e t h a r e
Weapon S t r e n g t h + W e a p o n S k i l l ) , o r b r e a k s the w e a p o n . b r e a k a b l e , b u t s o m e e n c h a n t e d i t e m s a r e not.)
R e r o l l to d e c i d e if the a t t a c k h i t s . S o m e 16- T r o u n c e d T h e a t t a c k hits, a n d d o e s a n e x t r a 2 s 6 d a m a g e .
w e a p o n s will have different thresholds. Note 17
that the h a r d e r y o u h i t , the m o r e l i k e l y y o u a r e 18- S t u n n e d Roll Stamina + Will + s20 above 20, or be
to b r e a k your w e a p o n . 19 k n o c k e d u n c o n s c i o u s . If k n o c k e d u n c o n s c i o u s ,
16 Hit A t t a c k e r s t r i k e s at a b a d t a r g e t , s u c h a s h i m s e l f make another Stamina+Will roll e a c h action to
Wrong o r a n a l l y o r h i s h o r s e . R e r o l l the A t t a c k , recover.
Target w i t h o u t c o m b a t o p t i o n s , at a + s 2 0 b o n u s to 20 Major If the a t t a c k h i t s , o n e o f t h e d e f e n d e r ' s l i m b s i s
Attack. Injury b a d l y injured: c r i p p l e d o r s e v e r e d . Trouble
17- Bad A t t a c k e r ' s a r m o r c o m e s u n b u c k l e d o r the l i k e ; 10, a n d that l i m b i s u n u s a b l e until h e a l e d . On
20 Armor lose d l O from Defense and s3 from Soak. a t r i p l e b o t c h o r w o r s e , it m a y w e l l b e the
R e r o l l for p e o p l e not w e a r i n g a r m o r . head.
jobs: farmers, smiths, teamsters, a n d s o on.
NPC Guidelines W e i n f o r m a l l y d i v i d e fighters i n t o t h r e e g r a d e s . G u a r d s ( c i t y
The character creation s y s t e m is i n t e n d e d for p l a y e r s , n o t guards, caravan guards, noblemen's guards, tavern bouncers, and
gamemasters. In general, gamemasters should create non-play­ e v e n t h u g s a n d ruffians) are a r m e d a n d h a v e s o m e c o m b a t train­
er characters as appropriate for the situation. H e r e are s o m e i n g , b u t p r e f e r n o t t o fight. A d v e n t a r e r fighters d o l i k e t o fight,
guidelines for w h a t ranges o f n u m b e r s are appropriate for c o m ­ a n d h a v e t h e e q u i p m e n t and s k i l l t o d o s o . F i g h t y s t a r t i n g P C s
m o n kinds of people and monsters. In most circumstances, w e a r e a b o u t i n t h i s c a t e g o r y . H e r o e s are e x c e l l e n t f i g h t e r s - and,
do n o t b o t h e r w o r k i n g o u t precise attribute n u m b e r s a n d skill usually, strong m a g e s a s well; a city will usually h a v e a few
levels.
" B e s t A r t s " m e a n s t h e skill levels o f t h e m a g i c a l arts that t h e N P C Guidelines 2
person is best at; typically, a p e r s o n will focus o n b e t w e e n t w o Guard H e r o (fighter)
Advent. Fight.
and four arts. "Next Arts" are the second-best arts, the ones used
Life Points 15-30 20-50 35-70
in conjunction with t h e best arts; m o s t p e o p l e will get 3-6 o f
t h e m . M o s t p e o p l e h a v e their G o d C o n n e c t i o n art as o n e o f their Attack + 1 0 to + 2 0 + 1 5 to + 2 5 + 2 0 to + 3 0
best, a n d practical arts like C o r p a d o r a n d Herbador. 5-10 di 2-3 8-12 di 4 - 5
Damage 5-10 di 3-4
Children are children. Townsfolk are people who'd rather not
Comb. Stnc. B s . 5 - 1 0 10-15 12-20
be adventurers, a n d don't have a n y great physical or magical
force. Laborers are people w h o d o m o r e physically d e m a n d i n g Defense + 1 0 to + 2 0 + 1 5 to + 2 5 + 2 0 to + 3 0

Soak 1-4 3-6 3-8

N P C Guidelines 1 Magic R e s i s t . 6-10 10-15 15-20

Child Townsfolk Laborer Cley 6-13 10-20 15-30

B e s t Arts (2-4) 5-10 7-12 10-15


Life Points 3-6 9-12 12-30 5-10
N e x t A r t s (3-6) 2 - 5 3-7
Attack +5 + 5 to + 1 0 + 5 to + 1 5 15-20
Top Cplx. Spells 5 - 1 0 10-15
Damage 1-3 d i 1 2-7 di 2-3 5-10 di 2-3

Comb. Stnc. B s . 0 - 1 1-3 1-6 hero-class people, if that many.


G u a r d m a g e s are l i k e g u a r d s , e x c e p t t h e y w o r k m o r e on t h e
Defense +5 + 5 to + 1 0 + 5 to + 1 5
m a g i c a l e n d o f m a t t e r s . Professional m a g e s ( s m i t h s , tree-mages,
Soak 0-2 0-3 1-4 h e a l e r s , p r o f e s s o r s , a n d s o o n ) a r e l i k e t o w n s p e o p l e , except that
Magic R e s i s t . 0-5 3-10 4-10 t h e y ' r e s t r o n g m a g e s a n d h a v e g o o d s p e l l s - u s u a l l y , o f course,
s p e l l s t h e y u s e p r o f e s s i o n a l l y . A d v e n t a r e r m a g e s a r e l i k e adven­
Cley 1-10 3-13 5-15
t u r e r fighters, b u t f o c u s o n t h e m a g i c a l s i d e o f m a t t e r s - but most
B e s t Arts (2-4) 5 (god conn.) 5-10 5-10 o f them c a n fight p r e t t y w e l l t o o . S o r c e r e r s a r e t h e equivalent o f
N e x t Arts (3-6) 2 2-5 2-5 h e r o e s ; they're v e r y p o t e n t , and v e r y s c a r c e .

Top Cplx. Spells 5 5-10 5 N P C Guidelines 3

Guard Pro. M a g e Advent. Sorcerer


Mage Mage

Life Points 1 2 - 3 0 9-18 20-40 30-60

Attack + 5 to + 2 5 +5 to + 1 0 + 1 0 to +20 +15 t o + 2 3

Damage 3-10 di 2 - 3 2-6 di 2 - 3 3 - 8 d i 3-4 5 - 1 0 di 3-4

Comb. 5-10 1-4 7-12 10-15


Stnc. B s .

Defense + 1 0 to + 2 0 + 5 to + 1 5 +15 t o + 2 0 +I5W+23

Soak 1-6 0-3 2-6 4-8

Magic 10-15 8-15 10-15 15-20


Resist.

Cley 10-25 10-25 15-25 20-30

B e s t Arts 10-15 10-15 10-15 13-20


(2-4)

N e x t Arts 5-10 5-10 5-10 10-13


(3-6)

Top Cplx. 10-15 15-25 15-20 20-40


Spells
APPENDIX 1
CHARACTER CREATION WORKSHEET
S t e p 1: C h a r a c t e r C o n c e p t . D e c i d e w h a t k i n d o f p e r s o n y o u w a n t t o p l a y : s p e c i e s a n d g e n d e r a n d n a m e .

Name Species Gender

Step 2: Species Template. R e a d y o u r s p e c i e s t e m p l a t e . W r i t e t h e a t t r i b u t e s t h e y g i v e i n t h e " s p e c i e s d e f a u l t " c o l u m n i n s t e p 3 . W r i t e


t h e e x p e r i e n c e it g i v e s y o u i n t h e "Sp" c o l u m n o f t h e skill t a b l e o n t h e n e x t p a g e . W r i t e t h e k n a c k s y o u r s p e c i e s g i v e s y o u i n t h e " K n "
column.
Step 3: Generate Attributes.
In the "Fixed" r o w , arrange t h e n u m b e r s + 3 , + 2 , + 2 , + 1 , + 1 , 0, 0, 0, - 1 , - 1 , o n e p e r attribute, h o w e v e r y o u like. I n the " V a r i a b l e "
row, y o u m a y c h o o s e t o roll a d 6 for any, all, o r n o n e o f the attributes: a roll o f 1 o r 2 c o u n t s a s - 1 , a roll o f 3 counts as 0, a roll o f
4 o r 5 c o u n t s as + 1 , a roll o f 6 counts as + 2 .

Strength Stamina Dexterity Agility Perception Faith Memory Wits Will Charisma

S p e c i e s Default
Fixed
Variable
Other

total

Step 4: A d v a n t a g e s and Disadvantages. T o t a l is . M a x i m u m Advantages-- and M a x i m u m Disadvantages-- (set b y


g a m e m a s t e r ; s t a n d a r d is + 5 total, + 1 5 / - 1 0 m a x . ) E x p e r i e n c e from A d v a n t a g e s g o e s into t h e " A d . " c o l u m n o f t h e skill table, a n d
K n a c k s g o into the " K n " column. R e m e m b e r that m o s t spells m u s t b e bought as Advantages; record t h e m in step 7. Attribute mod­
ifiers g o in t h e "other" c o l u m n in s t e p 3 .

Adv+ Disad - Name Page Details

TOTALS

S t e p 5: E x p e r i e n c e i n t o P o o l s : 2 0 b l o c k s o f 3 0 e x p e a c h . W r i t e t h e e x p e r i e n c e i n t h e " P o o l " l i n e s o f t h e skill t a b l e o n t h e n e x t p a g e .


S t e p 6: P o o l s i n t o S k i l l s : D i s t r i b u t e t h e e x p e r i e n c e i n e a c h p o o l i n t o t h e s k i l l s i n t h a t p o o l , w r i t i n g it i n the " E x p " c o l u m n . ( F i g h t i n g
e x p e r i e n c e m a y b e p u t i n t o L i f e B a s e o r A r c h e r y , b u t n o t D a n c i n g . ) A d d u p t h e " S p " , " A d " , a n d " E x p " c o l u m n s t o find y o u r t o t a l
e x p e r i e n c e i n t h a t s k i l l . W r i t e y o u r s k i l l level i n t h e " l v l " c o l u m n . T r y t o m a k e s k i l l l e v e l s c o m e o u t e v e n , a s g i v e n i n t h e " E x p e r i e n c e
Levels a n d Skill" table. If y o u h a v e 2 0 experience from elsewhere, p u t o n e m o r e point to get 21 e x p = level 6, o r p u t eight m o r e points
t o g e t 2 8 e x p = l e v e l 6 , e t c . L e f t o v e r e x p e r i e n c e g o e s b a c k i n t o t h e p o o l , a n d y o u c a n u s e it a f t e r y o u r first g a m e .
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E x p e r i e n c e from s p e c i e s t e m p l a t e ( s t e p 2 ) g o e s i n " S p " c o l u m n s ; f r o m A d v a n t a g e s ( s t e p 4 ) i n " A d " , a n d f r o m s t e p 6 u n d e r " E x p " .
" t o t " i s f o r t h e t o t a l S p + A d + E x p . " l v l " is t h e c o r r e s p o n d i n g l e v e l . " K n " i s t h e k n a c k , i f a n y .

Magic Poor. Nouns Pool: Verbs Pool:


Sp Ad Exp tot lvl Kn Sp Ad Exp tot lvl Kn Sp Ad Exp tot M Kn
Cley Base Airador Creoc
Concentration Aquador Destroc
Feather Casting Corpador Healoc
Finesse Durudor Kennoc
Hammer Casting Herbador Mutoc
Magic Analysis Illusidor Ruloc
Magic Resistance Locador Sustenoc
Magic Theory Magiador
Meditation Mentador
Ritual Magic Pyrador
Spellbinding Spiridor
Spontaneous Force Tempador

Fighting Poo r. Athletics Pool: Rogue Arts Pool:


Sp Ad Exp tot lvl Kn Sp Ad Exp tot M Kn Sp Ad Exp tot M Kn
Archery Climb Alertness
Brawling Dance Disguise
Claws&Teeth Dodge Forgery
Combat Stance Base Hunt Make/Pick Locks
Crushing Jump Pick Pockets
Edged Ride Search
Fencing Run Set/Disarm Trap
Knives Swim Sleight of Hand
Life Base Track Sneak
Pole & Staff
Thrown

Social Poo 1: Crafts Pool: Knowledges Pool:


Sp Ad Exp tot lvl Kn Sp Ad Exp tot M Kn Sp Ad Exp tot lvl Kn
Bargain Animal Handling GenKnowledge
Command Armor Repair God's Tongue
Empathy Enchantment History & Lit.
Etiquette Medicine Judge Value
Flirting Music Languages
Friendliness Spellweaving Law
Guile Wilds Survival Natural Science
Interrogate Woodworking Social
Intimidate Teaching
Theology

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S t e p 7: S p e l l s . E v e r y o n e g e t s 3 + d 6 c o m p l e x i t y - 5 s p e l l s ; r e c o r d t h e m i n t h e f o l l o w i n g t a b l e . Y o u p r o b a b l y h a v e g o t t e n o t h e r s f r o m
Advantages in step 4.

Complexity Number

10

15

20

2 5 and up
N o w c h o o s e y o u r s p e l l s . W r i t e d o w n y o u r s p e l l s , i n c l u d i n g p a g e n u m b e r i n t h e b o o k s o y o u c a n find it e a s i l y . C a l c u l a t e M e m o r y +
N o u n + V e r b ; u s e t h e worst o f t h e N o u n s , t h e worst o f t h e V e r b s , a n d all o f t h e k n a c k s y o u h a v e i n a n y o f the s p e l l ' s N o u n s a n d V e r b s .
This total s h o u l d b e at least as b i g as t h e spell's complexity, or y o u will n o t b e able to cast the spell.

Spell N a m e Verbs Nouns Cplx Mem+Noun+Verb Page

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S t e p 8: M o n e y : s 6 x l 0 0 + s 2 0 x l 0 l o z e n s :
B u y u n u s u a l e q u i p m e n t if y o u l i k e . ( M o s t l i k e l y y o u h a v e o r d i n a r y e q u i p m e n t a l r e a d y , a n d y o u w i l l n o t n e e d t o p a y f o r it; c h e c k
w i t h t h e g a m e m a s t e r w h e n i n d o u b t . ) I f y o u h a v e s p e c i a l i t e m s f r o m A d v a n t a g e s , w r i t e t h e m h e r e , b u t t h e y a r e a l r e a d y p a i d for.

Possession Cost

Bound Spells. C h o o s e b o u n d s p e l l s if y o u h a v e t h e m . Y o u c a n b u y t h e m if y o u h a v e m o n e y , bind t h e m yourself if y o u h a v e the


skill, o r g e t t h e m f r o m w i l l i n g p a r t y m e m b e r s o r o t h e r p e o p l e . T h e limit o n t h e n u m b e r o f b o a n d spells y o u c a n o w n is y o u r C l e y
B a s e skill. Y o u don't n e e d to h a v e this m a n y b o u n d spells, b u t they a r e useful e q u i p m e n t .

# Spell Verb, N o u n , Cplx Power Cost

2
3
4

6
7

8
9

10
11
12

13
14

15

Remaining Cash:

Step 9 : Details
Age:,
Birthday and year:

T i m e c l e y is r e f r e s h e d : ( o r d i n a r i l y d a w n )

Short Self-Description:

B a c k g r o u n d story:

Step 1 0 : D o n e ! T o t a l e v e r y t h i n g u p . C o p y this i n f o r m a t i o n o n t o y o a r p e r m a n e n t c h a r a c t e r s h e e t , p a g e s 3 0 2 - 3 0 6 .

