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The secrets of the Magnakai will open before you once you read this book. Providing all the rules you will need for high level ‘epic’ play for the Lone Wolf Multiplayer Game Book, the Book of the Magnakai details all new disciplines not just for accomplished Kai Lords, but for every new class introduced in Heroes of Magnamund as well.
Mongoose Publishing
August Hahn & Joe Dever
Using the rules provided in this book, your characters will be able to face the greatest of the Darklords with a chance of survival, halt the progress of entire wars and have a powerful effect upon Magnamund.
Multiplayer Game Book
Book of the Magnakai
Prepare to return to the world of Magnamund, this time with your friends. The Lone Wolf Multiplayer Game Book is a full roleplaying game, based on the simple rules system of the solo books – it is so easy, anyone can play!
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Book of the Magnakai
August Hahn & Joe Dever
Multiplayer Game Book
Book of the Magnakai Written by August Hahn & Joe Dever Edited by Matthew Sprange Layout & Graphic Design by Will Chapman Interior Illustrations by Rich Longmore Cover Illustration by Nick Egberts Proofreading by Charlotte Law A Mongoose Publishing Book Published by Mongoose Publishing Limited 52-54 Cricklade Road, Swindon, SN2 8AF With thanks to Jonathan Blake and all at Project Aon.
'Lone Wolf' is a registered trade mark owned by Joe Dever. All rights reserved.
This book is sold subject to the condition that it shall not, by way of trade or otherwise, be lent, resold, hired out, or otherwise circulated without the publisher's prior consent in any form of binding or cover other than that which it is published and without a similar condition including this condition being imposed on the subsequent purchaser. Printed and bound in the USA by Mongoose Publishing. ISBN 978-1-905850-77-8 © Joe Dever (1984-2011)
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Contents Introduction
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Turning the Page
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Annals of Power
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Introduction Welcome, heroes! You have risen through the ranks and mastered your abilities well. You have fought battles, rescued the helpless and held back the tide of darkness through magnificent strength of arms and the might of magic. You have become paragons among your people, battling Giaks and Helghasts, packs of wicked Akataz and the fell minions of the Dark God Naar. You never shy from danger and your enemies have fallen by the score. By your bravery and skill, you have reached the pinnacle of your powers. You are the equal of your peers, you wield the greatest skills of your calling and you are more than a match for any in the world of Magnamund. However, whether you are a warrior without equal, or a mage of the highest order, you have reached the end of your path. There is nothing new to learn; there are no new tricks to your chosen trade. None, that is, until now! Just as Lone Wolf, the last of the Kai Lords who survived the terrible slaughter of his brethren on the Feast of Fehmarn MS5050, undertook a dangerous quest to discover the powers of the Magnakai, so too have new abilities become available to those rare few who are capable of mastering them. Weapon techniques and magic lost on ancient battlefields and in the mists of time, have now resurfaced and await discovery by the worthy warriors of this new age. Words of power and feats of mental prowess that once lay out of reach may now be seized by the greatest of Magnamund’s few true heroes. Are you one such hero? Are you prepared to step past your present place in history as one of the masters of your calling and stride proudly into the annals of legend? Are you brave enough to risk the dangers
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of such an undertaking, knowing that undoubtedly you will have to face foes whose wicked malevolence will eclipse anything you have confronted before? Ponder this challenge with care, be you a Knight of the White Mountain, a Dwarven Gunner of Bor, or any other of the hero classes of Magnamund. Do you really have what it takes to become a true living legend? If you think you do, then read on. This book contains all that you will need to step out of the world you have grown accustomed to, into a greater one and perhaps a much darker one than you have ever experienced before. The stakes will inevitably be high but for those who strive and survive, the rewards and the glory shall be immense. May the Gods Kai and Ishir grant you their blessings and shine their light on the difficult paths that lie ahead. Good luck, worthy heroes. You shall need strength, courage, wise judgement and good fortune like never before.
Epic Powers
The primary purpose of the Book of the Magnakai is to advance play for all Lone Wolf Multiplayer characters to a maximum rank of 20, a doubling from the previous rank of 10. This volume offers 10 new levels of adventure, each with its own special ability for each of the classes provided in both the core rulebook and the Heroes of Magnamund sourcebook. Each class has its new powers listed along with names for the advanced ranks, as well as other modifications which take effect as the level of play increases. In some cases, these powers are a direct improvement on prior abilities. In most such instances, the old ability still exists and the new power supplements it without replacing it in any way. Where this is not the case, the exception will be clearly stated in the description of the new power. Throughout this book, these new powers are called Higher Disciplines. It is important to note that Higher Disciplines are not what the denizens of Magnamund will call these powers. Few people in the world have words for these formidable skills. Many are but legend, rumour, or myth. The heroes who wield them effectively are very special indeed and have clearly been chosen for a destiny far greater than their fellows. The names given
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to these abilities are drawn from the stories surrounding each profession, the titles of a bygone age, or from the ancient songs and verses of the bards. As such, many heroes may choose to name some of their own Higher Disciplines. This is perfectly fitting and acceptable. The power belongs to the hero who possesses it; there are few, if any, who may claim that it should be called by another name. For example, if a Knight of the Sun (a Rank 17 Sommlending Knight of the Realm) chooses to call his improved Code of Might the ‘Stance of Champions’, who among his lesser brethren would dare to argue the point?
Epic Adventure
Games Masters should note that this book is not simply about advancing characters to higher levels. It is also about advancing your games to higher levels as well. More powerful heroes will need far wider reaching stories and greater enemies to face. You will find advice in these pages on how to challenge your players and how to tell tales as epic as the heroes you are privileged to guide through them. As long as you can keep the plot lines interesting and the action intense, there is no limit to how far your adventures will go, how long your campaigns will last and how much enjoyment you and your players will experience. On the subject of plots, games at a higher level will need more than basic objectives such as ‘kill a certain big bad villain’ or ‘seek out a magical relic lost to the present age’. While these are tried and tested fantasy quests and may be perfectly in tune with the basics of a game, epic stories can and should be about something more. Powerful heroes do not just explore the world; they shape it. This book will provide you with guidelines for transforming the heroes in your game into a vital and vibrant part of the story itself. Action lies at the very heart of any Lone Wolf game. Going blade to claw with terrible foes is part of the game’s essential essence and at this higher level of play, that statement is no less true. Indeed, now that the heroes are stronger and more accomplished, it is only fitting that their new enemies should be the very stuff of nightmares. Epic heroes do not just battle the minions of the Darklords; they may well be capable of crossing blades with the rulers of Helgedad itself!
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Accordingly, there are rules presented in the Book of the Magnakai for running such titanic battles without the bonuses and abilities of the heroes becoming so great as to overshadow the mechanics of the game. As the Lone Wolf Multiplayer Game is a system that has relatively few rules, so it becomes more important for Games Masters to maintain a fine balance when constructing their advanced adventures. Be ever mindful of the risks of letting the heroes gain too much power and ever diligent in your efforts to match their growing abilities with plots and creatures that will offer a suitable challenge. It may seem a little daunting but Games Masters may rest assured that there is as much in this tome for you as there is for your heroic players. Read on and may your stories become as legendary as the players who play them!
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Chapter One :
Turning the Page
Taelson smiles brightly as he waves to the crowds on either side as he strides down the cobble-stoned lane. These people have come from all over the city and have gathered here especially to see him, for he is the ‘saviour of Toran’. He alone held at bay the mighty forces of Helgedad’s dark legions and saved the city after the majority of its defenders had fallen in battle. His might and magic destroyed the greatest of the enemy generals and scattered to the wind the Giak horde under their fell command. After what seemed like an eternity, the long and terrible night of the slaughter is finally over. Now he is going to be presented with the Toranese Medal of Valour and Bronze Scroll. He will be inducted into the Honour Roll of the Lorestrivers and thus he will be immortalised among the highest ranking magicians of the Brotherhood. By this act, the Great Spell will be his at last. Many of his lifelong friends perished around him during the bloody conflict but he can feel that they are here with him in spirit. This glorious parade is as much for them as it is for him and he vows to make sure that their sacrifice will never be forgotten. In the middle distance he can now see the Guildhall. The surviving members of the Council of Magi are all there in attendance, greeting the throngs of citizens and waiting impatiently to take him into their fold. By this time tomorrow he will be as grand and as respected a mage as any that Sommerlund had ever known. The dream he has nurtured ever since he was an awkward apprentice is about to come true. He stoops to pick up an orange flame lily tossed by a beautiful young woman from the upper window of her townhouse nearby. Taelson kisses the petals and returns her joyous smile with a friendly wave of his hand. His mind is reeling; suddenly it seems his whole life has been leading up to this wonderful moment. But somewhere, lurking in a shadowy niche in the back of his mind, a question lingers. He has tried to ignore it but it is persistent and it demands an answer: ‘Well, fine hero. What now?’ 7
The Height of Power
At rank 10, a hero in Magnamund has faced and defeated great foes and lived to tell about it. They have mastered all the Disciplines of their profession and they will likely wield great weapons and magic. If there is a monster they have not slain, then they are more than capable of undertaking the task successfully. From a game mechanics point of view, any hero at rank 10 likely has high enough combat skill and endurance scores to survive any ordinary encounter. Advancing past this point may seem difficult and it posits the question of how a balanced environment for play can be achieved if the heroes are only ever going to get more and more powerful as time goes on. Even higher scores seem only to tilt the odds yet farther in the heroes’ favour. The key to establishing a fun and challenging campaign with higher-level heroes lies in making the games adapt to the changing power levels of the heroes themselves. Greater power draws greater enemies in greater numbers and it attracts the attention of the mightiest rulers and entities that reside on Magnamund. Heroes should, understandably, no longer be used to carry out ‘mundane quests’ where the challenge simply does not meet with their increased abilities. Therefore, it is now only fitting that they should receive pleas from Emperors and Kings of other nations to venture further afield and aid them in their fight against the forces of darkness. They may even be ready to answer the call of divine forces in this regard. There are rules to help keep advanced play fun and balanced as well. These ensure that the game is still playable at higher levels without every challenge being a one-sided contest, in either direction. Primarily, these rules consist of Mastery and Expertise and both are explained here.