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W O R L D TREE CHARACTER SHEET
Name Species Gender

Strength Stamina Dexterity Agility Perception Faith Memory Wits Will Charisma

Magic Knack Nouns Knack Verbs Knack

Cley Base Airador Creoc

Concentration Aquador Destroc

Feather Casting Corpador Healoc

Finesse Durudor Kennoc

Hammer Casting Herbador Mutoc

Magic Analysis Illusidor Ruloc

Magic Resistance Locador Sustenoc

Magic Theory Magiador

Meditation Mentador

Ritual M a g i c Pyrador

Spellbinding Spiridor
-
Spont. Force Tempador

Fighting Knack Athletics Knack Rogue Arts Knack

Archery Climb Alertness

Brawling Dance Disguise

Claws&Teeth Dodge Forgery

Combat Stance Base Hunt Make/Pick Locks

Crushing Jump Pick Pockets

Edged Ride Search

Fencing Run Set/Disarm Trap

Knives Swim Sleight of H a n d

Life B a s e Track Sneak

P o l e & Staff

Thrown

Social Knack Crafts Knack Knowledges Knack

Bargain Animal Handling General Knowledge

Command Armor Repair Gods' Tongue

Empathy Enchantment History & Literature

Etiquette Medicine Judge Value

Flirting Music Languages

Friendliness Spellweaving Law

Guile Wilds Survival Natural Science

Interrogate Woodworking Social

Intimidate Teaching

Theology

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Quantity Formula
Life Points 3x(Stamina + Life B a s e )

B a d Injury (Trouble 3) Vz m a x i m u m l i f e

Terrible Injury (Trouble 6) !4 m a x i m u m l i f e


Incapacitated 0

Dead -(Will+Life Base)

Cley ( r e n e w e d at dawn) Faith + Cley Base +d6

Magic Resistance M a g i c Resistance skill

Attack Dex+weapon+ weapon mods

Base Damage see w e a p o n

D a m a g e Increment see weapon

Defense Agil+Dodge+ armor mods

Soak s u m of a r m o r soaks

Combat Options Known


Activity Summary Expert
[ ] Vary Stance P i c k S t a n c e o n a c t i o n . A d d to A t t a c k subtract f r o m D e f e n s e . [ ] change by 3 (defense)

[ ] Pull Punch P i c k d a m a g e p e n a l t y for this hit. [ ] p i c k a f t e r hit.

[ ] Active Shield Metal shields: + s 2 0 defense, not +10. Wood: + s l 2 , not +6. [ ] Defense + s l 2 .

[ ] Wild Parry +2s20 on Defense, or +2s6 on Soak. Roll two botch dice. [ ] 3 dice, or 2 on each

[ ] Wild Attack + 2 s 2 0 on one Attack roll or + 2 s 6 Damage. Roll t w o botch dice. [ ] 3 dice, or 2 on each

[ ] Hit Hard A t t a c k at - 2 s l 0 . D a m a g e at + s 6 , o r + 2 s 6 if d a m a g e incr. is 4 + . [ ] Extra + s l 2 Attack

[ ] Careful Retreat R e t r e a t d l 2 feet. + s l 2 on one Defense roll. [ ] Extra + s l 2 defense

[ ] Hit Precisely A d d s 2 0 to Attack. D a m a g e at - s 6 or - 2 s 6 for d a m a g e incr. 4 + [ ] Extra + s l 2 Attack

[ ] H i n d e r / D r i v e B a c k O n hit, f o e h a s T r o u b l e ( T r i u m p h + l ) d 6 / d r i v e n b a c k o r t a k e s h i t a t + s 6 d a m a g e . [ ] D o u b l e effect

[ ] Tighten Stance R o l l A g i l + C S B + s 2 0 of 3 0 + to s w i t c h to neutral s t a n c e , at e n d of a c t i o n . [ ] 4 0 + for at b e g i n n i n g

[ ] Prepare Attack Skip this attack; b e in neutral stance. G e t + s 2 0 on next A t t a c k [ ] M a y stack three

[ ] Break Armor D a m a g e at - s 6 . R e d u c e S o a k b y 1 ( d 3 o n T r i u m p h 3 + ) . [ ] d 3 or d4 points

[ ] Multiple Weapons S e e text. [ ] s e e text

[ ] Careful Parry + s 2 0 D e f e n s e / + s 6 S o a k this a c t i o n . -2s 10 next A t t a c k [ ] + s l 2 Defense extra

[ ] Cripple A t t a c k a t - 1 0 ; d a m a g e - s 6 ; c a u s e T r o u b l e d 6 if y o u hit. [ ] + s l 2 on attack

[ ] Force Opening Neutral stance. T a k e + s 6 d a m a g e . Your next attack is + s 2 0 . [ ] stack 3

[ j Counterattack S u b t r a c t 3 s l 0 from D e f e n s e . T h e n a t t a c k e n e m y a t - 3 s l 0 , off i n i t i a t i v e . [ ] Extra + s l 2 both

[ ] Disarm Roll D e x + W e a p o n + s 2 0 vs. defender's D e x + C S B + s 2 0 for foe's c h o i c e of d r o p [ ] Unsuccessful means


w e a p o n or hit at + 2 s 6 d a m a g e . Fail is - s 6 d a m a g e . r e g u l a r hit.

[ ] Feint - s l O o n Attack; roll D e x + C S B + s 2 0 of 3 0 + to change options. [ ] Extra + s l 2 on roll.

[ ] Subdue A t t a c k a t - s l O . F o e r e c o v e r s s o m e d a m a g e after s 6 h o u r s . [ ] Better recovery

[ ] Mighty B l o w D o u b l e S t a n c e for A t t a c k , + 2 s 6 d a m a g e ; c a n ' t c h a n g e s t a n c e fast. [ ] +sl 2 atk or +s6 d a m

[ ] Sweep Weapon H i t at N p e o p l e at - N s l O A t t a c k each. [ ] Extra + s l 2 on one.

N o t e : S t r e s s d i c e from c o m b a t o p t i o n s d o n o t b o t c h .

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K n o w n Spells

Spell N a m e Verbs Nouns Cplx M e m + N o u n + V e rb Page

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Adv+ Disad - Name Page Details

TOTALS

Interesting P o s s e s s i o n s

( Y o u m a y p h o t o c o p y t h i s p a g e f o r y o u r p e r s o n a l u s e . W o r l d T r e e i s c o p y r i g h t 2000 B a r d B l o o m a n d V i c t o r i a B o r a h B l o o m )
Bound Spells
# Spell Verb, Noun, Cplx Power Cost
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15

Cash:

Age:
Birthday and year:

T i m e cley is refreshed: ( o r d i n a r i l y d a w n )

S h o r t Self-Description:

B a c k g r o u n d story:

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minutes doing a complicated victory dance (they will not attack

A P P E N D I X 2 further; if s o m e h o w c o m p e l l e d to, t h e y d o 1 d a m a g e ) , a n d then


turn to acrid w a t e r a n d die.
T h e w a s p s attack e x a c t l y t h r e e p o i n t s o f initiative after t h e y are

SOME COMMON ENCHANTED released. ( T r e a t this a s a b u i l d i n g s p e l l i n m o s t w a y s . ) T h e y c a n


b e killed b y o r d i n a r y m e a n s in this t i m e .
A typical ghusthoor can b e used d4 times a day (rolled a n e w
ITEMS each day), and costs some 5,000 lozens. A high-quality one can
M o s t of these are recipe enchantments. Exactly h o w c o m m o n be used 2s6 times a day and costs s o m e 50,000 lozens. T h e word
" c o m m o n " is v a r i e s g r e a t l y w i t h t h e r e g i o n . W e list t h e o r d i ­ "ghusthoor" has no other meaning.
n a r y s a l e p r i c e s , b u t s o m e c a u t i o n i s i n o r d e r : it f r e q u e n t l y t a k e s
w e e k s o r m o n t h s t o find a b u y e r w i l l i n g t o p a y s u c h p r i c e s , o r a Heart of Cley
seller offering t h e m . There are only a few kinds of devices or techniques capable of
storing cley from d a y t o d a y , a n d a H e a r t o f C l e y is o n e o f t h e
Accountant's Pillow best. It is a g l a s s g l o b e t w o feet in d i a m e t e r . It c a n store s o m e
A l u m p y o c t a h e d r a l p i l l o w , n o t the m o s t c o m f o r t a b l e i n t h e
m o d e s t n u m b e r o f cley: a small o n e c a n store four cley, a typical
world, but not hideously bad. If y o u sleep with this pillow, you
o n e eight, a n e x c e l l e n t o n e t w e n t y or thirty. ( T h e s e n u m b e r s are
will typically sleep an h o u r m o r e t h a n u s u a l e a c h night. The
deceptive b y half.) T h e y are charged b y the usual w a y of giving
hours g o into a sort o f b a n k account; y o u m a y later take an h o u r
cley, w i t h a p r i m e e m b r a c i n g t h e h e a r t a n d s p e n d i n g 4 c l e y t o
from the bank, a n d stay a w a k e an extra hour without extra
g i v e it 1 - 3 . T h e H e a r t c a n n o t b e o v e r c h a r g e d ; e x c e s s c l e y is
fatigue. T h e pillow even gives a moderate rate of interest (sim­
simply wasted. T h e cley m a y b e u s e d in the s a m e w a y : a p r i m e
ple, unfortunately, n o t c o m p o u n d ) : for e a c h y e a r that a n h o u r h a s
embraces the heart, thaining 4 c l e y f r o m the h e a r t , a n d g e t t i n g 1-
b e e n in the pillow, the h o u r of wakefulness lasts an extra five
3. So, o n the a v e r a g e , p u t t i n g four cley in lets y o u get o n e cley
minutes. So, 12-year-old "hours" are actually two hours long.
o u t . ( O n t h e o t h e r h a n d , l e t t i n g f o u r c l e y e v a p o r a t e a t the e n d o f
T h e p i l l o w m a y o n l y h a v e a s i n g l e o w n e r at a n y g i v e n t i m e ;
the day g i v e s y o u e v e n less.) H e a r t s o f C l e y are quite h a r d to
c h a n g i n g o w n e r s l o s e s (5xd6)% o f t h e h o u r s in t h e a c c o u n t . A
m a k e ; t h e y sell for s o m e 1 0 , 0 0 0 - 1 5 , 0 0 0 p e r cley that they can
n e w a c c o u n t a n t ' s p i l l o w sells for p e r h a p s a t h o u s a n d l o z e n s . An
store.
a c c o u n t a n t ' s p i l l o w f o u n d after fifteen h u n d r e d y e a r s , c h a r g e d
with a f e w t h o u s a n d h o u r s , o n c e s o l d for 1 7 8 , 0 0 0 l o z e n s .
Huge Bag
A b a g w h i c h c a n h o l d a g o o d d e a l m o r e t h a n it l o o k s l i k e it c a n .
Black Mist Knife See page 2 0 1 .
A n a s t y little knife, m a d e f r o m b l a c k m e n g n u t s . There are
three channels running t h e l e n g t h o f t h e b l a d e , full o f a d e s t r u c ­ Merchant's Cloak
tive b l a c k mist. O n a g o o d hit, the mist will r a v a g e the victim's A cloak which, on command, shows the images of things
flesh a n d a r m o r ; t h e k n i f e h a s a D a m a g e I n c r e m e n t o f d6, a n d w h i c h h a p p e n e d n e a r it. S e e p a g e 2 0 0 .
r e d u c e s S o a k b y 1 ( t o a m i n i m u m o f 0 ) . It is a l s o e x c e l l e n t for
h a c k i n g t h r o u g h u n d e r b r u s h . It is n o t g o o d f o r p r e c i s e w o r k ; t h e Mountain Mace
mist tends to d a m a g e m o r e than w h a t w a s intended. T h e typical A m o u n t a i n m a c e is a c r u d e c l u b w i t h a b a l l o f t r o u c k at t h e
price for a b l a c k m i s t k n i f e is 2 , 0 0 0 - 3 , 0 0 0 l o z e n s . T h e c o s t d o e s end, b u t set with strong m a g i c . It h a s t h e u s e f u l p r o p e r t y t h a t ,
not stop there. T h e fog will eat t h r o u g h a s h e a t h in a d a y or t w o , w h e n it i s s w u n g d o w n , it b e c o m e s m u c h h e a v i e r t h a n it n o r ­
a n d if t h e s h e a t h is n o t r e p l a c e d , t h e k n i f e w i l l q u i t e h a p p i l y start m a l l y i s , and e v e n m u c h h e a v i e r t h a n a m e t a l m a c e . In combat,
eating through y o u r leg. it b e h a v e s l i k e a c l u b - e x c e p t t h a t i t s B a s e D a m a g e is 6 + S t r a n d
its D a m a g e I n c r e m e n t is s 6 . M o u n t a i n M a c e s c o s t 5 , 0 0 0 - 1 5 , 0 0 0
Endless Cheese lozens, w i t h higher prices in areas w h e r e Khtsoyis are c o m m o n .
A n e n d l e s s c h e e s e is a r o u n d o f c h e e s e . E a t a s m u c h a s y o u
like, b u t l e a v e a little. I f s o m u c h a s a c r u m b is left o v e r , t h e Myzarrtyn's Knotted Bow
whole wheel of cheese will be b a c k by the next morning. T h i s i s a v e r y b i g l o n g b o w , t w e l v e f e e t from e n d t o e n d . B y a
Endless cheeses are not fancy m a g i c items: they're not that hard s e r i o u s c o n v u l s i o n o f L o c a d o r , it c a n fit e a s i l y i n a t w o - f o o t b o x ,
to m a k e , b u t m o s t p e o p l e w h o c a n m a k e t h e m h a v e better t h i n g s a n d c a n b e s h o t w i t h o n e h a n d . It h a s a g o o d r a n g e , s e v e n t i m e s
to d o . If t h e y a r e for sale at all, t h e y c o s t o n l y a f e w hundred ordinary longbow range; and as an added convenience and
lozens. But they can m e a n the difference b e t w e e n starvation and L o c a d o r p e c u l i a r i t y , t h e t a r g e t is a l w a y s p r e c i s e l y s e v e n feet
survival for a p o o r family. from t h e b o w r e g a r d l e s s o f h i s d i s t a n c e from t h e a r c h e r . [Rules:
use 5 s 6 instead of s 2 0 for the A t t a c k roll. R o l l b o t c h dice w h e n
Ghusthoor of the Wasps three or m o r e o f the s6's c o m e u p l's]. T h e b a s e d a m a g e is
A s m a l l m e t a l b o x w i t h a triple d o o r o n the front. When you 6 + S t r e n g t h , a n d it c a n o n l y b e u s e d b y s o m e o n e w i t h S t r e n g t h + 3
open the door, some large bright-green wasps emerge. You or better. Prices range from 20,000 up.
s h o u l d t h e n p o i n t a t a v i c t i m , a n d t h e w a s p s w i l l rush f o r t h a n d
s t i n g that v i c t i m . T h e y n e v e r m i s s , and t h e v i c t i m w i l l s u f f e r d 6 Shattering Sword
damage and Itchy dlO venom. T h e wasps then spend several A m e t a l s w o r d , w h i c h w h e n d r a w n a n d a c t i v e is s u r r o u n d e d b y
spirals of blue lightning w h i c h shatter things. M o s t often they
s h a t t e r a r m o r : 1/2 o f h i t s ( r o l l d 6 >= 4 ) a n d 1/6 o f m i s s e s (roll
d6=6) render the victim's armor useless. If t h e foe parries, the
f o e ' s w e a p o n h a s a 1/3 c h a n c e ( r o l l d 6 >= 5 ) o f b e i n g s h a t t e r e d c h a n c e ) r e s t o r e its force. A second draught in a d a y will cer­
instead o f the armor. T h e sword works against metal armor and t a i n l y w o r k ( w h e t h e r t h e first w o r k e d o r n o t ) b u t w i l l l e a v e t h e
w e a p o n s , t h o u g h it f r e q u e n t l y fails a g a i n s t m a g i c a l o n e s . T h e baton useless for three d a y s afterwards.
sword can, o f course, b e used t o shatter doors a n d the like. T h e T h e b a t o n s s h o u l d n o t b e s e p a r a t e d (e.g., u s e d b y d i f f e r e n t p e o ­
shattering p o w e r is activated b y a w o r d o f c o m m a n d (the sword ple), or they b e c o m e distraught a n d refuse to function. Prices for
is n o t t e r r i b l y s m a r t , a n d w i l l a c t i v a t e i f a n y o n e s a y s t h e w o r d T h e Safe R e d Batons range from 15,000 u p .
n e a r b y ) ; it w i l l n o t b e d e a c t i v a t e d u n t i l i t h a s s h a t t e r e d some­
thing. T h e sword h a s a limited n u m b e r o f charges. It c a n b e Ugly Face Amulet
r e c h a r g e d o n e c h a r g e b y b e i n g fed s e v e n cley j u s t after dawn A pendant disk of m a n y metals, in the shape of an exceeding­
(so, regaining a m a x i m u m of one charge a day). Shattering ly ugly H e r e t h r o y face with
s w o r d s c a p a b l e o f h o l d i n g o n e charge c a n easily fetch 5,000 its m o u t h s t u c k i n a n e x p r e s ­
lozens; those with three, 15,000 lozens; those with seven are sion of disgust. If y o u put
sold for 100,000 w h e n they are sold at all. s o m e t h i n g in its m o u t h in t h e
morning, the amulet will;
Power Chime repel that thing's main Noun
A yard-high cylinder of thin glass suspended o n a silver chain. until nightfall. (The amulet.
W h e n t h e c y l i n d e r is s t r u c k w i t h a w o o d e n m a l l e t , a n d t h e strik­ has n o force at night, andj
er i m m e d i a t e l y casts a spell, that spell gets a m o d i c u m o f extra most cannot repel Durudor.):
P o w e r : + s l 0 . T h i s m a y b e u s e d a s often a s is desired, in c o m ­ It w i l l r e p e l a s i n g l e N o u n i n [
plete safety. ( T h e s l O gets o n e botch die, b u t o n a botch the a given day: Corpador, j
p o w e r c h i m e contributes n o p o w e r . ) I f t h e c y l i n d e r is struck b y Herbador, a n d P y r a d o r are j
a s i l v e r h a m m e r , it s h a t t e r s a n d i s m a d e f o r e v e r u s e l e s s , b u t t h e the most popular choices.
striker's spell is e n h a n c e d m i g h t i l y : + 10s 10 {no botch dice}. The weakest (and most com­
Power chimes are awkward devices to have o n adventures; they mon) amulets provide + 5 on Magic Resistance and Defense and
are quite fragile, a n d a n y attempt t o strengthen o n e (physically + 2 o n S o a k ; in civilized cities, t h e y sell for s o m e 2000-4000
or magically) will most likely ruin its p o w e r permanently. lozens. Those providing +10/+4 protection cost ten times as
Three power chimes c a n b e used on the same pattern or sponta­ much; those providing +15/+6, a hunthed times; and the very
neous spell, b u t only o n e o n m o r e advanced forms o f magic. f e w p r o v i d i n g + 2 0 / + 8 , a t h o u s a n d t i m e s . T r i p l e t h e p r i c e i f it c a n
T h e y are o f great value to spellbinders a n d w i z a r d s o f all sorts, also protect against Darudor. A given person c a n only b e pro­
and c a n b e sold for s o m e 3 0 , 0 0 0 - 4 0 , 0 0 0 lozens. tected by o n e Ugly Face Amulet a day.