Mastery
Taelson stares at the glowing device. He has seen these before during his time with the Knights. They are Plague Breathers, magical infestation devices created by the fetidly foul spells of Ruel. If allowed to reach full power, it will collapse upon itself and become an inert iron ball while ‘breathing out’ a virulent disease. Just one is sufficient to wipe out an entire street of homes; a handful will end all life in a sizable town. Countering this fell magic is normally an exceptionally difficult feat. 8
Heroic Play Rule – Adding Rank
Unless explicitly stated in a Discipline or item description, a hero never adds more than 10 to any value or Random Number when they are instructed to ‘add their Rank’. Essentially, Ranks 11+ are special levels of power and they provide special bonuses without increasing abilities beyond the point of breaking all game balance or ruining the challenge of play. This holds true even for advanced Disciplines, though a rare few will make an exception to reflect just how uniquely powerful they are. For example, a Dwarven Gunner of Bor with the Sharpshooting Discipline adds his Rank to his Combat Tests. Even if this Gunner were Rank 14, he still only adds 10 (his increases from 11 to 14 simply do not apply).
Fortunately for this village, Taelson is now a Sage of Stars and he knows a lot more than most other wizards. Focusing his will on the device, he reaches into its beslimed depths and ends its threat swiftly and effortlessly. Having exceeded the normal ranks of their peers, heroes can now deal with challenges that would test to breaking point the lesser-gifted members of their respective character classes. This is reflected by the rule of Mastery. Put simply, a hero of Rank 11 or higher may automatically succeed at tests to use the Disciplines they acquired from Rank 1 to 10 if they are not opposed by any living, sentient force when doing so. Their basic powers are now at such an advanced stage of mastery that, unless there is a direct challenge against them, their success is assured. Additionally, if the Discipline requires the expenditure of endurance or willpower to activate it, that cost is reduced by one (to a minimum of one). If there is no conscious resistance, basic Disciplines can be used without the need for a test of any kind. Mastery does not allow a hero to do more with a Discipline than can normally be performed; it simply makes many applications of that power automatic. The discipline has become innate. It is something the hero can do naturally and with very little conscious effort. For example, a Kai Lord with Mastery wants to use Tracking to follow a frightened merchant who fled into the woods after his caravan was 9
attacked on the open road by a marauding squadron Kraan. The merchant is making no conscious effort to conceal his tracks, therefore the Kai Lord does not have to make a test in order to follow his trail. Alternatively, if the same Kai Lord wanted to use Tracking to find a Helghast who has slaughtered the guards of an outpost and has subsequently infiltrated a town, this would require a test. This is because the Helghast does not wish to be found and Helghasts are particularly adept at hiding their presence and passage. As in all cases, the Games Master is the final arbiter on when Mastery applies and when it does not. One time it never applies is during basic combat tests using combat skill, even if a hero is using a basic Discipline that has an impact on such tests. Combat is always considered opposed and automatic success at combat skill tests, or use of any Discipline while in melee combat, should never be allowed simply because a hero is Rank 11+.
Expertise
It takes everything Taelson has to duck beneath the skull-faced assassin’s blade of ice. A shock of cold flows through him, he has been dealt a glancing blow but he rolls with the impact of the strike and darts past his attacker. With no time or room for subtlety, he smacks his open hand against the fiend’s chest and speaks the words of the Storm. Lightning arises from within and flashes out through his palm in a massive flare of power! The would-be killer staggers back but Taelson presses in on him. Were he still an apprentice of magic, as he was when first he learned to wield this spell, then it would not have been enough to drop this strong enemy. But he is no longer an apprentice. He is a Master of Tomes and he is privy to magical power that other wizards can only dream of mastering… Under normal rules, a hero gets a bonus to Discipline-related tests equal to ½ their Rank, rounded downward. This provides a solid bonus of +5 at Rank 10. At the higher ranks of 11 through 20, this progression changes to an additional +1 for every three levels, also rounded down. This is summarised in the following chart:
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Bonus to Discipline-Related Tests Hero Rank 1 2-3 4-5 6-7 8-9 10 11-13 14-16 17-20
Bonus +0 +1 +2 +3 +4 +5 +6 +7 +8
Expertise also provides a direct bonus in battle by increasing the hero’s combat skill by one point for every three ranks above 10, rounded down to a minimum of +1. This allows heroes to challenge the most epic of foes and have their skill and experience rewarded, without completely dominating the game through inflated numbers. This chart summarizes the level-based increase in combat skill:
Expertise Bonus to combat skill Hero Rank 11-13 14-16 17-20 This is a permanent increase to the all times.
Bonus +1 +2 +3 combat skill
Telling an Epic Tale
statistic and it applies at
Taking the Lone Wolf game from the adventures of aspiring heroes to the greater heights of Ranks beyond 10, there are a number of things to keep in mind for both players and Games Masters. Telling stories at this level is a matter of imaginative fantasy and cooperation, a combined effort that can result in some truly memorable tales. Though a great deal of thoughtful consideration is required to get the most from higher-level play, the rewards are well worth the effort.
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As a Player
Players should keep in mind that by outstripping the highest rank of their peers, they have reached a level of both social standing and power unbeknownst to most. They will be expected to act like the paragons they have become and may be asked to bear a far greater burden than would be expected of others. Their leaders will certainly see them as being more capable than even the most promising members of the rank and file, which will inevitably mean that these heroes will be sent out on missions, or handed challenges, that would otherwise be dealt with by a party of several lesser heroes, or possibly a whole army of warriors. Such is the price of power. By elevating themselves well beyond the normal limits of their professions, Rank 11+ heroes have become living legends and they will be seen as such, for good or ill. As a Player, you can help heighten the heroic feel of the game by acting to the part. When you are approached with important tasks, accepting them gracefully will only make you seem even more like your reputation suggests. You are a paragon among your peers; acting like it will only increase the aura of legend that now surrounds you. As a great hero, you can also take some degree of control over the game in honour of your achievements. You will recall that when Lone Wolf’s power and prestige grew, he chose to rebuild the fallen Kai Monastery and restore his lost order to its former glory. A task such as this was an undertaking of exceptional effort, expense and time but it was to secure the security of his homeland and ensure his proud legacy. You can do the same by choosing a grand goal of your own. Are you a Brother of the Crystal Star? Perhaps you can found a Guildhall of your own. A warrior of Telchoi? Maybe you can become forever famous if you locate or create an oasis city for your people in the sun-bleached heart of your desert realm. Ultimately, the game elevates when you do, when you take an active part in shaping the grand stories yet to be told. Do your part and your future adventures will become legendary and unforgettable.
As a Games Master
The Games Master is the one who directs the story and, over the course of the Players’ first 10 Ranks, this task is not especially daunting. A lost treasure, or an ambushing group of bandits, for example, are easy
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springboards to adventure and stories can be told in a single evening with only a little preparation. They are still great tales and form a wonderful foundation for future events but in and of themselves they are relatively easy to construct. This is not necessarily so with higher-level stories. Beyond Rank 10, the deeds become as advanced as the heroes taking part in them. The Players control the movers and shakers of Magnamund, characters with the power to face small armies or topple governments if they set their mind and will to it. This kind of ability needs to be respected but it does not have to be to the detriment of good storytelling. Just because a Rank 11+ hero is no longer in any real danger when facing bandits of the road, they will not have outgrown the game. The game simply needs to grow to engage them once more. Here are several ideas for creating scenarios and stories worthy of the greatest heroes in all of Magnamund: • Wheels Within Wheels: Bandits may not be a threat to the heroes but the heroes cannot be everywhere at once. Their superiors may need to have a serious bandit problem dealt with at a level that normal questing warriors could never hope to engage, i.e. by thwarting the higher forces that control the bandit leader. In a story like this, the heroes are sent to spy on, capture, or perhaps infiltrate an enemy force so that their leaders can be identified and brought to justice. The higher up the chain the heroes go, the more powerful their foes become. This can escalate until the heroes are truly challenged and the game becomes a test of resolve and resourcefulness. What will the heroes do when they unearth the true evil behind the bandit attacks and discover it to be an ancient Agarashi capable of fighting them all at once? • To Be Strong, Strike Where Your Enemy is Weak: The heroes are being divided up and attacked in ways they cannot defend against very easily. The Brother Mage is being stalked by something immune to magic. The Kai Lord has been drugged and fought while he cannot focus his Disciplines and bring them to bear effectively. The Dwarven Gunner has had his best Bor musket stolen, or his Boom Powder ruined. In a story like this, the heroes must deal with an insightful foe able to take advantage of their weaknesses. To survive, they must not only be strong, they must also be resourceful and clever.
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• Under Threat of Peace: Needing to deal with a problem that can only be solved through diplomacy can be a testing challenge when one has only focused on improving one’s battle or magic skills. By pushing heroes out of their comfort zones and making them face a challenge of charisma rather than combat, so they will be tested afresh. The greatest heroes are those who rise to any circumstance, even when circumstances demand that their swords stay dormant in their scabbards. • Those Who Came Before: While Rank 11 onward may be mostly untravelled territory for your Players, it is certainly not unheard of and there will be others who may have achieved these heights before in times long past. A great story can unfold when the heroes are tasked with searching for those ancient paragons to learn their secrets. New Rank abilities may even require such quests just in order that they can be attained. If a Kloon Sage has to embark on a dangerous trek through the wilds of Bhutan to achieve his Rank 14 ability, an epic journey is surely guaranteed for that Player and all who accompany him. • Villains Among the Exalted: In a variant of this idea, one of the legendary heroes of yore might not be a source of vital knowledge but rather an imposing and surprising challenge in his own right. Perhaps he is a fallen Knight of the White Mountain and has sold his soul for great but terrible power. Only by hunting down this enemy of the order can a would-be successor to his title earn the skill that this traitor has misused to murder many of his goodly brethren. • Mentors of the Next Age: As the heroes grow in power, so they gain new responsibilities. An interesting story arc for higher-level play can be had when the heroes are given younger, less accomplished adventurers as students in their charge before the undertaking of a quest into the unknown. While on their travels, changing circumstances can provide lessons for both pupils and masters, fostering brotherhood and mutual respect. This plot line is especially appropriate for heroes looking to leave a legacy among others of their kind.