Rage Spear Wardeen


A spear which doubles the Attack bonus o f an aggressive The talismans k n o w n as "wardeens" protect against a single
combat stance. See page 2 0 1 . magical art: a w a r d e e n against Pyrador protects against fire
magic. T h e typical wardeen provides +s20 {no botch dice} on
Talisman of the Rolling Wheel M a g i c R e s i s t a n c e r o l l s w h e n it is i n v o k e d . T h e r e is n o limit o n
T h e user m a y , at will, at a n y time o n or off initiative, p a y a h o w m a n y times a wardeen m a y b e used, but the user must
price o f cley a n d b e given an extra action. T h e N t h u s e in a d a y r e m e m b e r t o u s e it. M a k i n g a w a r d e e n i s a g o o d s e c o n d o r t h i r d
c o s t s 2 N c l e y ( s o , t h e first t i m e y o u u s e i t , y o u p a y t w o c l e y ; t h e year project for e n c h a n t m e n t students. Ordinary wardeens cost
fifth time, ten cley). T h e extra action h a p p e n s d 6 initiatives some 2,000-5,000 lozens. More potent wardeens can be made,
after t h e t a l i s m a n is invoked. T h e t a l i s m a n is in t h e s h a p e o f a but not by students: a double-strength w a r d e e n costs t e n times as
s m a l l l e a d e n w h e e l ; it i s i n v o k e d b y t h e w o r d " T z e r k i m " . The m u c h . Multiple w a r d e e n s against the s a m e art
T a l i s m a n o f t h e R o l l i n g W h e e l is easy to m a k e ; p r i c e s rarely a r e can b e used; their protection m a x e s rather ^
above 3,000 lozens. than adds.

Target-Master's Sword Whisper Veil


A s w o r d m a d e o f h a r d e n e d silver, inlaid w i t h s c e n e s o f fenc­ A s q u a r e o f lace w h i c h is o p a q u e to s o u n d
i n g c l a s s e s . I t o r d i n a r i l y a t t a c k s a t + s 1 0 {no botch dice}. Once f r o m o n e s i d e . I f y o u w e a r it c o v e r i n g y o u r
it h i t s s o m e o n e , it g a i n s c o m p l e t e u n d e r s t a n d i n g o f their c o m b a t e a r s , y o u c a n ' t h e a r a n y t h i n g . I f y o u h a v e it
s t y l e ; t h e r e a f t e r , it a t t a c k s t h e m a t + 3 s l 0 {no botch dice}. Prices over your face, you make no sound
r a n g e from 2 0 , 0 0 0 u p . b r e a t h i n g or s p e a k i n g . T h e recipe is e a s y
enough, but the uses tend towards
The Safe Red Batons the criminal, s o t h e price is
A s e t o f five s i x - i n c h r e d w o o d e n b a t o n s . They can be thrown high: 4,000-7,000 lozens,
in the air b y a w o r d , a n d will act as shields; while they are d e p e n d i n g o n size.
a c t i v e , t h e y c o n t r i b u t e + s 6 {no botch dice} to Defense. Each
b a t o n will assist with seven Defense rolls, or o n e minute, then
fall t o t h e g r o u n d e x h a u s t e d . Starting a baton does n o t require
a n a c t i o n , a n d m a y b e d o n e w h e n t h e roll is c a l l e d for. Several
batons m a y b e u s e d at once, if desired.
B a t o n s ordinarily r e c o v e r their force at n o o n t i m e . However,
f e e d i n g o n e a d r a u g h t o f rum, h o n e y , a n d k a t h i a m i g h t ( 5 0 %
APPENDIX 3 Complexity 10
You don't n e e d to be a highly trained m a g e to cast these, and
they d o things that the simple complexity-5's don't - but you do
G O O D SPELLS T O K N O W n e e d to h a v e m o r e skill t h a n for c o m p l e x i t y - 5 ' s .

Warnings 1. W a r d f o r N a p p i n g K i t t e n s f M u A i II 1 0 ) .
• T h e s e are not the full d e s c r i p t i o n s o f t h e s p e l l s ; s e e t h e s p e l l 2. Wall o f A i r ( S u Ai 10)
list for that. 3. M a k e a B o n e Tool ( C r C o 10).
• Every m a g e should be aware that s o m e spells, especially 4. Leather N o o s e (Cr R u C o 10).
attack spells, d o n o t t a k e effect i m m e d i a t e l y . T h e y t a k e effect 5. Manicurist's R e v e n g e ( D e C o 10).
after o n e a c t i o n . T h i s is c a l l e d " b u i l d i n g . " T h e v i c t i m c a n often
6. B l e e d i n g W o u n d ( D e C o 1 0 ) .
d o s o m e t h i n g a b o u t t h e s p e l l i n t h a t t i m e . O r the s i t u a t i o n m i g h t
7. H e a l O n c e ( H I C o 10).
c h a n g e utterly. M a g e s often e n d u p incinerating p e o p l e who
8 . G l i m p s e t h e O n e ( K e C o II 1 0 ) .
just surrendered to them.
9. M a g e ' s M a s k ( M u C o 10)
• If you don't k n o w one o f these spells, especially a complex­
i t y - 5 o n e , y o u m i g h t b e a b l e t o c a s t it a n y w a y , b y s p o n t a n e o u s 10. Sleeth E v e s ( M u C o 10).
magic. T h a t u s e s m o r e c l e y a n d is l e s s r e l i a b l e . 11. A c c i d e n t a l L e a p ( R u C o 10).
12. B i n d the L i m b ( R u C o 10).
Complexity 5 13. Levitation ( R u C o 10).
It d o e s n ' t t a k e m u c h skill t o b e a b l e t o c a s t o n e o f t h e s e . But 14. D o u g h t y W a r r i o r ( S u C o 10).
r e m e m b e r that y o u d o n e e d a little skill. You h a v e to h a v e the
15. T o u g h e n the F l e s h ( S u C o 10).
N o u n p l u s t h e Verb p l u s y o u r M e m o r y total 5 or m o r e to cast
16. P e p p e r Strike ( C r H r 10).
one of these. If y o u pick y o u r g o d connection (Cani - Ruloc,
17. R u l e the D o o r ( R u H r [Sp] 10).
O r r e n - K e n n o c , etc.), you're already 4/5 of the w a y there.
18. Statue I m a g e ( C r l l 10).
1. A l e r t t o C o r p a d o r / H e r b a d o r / P y r a d o r (Ke Noun 5; three
1 9 . B l i n d t h e E v e s ( D e II 1 0 ) .
separate spells).
2 0 . Q u i e t V e i l ( D e II 1 0 ) .
2. W e a k e n t h e C o r p a d o r / H e r b a d o r / P y r a d o r Spell ( D e N o u n 5;
2 1 . N o s e M a s k ( M u II 1 0 ) .
three separate spells).
2 2 . S a v e d G l i m p s e ( S u II 1 0 ) .
3. R e m e d y for C o r p a d o r / H e r b a d o r / P y r a d o r (HI C o N o u n 5;
2 3 . H i d i n g in N o w h e r e ( C r L o 10).
three separate spells).,
24. F i n d the P o c k e t W o r l d s ( K e L o 10).
4. Deflect C o r p a d o r / H e r b a d o r ( R u N o u n 5; separate spells)
25.BJ£Jisg(MuLo 10).
5. Splash ( C r A q 5).
2 6 . C h a n g e P l a c e s ( M u L o 10)
6. N o b o d y ' s H i d e ( C r C o 5).
27. T h e Insidious Spell ( M u M a 10).
7. B o n e D a r t ( C r R u C o 5).
2 8 . L o s t M i n u t e ( D e M e 10).
8. D i s m a l I t c h ( D e C o 5 ) .
29. W e i g h the M i n d ( K e M e 10).
9. G u i d e the F a l l ( R u C o 5).
30. L i g h t o f D a v ( C r P y 10).
10. F l o a t o n a P u r r ( R u C o 5)
31. Slow-Burning Spear (Cr S u P y H r 10).
11. B o u n c y V i g o r ( S u C o 5)
3 2 . Q u i c k Instant ( C r Te 10).
12. M a k e a V i n e ( C r H r 5).
3 3 . C h a n g e the Awful W o r d ( M u Te 10).
13. T h o r n D a r t (Cr R u H r 5).
14. C a r r y t h e L o g ( R u H r 5). Good Bound Spells
1 5 . W i z a r d ' s D v e ( M u II 5 ) Several things to remember about these spells:
16. Stretch the H o l e ( M u L o 5). • Y o u c a n carry several o f t h e m , u p to y o u r C l e y B a s e skill
17. T h e I m p o t e n t S p e l l ( D e M a 5) total.
18. Silent W o r d s ( C r M e 5). • T h e y can only be used once each, but you can get several of
19. F i r e F l o w e r ( C r P y 5). the s a m e one if y o u want.
• You can buy more of them in m o s t t o w n s , but sometimes
they'll b e expensive.
• Y o u d o not n e e d t o b e a b l e t o c a s t t h e m y o u r s e l f t o u s e t h e m ,
a n d y o u d o n o t h a v e to s p e n d cley to set them off. B u t i f y o u
h a v e t h e Spellbinding skill a n d e n o u g h skill at the m a g i c , a n d
k n o w the spells, y o u c a n b i n d t h e m for y o u r s e l f a n d y o u r friends,
and save a good deal of money.
• M o s t o f t h e m are set to g o off automatically w h e n y o u need
them, or under your control w h e n you say a word. You can have
m a n y s p e l l s b o u n d t o t h e s a m e c o n t r o l w o r d , s o t h e y all g o o f f a t
once.
There are lots of spells that w o u l d be g o o d to h a v e bound.
T h e s e spells are actually available b o u n d in m o s t places for
moderate prices. T h i s isn't a p r o b l e m w i t h H e a l t h e A w f u l W o u n d ( H I C o 2 0 ) ,
SPELLS THAT DON'T WORK VERY WELL BOUND which isn't b a s e d on the doctor's skill. It is a n i s s u e with
W h e n a s p e l l is b o u n d , m o s t o f t h e d e t a i l s a r e d e c i d e d . In P r e t e n s e o f H e a l t h (HI C o 15), but P r e t e n s e d o e s a useful a m o u n t
effect, t h e spell h a s a l r e a d y b e e n cast b u t j u s t hasn't g o n e off yet. o f ( t e m p o r a r y ) h e a l i n g w i t h o u t a d o c t o r t o g u i d e it.
So, spells that r e q u i r e t h e caster to tell t h e m h o w to w o r k u s u a l ­ 3. Illusions in general. T h e s p e l l b i n d e r h a s to d e s c r i b e the illu­
ly don't w o r k v e r y w e l l b o u n d . S o m e t i m e s there's a w a y to c h e a t s i o n w h e n t h e spell is b o u n d . That's O K for a well-planned
a l i t t l e a n d g e t a h a l f w a y - u s e f u l b o u n d s p e l l (cf. C h a n g e P l a c e ) . ambush. But usually the best illusion for a g i v e n situation
All these spells d o s o m e t h i n g b o u n d , and there m i g h t b e situ­ depends on the situation.
ations where they do what you want. They're just not as useful 4 . A t t a c k s p e l l s i n g e n e r a l ; e.g. Fire Flower. Y o u n e e d to tell
b o u n d as y o u might hope. the spell w h o to attack. Usually y o u d o this b y b i n d i n g the spell
1. T e l e p o r t s p e l l s , l i k e C h a n g e P l a c e ( M u L o 1 0 ) . I t ' s n i c e t o o n a s t i c k a n d p o i n t i n g it a t t h e v i c t i m . This works fine (unless
h a v e a b o u n d t e l e p o r t s p e l l f o r e s c a p i n g , b u t it d o e s n ' t w o r k a s the spell thinks y o u pointed at the w r o n g thing, w h i c h s o m e t i m e s
w e l l a s a f r e s h - c a s t o n e . T h e b e s t w a y t o u s e it b o u n d i s t o h a v e h a p p e n s ) , a n d s a v e s cley, but doesn't s a v e a n y t i m e or attention.
the spell b o u n d to a nut. You throw the nut to where you want 5. M o s t v e r s a t i l e c r e a t i o n s p e l l s ; e.g. M a k e a B o n e Tool. The
to teleport to. Don't miss, because y o u g o w h e r e the nut lands. t o o l n e e d s t o b e d e s c r i b e d w h e n t h e s p e l l is b o u n d . Works just
2. B a s i c h e a l i n g s p e l l s , l i k e H e a l O n c e ( H I C o 10) a n d t h e fine if y o u k n o w in a d v a n c e w h a t y o u ' r e g o i n g to w a n t - b u t if
C u r e spells. H e a l i n g spells u s u a l l y rely a lot o n the doctor !
you k n e w you d need a bone pry-bar, w h y not just bring a bone
k n o w i n g h o w t o fix y o u , b a s e d o n o b s e r v i n g t h e w o a n d . When pry-bar?
t h e spell is b o u n d , t h e d o c t o r / s p e l l b i n d e r d o e s n ' t g e t t o see t h e
w o u n d , so h e r skill at m e d i c i n e d o e s n ' t d o y o u a bit o f g o o d .