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Epic Battles, Lone Wolf Style
When grand melees come up during play and at heroic Ranks they most certainly should, running a rolling combat that lasts through hundreds of enemies seems like a great idea right up until the time you actually attempt to do it. If the heroes are so powerful that lesser troops cannot touch them, why take precious time to play through these myriad small battles at all? As an option, the Games Master can simply narrate lesser conflicts as descriptions leading up to fights with a real challenge involved. Doing so not only offers a Games Master the opportunity to evoke drama, it can also spare his players hours of predicable game play. When it comes to challenging fights, always remember the two great equalisers: minions ganging up on the heroes to overwhelm with force of numbers and the appearance of strong villains who possess immunity to certain kinds of attack. There is nothing inherently wrong with using this book’s rules to design enemies with similar powers (albeit with suitably different names) as an effective counter to the heroes in combat. Just be sure to use such tactics sparingly. If every battle is a titanic struggle with a villain who outranks the heroes and has immunity to all their best abilities, then the ‘challenge’ will become stale very quickly.
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Chapter Three :
Annals of Power
This chapter contains details for Rank 11+ heroes from the main rulebook. Here you will find descriptions of what life is like for heroes of various vocations once they pass the 10th Rank and how the people of Magnamund tend to view them. There are suggestions for roleplaying as well as Rank names through to 20th Rank. New powers are fully described and other rule adjustments are given where necessary. Each class description concludes with a restructured Adventure Record for characters of any Rank. These include the changes needed to properly record their powers and possessions through upper levels play, as well as statistical changes where necessary. Whenever additional statistics or sections are given for a class, the box is highlighted with a soft grey to represent the high-level change. In this way, the new Records can be used for basic play by simply leaving such areas blank until they are useful. Of special note are the Discipline sections. There is a box listing the basic Disciplines for each class along with a series of check boxes. During play from Rank 5 through 10, the Player can just tick off the boxes for the Disciplines he or she possesses. Once play advances to Rank 11, the Player checks the Mastery and Expertise box above the Basic Disciplines and starts recording new abilities in the Advanced Disciplines area. Check boxes are also given for grey sections of the Adventure Records as a matter of reminder. Once a new ability or change applies, the Player can check the box and that rule item will become relevant during play.
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Border Ranger of the North The mighty Rangers of the North are a close knit and powerful organisation with a strong sense of community and tradition. Once a member of their order surpasses the usual limits of their structure, that Ranger takes on a legend all of his own. They are considered exempt from many of the usual expectations of the order and free to blaze their own trail through Magnamund. Even so, they are still expected to follow the same principles that brought them to the height of their power and skill in the first instance. They are sentries and watchmen first, no matter how great their personal merit. They are always expected to be mindful of threats to the safety of whatever nations they are operating in and to their homeland, no matter how far they may wander abroad. A Border Ranger of the North is never considered far from home and his duty to home and hearth is something that always remains with him as a prime motivation. This reputation and aura of skill comes at the cost of constant vigilance. Heroic Border Rangers should always remain alert and ready to act whenever danger strikes. They will never shirk from confronting threats to the safety of common folk and kings alike and should be ever ready to do battle with the forces of evil in any land they visit. High ranking Border Rangers are the everyman heroes of Magnamund, wandering the land in search of evil to thwart and wrongs to right.
How They Are Seen
Others tend to view heroic Border Rangers with a mix of awe and suspicion, though in their homelands the latter is much less pronounced. Heroic Border Rangers are paragons of watchfulness and others usually treat them as if they are omniscient guardians, far more observant and prescient than their great powers actually permit them to be. Few criminals will dare to do anything that will arouse their attention and even the most honest of folk are mindful to watch their actions while in their company. Border Rangers can reasonably expect to lodge for a much-reduced fee wherever their order is known. Innkeepers and normal citizens will often go out of their way to make a heroic Border Ranger feel especially welcome and comfortable in their inns and homes, knowing that if any threat should arise while such a sentinel is staying with them, he is honourbound to intervene and protect them. Few could ask for a better guardian 17
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and thus high-ranking Border Rangers are given almost anything they desire in return for their welcome company. Hospitality and generosity are commonly afforded to a high-ranking Border Ranger as a matter of grateful courtesy in most areas of Northern Magnamund.
Adventure Ideas for Border Rangers
Because of who and what they are, heroic Border Rangers are the kind of characters who seem to attract trouble wherever they go. In reality, they travel in search of trouble that is already present in the world. Without them, many such threats and dangers would likely remain hidden until the time they chose to reveal themselves, which all too often leads to the loss of innocent lives. Good stories can be generated involving Border Rangers seeking out a confrontation with Agents of Darkness and striving to see that is justice done to the betterment of all, save those lost souls who choose to follow the dark path of Naar. Some ideas for Border Ranger scenarios: • While staying in a rustic town on the outskirts of a forest, the Border Ranger hears of people going missing at night. With no one else to turn to, a desperate innkeeper begs the Ranger to investigate. When the Ranger discovers that the disappearances are a manifestation of a slave trading operation being conducted from a secret base in the heart of the forest, further investigation can lead to myriad possibilities for conflict and high adventure. • Lightning raids from out of the Darklands have left several small villages in smouldering ruin. By the time word reaches the Border Ranger, he realises that he is the closest hero to the next village most likely to be attacked. Military assistance is several days away and the threat of attack is likely to become a reality as soon as the sun sets later this same day. What will the Border Ranger decide to do? • A remote Ranger Watchtower has been destroyed. Evidence suggests the destruction was made possible by a traitor operating within the ranks. To keep the reputation of the Border Rangers from being permanently tarnished, the traitor must be tracked down and brought swiftly to justice. However, when the trail leads directly towards the rim of the Maakengorge, only a truly accomplished and heroic Ranger will stand any chance of survival here, let alone the successful resolution of his mission.
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Heroic Border Ranger of the North
There are no advanced rule changes for Border Rangers as far as the statistics are concerned. They retain their combat skill and endurance scores from before, with no initial changes and they are permitted to carry over their Action Chart entries with no modifications. They may keep all their previous equipment and do not gain any new equipment as a result of attaining Rank 11.
Heroic Border Ranger of the North - Ranks and Disciplines
You begin heroic play as a Woodstalker (Rank 11+) and gain a single advanced Ranger Discipline of your choice. You retain your knowledge of all previous Disciplines and gain Mastery and Expertise. Note these changes on your Action Chart. The advanced ranks of the Border Rangers and the titles they are granted at each stage of their progress, are shown here: Rank / Number of Ranger Disciplines
1 2 3 4 5 6 7 8 9 10 11 (First Advanced Discipline) 12 13 14 15 16 17 18 19 20 20
Ranger Title Recruit Trainee Chosen Man Outrider Border Scout (normal play begins at this level) Forest Tracker Timberlander Woodstrider Vanguardian Border Master Woodstalker (heroic play begins at this level) Fieldstrider True Forester Land Master Master Explorer Sentinel of the Wilds Trailblazer Border Liege Prince of the Plains Ranger Lord
Pick your Disciplines from the following list:
High Mark of the Archer
A Border Ranger with this high mark has dedicated himself to the art of archery to such a degree that he can achieve superhuman accuracy with his weapon of choice – a dedicated bow. To use High Mark, you must be wielding a bow that you have had in your possession for at least one full adventure. This has given you time to fully familiarise yourself with the weapon in question. When using this bow (either a bow or longbow qualifies) in combat, you may pick two numbers from the Random Number Table and use whichever result you prefer. In addition, your quiver can now hold 18 arrows instead of the basic 12. If you choose this skill, indicate ‘High Mark of the Archer’ on your Action Chart.
High Mark of the Marksman
This level of skill is so great that few who see it in action will hardly believe the accuracy of the Border Ranger’s fired arrows. Whenever a Border Ranger chooses a ‘0’ on the Random Number Table whilst using a bow in combat, it is treated as a ‘5’ instead. This ability functions with High Mark of the Archer and if a Border Ranger possesses both, then all ‘0’s are treated as ‘6’s instead. If you choose this skill, indicate ‘High Mark of the Marksman’ on your Action Chart.
High Mark of the ________________
Border Rangers training in this High Mark are the absolute bane of their chosen foe, for they have mastered all there is to know about killing their specific quarry. This level of lethality borders on obsession, an allconsuming preoccupation with mastering the many ways to visit death upon the chosen enemy. If a Border Ranger with this Discipline chooses a ‘9’ during a Combat Round with his chosen enemy type, that target’s endurance loss is doubled and the Ranger’s own endurance loss, if any, is halved (with fractions rounded down). This effect only lasts for the given round and can only occur once per combat encounter. If you choose this skill, indicate ‘High Mark of the _______________’ on your Action Chart.
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High Mark of the Huntsman
Border Rangers are well trained hunters and at higher ranks their skills at stalking and trapping game are peerless. Not only can a Ranger with this Discipline feed himself in virtually any outdoor environment, he can do so in difficult areas that previously were beyond even his exceptional capability. Wastelands, swamps and deserts become suitable for foraging, ensuring a Border Ranger to never go hungry regardless of the locale. Border Rangers with this High Mark can also provide food and clean water for one other companion (or mount) for every Rank held above 10. For example, a Land Master (Rank 14) Border Ranger can find enough food and water for himself, a Kai Lord, both of their horses and a single prisoner if needs be (i.e., four additional people or mounts). If you choose this skill, indicate ‘High Mark of the Huntsman’ on your Action Chart.
High Mark of Instinct
Honing his perceptions to a nearly prescient level, a Ranger with this High Mark can anticipate an opponent’s moves before they occur. Once per combat, this Border Ranger can completely negate any endurance loss for a single round. This includes any loss he might inflict on opponents, for his sense of danger will manifest itself in a full turn of evasion. The High Mark of Instinct can be used to negate endurance loss from any source but only in combat. Traps are treated normally. If you choose this skill, indicate ‘High Mark of Instinct’ on your Action Chart.
High Mark of the Land
Becoming one with the land in ways no lesser traveller could possibly imagine, a Border Ranger with this High Mark can become one with his environment on both a physical and spiritual level. He becomes supremely skilled in Camouflage (as per the Kai Discipline of the same name) and is never surprised by an enemy in a natural wilderness setting. This latter gift does not apply in desert, wasteland, or any area within the borders of the Darklands. If you choose this skill, indicate ‘High Mark of the Land’ on your Action Chart.
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High Mark of the Rider
Border Rangers training in this High Mark develop a powerful bond with their mounts. So long as they are mounted and free to act, a Border Ranger never has to pass a Test to get his horse to engage in dangerous or potentially frightening behaviour, e.g., charging formed spearmen or pikemen, moving through a fire-swept environment, or confronting any enemy known to have a propensity for attacking horses in preference to any other creature type. He can also call to his horse from up to a mile away (1 and a half kilometers) without giving any audible command. Further, he does not need to use his voice to issue commands while mounted. If the horse is physically capable of obeying his mental command, it will simply do so. If you choose this skill, indicate ‘High Mark of the Rider’ on your Action Sheet.