G o o d Bound Spells a n d Standard Prices


Spell Arts Typical Price N o t e
H e a l the Awful Wound HI C o 2 0 100 H e a l y o u b a c k to 1 life point, e v e n if y o u a r e d e a d .

Pretense of Health HI C o 15 50 Substantial chunk of t e m p o r a r y healing.

Spirit Reunion HI Sp 2 0 300 Reattach spirit to body; heals a recent death.

Change Place MuLo 10 10 T h r o w a c o r n ; t e l e p o r t y o u to w h e r e it l a n d s .

Q u i c k Instant C r T e 10 20 Get an extra action. ( A very short-duration Haste.)

H i d i n g in N o w h e r e C r L o 10 20 H i d e y o u in a little p o c k e t u n i v e r s e .

Thick Distance Armor SuLo 10 20 + 1 to Soak.

Taste of Invulnerability S u C o 15 75 N i c e armor spell (+2 Soak).

Strong A r m MuCo 5 1 + 1 to strength. U s a b l e 1/day.

Levitation Ru Co 10 5 U s u a l l y set to g o off w h e n y o u start falling.

Q u i e t Veil D e 11 1 0 25 Invisibility, inaudibility, unsmellability w h i l e you stand still.

Toughen against Su C o + noun 5 2 M o d e r a t e , useful p r o t e c t i o n v s . o n e N o u n ( b o t h s p e l l s a n d p h y s i c a l )


Corpador/Herbador/etc. for a few a c t i o n s .

A a r a of Tarning R u Su + noun 15 5 0 B e t t e r p r o t e c t i o n v s . o n e N o u n for a f e w m i n u t e s .


Corpador/Herbador/etc.

C o n j a r e the Tiny Pet C r R u [Su] C o 75 C r e a t e s a little animal ( c h o o s e w h a t kind) that will o b e y one
S p 15 c o m m a n d . ( C o s t for c a s t i n g w i t h S u s t e n o c is 1 0 0 ) .

Conjure the Helpful C r Ru [Su] C o 250 C r e a t e s a d o g , w h o w i l l s e r v e y o u ( 1 ) ( C o s t for c a s t i n g w i t h


Dog Sp 20 S u s t e n o c is 3 5 0 . )

Temporary Health HI C o 2 5 200 T e m p o r a r i l y heals all d a m a g e .

G u i d e the W a r r i o r ' s Ke Ru C o [Sp] 120 I m p r o v e y o u r fighting ( C o s t for c a s t i n g w i t h S p i r i d o r is 180.)


Hand 15

C l o a k of Another G o d Mu Co 20 150 Turn into the physical s h a p e (and certain abilities) of another p r i m e
s p e c i e s , (specify w h i c h o n e - Z i Ri is p o p u l a r )

Wallwalk R u C o 10 10 W a l k o n the w a l l s !

Pounding Bone Ru [Cr] C o 2 0 100 C a u s e an b o n e c l u b to thump a u t o m a t i c a l l y at a victim. (With


C r e o c , c r e a t e s t h e c l u b ; c o s t is 1 5 0 . )

Ward Against Some SuCo 15 50 T h e next d o s e of the p a r t i c u l a r kind of p o i s o n this p r o t e c t s against


<Poison> w i l l not hurt you at all. (The spell has a short duration.)
W o r l d Tree Reference Sheet
Skill Rolls Stress 2 0 (s20)

A t t r i b u t e + Skill + d 2 0 o r A t t r i b u t e + Skill + s 2 0 >= G M - c h o s e n t h r e s h o l d 1 1, a n d p o s s i b l e b o t c h

Easy Routine Tricky Hard Very H a r d 2-19 s c o r e a s rolled

10 15 20 25 30 20 reroll & a d d 2 0

C o m b a t Totals (can be c a l c u l a t e d in a d v a n c e ) Stress 6 (s6)

Attack Base D e x t e r i t y + W e a p o n Skill + W e a p o n A t t a c k M o d i f i e r 1 1, a n d p o s s i b l e b o t c h

Base Damage see weapon, page 154 2-5 s c o r e a s rolled

D a m a g e Incr. see weapon, page 154 6 reroll & a d d 6

Defense Base Agility + D o d g e + A r m o r D e f e n s e M o d i f i e r s

Soak T o t a l o f all A r m o r S o a k s c o r e s , p a g e 1 5 6 Botch Dice

G M decides number of d6's to

Life and D e a t h roll l ' s indicate a b o t c h - t h e

Life Points Effect more l ' s , the w o r s e the botch.

Full 3 x ( S t a m i n a + Life B a s e ) If n o l ' s , t h e r e is n o b o t c h ;

Hurt Vi o f full r e m a i n i n g Trouble 3 the s t r e s s d i e simply s c o r e s 1.

Badly Hurt 14 o f full r e m a i n i n g Trouble 6

Incapacitated 0 U n c o n s c i o u s ; T r o u b l e 2 if h e a l e d Trouble

Dying -(Will + Life B a s e ) Will d i e in 3 s e c o n d s ; T r o u b l e 6 if h e a l e d Penalty o n most d 2 0 and s20's.


E x t r a b o t c h dice: Vi T r o u b l e

C o m b a t Summary

1. C h o o s e c o m b a t o p t i o n s ( o p t i o n a l ) Daily Cley

2 . A t t a c k e r rolls A t t a c k = A t t a c k B a s e + s 2 0 Faith + Cley B a s e + d 6

3 . D e f e n d e r rolls D e f e n s e = D e f e n s e B a s e + s 2 0 Meditation

4 . If A t t a c k < D e f e n s e , it m i s s e s 15 m i n u t e s p e r try. R o l l F a i t h +

5 . I f A t t a c k > D e f e n s e , it hits... M e d i t a t i o n + s 2 0>=2 0 f o r first


1
6. Triumph = ( A t t a c k - D e f e n s e ) - - 1 0 , r o u n d e d down c l e y r e g a i n e d , >= 2 2 for s e c o n d ,

7. D a m a g e = B a s e D a m a g e + (Triumph x D a m a g e Increment) - S o a k , b u t at least 1 >= 2 4 f o r third, e t c .

8. If T r i u m p h >= 3 , a t t a c k e r m a y c h o o s e Critical Hit, p a g e 1 6 1 .

Pattern Magic Magic Resistance

Max. Cplx Memory + Worst N o u n + Worst Verb M a g i c R e s i s t a n c e + s 2 0 >=

Power M e m o r y + Worst N o u n + Worst Verb + d 2 0 (or s 2 0 ) spell's P o w e r t o resist.

Cley 1 Extra cley gives + s 2 0

Botch Dice only in s t r e s s situations fno botch dice/ each.


Spontaneous Magic

Cley d3

C p l x . Rolls for e a c h N o u n and Verb, roll W i t s + A r t + s 2 0 >= ( 2 x C o m p l e x i t y )

Botch Dice O n e for e a c h N o u n o r V e r b , o n C o m p l e x i t y roll only.

P o w e r Roll W i t s + W o r s t N o u n + W o r s t V e r b + S p o n t a n e o u s F o r c e + ( N u m b e r O f C l e y ) s 2 0 (no botch dice)

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General Index
Academies, Magical, 97, 258 Regaining, 139, 174 Elemental, 3 6 , 5 1 , 5 1 , 2 7 6 Healing, 191-192
Accanax, 47, 62, 67, 76, 277 Unusual Amounts, 174 Empathy, !42 From Death, 151-152
Action, 148 Cley Base, 139, 173-4, 180 Enchantment, 30, 68, 143, 175, 189, 200- Injuries, 169
Active Shield, 157 Climb, 140 202 Magical, 105, 143, 168
Advantages, 111, 250-256, see also Close Combat, 165 Great, see Great Enchantment Non-Magical, 143
Advantage Index Club, see Weapons Pattern, see Pattern Enchantment Overlapping, 191
Affan, 16, 77, 285 Codelieth, 17, 37, 278 Recipe, see Recipe Enchantment Recovery From Wounds, 169
Afterlife, 167, 277 Combat, 148-170, 152 Enstarba, 266 Temporary, 191
Agility, 104, 137, 152 Combat Options, 156-159, see also indi­ Etiquette, 142 While Fighting, 151
Aging, 168-170 vidual combat options Experience, 105, 146-147 With Bound Spells, 182
Ahigrane, 267 Combat Skills, 140 Converting To Skills, 113, 146 Healoc, 47, 172, 191-192, see also indi­
Airador, 4 8 , 7 0 , 172, 192 Combat Stance, 106, 157 From Adventuring, 146 vidual spells
Spells, 208-211 Combat Stance Base, 140, 157 Experience Pool, 146-147 Helletumug, 271
Akkamagga, 45, 66, 267 Command, 142 Failure, see Skill Rolls Herbador, 48, 173, 193
Alertness, 141 Common Tongue, 11 Fairy, 276, see Elemental Spells, 223-228
Amber, 5 9 , 5 9 , 6 1 , 173 Communication Magic, 192 Faith, 104, 137 Here, 49, 74, 76
Angel, 79, 267, See also Elemental Complexity, 106, 173, 197 Feather Casting, 65, 139, 177 Herethroy, 23-26, 47, 52, 66
Animal Handling, 143 Concentration, 139, 186 Success Die, 177 Species Advantages, 125
Aquador, 30, 49, 172, 193 Connection, Arcane, see Arcane Feint, 160 Herethroy Singing, 145
Spells, 211-213 Connection Fencers, The, 8 Hero, 81
Arcane Connection, 186-187, 198 Corpador, 48, 172, 193 Fever Poison, 166 Hezarion, see Metal
Using More Than Once, 236 Spells, 213-221 Finesse, 139 Hidden Wounds, 191
Armor, 65, 156, 156 Counterattack, 159 Fire Breath, see Weapons Hinder, 158
Armor Repair, 143 Counterspells, 194 First Law Of Magic, 189-190 History & Literature, 144
Arrow, See Weapons cplx, see Complexity Flail, see Weapons Hit Hard, 158
Arts, Magical, see Magic Arts Craft Skills, 143-144 Flats, 7 Hit Precisely, 158
Attack, 106, 152 Craitheia, 66 Flirting, 142 Hollow Moon, 8
Attributes, 104, 136-137 Creating Spells, 197-200 Flokin, 48, 54-55, 63, 73-76, 277 Horse, 11,60, 266
Ax, see Weapons Creator Gods, 6 , 4 5 , 46-47 Force Opening, 159 Howly Poison, 166
Barency, 95, 97 Creoc, 47, 172, 191, see also individual Forgery, 141 Hren Tzen, 8, 47, 68
Bargain, 142 spells Fox in Flames, 5. 60. 98-99 Hressh-Huu, 48, 48, 70
Birknazza, 50, 82, 86 Crime, 78-79, 94 Friendliness, 142 Hunting, 140
Birkozon, 50, 50, 74, 86 Cripple, 159 Gamemastering, 280-297 Illusidor, 49, 173, 193-194
Birthing Field, 66, 82 Critical Hit, 161 Bound Magic, 282 Spells, 228-231
Blee, 267 Crossbow, see Weapons Character Creation, 280-281 Illusion, 173, 193-193, see also Illusidor
Blossomary, 266 Cyarr, 22, 45, 46, 67, 79, 82, 84-85, 168, Giving Experience, 284 Detecting, 188-189
Bonstable, 83, 271 268 Initiative, 282 Disbelieving, 193-194
Books, 49, 62 Dagger, see Weapons Kennoc Spells, 282 Immortality, 42, 170
Botch, 136 Damage, 106, 152, see also Healing Magic, 283 Incapacitation, 105, 151
Standard Tables, 294-296 Falling, 166 NPC Guidelines, 297 Inihithre, 54-55, 66, 82
Botch Dice, 104, 136, see also Wild Rush Fire, 166 Spontaneous Magic, 282 Initiative, 105, 148-150
Bound Magic, 45, 58, 69, 107, 150, 175, Weapon, 152, 154 Wild Rush, 293 Acting Off Of, 150
180-182, see also Spellbinding Damage Increment, 106, 152, 154 Gavin Fenjosk, 22, see also Gormoror Gamemastering, 282
Buying, 61 Dance, 140 Gavm Hakk Terau, 22, see also Gormoror Playing Cards, 105, 148
Ownership, 180 Dawn, 7, 71, 247, see Time Gavm Hau, 22, see also Gormoror Injury, 167
Bound Spell, see Bound Magic Death, 151-152, 167-168 Gavmjkorok, 22, 189, 264, see also Recovering From, 169
Bow, see Weapons Of Natural Causes, 169-170 Gormoror Interrogate, 143
Brawling, 162-165 Defense, 106, 152 Gems, 61, 193 Intimidate, 143
Brazinion, see Metal Deffa, 16, 264, see also Cani General Knowledge, 144 Inventing Spells, 197-200
Break Armor, 158 Demon, 276, see also Elemental Glirry, 62 Invisibility, 193-194
Build (spell timing), 107 Desperate Casting, 1 7 8 , 1 8 0 Glory, 63, 183 Iraz Halix, 51
C , See Caster Destroc, 47, 172, 191, see also individual Gnarn, 47, 76 Iraz Varuun, 50, 276
Calendar, 10 spells God's Tongue, 11, 144 Itchy Poison, 166
Cani, 14-18, 47, 52, 67, 81, see also Dexterity, 104, 137, 152 Gods, 46-51,73-76, 190 Jack-O'-Hooks, 272
Affan, Choof di, see Damage Increment Gormoror, 19-22, 47, 52, 67 Jag bonuses, 155
Clans, 16 Dice, 104, 136 Species Advantages, 123 Jag-Sword, see Weapons
Species Advantages, 121 Botch, see Botch Dice Word Of Honor, 21-22 Jaran-jabow, 272
Careful Parry, 159 Stress, 136, see Stress Dice Gormoror Bard, 145 Judge Value, 144
Careful Retreat, 158 Directions, 8 Gornazzits, 268 Jump, 141
Caster, 204 Disadvantage, see also Advantage Index Grace, 5, 3 0 , 6 3 , 183 Kaimiri, 51
Category, see Skill Categories Disadvantages, 111, 250-256 Grafting Pattern Spells, see Pattern Spells, Kathia, 93, 96, 254
Character, 104, 108 Disarm, 159 Grafting Kennoc, 47, 172, 192, see also individ­
Character Creation, 108-135 Disease, 168 Great Enchantment, 62, 77, 201-202 ual spells
Charisma, 104, 137 Disguise, 141 Great Success, 138 Failure, 192
Choof, 16, 264 Dodge, 140 Greft, 268 Ketheria, 7, 45, 66-67, 82-100
Churshash, 1 8 , 4 7 , 271 Doorwaying, 77, 79 Guard, 18, 9 3 , 9 9 - 1 0 0 Khtsoyis, 27-29, 47, 52, 65, 67, 81, 161
Cities, 76-81 Drive Back, 158 Guild, 72, 79-80, 97-100 Species Advantages, 127
City-states, 76-81 Drunkenness, 167 Guile, 143 Knacks, 105, 145
Civilitat, 93 Duke, 77, 93 Guntry,61, 103, 266 Knife, see Weapons
Claws, see Weapons Durudor, 49, 172, 193 Hammer Casting, 139, 177 Knowledges, 144-145
Cley, 7 1 , 7 4 , 173-5 Spells, 222-223 Harm Poison, 166 Krango, 273
Amount Per Day, 174 East, see Directions Healers' Guild, 48, 80, 97 Kvarse, 48, 74-76, 80, 86
Lansuaees. 144
Law, 77-78, 77-79, 95, 145 Paralysis Poison, 166 Skills, 104-105, 137-145 Teleport Chain, 6 8 - 6 9 , 9 5
Leaves, 7 Pararenenzu, 47, 62, 192, 192, 279 Slavery, 63, 95 Teleportation, 194, see also Locador
Legeriat, 93 Pattern Enchantment, 62, 69, 201 Sleeth, 1 1 , 3 7 - 4 0 , 4 7 , 52, 6 6 , 8 1 Tempador, 51, 172, 195
Lenhirrik, 48, 66-67, 82 Pattern Magic, 67-68, 107, 175-178, see Prets And Fiaps, 38 Spells, 246-248
Life Base, 140 also Desperate Casting, Feather Casting, Silent Language, 11 Tenmen, 49, 80
Life Points, 105, 150 Hammer Casting, Reduced-Power Casting Species Advantages, 133 Terch, 59
Zero Or Negative, 151-152 Formulas, 175 Sleeth Silent Language, 145 Theology, 145
Light, 193-194, 195 Pattern Spells, see also Pattern Magic Sleight of Hand, 142 Three-Handed Sword, see Weapons
Lightning, 70 Copying, 188 Slow Death Poison, 166 Tighten Stance, 158
Locador, 49, 1 7 3 , 1 9 4 Grafting, 176 Slunder, 275 Time, 10
Spells, 231-234 Reading Description, 204-206 Smithing, 49, 61, 63, 100, 143 Track, 141
Longhouse, 15, 103 Perception, 104, 137 Sneak, 142 Travel, 58
Lozen, 59, 86-87 Perdithorne, 273 Soak, 106, 152, 156 Treverre, 18, 79, 93-100
Mace, See Weapons Perfume, 1 7 , 3 7 , 62, 97, 141 Social Knowledge, 144 Triumph, 152
Magerium, 45, 71, 189 Pick Pockets, 142 Social Skills, 142-143 Trouble, 107,151
Magiador, 50, 173, 194 Plue, 25, 94 Sorcerer, 81 Trouck, 62
Spells, 234-237 Pocker, 266 Sound, 192, 193 Trunk Directions, see Directions
Magic, 172-203 Pocket Universes, 44, 194, 231 South, see Directions Trunkward, see Directions
Bound Magic, see Bound Magic Poison, 165-166, see also individual Spear, see Weapons Twitchy Poison, 166
Ritual, see Ritual Magic kinds Species Advantages, 121, 123, 125, 127, Two-Handed Sword, see Weapons
Spellbinding, see Spellbinding Magical, 191 129, 131, 133, 135 Ulgrane, 67, 270
Spellweaving, See Spellweaving Pool, see Experience Pool Spell Casting, 175, 178 Undersides, 7
Spontaneous, 178-180 Power, 106-107, 173, 204 Botching, 206 Verb Gods, 46
Styles, 175 Increasing, 177 Building, 185 Verbs, 72, 106, 172
Magic Analysis, 139, 188-189 Reducing, 178 Cooperating, 187 Verticals, 7
Magic Arts, 72, 106, 172-173 Prepare Attack, 158 Pattern, 175 Virid, 6, 47, 6 6 , 7 4 , 76, 193
Magic Items, 60, 62, 307-308 Prets And Fiaps, 38 Repetition, 187-188 Vospoleth, 277
Identifying, 189, 202 Prime Species, 6, 66 Resisting, 185-186 Wages, 59
Making, see Enchantment Primes, see Prime Species Spontaneous, 178-180 Walk'gainst, see Directions
Magic Resistance, 107, 139, 185-186 Protector, 81 Taking Effect, 185 Walking Directions, see Directions
Magic Sense, 71, 188-189 Pull Punch, 157 Through Arcane Connection, 186-187 Walkward, see Directions
Magic Theory, 139, 189-197 Pyrador, 48, 173, 195 Spell Complexity, see Complexity War, 81, 84-85, 89,90-91
Main Trunk, 6 Spells, 242-245 Spell Power, see Power Wax, 99, 172
Make/Pick Locks, 141 Quality of Life Roll, 290 Spellbinding, 140, 180-182, see also Waylay, 163
Medicine, 143, see also Healing Rapier, see Weapons Bound Magic Weakness Poison, 166
Meditation, 139, 174 Botching Damage Roll, 136 Limitations, 181-182 Weapons, 63-65, 154
Memory, 104, 137 Rassimel, 33-36, 47, 52, 67 Ordinary, 181 Weather, 192
Meng, 9 Circadian Rhythms, 34 With Reasoning, 181 Week, 10
Mentador, 50, 173, 194 Species Advantages, 131 Spells, 204-242 West, See Directions
Spells, 238-242 Recipe Enchantments, 63, 68, 73, 200-201 Buying, 61 Wherriwheffle, 46, 270
Merklundum, 30, 36, 48, 4 9 , 193 Reduced-Power Casting, 178 Casting, 175 Wild Attack, 158
Metal, 49, 61, 193 Reference Sheet, 311 Spellweaving, 144, 175, 183 Wild Parry, 158
Mewellicaps, 273 Reincarnation, 45, 75, 167, 249 Spiridor, 51, 173, 195 Wild Rush, 31, 150, 283
Mherobump, 46, 269 Religion, 75, 89-90, 97, 110, 277 Spells, 245-246 Wilderness Survival, 144
Midnight, see Time Reluu, 8, 47, 75, 78, 89-90 Spontaneous Force, 140 Will, 104, 137
Mighty Blow, 160 Remorshka, 33, 67, 162, 274 Spontaneous Magic, 66, 72, 107, 140, Wits, 104, 137
Mindful Spells, 71, 186, 195, 198, 206 Repeated Casting, 187-188 168, 175, 178-180 Wizard, 43-44, 81
Mircannis, 47, 75 Resistance Rolls, 185-186, see Magic Cley and, 107, 178-179 Woodworking, 144
Mnenorzion, see Metal Resistance Controlling Cley, 179 World-amber, 61
Money, 59 Ride, 141 Formulas, 178 Wudgeon, 266
Character Creation and, 116 Ritual Magic, 140, 175, 183-184 Mundane Skills and, 179 Yulexion, see Metal
Month, 10 River-Gunch, 275 Planned, 179 Z i R i , 41-44, 47, 52, 6 7 , 8 1
Multiple Weapons, 159 Rogue Arts, 141-142 Practice and, 180 Species Advantages, 135
Music, 143 Roll'gainst, see Directions Staff, see Weapons Zonn, 275
Mutoc, 47, 172, 192, see also individual Rollward, see Directions Stamina, 104, 137
spells Rongon, 66, 275 Star-Serpent, 8
Natural Science, 144 Ruloc, 47, 172, 192, see also individual Stay Awake, 145
Natural State, 191 spells Storytelling, 145
Nendrai, 46, 66, 79, 183, 269 Running, 141 Strength, 104, 137
Nolotham, 62, 279 S., See Subject Stress Dice, 104, 136
Nonprimes, 45, 76, 80, 267-270 Salaffan, 16. 264, see also Cani Subdue, 160
Noon, see Time Salt, 62, 279 Subject, 204
North, see Directions Scawn, 45, 69, 269 Success, see Skill Rolls
Noun Gods, 47-51, 47-51, 73-76 Scrying, 193, see also Illusidor Sun, 7, 10
Nouns, 72, 106, 172-3 Search, 142 Sunout, see Time
NPC, 104 Seasons, 10 Sustenoc, 47, 172, 192, see also individ­
Nrex, 273 Serpent Rapier, see Weapons ual spells
Opposed Roll, 138, See also Skill Roll Set/Disarm Traps, 142 Sweep Weapon, 161
Orren, 30-32, 47, 67 Shaliun, 49, 68, 197 Swim, 141
Species Advantages, 129 Shax Shay Shaz, 49 Sword, see Weapons
Wild Rush, 31, 150, 283 Silver Moon, 8, 51, 68 Taptet, 46, 270
Other Gods, 76, 277 Skill Categories, 105, 146-147 Tarrissy, 25, 94
Outward, see Directions Skill Levels, 137, 146 Taxes, 7 9 , 9 5
Overlapping Healing, 191 Increasing, 146-147 Teaching, 145, 147