High Mark of Survival
More than just rugged, the Border Ranger is now capable of adapting to any natural climate and does not suffer damage from natural cold, heat, or storm exposure. He can hold his breath for as many minutes as his Rank and he reduces magical fire, cold and all electrical damage from any source by his Expertise bonus to combat skill (+1, +2 or +3 depending on Rank). If you choose this skill, indicate ‘High Mark of Survival’ on your Action Sheet.
High Mark of the Trail
A Border Ranger with this High Mark is a devoted tracker capable of determining vital information about his quarry from the trail it leaves. By spending one minute examining a set of tracks, he will be able to determine the size, weight, general shape and the exact species if it is one that he has encountered before. If he follows a given set of tracks for more than an hour, he may add his Rank to his combat skill for the first round of combat with the target he has tracked. This bonus must be used within one minute of tracking down a given foe or it will be lost.
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This ability does not stack with the High Mark of the ________. If a Border Ranger has both High Marks and his tracking quarry is of his chosen enemy type, he adds his Rank + 1 instead. If you choose this skill, indicate ‘High Mark of the Trail’ on your Action Sheet.
High Mark of Weather
Heroic Border Rangers can draw on seemingly limitless reserves of natural energy in any wilderness setting in which they are operating. In addition to the point of lost endurance regained per hour that the Mark of Weather allows (two points in extreme conditions), the High Mark of Weather further permits the Border Ranger to make a Test once an hour to neutralise or cleanse any poison or disease that may be afflicting him. This Test has a minimum difficulty of 8 and may go higher for particularly powerful poisons or especially deadly diseases. If the Ranger is suffering from multiple maladies, one per hour can be purged in this way. If you choose this skill, indicate ‘High Mark of Weather’ on your Action Chart.
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Border Ranger of the North
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Brother of the Crystal Star When a Magician of the Brotherhood of the Crystal Star surpasses his normal teachings, a whole new world of discovery and magic awaits him. Because so few ever master all 10 of the fraternity’s magical arts, these greater magics are rarely seen and little is known about them outside of the Brotherhood’s highest echelons. Heroes of the order are given special access to ancient tomes and training that most members of the Brotherhood never hear about in the whole of their sorcerous careers. Heroic Brothers of the Crystal Star have a special duty to their magic as well. Only a handful of repositories in Magnamund house the lore they have been given. This makes them living custodians and a source of such erudite knowledge and they are ever mindful that these secrets must be preserved at all costs if future generations are to benefit from what they have learned. In effect, they become walking, talking tomes of power and what they do reflects on the whole of the fraternity, for better or for worse. If regular members of the Brotherhood of the Crystal Star are thought of as magicians, then heroic Brothers can be considered to be magic itself. By carrying this power, equal parts gift and burden, a heroic Brother is automatically considered one of the greatest fonts of goodly magic in all of Magnamund. This brings with it both a grave responsibility for ensuring that such energy is spent in the pursuit of goodly purposes and the terrible temptation to use this gift for the pursuit of unbridled personal gain. The greatest villains in the Brotherhood’s long history are invariably former Brothers who have been corrupted by their own arcane arrogance and magical might.
How They Are Seen
Throughout Northern Magnamund, Brothers of the Crystal Star are seen as politically affluent sorcerers with gifts that put them well beyond the cast of common folk. Heroic Brothers are not always perceived as being any different to their lesser-gifted brethren until such time that people have reason to know of their much-advanced skills. Then they are likely to be treated with awe and respect by the general populace, many of whom will give them a wide berth out of fearful respect for the almost god-like powers at their command. Not all the peoples and creatures of Magnamund live in fear of the destructive potential of magic, though many do. Heroic Brothers of the 26
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Crystal Star are aware that it is best to walk softly through foreign lands and to keep the full potential of their skills well concealed. The ability to annihilate a regiment of Giaks with a single spell may be an invaluable gift in battle but rarely does it do a wizard much good if everyone he encounters in everyday life runs shrieking in morbid fear wherever he appears. It should be noted that in some places, especially Sommerlund and Durenor, this sort of behaviour is rarely, if ever, experienced. In fact, Brotherhood wizards can expect an almost royal reception in the towns and hamlets of these nations if their reputation should happen to precede their arrival.
Adventure Ideas for Brothers of the Crystal Star
Magicians of this order are often the first to be consulted whenever something of a malevolent magical nature threatens the land. As the order is pledged to the protection of the people, understandably they are expected to rise to meet any arcane threat that should manifest itself. For heroic Brothers, this duty is considered both an honour and an opportunity to prove their worth. No matter how difficult the challenge, the people have come to rely on them for succour and protection and many, perhaps a little unrealistically, assume that a heroic grand wizard will negate all sorcerous threats to their land single-handedly. Some ideas for heroic Brother of the Crystal Star scenarios: • An entire college in Sommerlund has suddenly gone incommunicado, cutting off ties and magical communications, refusing to accept all envoys, couriers and messengers. The Council in Toran believes that this may well have something to do with a Darklands artefact that the college received, a seemingly dormant relic that they acquired and began studying a few months ago. The heroic Brother is tasked with investigating the situation and, if necessary, combating whatever may have been unleashed from the relic before it can threaten the city in which the place of learning is located, or, possibly, the whole of Sommerlund. • A skyship returning from an area located close to the accursed realm of Ruel, the domain of the Cener Druids, has crashed near a small town on the border of Lyris. Normally this would not be a matter of the highest concern but the Brotherhood has now learned that the townsfolk have since been infected with a virulent disease that is spreading fast. Fearing that the two events are related, the Council
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dispatches a heroic Brother to investigate the situation. His orders are to discover what precisely has happened, to rescue any survivors of the crash and to eradicate the disease before it threatens the entirety of the Stornlands. Such a mission could pose an additional moral dilemma for the heroic Brother: eradication of the disease may only be achieved by the deliberate sacrifice of the survivors and the affected townspeople. • An enclave of wizards in Port Bax have discovered a way to open a magical portal to what, they believe, is a goodly source of power located elsewhere in the universe of Aon. As many had forewarned and feared, their experiment has now gone awry and the portal has expanded to several times its original size. It is swallowing up everything in the vicinity like a malevolent black hole. Escaping apprentices have reported that the portal is growing inexorably larger and its expansion shows no sign of abating. The master magician of the enclave valiantly attempted to close this portal but he was sucked into it and he disappeared without trace before he could complete his Spell of Sealing. As the threat grows greater with every passing hour, the heroic Brother is tasked with completing the spell and halting this phenomenon before it becomes completely uncontrollable, with disastrous potential consequences for Port Bax and the whole of the Lastlands.
Brother of the Crystal Star
There are no advanced rule changes for Brothers of the Crystal Star as far as the statistics are concerned. They retain their combat skill and endurance scores from before with no initial changes and they are permitted to carry over their Action Chart entries with no modifications. They may keep all their previous equipment and do not gain any new equipment as a result of attaining Rank 11.
Brother of the Crystal Star - Ranks and Disciplines
You begin heroic play as a Sage of Stars (Rank 11+) and gain one advanced Brother Discipline of your own choosing. You retain your knowledge of all previous Disciplines and gain Mastery and Expertise. Note these changes on your Action Chart. The higher ranks of the Brotherhood of the Crystal Star and the titles they are granted at each stage of their progression, are shown overleaf.
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Rank / Number of Brother Disciplines
Brother Title
1 2 3 4 5
Candidate Initiate Apprentice Senior Apprentice Journeyman (normal play begins at this level) Adept Seeker of the Way Mage Senior Mage Lorestriver Sage of Stars (heroic play begins at this level) Keeper of Lore Master of Lore Scribe of Lore Keeper of Tomes Master of Tomes Grand Master of Tomes Keeper of the Word Master of the Word Grand Master of the Word
6 7 8 9 10 11 (First Advanced Discipline) 12 13 14 15 16 17 18 19 20
Pick your advanced brother Discipline from the following list:
Magicbane
This is a new set of power words that mimic those used to counter magical threats but do not have the rigidity or limitations of the ones known to other mages. These words, when used to fight enemy magic, are far more fluid and offer new options to a heroic Brother of the Crystal Star. In addition to negating an opponent’s spells, Magicbane can be used in two other ways: • Mystic Drain: If a Brother successfully counters an enemy spell, he may immediately pay one point of endurance. If he does so, he regains half the willpower he has expended . This ability does not function if his attempt to counter the enemy spell has failed.
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Magelock: The Brother can initiate a magical ‘combat’ with an enemy or magic item. This is treated as if the target had tried to cast a spell. If the target loses, the Brother renders it temporarily unable to expend willpower, for any purpose, for a total of minutes equal to his Rank. Lesser items are typically rendered inert until the Brother chooses to release them. Powerful artefacts are immune to this spell. If you choose this skill, indicate ‘Magicbane’ on your Action Chart.
Midnight Armour
A refinement of the Invisible Shield spell, this magic can be cast as an instant reaction to entering combat. It brings a shimmering suit of mostly invisible plate armour into existence around the Brother, resembling a ghostly night sky replete with comets and twinkling stars. Casting Midnight Armour costs 3 points of willpower but it will last an entire combat and it does not take an action of its own. For as long as Midnight Armour is active, the heroic Brother of the Crystal Star gains 5 points of endurance. All damage comes from these points first, with the armour vanishing as the last point is lost. Midnight Armour and Invisible Shield may be activated at the same time. If so, endurance is lost from Invisible Shield first. Further damage is only applied to Midnight Armour once Invisible Shield has been fully depleted. If you choose this skill, indicate ‘Midnight Armour’ on your Action Chart.
Windstride
Building on the power of Levitation, this magic replaces and supplants it in the heroic Brother’s repertoire. When Windstride is used for anything that is possible using Levitation, it costs nothing for a Brother to move himself, or any other willing targets but it still follows all the other rules regarding use of this power. The cost reduction is an exception to the Mastery rule which makes the basic Disciplines cheaper to use. What makes Windstride special is that, unlike its simpler form, this spell allows for limited true flight, something lesser mages always struggle to achieve. This ability only applies to the heroic Brother and not to others; it cannot be used to make other people or objects fly. The cost of such advanced mobility is 1 willpower for every vertical five yards (five metres) or fraction thereof. If the heroic Brother runs out of willpower whilst
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flying, he will glide harmlessly down in a direction of his choosing so long as he is within 100 yards (100 metres) of the ground. If he is higher than 100 yards (100 metres), he will plummet the remaining distance straight down, possibly to his death. If you choose this skill, indicate ‘Windstride’ on your Action Chart.