P., see Power Skill Rolls, 137-138 Teeth, see Weapons
Advantage and Disadvantage Index
Abrasive, 262 Elegant, 263 Married, 263 Sharp Claws, 264
Abrasive to Inferiors, 262 Emergency Spell, 261 Medium Curse, 251 Sharp Ears, 259
Absent-Minded, 255 Escaped Slave, 253 Mercenary Experience, 258 Sharp Magic Sense, 259
Advanced University Mage, 258 Excessively Helpful, 255 Merchant Experience, 258 Shifter Hybrid, 252
Allergic to Metal, 263 Expensive Resistance to a Noun, 252 Metal Weapon, 256 Short Attention Span, 255
Ambidexterous, 261 Expert at One Combat Option, 264 Minor Curse, 251 Simple Shapechanger, 262
Animal Companion, 256 Extra Bound Spells, 261 Minor Nobility, 254 Slaves, 256
Anti-Knack -5, 259 Extra Experience, 257 Minor Promise, 253 Sleeth Eyes, 252
Arranged Marriage, 253 Extravagant, 256 Minor Vow, 254 Sleeth Friend, 253, 265
Attribute Increased, 252 Family Connections, 254 Miserly, 255 Slow Doom, 253
Attribute Reduced, 251 Fast Caster, 261 Missing Cani Emotions, 264 Slow Magic, 260
Bad Balance, 251 Fast Learner, 252 Missing Ear, 261 Smith Experience, 258
Bad Impression, 262 Feather Mage Experience, 257 Missing Eye, 261 Snorer. 262
Bad Relationship with a God, 260 Feeble Spontaneous Magic, 260 Missing Hand, 261 Social Contacts, 263
Bad Reputation, 262 Flippant, 254 Mongrel or Bad Breed, 262 Solar Healing, 252
Berserk Life, 264 Forgiving, 254 Morose, 254 Special Circumstances on Casting, 261
Bet, 253 Fragile - 1 , 263 Mystic Wisdom, 252 Specific Magic Power Manipulation, 261
Bizarre Belief, 254 Fragile Bones, 263 Naive, 253 Specific Magic Resistance, 252
Bizarre Practice, 255 Friendly, 263 Natural Warrior, 264 Speech Impediment, 255
Bleeder, 264 Fury, 256 Nearsighted, 259 Spellbinder Experience, 258
Blessing of Beauty, 263 Gavm Fenjosk, 264 Needs Kathia Each Morning, 254 Spellweaving Experience, 258
Blind, 261 Gavmkjorok, 264 Nervous in Circumstance, 255 Steady Job, 253
Bloodfire, 264 Good Reputation, 262 Never Lost, 252 Strange Priorities, 256
Bribable, 256 Guard Mage Experience, 257 No Armor, 264 Street Smart, 263
Broad Circumstantial Bonus, 259 Guard Warrior Experience, 257 No Bound Spells, 260 Strength when Outnumbered, 264
Broad Experience, 257 Guild Enmity, 252 N o Cash, 256 Strong Bound Spells, 261
Bully, 254 Guild Member, 253 No Spontaneous Magic, 260 Strong Personal Scent, 251
Burglar Experience, 257 Gullible, 255 Nose-Deaf. 265 Strong-Willed, 262
Can't Graft One Noun, 259 Hallucinations, 251 Nose-Deaf, 264 Susceptible to Poison, 251
Can't Write Spells, 259 Handicapped in Art, 260 Nouns-blind, 259 Susceptible to Magic, 259
Cantrip Scribe, 260 Hard to Heal, 251 Obese, 261 Suspicious, 255
Cash, 256 Healer Experience, 257 Observant, 252 Tenuous Arcane Connections, 252
Casting Trouble, 260 Healers' Guild Training, 257 Obsessed, 254 Terrible Casting Requirement, 260
Charmed Life, 252 Heart on Sleeve, 262 Odd Coloration, 262 Terrors, 256
Childhood Friend, 262 Heir, 254 Odd Habit, 254 Thoughtless, 255
Cley Dependent, 259 Herethroy Both-Female, 265 Offensive to a Group, 255 Tough. 264
Cley Gap, 259 Herethroy Gender Stereotype, 265 Officer Experience, 258 Treasure Map, 256
Cley Holder, 260 High Alcohol Tolerance, 261 Open Mind, 251 Trouble Grafting Pattern Spells, 260
Cley Isolated, 260 History, 254 Optimistic, 254 Trusting, 255
Cley Overlap, 259 Honest, 254 Orren-style Learning, 252 Trusts Peers, 255
Cley Vampire, 261 Honorable Warrior, 256 Outlaw, 253 Ugly, 262
Cley Vessel, 260 Idiot, 251 Packrat, 254 Unconfldant, 255
Clumsy, 263 Illegitimate, 253 Pattern Mage Experience, 258 Unimportant Child, 253
Cluster of Knacks + 1 , 2 5 9 Impatient, 255 Personal Hatred, 253 University Education, 258
Colorblind, 251 In Honorable Service, 252 Persuasive, 263 University Mage, 258
Common Sense, 259 In Shock, 253 Physical Coward, 256 Unkempt, 262
Complainer, 254 Incompetent at Skill, 251 Pickpocket Experience, 258 Unknown Advantage, 251
Complexity-5 Spells, 260 Inflexible Pattern Magic, 260 Poker Face, 263 Unpersuasive, 262
Complexity-10 Spells, 260 Injured, 253 Pompous, 254 Unusual Background, 254
Complexity-15 Spells, 260 Innate Resistance to a Noun, 252 Poor Cley Supply, 260 Unusual Cley Refresh Time, 260
Complexity-20 Spell, 260 Inoffensive, 263 Poor Family. 253 Unusual Upbringing, 253
CompIexity-25 Spell, 260 Inscrutable Magic, 252 Poor Hearing, 259 Vain, 255
Complexity-30 Spell, 260 Intuitive Magic, 261 Poor Magic Sense, 259 Vandal, 255
Complexity-35 Spell, 260 Invented Spells, 261 Power Hungry, 255 Violent, 255
Complexity-40 Spell, 260 Irreverent, 255 Practical Joker, 255 Virtuous, 256
Compulsive Altruist, 256 Keen Nose, 252 Preferred Target, 251 Vulnerable to Fire, 261
Compulsively Truthful, 256 Keen Vision, 259 Pretty, 263 Vulnerable to Metal, 263
Con Artist Experience, 257 Knack, 259 Priest Experience. 258 Weak Personal Scent, 252
Coward, 255 Knight Training, 259 Quick Spell Grafter, 261 Weak-Willed, 259
Cruel, 255 Knight-Mage Training, 259 Reduced Bound Spells, 260 Weakness for Something, 255
Curse of Beauty, 262 Lame, 261 Reliable Skill, 259 Weapons Master Experience, 258
Daily Backfire, 260 Large, 262 Religious Fanatic, 255 Wild Rush, 252
Dark Secret, 253 Lecherous, 255 Reserves of Strength, 262 Wilds Experience, 258
Deaf, 251 Living Magic, 261 Respectful, 255 Wizard Friend, 254
Debt, 256 Low Alcohol Tolerance, 251 Rich Family, 254 Wizard's Scribe, 260
Deep Sleeper, 251 Loyal Pet, 256 Ritual of Extra Cley, 261 Working for Kvarse, 253
Dependents, 253 Magic Item, 256 Rituals of Divine Favor, 261 Zero Magic Resistance, 251
Dietary Restriction, 262 Magic Vulnerability, 251 Runt o f the Pack, 264
Discriminating Nose, 252 Major Curse, 2 5 ! Self-Healing, 252
Disfigured, 261 Major Family Obligations, 253 Self-Taught Mage, 258
Distinctive Breed, 262 Major Nobility, 254 Sensitive, 255
Easy to Heal, 261 Major Vow, 256 Shaky Pattern Magic, 260
Egotist, 254 Maladroit, 261 Shameful Compulsion, 255
-_3S
Spell Index
Absence of Blade (Mu Ke II Me Sp 15), 230 Break the Bound Spell (De Ma 5), 234 Control Places (Ru Lo 15), 233
Accanaxation of the Intellect. The (De Me 10), 238 Break the Mind (De Me 40), 239 Cool Adventurer (Mu HI Me 10), 240
Accidental Leap (Ru Co 10), 219 Breath in the River (Mu Aq Ai 15), 213 Cool Armor (Cr HI Su [Mu] Aq 15), 211
Aching Wound ( D e C o 5 ) , 214 Breath of Calm (De Me 10). 238 Count the Cley (Ke Ma 10), 236
Again the Gaping Wound (De Co 15), 215 Breath of Cool Water (Mu Ai Aq 10), 210 Crack in the Magic Resistance (De Ma 5), 234
Age the Passing Spell (Cr De Te Ma 20), 246 Breath of Life (HI Ru Co Sp 30), 217 Crashing Waves (Ru Aq 15), 213
Age the Slaughtered Calf (Mu Co 5), 217 Breath of Sweet Flowers (Cr Ai 5), 208 Crawly Sparks (Cr Ai 10), 208
Air Like Tar (Su Ai 15), 211 Bright-Winged Messenger, The (Cr Ke [Su] Ai Sp 15), Create a Gem (Cr Su Du 40), 222
Alert to <Noun> (Ke Nn 5), 207 208 Create a Lump of <Metal> (Cr Su Du 25), 222
Am I Observed? (Ke Ma Me 10), 236 Bring Him Here (Ru Lo 35), 233 Creeping Clouds (Mu Ru Ai 10), 210
An Angel's Helpful Wings (Ru Ai Sp 30), 211 Build the Arcane Bridge (Mu Ru Su Ma 25), 236 Cresting Wave of Fire (Cr Py 40), 244
An Attack that Might Have Been (Mu De Lo Te 25), 233 Bum All The Cages (De Ma 20), 235 Criminals' Stocks (Mu Hr 20), 226
An Image of the Beast (Cr II [Sp] 20), 229 Burn the Magic Resistance (De Ma 40), 235 Cruel Ice Fairy (Cr Su Aq Sp 20), 211
Angry Dragon (Cr [Su] Py Sp 30), 243 By My Will Only They Are Unleashed (Ru Su Ma Sp Cup of Wine, A (Cr Aq Hr 5), 211
Arboreal Curse (Mu Co Hr 30), 219 70), 237 Cure Accanax's Hideous Embrace (HI De Co 25), 216
Argent Anaconda, The (Ru Du Sp 10), 223 Cage the Bound Spells (Ru Ma 15), 237 Curse of the Spiral Spear (Mu Co Hr 10), 217
Aristocrat Felon Bound, The (Cr Du 20), 222 Call the Beast (Ru Co 5), 219 Cut the Heavy Hide (De Co 5), 214
Armchair Explorer (Ke II Lo 30), 230 Candle Sword (Mu Su Py 10), 244 Cut the Magical Strings (De Ma 10), 234
Armor Like Dreams (Mu Lo 10), 233 Cani Sniffing for Teleporters (Ke Lo Te 15), 232 Cut the Spirit (De Sp 5), 245
Armor Turning <Noun> (Ru Su Nn 5), 207 Careful Ear, The (Ke Ai 5), 209 Cut the Vine (De Hr 5), 225
Armor as Griddle, The (Mu Du Py 20), 223 Carry the Log (Ru Hr 5), 226 Daggers of Your Own Blood (De Py Co 20), 244
Armor of Air (Su Ai 15), 211 Carry the Slain Beast (Ru Co 5), 219 Dance of the Thrice-Great Orren (Cr Te 40), 246
Armor the Spell (Su Ma 5), 237 Carry the Stones (Ru Du 10), 223 Dancing Bones (Cr Ru Su Co Sp 35), 214
Armorsmith in my Pocket (HI Hr Co 15), 225 Castle of Waking Dreams (Cr II [Sp] 30), 229 Dancing in the Garden o f Statues (Cr Te 100), 247
Ashen Wind (Mu Ai Py 80), 210 Catch the Moment Past (Ke [II] Te 10), 247 Dark Trance (De Ru Me 20), 239
Aura of Alertness to <Noun> (Ke Su Nn 15), 207 Catching the Caster (Ke Cr Ma Co Te 35), 236 Darkness (De Py 10), 244
Aura of Toughness against <Noun> (Su Nn Co 15), 208 Change Place (Mu Lo 10), 233 Dawn at Mid-Afternoon (Cr Te 800), 247
Aura of Turning <Noun> (Ru Su Nn 15), 208 Change the Awful Sentence (Mu Te 25), 247 Day in a Month, A (Mu Te 50), 247
Aura of Weakening <Noun> (De Su Nn 15), 207 Change the Awful Word (Mu Te 10), 247 Deadly Berry (Cr De Su Hr Co 15), 224
Avert Boredom (Su Te 15), 248 Charge of the Brave Stream (Ru [Cr] Aq 15), 213 Death Bone (Ru [Cr] Co Sp 35), 220
Awful <Poison> Dart (Cr De Ru [Su] Co 25), 214 Check for Life (Ke Sp 5), 245 Deflect <Noun> (Ru Nn 5), 207
Awful Doctor's Trick, The (HI De Co 20), 216 Cheer the Faltering Friend (Cr Ai II [Te] 10), 208 Delay the Spell (Mu Te Ma 15), 247
Awful Winds (Cr Ai 15), 208 Chewing the Chill Daggers (Mu Aq 15), 213 Desert Citadel (Ru Hr 30), 227
Baby's First Cantrip (De Ma 15), 235 Chip Rebom, The (HI Hr 30), 225 Destroy the Cloud (De Ai Aq 15), 209
Baffle the Inspecting Wizard (Mu De II 25), 231 Choking Mask (Mu Co 15), 218 Destroy the Foul Wart (De Co 10), 215
Banish Pain (HI Co 15), 215 Chop the Delicious Veggies (De Hr 5), 225 Destroy the Treasure (De Du 25), 222
Banish the Awful Mouse (Ru Co 5), 219 Circle Against Foes (Ru Co Sp 20), 220 Destroy the World (De Lo 1000), 232
Barbed Stick (Mu Hr 5), 225 Circle of Calm Air (De Ai 10), 209 Detect A Lie (Ke Me 15), 240
Barkeeper's Revenge (Cr Aq Co 10), 211 Citadel Within Myself (Su Me 30), 242 Detect Poison (Ke Aq 5), 212
Barrage o f Baffling Bats (Cr II 10), 228 City In The Jungle, A (Ru [Su] Co 20), 220 Dexterous Glove (Ru [Ke] Co [II] 10), 220
Battle Brand (Cr Ru Py 20), 243 Claws in the Magerium (De Ma 15), 235 Dismal Itch (De Co Me 5), 214
Beaker Dripping Scorn (Mu [De] II Sp 20), 230 Claws of Agony (Cr Me 10), 238 Dispel <Noun> Spells (De Nn Ma 10), 207
Become an <Animal> (Mu [Su] Co 25), 219 Clean the Bush Salt (Mu HI Du Hr 10), 223 Dispel Magic (De Ma 5), 234
Bend Bone and Horn (Mu Co 5), 217 Clean the Clay Dishes (De Co Hr 5), 214 Dispel Sneeze (HI Co 15), 215
Bend the Stick (Mu Hr 5), 226 Clean the Wooden Dishes (De Co Hr Sp 5), 214 Dock the Spell's Tail (De Mu Ma 15), 235
Beneath Birkozon's Thumb (De Ru Me 30), 248 Clean-Smelling Air (HI Ai 5), 209 Don't Move! (Ru Co 20), 220
Big Bag (Mu Lo [*] 10), 233 Clean-Smelling Person (HI De Ai 10), 209 Double Mind (Cr Su Mu Me 35), 238
Big Boom (Cr Py 25), 243 Cleanse the Venom (HI Aq 10), 212 Doubled Drink (Su Aq 10), 213
Bind the Limb (Ru Co 10), 219 Clear Glue (Mu Aq 5), 212 Doughty Warrior (Su Co 10), 221
Bind the Slashed Belly (HI Co 15), 216 Clear the Weeds (De Hr 10), 225 Dragon in the Magic Realm (Ke De Ma Sp 100), 236
Bindings of Divine Might (Su Ma 40), 237 Cley Claw (De Ma 5), 234 Draught of Strong Wine (De Ru Me 20), 239
Bird With Loud Wings (Cr Ai Sp 60), 209 Cley Leech (De Ma 15), 235 Drop the Club (Ru Hr 5), 226
Bird of Distant News, The (Cr Ke Su Ai Sp 35), 209 Clip the Long Nails (De Co 5), 214 Dry-not (Su Aq Co 10), 213
Birth of Glass (Cr Mu Du Py 10), 222 Cloak of Another God (Mu Co [Du] 20), 218 Dubious Gift of Strength, The (Su Mu Co 30), 221
Birth the Wise Child (HI Mu Co 25), 216 Cloak of Bygone Times (HI [Su] II20), 229 Duck's Cloak (Ru Aq 5), 213
Bite the Spell's Head Off (De Ma 30), 235 Cloak of a Frosty Night (De Su Py 25), 244 Echoes of Vanished Voices (Ke Ai Te 20), 210
Bland Beverage (De II 5), 229 Clock Both Stern and Severe, The (HI Te 20), 247 Edges of the Air (Ke Ai 15), 210
Blast the Leather Armor (De Co 5), 214 Cloud of <Poison> Doom (Cr De Ru [Su] Ai Co 25), 209 Egress of Swift Passage, The (Ke Lo 15), 232
Blast the Wooden Shaft (De Hr 5), 224 Cloud on a Spindle (Ru Mu Ai 15), 210 Empathy (Ke Me 5), 239
Bleeding Wound (De Co 10), 215 Clown's Tricks (Ru Co 5), 219 Eternal Flame (Cr [Su] Py 20), 243
Blind Nut Mask (Cr Hr 15), 224 Cobbler for Puppies (Mu Co 5), 217 Eternal Lightning (Su Ma 50), 237
Blind the Eyes (De II 10), 229 Coil o f Fog ( C r A i 15), 208 Ethereal Drill (De Hr 5), 225
Blinding Fog (De II 15), 229 Coiled Briar (Cr Ru Hr Sp 15), 224 Ethereal Plane (De Hr 5), 225
Blow the Bottle (Cr [Su] Du 10). 222 Cold Delight (Mu Aq 5), 212 Everyone's New Memories (Cr Me 50), 238
Blunt the <Noun> Blade (Mu Nn 5), 207 Collar of Flame (Cr Ru Su Py [Sp] 10), 242 Exchange the Heats (Ru Py 15), 245
Blunt the Blade (De Du 15), 222 Coming of Death, The (De Su Ma Co 30), 235 Explain the Binding (Ke Ma 15), 236
Boas from Below (Cr Ru Hr [Sp] 25), 224 Command the Mindful Spell (Ru Sp 15), 246 Extinguish the Fire (De Py 5), 244
Body of Endless Iron (Su Co 100), 221 Confront the Owner (Ru Lo 30), 233 Extra Sleep in the Morning (Cr Te 20), 246
Bone Dart (Cr Ru Co 5), 213 Confuse the Mindful Spell (Ru Sp 20), 246 Eyes for the Blind (Ke Cr II 20), 230
Bonfire Scythe (Mu Py 15), 244 Confusion of the Perplexed Wizard (Ru Mu II Ma Sp 30), Eyes for the Small (Ke Mu II 10), 230
Bonfire Well (Ru Mu Su Py 20), 245 231 Eyes in Fog (Ke Ai 5), 209
Bouncy Vigor (Su Co 5), 221 Conjure the Helpful Dog (Cr Ru [Su] Co Sp 20), 214 Eyes of the Drill of Pain (De Me 15), 239
Bound Spell Speaks, The (Ke Ma Te 10), 236 Conjure the Tiny Pet (Cr Ru [Su] Co Sp 15), 214 Eyes of the Past (Ke Te II 35), 247
Fake Magic (Cr II Ma 15), 228 Glimpse the One (Ke Co II 10), 217 Inspect the Pocket World (Ke Lo 20), 232
False Box (Cr II 5), 228 Glittering Carapace, The (Su Du 10), 223 Instant Broth (Mu Aq * 5), 213
False Magerium, The (Cr II Sp Me 15), 228 Gnarn and Flokin (Mu Py Ma 25), 245 Instant Interview, The (Ke Me 20), 240
False Thoughts (Mu Cr Me [Sp] 20), 241 Gnaw the Whining Spell (De Ma 20), 235 Instant Out Of Time (Cr Te 15), 246
Far Vision (Ke Mu Ai Co 5), 209 Go Home! (HI Lo 20), 232 Instantly Dry(De Aq 10), 212
Fast Spadesmen, The (De Hr 10), 225 Goldenrod Wind (Cr Mu Ai Hr 20), 208 Invisibility (De II 20), 229
Faster than Time (Cr Mu Te 20), 246 Grabbing Branch (Ru Hr 10), 227 Invisible Icicles (Cr De Aq II 15), 211
Fastest Burning, The (Mu Hr Ai 30), 226 Grand Banquet, The (Cr [Su] Co Hr 30), 214 Invisible Maid, The (HI Ke Lo Me 15), 232
Fastest Path, The (Ru Lo 35), 234 Grand Blunting o f the <Noun> Blade (Mu Nn 25), 208 Invisible Pot Holder (Ru Py 5), 245
Feathery Claw That Tears (De Co 5), 214 Grand Illusion (Cr II [Sp] 40), 229 Invoke the Mighty Puddle (Cr [Su] Aq 5), 211
Feed the Fire (Su Py 5), 245 Grand Infemo (Cr Py 60), 244 Iron Blades of Grass (Su Hr 15), 228
Felon's Yoke (Cr Hr 10), 223 Grand Weakening of the <Noun> Spell (De Nn 25), 208 Iron Carapace (Mu Co Du 25), 219
Fetters of Faith (De Me 20), 239 Great Veil (De Mu Cr II Sp 35), 229 Is There A Mind? (Ke Me 5), 239
Find All The Bound Spells (Ke Ma 15), 236 Green the Herb (HI Hr 5), 225 Is the Spell Mindful? (Ke Sp 10), 245
Find the Fallen Bird (Ke Co 5), 217 Growing the Cloth (Mu Hr 5), 226 Ivory Manacles (Mu Co 15), 218
Find the Fire (Ke Py 10), 244 Guard in a Pocket World (Cr [Su] Lo 15), 231 Join Bones (Mu Co 5), 217
Find the Hidden Monsters (Ke [Su] Sp 20), 246 Guard in the Pub, The (HI Co 10), 215 Join Leather (Mu Co 5), 217
Find the Minds (Ke Me 15), 240 Guide the Bone Needle (Ru [Cr] [Su] Co 5), 219 Joy in Winter (Cr Hr Py 5), 223
Find the Other Half (Ke Hr 5), 225 Guide the Fall (Ru Co 5), 219 Just Some Scum (Mu Me 10), 240
Find the Pocket Worlds (Ke [Su] Lo 10), 232 Guide the Warrior's Hand (Ke Ru Co [Sp] 15), 217 Khtsoyis Footsteps (Ru De Hr II 5), 227
Find the Sailor's Grave (Ke Aq Sp 20), 212 Hail Hurricane (Cr Ru Aq Ai 25), 212 Kiss o f Sleep (Ru Me 5), 241
Find the Thief (Ke Cr Co Py 10), 217 Hammer the Spell Home (Ru Su Ma 20), 237 Kiss the Stinging Cut (HI Co 5), 215
Find the Twisting Influences (Ke Me 10), 239 Hand of the Unnatural Tree (Mu [Su] Hr Co 10), 226 Knit the Broken Bone (HI Co 35), 217
Find the Well ( K e A q 15), 212 Handful of Fire, A (Cr Su Py Co 15), 243 Know Thou This Spell? (Ke Ma Me 15), 236
Find the World (Ke Hr 5), 225 Handful of Salt (Cr Su Du 10), 222 Know the Beverage (Ke Aq 5), 212
Fingers like Worms (Mu Co 15), 218 Hands for the Cat (Mu Co 15), 218 Know the Last Hour (Ke Te 25), 247
Fire Bees (Cr Py Sp 10), 242 Hands in the Water (Mu Co 5), 217 Know the New Herb (Ke Hr * 15), 225
Fire Dart (Cr Py 5), 242 Happy Butcher, The (HI Co 10), 215 Know the Poison (Ke Co 5), 217
Fire Everywhere (Cr Py 20), 243 Hard-Flung Spell (Ru Su Ma 5), 237 Lasting Weather (Su Ai 10), 211
Fire Fan (Cr Py 5), 242 Harden the Glass (Mu Su Du 10), 223 Lava Serpent (Cr Mu Ru Py Du Sp 25), 243
Fire Flower (Cr Py 5), 242 Harden the Wood (Mu Su Hr 10), 226 Leaden Mist (Cr Su Ai 20), 208
Fire Fountain (Mu Py 10), 244 Harpist in the Woodwinds (Mu II 10), 230 Leaping Flames (Ru Py Sp 10), 245
Fire Kitten (Mu Su Py Sp [Ai] 20), 245 Harvest of Sharp Darts (Mu Ru Hr 30), 226 Leaping Leaves (Ru Hr Sp 15), 227
Fire Queen (Cr Ru Py Sp 30), 243 He Who Waits (Su Ke Te 50), 248 Leash of Infinity, The (Mu Me 15), 241
Fire Rose (CrPy 10), 242 Head in the Belly (Mu Me Co 35), 241 Leather Like Wax (Mu Co 10), 218
Fire Shape (Mu Ru Py 10), 244 Heal <Poison> (HI Co 25), 216 Leather Noose (Cr Ru [Su] Co 10), 213
Fire Splash (Cr Py 10), 242 Heal Once (HI Co 10), 215 Levitate Others (Ru Co 15), 220
Fireproof the Building (Ru Py 10), 248 Heal Truly (HI Co 35), 217 Levitation (Ru Co 10), 219
Fist o f the Air God (Cr Ru Ai 50), 209 Heal the Awful Wound (HI Co 20), 216 Lies of the Magerium (Mu II Sp Me 20), 231
Fix the Fractured Fingers (HI Co 20), 216 Heal the Body's Weapons (HI Co 5), 215 Lift the Dangling Puppy (Ru Co 15), 220
Fix the Sticks (HI Hr 5), 225 Heal the Bruise (HI Co 5), 215 Light of Day (Cr Py 10), 242
Flaming Cage (Mu Py 20), 245 Heal the Ruined Eye (HI Co 15), 216 Light the Stove (Cr Py 5), 242
Flaming Sword (Cr Su Py Du 15), 243 Heal the Vase (HI Du 10), 222 Lightning Hounds (Ru Cr Ai Sp 25), 210
Flapping Arm (Mu Co 25), 219 Healing Sleep (HI Co 15), 215 Limp Flaccid Spell (Mu De Ma 20), 236
Fleeing in All Directions (Cr II Sp 20), 229 Hear the Wind's Song (Ke Ai 15), 210 Lingering Echoes of the Smith's Hammer (Ke Du Te 20),
Float on a Purr (Ru Co 5), 219 Helpful Shield, The (Ru Du Sp 20), 223 222
Flokin's Incandescent Kiss (Cr Py 10), 242 Herd the Clouds (Ru Ai 15), 210 Lingering Light (Su Py 10), 245
Flow Uphill (Ru Aq 5), 213 Hidden World-Bubble (Cr Lo II 15), 232 Listen to Secrets (Ke [Su] [Cr] Me 10), 239
Flower Into Glirry (Mu Su Hr 15), 226 Hide the Gaping Pit (Cr II 5), 228 Lizard's Envy (Mu Co 15), 218
Flushing the Emperor's Commode (Cr Aq 40), 212 Hide the Magerium (De II Sp Me 5), 229 Locate Object (Ke [Su] Lo 10), 232
Fly like a Bird (Ru Co 20), 220 Hideous Diminution (Mu Co 25), 219 Long Delights (Ru [Su] Co 10), 220
Fog Spectre (Mu Ru Ai Sp 20), 210 Hiding In Nowhere (Cr Lo 10), 231 Long Exile (Mu Te 70), 247
Foil the Arcane Connection (De Ma 15), 235 His Mind as Book Spread Wide (Ke Me 30), 240 Long Sleep (Ru Me 25), 241
Foil the First Trap (Ru De Ma 15), 237 Hold the Tasty Snack (Ru Co 5), 219 Long Wink (Mu Co 10), 217
Follow on Hidden Paths (Ru Ke Lo 20), 233 Holding Paralysis, The (Ru Co 20), 220 Longest Battle, The (Su Te 15), 248
Follow the Candle (Ke Py 5), 244 Hole and Peg (Cr De Su Hr 5), 223 Lose Your Chance (De Te 10), 247
Force the Bound Spell (Ru Ma 15), 237 Horrid Obsession (Su Me 20), 242 Lost Minute (De Me 10), 238
Forest Allies (Ru [Su] Hr Sp 20), 227 Horror of the Red Hook (Mu Lo Hr Du 20), 233 Loyal Servant Betrays, The (Mu Cr Su Ma Sp Co 10), 236
Forge The Expensive Dagger (Cr [Su] Du 30), 222 Humiliating Defeat of the Greedy Traitor (Ke Cr Me 35), Lucid Moment (HI Me 10), 239
Forge and Form Metal (Mu Du 20), 223 240 Mad Hour (De Me 25), 239
Forget the Spell (De Ma Me Sp 30), 235 Hurl the Spell lo Far Away (Mu Lo Ma 50), 233 Mage Door (Mu Lo 25), 233
Form o f Fire (Mu Co Py 45), 219 Hurling the Lightning (Cr Ai 30), 209 Mage's Baldric (Su Ma 10), 237
Form of Shaped Wood (Cr Hr 10), 223 I Really Didn't Fall (Ru Co Lo 10), 220 Mage's Disguise (Mu II 15), 230
Freeze the Lake (Mu Aq 15), 213 Icy Slips (Cr Aq 10), 2 ! 1 Mage's Ghost Walks (Ru Ke II [Lo Ma] 40), 231
Fresh Air (HI Ai 10), 209 Ignore Me (De Me 35), 239 Mage's Mask (Mu Co 10), 218
Fresh Meat (Su Co 10), 221 Image of my Desire (Cr II Sp 10), 228 Mage's Peep-hole (Ke Hr 15), 225
Fresh Water (HI A q 5 ) , 212 Image-Spirits (Cr [Su] II Sp 15), 228 Mage-blind (De II Ma 15), 229
Frustrate the Archers (Ru Hr 20), 227 Images of Thought (Cr II 15), 228 Magerium in the Daylight (Ke Sp Me 10), 245
Fur of Pins (Mu Co Du 25), 219 Impotent Spell, The (De Ma 5), 234 Magic Resistance of Iron (Cr De Su Ma 25), 234
Fur o f Soaked Iron (De Su Mu Cr Py Co Aq Du 40), 244 Inaudibility (De 11 15), 229 Magnificent Do, The (Mu Co 5), 217
Gaping Pit, The (De Hr 30), 225 Infinite Grenade, The (Cr De HI Su Hr 25), 224 Magnify the Flame (Mu Py 5), 244
Gather the Essence o f the Flower (Mu Hr 10), 226 Inquisitor of Spells (Ke Ma Me 20), 236 Maintain the Demanding Spell (Su Ma Sp 15), 237
Gee, Your Fur Smells Terrific (Mu II 5), 230 Insects of Agony Consume Your Flesh (De Su Co 30), Make It Not So! (Mu Te 50), 247
Gift of Levitation (Ru Co 20), 220 215 Make a Bone (Cr [Su] Co 5), 213
Gift o f Seven Years, The (Su Co 25), 221 Insidious Spell, The (Mu Ma 10), 236 Make a Bone Tool (Cr Co 10), 213
Make a Boulder (Cr [Su] Du 20), 222 Portable Lake (Cr [Su] Aq 30), 212 Screeching Stylus (De Du 10), 222
Make a Pebble (Cr [Su] Du 10), 222 Portrait in Flesh (Cr [Su] Co 25), 214 Sculpt the Tree (Mu Hr 15), 226
Make a Rock (Cr [Su] Du 15), 222 Possess and Rule (Cr De Ru Me Sp 40), 238 Sea of Grass (Mu Aq Hr 50), 213
Make a Stick (Cr Hr 5), 223 Pounding Bone (Ru [Cr] Co 20), 220 Second Glimpse (Su II 5), 231
Make a Terch (Cr [Su] Co Hr 10), 214 Pretense of Health (HI Co 15), 215 Second Magic Resistance, A (Cr Ma 10), 234
Make a Vine (Cr Hr 5), 223 Pretty Lights (Cr II 10), 228 Secret Fire Garden (Cr De Py II 30), 243
Make the Spell Mindful (Cr Mu Sp Ma 10), 245 Privacy of the Wizard's Tower (HI Su [Ke] Lo [II] 40), See Health and Sickness (Ke Co 10), 217
Maniac's Club (Ru [Cr] Hr Sp 35), 228 232 See the Acquaintances' Essence. (Ke Hr Co 15), 225
Manicurist's Lament (Mu Su Co 10), 218 Puppet Body (Ru Co [Sp] 40), 221 See the Bound Spells (Ke Ma 5), 235
Manicurist's Revenge (De Co 10), 214 Puppet Will (Ru Me 30), 241 See the Mage's Fraud (Ke II 10), 230
Many of Me (Cr Mu Ru II [Sp] 15), 228 Purebreed Puppy Ritual (Mu Ke Co 25), 248 See the Secret Smoke (Ke Ai Py II10), 209
Many-Fanged Storm (Mu Su Ai Aq 30), 210 Purify Scent (HI Ai 5), 209 See the Traitor's Price (Ke Me 10), 239
Marching Orders (Ru Me 35), 242 Pyrotechnics (Mu Py II 15), 244 See the True Form (Ke Co 15), 217
Mask Odors (De Su Ai II 10), 209 Quest for the Greatest of Treasures, The (Ke Du 40), 223 See the Whirling Wind (Ke Ai 5), 209
Measure the Life-Force (Ke Sp 20), 245 Question the Flopping Ghost (Ke Ru Me 25), 240 Seeds of the Idea (Cr Ke Me Sp 10), 238
Meet the Pain (Ke Me 5), 239 Quick Escape, The (Mu Lo 15), 233 Sensible Thing To Do (Ru Me 10), 241
Mighty Archer (Ru Hr 15), 227 Quick Hour (Cr Te 20), 246 Serpent Vine (Mu Ru Hr Co 15), 226
Mindless Spell (De Sp 15), 245 Quick Instant (Cr Te 10), 246 Shaking Hands (Ru Co 10), 219
Minute Gone Forever, A (De Te 40), 247 Quick Mirror (Mu Lo 10), 233 Shape of Air (Mu Co Ai 40), 219
Mircannis' Kiss (HI Co 80), 217 Quick Nap (Ru Me 15), 241 Shape of the <Animal> (Mu Co 20), 218
Mirror Armor (Mu Lo 20), 233 Quickly Graft the Spell (Mu Ma Me 40), 236 Shape the Liquid Glass (Mu Du 10), 223