Arcane Tempest
While Lightning Hand is good enough for most combat needs, greater wizards of the Crystal Star can be called upon to face foes that have substantial magical resistance, or their sheer weight of numbers is enough for some to survive a searing bolt of electricity and still remain a viable threat. When they battle against such enemies, heroic Brothers can call upon this spell. Summoning lightning with one hand and raw magical power with the other, this spell unites them both into a maelstrom of force that is capable of felling great opponents. Arcane Tempest follows the same rules for Lightning Hand, including the ability to increase the damage through the expenditure of willpower. However, it differs in one respect: the heroic Brother can pay one point of willpower to have the attack arc to any other opponent within five yards (five metres) of the primary one. This can be done as many times as the Brother wishes to pay for it to happen and each arc requires its own Combat Test against each new opponent. Arcs only inflict normal damage, even if the original bolt was multiplied by expending extra willpower. Because of its combined nature, targets immune to electricity still suffer only half endurance loss (with fractions rounded up). If you choose this skill, indicate ‘Arcane Tempest’ on your Action Chart.
Restoring Touch
While few would ever think of turning to the Brothers of the Crystal Star for healing, this spell makes them very effective at performing this skill. However, its rarity and the fact that mastering it requires a Brother to spend several months studying difficult arcane lore, are probably what keep the colleges and guildhalls of the Brotherhood from becoming refuges for the sick and injured. While its much weaker relative Mend is limited to the caster and to locations that have natural flowing water, Restoring Touch is capable of closing the most grievous of wounds at a single wave of a heroic Brother’s hand, regardless of who or what the recipient may be.
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By paying 2 willpower points and making contact with an injured living being (the Brother himself qualifies as a viable target in this regard), the heroic Brother of the Crystal Star heals lost endurance equal to a number chosen from the Random Number Table plus the Brother’s Expertise bonus to combat skill (from 1 to 11 points). The recipient must be conscious and must be able to first drink a cup-sized quantity of clean (i.e. pure and uncontaminated) water without assistance. If you choose this skill, indicate ‘Restoring Touch’ on your Action Chart.
Ensorcell
A more powerful form of the venerable Mind Charm spell, a favourite of wicked apprentices and court viziers alike across Magnamund, this advanced magic has the ability to bind a living creature’s will for a longer time and establish a mental bond during its duration. Following all the same rules as Mind Charm, Ensorcell costs 2 willpower to cast and lasts one minute per Rank of the caster. During this time the target will follow any reasonable request, will regard the caster as a friend and ally and will typically fight to defend him if ordered to do so. The heroic Brother casting this spell also gains a rapport with the target and can communicate telepathically with it. This latter ability is usable up to a range of 100 yards (100 metres). If you choose this ability, indicate ‘Ensorcell’ on your Action Chart.
Mystic Web
The net conjured by the basic spell of the same name is relatively small but effective, good for binding a single target or lashing together a limited number of objects. By fully understanding the magical forces involved in the Net spell, typically with a grand wizard’s advanced level of mastery, it can be greatly expanded in size and utility. Mystic Web is cast on a single target or an object as a starting point and it follows the same rules as the basic Net spell. Once it is cast, it can be spread out to encompass all targets or unattended objects within 10 yards (10 metres) of the subject, automatically. Each hostile target must be Tested against separately but evading the Mystic Web does not end the spell or free any other targets. Mystic Web also lingers long after the effects of the basic Net spell fades. Targets lose three rounds of attack. For the two rounds following these initial three rounds, their impeded movement inflicts a deduction of 2 to their combat skill. 33
If you choose this ability, indicate ‘Mystic Web’ on your Action Chart.
Cosmic Eye
Much magical debate surrounds the reasoning behind why lesser mages can only detect evil emanations with the spell Sense Evil. Scholars have posited that there must be far more to the divinatory arts than just one application. It is generally accepted as given that Sense Evil exists because Brothers of the Crystal Star are in tune with divine powers and so their senses are heightened by the eternal war that rages between Good and Evil. Advanced magical knowledge has enabled heroic Brothers to develop a wider reaching spell called Cosmic Eye. This spell costs 1 willpower to cast and another 1 point for every round it remains in effect. Each round that Cosmic Eye exists, the Brother can detect any one thing within 30 yards (30m). This subject must be a general term such as ‘human’ or ‘gold’. It cannot be a specific thing such as ‘Sheriff Wainsley of Eastgate’ or ‘gold wedding ring’. Magical interference keeps this spell from finding enchanted objects or magical traps of any kind. The spell manifests itself as a small ghostly orb which hovers above and before the caster’s brow. If you choose this ability, indicate ‘Cosmic Eye’ on your Action Chart.
Stillness
This spell has also been a matter of much debate among the Brothers of the Crystal Star for several centuries. Some contend that it represents an entirely new family of power words and that it bears no relation to the Silence spell at all. Others, often the louder and more persuasive mages of the fraternity, reason that Silence is simply the weakest possible version of this magic and while it halts sounds, Stillness is a far better developed version of it. When cast, Stillness simply stops everything.
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For an expensive 4 willpower for every 10 seconds of duration, the Brother can freeze everyone and everything in an encounter in place, except himself. He can act freely and move anywhere he can physically reach during this time but he is unable to cast any other spells whilst maintaining this one. Everything in an encounter is impervious to harm during the effect of Stillness. If you choose this ability, indicate ‘Stillness’ on your Action Chart.
Battlemight
This is an enchantment which has been mastered by studying the warriors of many different nations over centuries of conflict. This great combat magic suffuses the heroic Brother of the Crystal Star with skill of arms and the advanced techniques of close combat. This spell mimics the effect of Vigour in every way, granting the wizard or a friendly target a combat skill bonus equal to half the willpower sacrificed in its casting. But its benefits do not end there. The recipient of Battlemight gains the ability to wield a bow, use a shield and wear armour (though a heroic Brother cannot wear armour and have the Midnight Armour spell active simultaneously). If the recipient is given an opportunity to man a siege engine of any sort, this spell grants him the skill necessary to do so, as if he were fully trained in its use. Unlike Vigour’s one round duration, Battlemight lasts for an entire combat and does not fade until the battle is over. If you choose this skill, indicate ‘Battlemight’ on your Action Chart.
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Brother of the Crystal Star
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Dwarven Gunner of Bor The majority of Bor native males who choose to leave their mountain domain do so in order to become mercenaries. Given their toughness and consummate skill with firearms and Boom Powder, their services are always in demand. Paradoxically, heroic Dwarven Gunners of Bor are more numerous beyond the borders of their homeland than they are within them. This is likely due to the fact that in the land of Bor, a rigid family caste system somewhat limits advancement and maintains a strict control over the potential career growth of any given soldier. While heroes can still be found within the mountain halls of Bor, they are relatively few in number. In the trackless plains of Magnamund beyond Bor’s snowy peaks, dwarves are much freer to use their skills and develop themselves through harsh experience and hard combat. These very talented gunners are capable of great acts of bravery and marksmanship, rivalling the Border Rangers of the North shot for shot. What often divides them from their vigilant human brothers at arms is their penchant for loud noises and their irrepressible wanderlust. Once a heroic Dwarven Gunner of Bor leaves his mountains, so the bearded ones say, the ground will never be still beneath their boots.
How They Are Seen
Most humans in Magnamund rarely encounter a dwarf in person but nevertheless, they are not considered to be mythical entities. The Borese are at least known of, if rarely seen, by the people of Magnamund. Those with a mind for military tactics or an interest in the history of warfare will know them very well. The Dwarven Gunners of Bor are regarded as a force to be reckoned with, even by the most arrogant and power-crazed of foolish nobles. The Darklords have been known to plan invasion marches that go around Borese citadels rather than through them because of the proven might of dwarven guns. If direct knowledge of a son of Bor is rare, recognising a heroic Gunner of Bor by sight is almost unheard of. Few dwarves advertise their advanced skills simply because if people know what they can do, they would most likely be pressed into service to fight for a cause that is not of their choosing. Heroic Dwarven Gunners cherish their freedom and prefer to dispense their services and their Boom Powder as they see fit.
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Adventure Ideas for Dwarven Gunners of Bor
Some threats call for firepower and nobody carries as much or wields it so precisely as a heroic son of Bor. The only thing that can inspire a dwarf in Magnamund as fiercely as his love of personal freedom, is his innate need for something to challenge and prove his skills. Dwarves epitomise the common wisdom that talent cannot grow unless it is utilised and that true mastery is a journey along a difficult path that never ends. Heroic Gunners of Bor move from one place to another, from one difficult challenge to another, always seeking to hone their skills and improve their near-perfect aim with firearms. Some specific game ideas for Dwarven Gunners include: • A hunting challenge is being held in a remote village. Rumour has it that the contest has never been won. This naturally leads the Dwarven Gunner to travel there and enter the contest. Only once he is deep in the woods does he realise that the challenge is just a ruse for an entirely different kind of hunt. The ‘villagers’ of this remote settlement are Agents of Darkness and the contestants are stalked and captured every year, one-by-one, before being offered up as living sacrifices to the Dark God Naar. • A beleaguered township has sent runners to every nearby village and city begging for help against an army of raiders. No-one else has offered to aid the town, for it is a small and insignificant place that is too far out of the way for the nation’s military to lend its support. Without someone to defend them, the townsfolk will likely perish. If these honourless, cowardly humans refuse to look after their own, perhaps it’s time that a brave and heroic dwarf showed them what chivalry really means. • A passing merchant caravan is claiming to be selling ‘fine muskets in the Borese fashion’. After tracking these weapons down and investigating them, it turns out the muskets are not like Bor guns, they are Bor guns. They are being produced under duress by a company of enslaved dwarven artificers in a secret subterranean smithy located beneath the streets of a major human city.
Dwarven Gunner of Bor
Dwarven Gunners of Bor immediately gain 4 to their endurance when they attain Rank 11. They retain their combat skill score from before with 39
no initial changes and they are permitted to carry over their Action Chart entries with no modifications. They may keep all their previous equipment and do not gain any new equipment as a result of attaining Rank 11.
Dwarven Gunner - Ranks and Disciplines
You begin heroic play as a Sharpshooter (Rank 11+) and gain a single advanced Gunner Discipline of your choice. You retain your knowledge of all previous Disciplines and gain Mastery and Expertise. Note these changes on your Action Chart. The higher ranks of the Dwarven Gunners of Bor and the titles they are granted at each stage of their progress, are shown here: Rank / Number of Gunner Disciplines
Gunner Title
1 2 3 4 5
Recruit Apprentice Gunner Line Gunner Gun Soldier Master Soldier (normal play begins at this level) Powder Master Pistol Master Musket Master Cannon Master Crack Shot Sharpshooter (heroic play begins at this level) Musket Leader Gunner Exemplary Gunner Impeccable Gunner Immaculate Musket Captain Musket Major Powder Colonel Powder General Thane of Thunder
6 7 8 9 10 11 (First Advanced Discipline) 12 13 14 15 16 17 18 19 20
Pick your Disciplines from the following list:
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Gunmastery: Accuracy
At this level of mastery with a musket, a heroic Bor dwarf never misses if there are no extraneous circumstances preventing him from scoring a kill. He will never miss a stationary target and he will succeed at any mundane test of marksmanship without actually needing to Test. When using a gun in combat, the heroic Dwarven Gunner of Bor can always choose to replace the Random Number he chooses with his Expertise bonus to combat skill number (1, 2 or 3) instead. Doing this is in place of the normal benefit of Accuracy and not in addition to it. If you choose this skill, indicate ‘Gunmastery: Accuracy’ on your Action Chart.
Gunmastery: Explosives
Blowing things up is almost as close to a dwarf’s heart as shooting them down. A normal Dwarven Gunner is skilled at using Boom Powder to devastate any obstacle. Mastering this skill does not make the explosions any larger or more destructive but it does allow for the same results to be achieved with fewer charges of powder. In this way, a heroic Dwarven Gunner becomes a masterful engine of destruction, for he is able to decimate far more targets with far less Boom Powder than he has ever used before. The first time a Dwarven Gunner with this Discipline uses an explosive device, he may make a Difficulty 15 Test (Rank applies as a bonus as normal because this is a Discipline Test). Success indicates that he has saved enough of the device he has made so that he may use it again for a second time, whenever he likes, before it is completely used up. If you choose this skill, indicate ‘Gunmastery: Explosives’ on your Action Chart.
Gunmastery: Fire Shot
In the hands of a Gunmaster with this skill, any musket can become a veritable fire-breathing dragon, bathing foes in a torrent of flaming Boom Powder. This Discipline follows all the rules for normal Fire Shot but the bonus damage equals three points of endurance plus the Dwarven Gunner of Bor’s Expertise bonus to combat skill. This additional fire is so hot and vicious that it can only be used once per combat, though additional use of the lesser Fire Shot Discipline is allowed.
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If you choose the skill, indicate ‘Gunmastery: Fire Shot’ on your Action Chart.
Gunmastery: Gunbutting
When a Dwarven Gunner of Bor has a musket in his hands, it is a weapon in more ways than one. Heroic Gunners can train to use their muskets as melee weapons, thereby providing them with a handy defence once an enemy closes in for combat. A Gunmaster with this training is a specialist with his musket, knowing every nuance of using his long-barrelled weapon as a club to cave in the hardest of enemy heads with relative ease. When a heroic Dwarven Gunner of Bor with this Discipline enters melee combat with a musket in hand, he gains +2 to combat skill. He may attack twice in the first round because of the surprise his opponent(s) face in dealing with what they believed to be an ‘unarmed’ opponent. If you choose this skill, indicate ‘Gunmastery: Gunbutting’ on your Action Chart.
Gunmastery: Incoming Fire
It takes amazing reflexes and accuracy to shoot an enemy projectile out of the air. The first time a foe sees this skill in action, it seems almost impossible to believe. When a foe witnesses a Gunmaster do this, it may well be the last thing he ever sees. Not content with merely deflecting a projectile, the Dwarven Gunner of Bor who is trained in this Discipline can ricochet his shot off the incoming missile so that it hits the enemy who fired it. This counts as an attack and requires a Combat Test as per normal but it happens simultaneously with deflecting away the projectile. If you choose this skill, indicate ‘Gunmastery: Incoming Fire’ on your Action Chart.
Gunmastery: Rapid Reload
When a dwarf loads his musket with the lesser form of this skill, he moves so fast that an untrained eye will have a very difficult time tracking his rapid movements. This advanced Discipline is even swifter, allowing for a reload speed so rapid that few can even say with certainty that they saw the Dwarven Gunner of Bor pack his weapon at all.
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This Discipline allows the Dwarven Gunner of Bor to rapid reload his musket without any need for a Test, despite the dwarf being in combat and thus normally unable to use the automatic success allowed by Mastery. In addition, the haste and precision of this skill allows the dwarf to mix up and provide special loads in the same amount of time. This means that the normal forms of Fire Shot and Thunder Shot (not the advanced Gunmastery forms) can be used in the same Combat Round as a Rapid Reload. If you choose this skill, indicate ‘Gunmastery: Rapid Reload’ on your Action Chart.
Gunmastery: Sharpshooting
A dwarven shooter of any skill level is an amazing gunman, capable of breathtaking accuracy. Yet heroic Gunmasters put them all to shame, for they are able to drive one lead shot into a target by hitting it with another precise shot, even at long range. These special Dwarven Gunners of Bor add their full Rank to Combat Tests instead of the normal limit of 10. If you choose this skill, indicate ‘Gunmastery: Sharpshooting’ on your Action Chart.
Gunmastery: Sniper’s Eye
The lesser version of this Discipline allows the Dwarven Gunner to inflict terrible damage on any foe unlucky enough to be caught in his gun sights. At an advanced level, this Discipline does not make the heroic Dwarven Gunner of Bor any more deadly; it makes him amazingly more accurate. A Gunmaster with Sniper’s Eye cannot have his shots deflected or blocked by any Discipline or item that would usually negate them completely (such as the Incoming Fire skill). This level of skill also allows the Dwarven Gunner of Bor to shoot objects out of an enemy’s hands. He makes a Combat Test as if trying to shoot the target and, if he inflicts more endurance damage than his opponent, he may choose one thing the target is holding instead of doing damage to the target itself. The object is automatically dropped to the ground due to the jarring impact of the shot. Small or fragile items are shattered instantly.
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Finally, a Dwarven Gunner of Bor with Sniper’s Eye has trained in a very special version of the Bor Musket called a Bor Long Rifle. Only heroic individuals with this training can use it effectively. If you choose this skill, indicate ‘Gunmastery: Sniper’s Eye’ on your Action Chart.
Gunmastery: Thundershot
Bor muskets are loud. A Bor musket fired by a heroic Dwarven Gunner skilled in the normal form of Thundershot is very loud. Bor muskets fired by a Gunmaster Dwarf with this Discipline are outright deafening and can knock people off their feet with their cacophonous report. This skill follows all the rules for Thundershot but it will affect every living being within 10 yards (10 metres) of the intended target. Each target must be Tested against separately. Affected foes, other than the first target hit by the Thundershot, will take -4 endurance damage from its concussive shockwave. Unfortunately for the heroic Dwarven Gunner of Bor, this ability is so powerful that if he is within 10 yards (10 metres) of the intended target, he will also be hit by the shockwave and suffer the same loss of endurance (-4). If you choose this skill, indicate ‘Gunmastery: Thundershot’ on your Action Chart.
Gunmastery: Two-Gun Mastery
Dwarves often carry a Bor Pistol to augment their skills with a Musket but only those trained in Two-Gun Mastery will have spent a great deal of time honing this particular style of combat to perfection. The lesser form of this Discipline allows for two attacks in a single round provided that the Dwarven Gunner of Bor is carrying two loaded guns at the time. While devastating, this is still ranged combat and not very effective against an enemy who has closed for melee. Gunmasters with this fighting art have perfected their pistol combat and can shoot their pistols even if they are toe-to-toe with an opponent. This prevents them from being treated as unarmed so long as they have at least one loaded pistol. Additionally, they know a fighting trick or two that will allow them to feint with one gun and shoot the other at point blank range. This only works once in any given melee combat but it permits the
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heroic Dwarven Gunner of Bor to treat that round as if he were fighting at range, suffering no endurance damage in return. Though two pistols are expended, only one shot damages the enemy. The other is wasted in the act of distraction. If you choose this skill, indicate ‘Gunmastery: Two-Gun Mastery’ on your Adventure Chart.
New Item – Bor Pistols
Heroic Dwarven Gunners of Bor typically carry a pair of these smaller firearms whenever they can and are very skilled in their use. These are ranged weapons and follow most of the rules for a Bor Musket with one exception: their smaller size means that they only inflict double endurance damage in combat. They still require a full round to reload after firing but this loading can be done on the move, permitting a heroic Dwarven Gunner of Bor far greater mobility than his musket allows. Loading a Bor Pistol consumes one lead shot and a ½ charge of Boom Powder.
New Item – Bor Long Rifle
This is a longer barrelled musket, with a complex fire lock mechanism and a perfectly straight barrel. Typically, these weapons are found in Dwarven legends and only in the hands of their greatest heroes. Expensive and very difficult to construct, each Bor Long Rifle is a bespoke weapon made by their personal owner. These weapons follow all of the rules for a Bor Musket with the following exceptions: • They consume more powder and have a much greater range, allowing a heroic Dwarven Gunner of Bor to shoot at any unobstructed target that he can see and take aim at. • They do not benefit from Rapid Reload but they inflict quadruple endurance damage on their targets. As with any such multiplier, this occurs before additions from Disciplines. Loading a Bor Long Rifle consumes one lead shot and two charges of Boom Powder.
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Dwarven Gunner of Bor
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Herbwarden of Bautar The Herbwardens are an ancient and powerful Drodarin race, worthy inheritors of the primal magic of Magnamund. They wield their powers with the same temperance and wisdom as did their ancestors when they saved the Elder Magi from the Great Plague and defeated the evil Cenerese. Their healing and curative abilities are legendary, granting them a deservedly high status among the civilised nations of Magnamund as shamen of life and protectors of nature, wherever they go. Few goodly human and humanoid rulers refuse to welcome these druids and healers whenever they pay a visit to their court. For heroic Herbalish this welcome is no different but it is also seldom more pronounced. Because they are a humble and unassuming folk, heroic Herbwardens of Bautar rarely make any outward display of their great power. They may be able to command the spirits and call down a cleansing storm that will wash clean an entire town or village but to all intents and purposes, they seem no greater in mien than the youngest herbwarden acolyte. Inwardly, however, there is a vast difference between heroic Herbalish and those of lower rank in the ways of nature. Heroic Herbwardens feel that all of life is their personal responsibility and safeguarding it is their spiritual duty no matter where this calling may lead them. If they are not holding High Court in the druid groves of Bautar, they can be found far from its borders, bringing long life and good health to those in most need while serving as fierce guardians against the unnatural and corruptive forces of darkness.