Mirror of the Distant Friends (Su II Du 20), 231 Quiet Trance (De Ru Me 10), 239 Shape the Meng Nut (Mu Hr 5), 226
Miserly Archer (Ru Du 15), 223 Quiet Veil (De II 10), 229 Shape-shift with <Animal> (Mu Co 30), 219
Mistake That Almost Was, The (Mu Te 20), 247 Raging Life (Su Co 25), 221 Share the Pain (Cr Me 10), 238
Moment of Hesitation (Ru Co 10), 219 Raging Tree, The (Ru Hr Sp 25), 227 Sharpen the Blade (HI Du 10), 222
Moment of Steel, A (Mu Co Du 10), 218 Raking of the Cloud's Claws (Cr Mu Ai 50), 209 Sharpen the Meng Knife (HI Hr 5), 225
Month in a Day, A (Cr Te 50), 246 Ravages of the Disintegrating Flesh (De Co 25), 215 Shatter the Glass (De Du 10), 222
More Fruit (Su Hr 20), 228 Reach the Pocket World (De Mu Lo 10), 232 Shatter the Spell of Glass (De Ma 10), 234
Mother's Towel (De Aq 5), 212 Read the Mind (Ke Me 15), 240 Shatter the Triune Being (De Ru Sp Co Me 40), 245
Musician's Ghost, The (Cr II Sp 15), 228 Read the Sun's Book (Ke Te II 35), 247 Sheath in <Noun> (Cr Nn 5), 207
Needle in the Heart (De Co 5), 214 Read the World's Book (Ke Lo Te II 70), 249 Shield Against Hatching Spells (HI Su Ma 10), 235
Nerve Strike (Cr Me 5), 238 Ready Adulterer, The (Mu Co 10), 217 Shield of Invisible Fire (De Hr 30), 225
Net of Vines (Cr Ru Hr 15), 224 Realm of Fear (Cr Me 20), 238 Shield of the Ancient Tree (Ru Ke Hr Sp 20), 227
Never Doze (Su Me 5), 242 Rebel Arm (Ru Co [Sp] 25), 220 Shield the Dear Friend (Ru Ma 10), 237
Never Mind (De Me 15), 239 Recreate the World (HI Lo 800), 232 Shining Salamander (Cr Py Sp 45), 244
New Door, A (De Hr 15), 225 Reduce <Poison> (HI Co 15), 216 Shining Splendor of Strength (Mu Su Co * 20), 218
New Feelings (Cr Me 20), 238 Refill the Cup (HI Aq Te 10), 212 Shrink the Road (De Mu Lo 15), 232
New Forest, The (Cr [Su] Hr 35),' 224 Regrow the Broken Tooth (HI Co 15), 216 Silence the Creative Wizard (De Ma 10), 234
New Memory (Cr Me 15), 238 Regrow the Fur (HI Co 10), 215 Silent Question (Ke Me 20), 240
New Obsession (Cr Me 30), 238 Rejoin the Severed Head (HI [Ru] Co 30), 216 Silent Words (Cr Me 5), 238
N e w Old Friend (Mu Me 20), 241 Remedy for <Noun> (HI Nn Co 5), 207 Sink-not (Ru Aq 10), 213
N e w Slave, The (Ru Me [Sp] 50), 242 Repair the Clumsy Attack (Mu Te 40), 247 Sir Glass (Su Du 25), 223
New-Grown Rain (Cr [Su] Ai Aq 15), 208 Repair the Magic Resistance (HI Ma 15), 235 Sleeth Eyes (Mu Co 10), 218
No More Fog (De Ai 5), 209 Repel the Beast (Ru Co 15), 220 Sleeth's Fierce Claw, A (De Co 10), 215
No Unwanted Child (Ru Co 10), 219 Resounding Echo o f Shared Pain (Ru Mu Me 15), 241 Slippery Trail (Cr Aq 15), 211
Nobody's Hide (Cr [Su] Co 5), 213 Restore the Old Image (HI II 10), 229 Slow Hour (Su Te 20), 248
None May Watch (De [Cr] II10), 229 Restore the Stolen Memory (HI Me 20), 239 Slow the Spell (Mu Te Ma [Sp] 10), 247
Nose Mask (Mu II 10), 230 Restring the Leg (HI Co 20), 216 Slow-Burning Spear (Cr Su Py Hr 10), 242
Nowhere Prison (Cr [Su] Lo 15), 231 Retrieve the Soul's Memories (Ke HI Su Me Sp 150), 240 Smash the Magic Resistance (De Ma 20), 235
Open Mind (Mu Me 10), 240 Rewrite the Bound Spell's Orders (Mu Ma 20), 236 Smother the Flames (De Ai 5), 209
Open the Pocket World (Mu Lo 20), 233 Ride the Winds (Ru Ai 20), 210 Snap the Bone (De Co 5), 214
Orren Opinion (Mu Me 20), 241 Ring of Nothing (Su Lo 15), 234 Snowball ( C r A q 5 ) , 2 1 1
Oyster and the <Noun> Wizard, The (De Ru Su Nn Ma Rising Ire (Cr Me 5), 238 Solid Rope (Mu Hr 10), 226
15), 207 Ritual of A Fertile Union, The (Mu Cr HI Co 40), 249 Song of Courage (Ru Me 15), 241
Page of Secrets (Mu II Sp 15), 230 Ritual of Casting the Boxed Spell, The (Ke Ru Cr Ma 15), Songbird in the Invisible Cage (Ru Me 15), 241
Pain Locked in its Coffin, The (Ru De Me Co 10), 241 248 Sort the Soil (Ru Ke Hr Du 5), 227
Painted Eyes that See (Ke Mu II 10), 230 Ritual o f Death, The (De Co 15), 248 Spark Storm (Cr Py 15), 243
Parlor of the Elegant Mage (Mu II 15), 230 Ritual of Raising the Dead, The (HI Ru Co Me Sp 60), Speak to the Tree (Ke Hr 20), 225
Pattern-Fetters, The (Ru [Su] Ma 10), 237 249 Speaking Wind (Mu Ai 15), 210
Pause to Think (Cr Te 5), 246 Ritual of The Complete Census, The (Ke Co Me Te 80), Special Door, The (Mu Hr 20), 226
Paw of the Fire God (Cr Py 40), 249 249 Speed the Plough (HI Hr 15), 225
Pepper Storm (Cr Hr 20), 224 Ritual of the Floating Bowl, The (Ru Hr 5), 248 Spell in Fog (Mu Ma 15), 236
Pepper Strike (Cr Hr 10), 223 Rock in the Storm of Emotions, A (HI Me 15), 239 Spell in the Clock (Ru De Te Ma Sp 15), 247
Personal Drought (De Aq 20), 212 Room is Always Empty, Of Course, The (Mu II 15), 248 Spell that Lasts, A (Su Ma 10), 237
Personal Geyser (Cr Aq [Py] 25), 212 Round Scalpel of Fire (Cr Py 25), 243 Spell's False Orders (Ru Ma 25), 237
Phoenix Egg (Cr Py 30), 243 Ruin the Expensive Weapon (De Du 20), 222 Spell's Resurrection (HI Ma 10), 235
Phoenix from the Ashes (HI Py 15), 244 Rule the Door (Ru Hr [Sp] 10), 227 Spellbinder's Despair (Ru Ma 50), 237
Pitiful Sniveling Spell (De Ma 30), 235 Save a Trip to the Well (Cr [Su] Aq 5), 211 Spider Horror (Cr Ru Co Sp 30), 214
Plan the Picnic (Ke Ai Te 20), 210 Save the Burning City (De Py 30), 244 Spider Weaves the Roads (Ru Mu Lo 25), 233
Plant the Nightmare (Cr Me 15), 238 Save the Severed Head (Su Co 20), 221 Spilling o f the Life, The (De Co 35), 215
Poison the Dart with <Poison> (Cr De [Su] Co 15), 214 Saved Glimpse (Su II Hr 10), 231 Spinning Stick (Ru Hr 15), 227
Poke the Foeman's Eyes (De Co 10), 215 Scent of Entrancing Lust (Cr II Ai 10), 228 Spiral Spear, The (Mu Hr 10), 226
Poke with a Stick (Ru [Cr] Hr 5), 227 Scent of Perplexing Lust (Cr Ru II Ai 15), 228 Spirit Reunion (HI Sp 20), 245
Polish the Metal (Mu Du 10), 223 Scentlessness (De II 15), 229 Spirit Tether (Ru Sp 15), 246
Pond in my Pocket (Cr [Su] Aq 20), 212 Scold the Distant Child (Cr Ai II Lo 15), 208 Splash ( C r A q 5 ) , 2 1 1
Sprinkle of Herbs (Cr [Su] Hr 5), 223 Twiny Vine (Cr Hr 5), 223 Wizard's Double Armor (Su Co Lo 30), 221
Sprinkle of Thorns (Cr Mu Hr 10), 224 Twist Memories (Mu Me 15), 240 Wizard's Dye (Mu II 5), 230
Sprout the Astounding Tree (Cr [Su] Hr 15), 224 Umbrella of the Great Ones (Ru Su Ai Aq [Sp] 10), 210 Wizard's Lens (Ke Ma 20), 236
Statue Image (Cr II 10), 228 Unboiling Water (Su Aq 5), 213 Wizard's Paintbrush (Mu II 10), 230
Steam Wind (Cr [Su] Py Aq 10), 242 Unbuming Leather (Mu Su Co Py 5), 217 Wizard's Perfect Nose (Ke Ma 50), 236
Stinging Fog (Mu Ai Aq 10), 210 Unburning Wood (Mu Su Hr 10), 226 Wizard's Safe Tower (Cr Ma 20), 234
Stir the Liquid Glass (Cr Su Du Py 10), 222 Unchanging Spell, The (Su Ma 20), 237 Wizard's Secret Candle (Cr Py [Sp] 5), 242
Stolen Breath (De Ai 10), 209 Under the Unreal Lake (De Py 40), 244 Wizard's Secret Garden, The (Cr [Su] Hr 35), 224
Stone Dart (Cr Ru Du 15), 222 Useless Spell, The (Cr * Ma * 10), 234 Wizard's Subtle Mirror (Cr Ke [Su] II Me Sp 20), 229
Straighten the Spinning Head (HI Co 25), 216 Vanish the Unwanted Child (De Co 20), 215 Wood like Clay (Mu Hr 10), 226
Strange Fruit (Mu Hr 20), 226 Veil (De II 25), 229 Word of the Pounding Bell (Mu Su Ai 15), 210
Strange Truth (Mu Me 25), 241 Veiled Mind (De Me 10), 238 Words of the Running River, The (Cr Ai Aq II 15), 208
Strangling Sleet (Cr Aq 20), 211 Vengeance Upon the Biting Bug (Ru Sp Co Me 10), 246 World of Terror (Mu II 15), 230
Strength of Madness (Ru Mu Su Me Co 15), 241 Very Awful Spell, The (De Co 50), 215 World-Bubble (Cr Lo 10), 231
Strength o f the Ancient Wizard (Su C o Me 40), 221 Very Precise Needle (Ru Co 15), 220 Write the Moment's Story (Su II Hr 20), 231
Strengthen the <Venom> (Mu De [Su] Co 10), 218 Veteran's Blessing (Ke Mu Ru Su Co Me 15), 217 Wrong Target, The (Mu Me 15), 240
Stretch Water (Mu Aq 5), 213 Vile Stench (Cr Ai 10), 208 Your Corpse (Cr [Su] Co 20), 214
Stretch the Delight (Su Co 10), 221 Virid's Creation In Miniature (Cr [Su] Hr 15), 224 Your New Hero (Mu Me 10), 240
Stretch the Hole (Mu Lo 5), 233 Vise of Truth (Ke Cr Me 25), 240
Strong Arm (Mu Co 5), 217 Visions from the Wandering Boat (Ke Aq Hr 10), 212
Strong Young Spell (HI Ma 20), 235 Visit the Ulgrane (Ru Co 40), 220
Stupid Thing To Do (Ru Me 25), 241 Wake from Mircannis' Endless Slumber (HI Co 15), 216
Such a Nice Day (Mu II 25), 231 Walk the Tree (Ru [Su] Hr [Sp] 15), 227
Sudden Blow, A (Ru Lo 10), 233 Wall Without Doors, The (HI Su [Cr] Lo [II] 15), 232
Sudden Pit (De Hr Te 15), 225 Wail o f A i r ( S u Ai 10), 211
Sudden Shudder (Ru Co Te 25), 220 Wall of Cloth (Cr Hr 15), 224
Sudden Thirst (De Aq Co 5), 212 Wall o f F i r e ( C r P y 30), 243
Supreme Counterspell (De Ma 30), 235 Wall of Glass (Cr [Su] Du 25), 222
Surprisingly Complicated Spells, The (Mu Ma * 25), 236 Wall of Ice (Cr Aq 20), 211
Sustain the Pocket World (Su Lo 10), 234 Wall of Null (Su Lo [Ma] 20), 234
Swap Appearances (Ru II 20), 231 Wall o f Pitch (CrHr 20), 224
Swap the Bottles (Mu Lo 5), 232 Wall of Thorns (Cr [Ru] Hr 15), 224
Swift Fire Flower (Cr Py Te 25), 243 Wall of Whirling Axes (Cr Ru Du 50), 222
Swift Revenge (Su Co Me Sp 15), 221 Wall of Wood (Cr Hr 20), 224
Swift-Buming Spear (Cr Py 15), 243 Wallwalk (Ru Co 10), 220
Swirling Clouds of Psychic Fog (De Su II 20), 229 Wandering Wisp (Ru Ai [Sp] 5), 210
Switch the Words (Mu Me 5), 240 Ward Against All <Poison> (Su Co 35), 221
Taking the Longest Step (Ru Lo 60), 234 Ward That Evades (Ru Ke Lo Sp 20), 233
Tale of the Ashes (Ke Py 20), 244 Ward against Some <Poison> (Su Co 15), 221
Tap the Sleeping Nendrai (Ru Hr 15), 227 Ward for the Napping Kittens (Mu Ai II 10), 210
Tapestry of Rippling Splendor (Ru Su [Ke] II [Sp] 20), Warm Bath, The (Mu Aq Py 5), 213
231 Warn of Strange Time (Ke Te 10), 247
Taste of Invulnerability (Su Co 15), 221 Watch the Distant Friend (Ke Co II 15), 217
Tasty Treat (Mu II 5), 230 Watch the Place (Ke Lo II 15), 232
Temporary Health (HI Co 25), 216 Watching Wall (Ke Cr Lo II Sp 15), 232
That's Me, Over There! (Ru 11 15), 231 Water Whip (Ru Mu Aq 5), 213
There is None who Knows Thee (De Ma 25), 235 Water to Wine (Mu [Su] Aq 10), 213
Thick Distance Armor (Su Lo 10), 234 Wave of Admiration (Mu Me 20), 241
Thicket of Weapons (HI Hr 15), 225 Wave of Dread (Ru Cr Me 30), 241
Thirst after Heavy Labor (De Aq Co Me 10), 212 Wave of Scorn (Mu Me 20), 241
Thorn Beetle (Mu Ru Hr Sp [Ai] 20), 226 Weaken the <Noun> Spell (De Nn 5), 207
Thorn Dart (Cr Ru Hr 5), 223 Wearing Another Face (Mu II 10), 230
Thread that is Flesh and Blood, The (Su Ma 30), 237 Weigh the Mind (Ke Me 10), 239
Thrice-Ploughed Field (De Hr 15), 225 Wet Surprise (Ru Co 10), 220
Thunder Whisper (Mu Ai II 10), 210 What About Me? (Ke Me 10), 239
Tinker's Blessing, A (HI Du 20), 222 What Metal is This? (Ke Du 5), 222
Tiny Whirlwind (Ru Ai 15), 210 What Time Is It? (Ke Te 5), 247
Toast the Sneaky Thief (Cr Py Lo 15), 243 Whip Stick, Slip Stick (Ru Hr 10), 227
Too Good A Memory (Su Me 10), 242 Whisper Falcon (Cr Ai Sp 20), 209
Touch of Panic (Cr Me 10), 238 Whistle up the Wind (Cr Ai 10), 208
Tough Herbs (Su Hr 10), 228 Who Owns You? (Ke Me 10), 239
Tough Leather (Su Co 5), 221 Who was here? (Ke Lo 50), 232
Toughen Against <Noun> (Su Nn Co 5), 207 Wicked Edge, The (HI Du 15), 222
Toughen the Flesh (Su Co 10), 221 Wiggling Wood Weapon (Ru Hr 15), 227
Town of Trees (Mu II [Sp] 40). 231 Wimp's Cantrip (De Ma 5), 234
Track the Spell (Ke Ma Te 25), 236 Wind at the Back (Cr Ai 5), 208
Traitor in the Magic Resistance (Mu D e Ma 25), 236 Wind in the Face (Cr Ai 5), 208
Trick Arrows (Cr II [Sp] 15), 228 Winged Wooden Shield (Ru Hr Sp 15). 227
Triumphant Return of the Aged Queen, The (HI II Co Winter Serpent (Cr Mu Su Aq Sp 15), 211
15), 248 Winter Wind (De Py Ai 15), 244
Triune Armor (Su Mu Sp Co Me 20), 246 Withstand the Poison (Su Co 10), 221
Truly a Lozen? (Ke Ma 5), 236 Wizard Awake For Weeks, The (Ru Su Me 30), 241
Truthspeaking (Ke Me 25), 240 Wizard Never Stumbles, A (HI Mu * Ma * 20), 235
Tune the Magic Resistance (Mu Ma 151,236 Wizard Whittles, The (De Hr 5), 224
Twice-bound Spell (Ru Ma 5), 237 Wizard in Helpless Fury, The (Ru [Su] Ma 30), 237

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