How They Are Seen
The Herbalish are seen simply as ‘the Herbalish’ by the vast majority of people. Herbwardens have no recognisable rank markings and rarely do they carry any extravagant adornments or trappings of office or power. The truly observant might note that a heroic Herbwarden’s ritual tools are made of fine silver, or that his staff is anointed with very rare and expensive oils but beyond this, one shaman of the wilds seems very much like another. When a bystander does have reason to realise the true nature of a heroic Herbwarden, their typical reaction depends on their intentions. Those who seek to harm the Herbwarden will quail at the very thought of facing 47
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such a masterful devotee of wild power. Those who may be allies are usually in awe of his earthen might. The sick and the needy will seek out such Herbalish, drawn by their legendary beneficence and the many folktales of their miraculous healing skills. For their part, heroic and lower ranking Herbwardens of Bautar alike rarely turn away from anyone who is of a goodly nature and is in genuine need. Of course, this adds to their wonderful reputation and serves to fuel the legends of the Bautaran druids of old.
Adventure Ideas for Herbwardens of Bautar:
Herbwardens are typically peaceful by nature but they are willing to fight evil to the death in order to preserve life. They are driven to defend the helpless and to promote peace whenever and wherever they can. This ensures that the life of a Herbwarden is rarely dull and mundane. Wherever life is threatened, or the balance of the land is placed in jeopardy, a Herbalish can be expected to do whatever it takes to restore the harmony of nature. This includes ‘feeding the soil’ if necessary, which is a Bautaran euphemism for cutting down an enemy and leaving the body to decompose where it falls, thereby nourishing the soil beneath so that new life will replace the one that was so tragically misspent. Some specific game ideas for Herbwardens of Bautar: • A virulent plague is sweeping through a forest, threatening wildlife and people alike. What is most unusual about this disease is that the local herbalists are unable to slow it down. Their healing magic is powerless to purge it. Only a truly potent and heroic Herbalish will be able to find the source of this virulent disease and eradicate it and its makers, before it spreads like wildfire and devastates the lands beyond the forest. • The elements seem to be wildly out of balance along a stretch of coastline that the Herbalish is travelling. Sudden storms arise out of nowhere. They batter the land before rapidly dissipating, to be followed shortly thereafter by a period of intensely dry and blistering heat. Local wildlife has become frantic and deranged by these dramatic shifts in the weather and they have begun attacking humans and humanoids without warning. Even crops and usually benign livestock are affected. The crops wither and turn to dust and the livestock are driven mad to such a degree that they will seek to harm or kill themselves deliberately. Something has woefully upset the balance of nature in this region but it is not beyond the capability of a heroic Herbwarden to discover the fell cause of this disruption, defeat it and reset the balance of nature in this affected area. 49
• A flask containing a mutant strain of Cenerese plague is discovered aboard a trading caravel docked at the city where the heroic Herbwarden has been resting of late. While the authorities seem content that it was found and disposed of (incinerated) with no lasting ill effects, the heroic Herbalish knows that it is merely the symptom of a far greater danger. Such vile Cenerese objects of corruptive evil do not, after all, travel on caravels all by themselves.
Herbwarden of Bautar
There are no advanced rule changes for a heroic Herbalish as far as the statistics are concerned. He retains his combat skill score from before, with no initial changes and is permitted to carry over his Action Chart entries with no modifications. He may keep all of his previous equipment and does not gain any new equipment as a result of attaining Rank 11.
Herbwarden of Bautar - Ranks and Disciplines
You begin heroic play as a Wildwalker (Rank 11+) and gain a single higher Herbwarden Discipline of your choice. You retain your knowledge of all previous Disciplines and gain Mastery and Expertise. Note these changes on your Action Chart. The ranks of the heroic Herbalish and the titles they are granted at each stage of their progress, are shown opposite: Pick your Disciplines from the following list:
Path of the Protector
The Bautar are a peace-loving race but they are not naïve or foolish. They are acutely aware that the land has enemies and that these foes must often be destroyed if natural life on Magnamund is to survive and prosper. They have traditional enemies (e.g., Cener Druids) and when fighting them they enjoy a bonus of 4 to combat skill from their Green Purge Discipline. The path of the Protector takes this one step further, allowing them to quickly put down sworn enemies through the use of dedicated and powerful life magic. If a Protector fights a Darkspawn, a Cenerese Druid, or any creature native to Ruel (Vazhag, Dholdaarg, Plague Hounds, or Ruel War-Dogs) and it possesses a combat skill less than the Protector’s Rank (up to 20), the Protector automatically defeats it if he inflicts any endurance damage whatsoever upon it during combat. Because the Herbalish are dedicated to peace, the heroic Herbwarden may choose for this defeat to be a
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Rank / Number of Herbwarden Disciplines Herbwarden Title
1 2 3 4 5
Aspirant Novitiate Initiate Ovate Acolyte (normal play begins at this level) Adept Curate Prefect Spirana Druid Wildwalker (heroic play begins at this level) Healer Lifemaster / Lifemistress Feralist Leaf-liege Sojourner Greenbard Panacean High Skald Grand Druid
6 7 8 9 10 11 (First Advanced Discipline) 12 13 14 15 16 17 18 19 20
subdued result (i.e., he renders the enemy unconscious) as opposed to instant death. Regardless of his choice, the combat ends as soon as he inflicts any endurance damage upon the foe. If a Herbwarden possesses both Path of Earthlore and Path of the Protector, he gains +3 endurance. If you choose this skill, indicate ‘Path of the Protector’ on your Action Chart.
Path of Purity
Herbalish potions have the capacity to negate poisons and soothe disease, a welcome boon in a world that can often be both toxic and corrupt. There are a thousand ills that plague Magnamund and the Herbwardens of Bautar can purge most of them. For those few strains of sickness and disease that normal potions cannot cure, heroic Herbalish have developed 51
rare recipes with long-lasting healing effects. These make use of their own blood as a vital ingredient. When using the Healing Hands lesser Discipline, the Herbalish may expend 1 endurance in addition to the required Mastery-discounted willpower cost. Doing so gives the recipient of the ability an immunity to disease and poison for one full day. This can be done as a preventative measure without the need for a Test and it has the effect of bolstering a target against the possibility of infection. In this case, the willpower cost is 5 points. If you choose this skill, indicate ‘Path of Purity’ on your Action Chart.
Path of the Lifemender
Broken bones and open wounds pose few problems that cannot be overcome by a skilled Herbalish healer. The only cost to them is the herbs that are used in their potions, their willpower and their time. Heroic Herbwardens are no different in this regard but a Lifemender’s skills are such that they can achieve seemingly miraculous results, even in the heat of battle. Once per combat, they may heal themselves or another person that they can physically touch, at a cost of 4 endurance. This also costs 2 willpower and this cost cannot be reduced by any means. If you choose this skill, indicate ‘Path of the Lifemender’ on your Action Chart.
Path of the Predator
Heroic Herbalish combat techniques allow a druid to channel the raw energy of a fierce animal in battle, transforming them for a few moments into a savage entity. This power can save their lives in extreme circumstances but it is very short lived and it fades quickly. A heroic Herbwarden of Bautar on the Path of the Predator is always aware of their animal spirit and can employ its benefit (+2 to combat skill) at all times. In addition, they can track in wilderness settings in the same way as a Kai Lord with the lesser Kai Discipline of Tracking. This does not function in the Darklands, or in any built-up urban area (i.e., towns or cities). If you choose this skill, indicate ‘Path of the Predator’ on your Action Chart.
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Path of Earthlore
Supremely wise and at one with nature, the people of Bautar choose to live a rustic existence. There is little about the land they do not know of and their master druids understand what little they may not. A Herbwarden on the Path of Earthlore can actually ‘speak’ to the ground in any wilderness setting, except the Darklands or within the borders of Ruel. This special communion with nature allows for a basic understanding, permitting the Herbalish to discover what may have travelled in the area recently, or the nature of any secrets that may lie buried nearby. The Games Master should determine what information is available in advance of play but in this instance, the land is typically very generous with its answers. If a Herbwarden possesses both Path of Earthlore and Path of the Protector, he gains 3 endurance. If you choose this skill, indicate ‘Path of Earthlore’ on your Action Chart.
Path of the Green Guardian
By channelling the power of nature into the protective charms that they wear, or those that they give to their companions, heroic Herbwardens can sometimes hold at bay the icy cold grip of death itself. By paying 4 willpower per bone and leaf charm, the Green Guardian is able to manufacture a special item, which is typically worn around the neck on a length of plain twine. If someone wearing such a charm suffers an attack that would take them to 0 endurance, they are automatically reduced to 1 endurance instead. In this instance, the charm will turn to dust. While a charm is still intact, the willpower used to make it cannot be regained. A Green Guardian can manufacture any number of charms, although this takes seven days of dedicated effort, per charm, to complete. If you choose this skill, indicate ‘Path of the Green Guardian’ on your Action Chart.
Path of Unity
The Herbalish have a very strong bond with nature, so powerful in fact that once they become skilled in Unity, the land provides them with a guardian in the form of an animal. The exact form of this animal kin is left to the heroic Herbwarden to decide but its statistics do not change. If the animal kin is slain, it reappears whole and unharmed the next time the moon is full. Animal kin are intelligent and brave entities, willing to do anything their bonded druid asks of them. 53
Animal Kin
These incarnated spirits of nature are capable of great ferocity in the defence of their heroic Herbalish masters and are willing to die if they must in order to achieve that end. They act very much like the animal of their apparent type but all have greenish glowing eyes and they never make any sound, even when they are moving across ‘noisy’ terrain, e.g. dry leaves, shale, loose stones, bracken and so forth. combat skill
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endurance
20
Special Rules: Animal Kin are immune to psychic attacks and any spells that cause fear. They are able to see clearly in dark and smoky environments. If a Herbwarden of Bautar possesses both Path of Meditation and Path of Unity, he gains 3 willpower. If you choose this skill, indicate ‘Path of Unity’ on your Action Chart.
Path of Meditation
Peace is always the preferred way of the Herbalish and, to this end, they have developed a calming set of mental techniques intended to clear their senses and focus their inner power. The precise nature of the Path of Meditation is different for each druid but typically it involves the brewing of a special tea, the burning of incense and the recital of a soothing mantra. If a heroic Herbwarden is able to spend 10 uninterrupted minutes in meditation, he can regain all expended willpower (with the exception of points dedicated during the manufacture of Green Guardian charms). This power can be used in addition to the lesser art of Primal Surge. If a Herbwarden of Bautar posseses both Path of Meditation and Path of Unity, he gains +3 willpower. If you choose this skill, indicate ‘Path of Meditation’ on your Action Chart.
Path of Primal Fury
• In times of danger, a heroic Herbalish can channel his natural power into a flurry of raging blows and a display of awesome ferocity. Once per combat, he can do this to double any endurance loss he may cause an enemy. The choice to use Primal Fury must be made before the Combat Test for the round of battle in which it is made but if the 54
round would normally leave the foe uninjured (0 endurance loss), it will automatically suffers -3 points of endurance damage. • If the heroic Herbalish also walks the Path of the Predator, the endurance loss is tripled. If you choose this skill, indicate ‘Path of Primal Fury’ on your Action Chart.
Path of the Stormgazer
The Herbalish have an empathy with the weather, particularly storms. They are able to predict weather patterns with unerring accuracy. They can also cause subtle changes to the skies in their vicinity. At a heroic level, Herbwardens of Bautar are able to complete this bond between the terrain and the skies above. They can channel their will in such a way that it causes local weather to behave in a particular way. This has three possible effects. Path of the Stormgazer can only be used once a day. • For 5 willpower, a Stormgazer can call down lightning on a single foe, even if the sky above is clear. This bolt requires no Combat Test and the target automatically loses 10 points of endurance. Living foes (undead are not affected) will also be stunned by the lightning strike and lose their next action. • For 10 willpower, a Stormgazer can completely change the area’s weather for a day (full 24 hour period). This effect takes 5 minutes to fully manifest itself and during its 24 hour duration, the weather will become what the Herbwarden desires it to be, anything from a clear sky to a raging tornado. The Games Master should determine additional effects of any such weather change. No heroic Herbalish is ever needlessly destructive when employing this ability. • For 15 willpower, a Stormgazer can call down Cleansing Rain. This shower of especially pure rainwater can cover a mile-wide radius (one and a half kilometres), granting everything caught in this area of effect the healing benefit of both the Healing Arts and the Healing Hands lesser Disciplines over the course of an hour-long downpour. All Cener Druids caught in this Cleansing Rain will suffer a 50% reduction in their Endurance scores. Any Cener Druid who does not, or cannot, take effective cover from Cleansing Rain for its full one hour duration will be destroyed by it. If you choose this skill, indicate ‘Path of the Stormgazer’ on your Action Chart. 55
Herbwarden of Bautar
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Ice Barbarian of Kalte
Savage in a way most folk cannot possibly imagine, the Ice Barbarians of Kalte are some of the hardiest and strongest humanoids on the face of Magnamund. Alone in the unimaginably harsh conditions of Kalte, these people have thrived where most would have perished long ago. While far from being civilised in the traditional sense, the Ice Barbarians of Kalte have a culture all their own and a rigid code that has ensured their survival, even in the face of crushing adversity. Their devotion to tribe, family and self has a kind of nobility that even the most high-minded Knight will appreciate. Those few ‘ice savages’ that come south from their frigid homeland often become heroic paragons of their people through sheer willpower and strength of arms. They are already doughty survivors by nature and that inner fortitude equips them well for every challenge that life can throw at them. By the time they become established as heroic adventurers, typically they will have more kills and daring deeds to their names than any of their peers. Heroic barbarians of Kalte who venture abroad to more temperate climes will develop a better understanding of magic and how it works in the world of Magnamund. A rare few will embrace magic and use it for their own ends, shunning the innate loathing that their kind has for sorcery. Not every Kaltese wanderer will do this but those few who can overcome their deep mistrust of all things arcane are able to tap an inner power that has not been seen in Magnamund since the fallen Shianti left the ice lands long ago. This, of course, makes such Ice Barbarians pariahs among their own kind but in a culture that is so devoted to survival in difficult circumstances, this is sometimes a cost that a select few Ice Barbarians will be willing to pay.
How They Are Seen
Their unusual appearance and brusque manner will mark an Ice Barbarian for as long as he or she lives. This makes it difficult for them to blend in anywhere in Magnamund, apart from Kalte. While some nations will be accepting enough to live and let live in this regard, especially in Southern Magnamund where Ice Barbarians are very rarely encountered, the savage history of Kalte makes most people who live north of the Maakengorge exceptionally wary of them. A wandering Kalte Ice Barbarian will have to face suspicion and prejudice wherever he or she goes, making life harder for them when travelling in this region.
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Heroic Ice Barbarians of Kalte have an easier time of things once their deeds have been great and their service to the peoples of Magnamund is well known. These exceptional savages from the land of perpetual ice will benefit from their own growing legend, for it ensures that people they meet during their travels will give them the benefit of the doubt simply because of the reputation that precedes them. This benefit will only be enjoyed if the heroic Ice Barbarian’s feats have been to the betterment and not the detriment, of goodly humans and humanoids.
Adventure Ideas for Ice Barbarians of Kalte
Every Ice Barbarian that leaves the north tends to have his, or her, own reason for wandering beyond the frozen borders of their homeland. This often means that an Ice Barbarian will have his own personal agenda when he chooses to partner with a mixed group of adventurers. Adventures that are of particular interest to Ice Barbarians of Kalte vary just as widely varied as the individual characters themselves. In general, any adventure that involves tribal or family honour, courageous service to communities and the thwarting of dangerous magic will appeal to these noble savages. Most have little use for material reward and money is very seldom a motivator in their case. Some specific game ideas for Ice Barbarians include: • The heroic Barbarian hears of another native of Kalte who is being held prisoner in a nearby village. No stranger to the kind of distrust that people of his kind engender in other races, there is every chance this imprisonment is unwarranted and will likely result in an execution. If the Ice Barbarian retains any loyalty to his native people at all, honour demands that he (at the very least) goes and investigates the situation further. • A rogue circle of wizards have broken away from their order and claimed a town as theirs by right of their magical might. The militia have been slain and the townsfolk are in fear for their lives. Very few could hope to withstand the power of these mage-tyrants and everyone who has so far tried to bring them to justice as ended their days as a heap of smouldering ash. A lone escapee from the town happens upon the Ice Barbarian of Kalte at his campsite in the wilds and pleads for help. Knowing full well the dangers of what he will have to face, is the heroic Ice Barbarian brave enough to heed the man’s plea and take action against this band of rogue sorcerers? • During his travels, the heroic Ice Barbarian of Kalte comes across a battlefield slaughter. Upon examining the corpses, he deduces that they all belong to the same side that took place in the fight. While 59
he is standing amidst the wreckage of battle, that side’s cavalry reinforcements suddenly arrive. Upon seeing the Ice Barbarian, they immediately misjudge the situation and leap from their horses to attack the ‘barbarian murderer’. Whether or not he chooses to fight or flee, the Ice Barbarian is in for a long and difficult night ahead.
Ice Barbarian of Kalte
Ice Barbarians of Kalte immediately gain 4 points of endurance upon reaching Rank 11 and a point of endurance for every rank attained thereafter. They retain their combat skill score from before with no initial changes and they are permitted to carry over their Action Chart entries with no modifications. They may keep all their previous equipment and do not gain any new equipment as a result of achieving Rank 11.
Ice Barbarian of Kalte - Ranks and Disciplines
You begin heroic play as an Ice Lord (Rank 11+) and gain a single advanced Ice Barbarian Discipline of your choice. You retain your knowledge of all previous Disciplines and gain Mastery and Expertise. Note these changes on your Action Chart. The ranks of the Ice Barbarians and the titles they are granted at each stage of their progress, are shown here: Rank / Number of Ice Barbarian Disciplines
1 2 3 4 5
6 7 8 9 10 11 (First Advanced Discipline) 12 13 14 15 16 17 18 19 20 60
Ice Barbarian Title Whelp Scree Stalker Snow Hound Ice Dancer Survivor (normal play begins at this level) Ig’snar V’raan Taker Bloodspiller Deathgiver Ice Lord (heroic play begins at this level) Land Strider Frostbringer Rak’varan Avalancher White Eyes True Cold-blood Ehk’raan Tundra Master Brummalmarc
Pick your Disciplines from the following list:
Arctic Heart
While most of the Kaltese are resistant to diseases and poisons, the strongest of them have honed their endurance to the point of complete immunity. A heroic Ice Barbarian of Kalte with Arctic Heart can instantly counter any poison or disease within himself and can further draw upon a special inner strength from the ravages that would normally wound or kill him. Any time an Ice Barbarian of Kalte with this skill negates a disease or poison, he regains two points of endurance. This can only happen once per combat and the source must be a new one every time it is used. If you choose this skill, indicate ‘Arctic Heart’ on your Action Chart.
Artisan of Bones
The Kaltese are masters at working with bone and this heroic Ice Barbarian of Kalte is no exception. He has developed a master craftsman’s level of skill with bone and can produce bone weapons and armour that few of his kind could ever hope to equal. Even metalsmiths will begrudgingly admit that an Artisan of Bones’ work exceeds that of their own, for it is stronger than steel and yet very much lighter. An Artisan of Bones can produce Boneplate Armour, Compound Rib Bow and Spear of the Dead listed at the end of this section. Kalte Artisans of Bones never sell the work they manufacture, though trade in kind may occur under extraordinary circumstances. If you choose this skill, indicate ‘Artisan of Bones’ on your Action Chart.
Frostwalker
Frostwalkers are consummate trackers and wilderness travellers, capable of following the faintest of trails and leaving virtually none of their own. A far more advanced version of Disguise Trail, this Discipline grants an Ice Barbarian of Kalte the ability to use the Kai Lord skills of Tracking and Camouflage whilst freeing them from the limitation of having to be in their native environment. Frostwalker works in any natural setting. It does not work within the Darklands of Northern Magnamund, or in the Doomlands of Naaros. If you choose this skill, indicate ‘Frostwalker’ on your Action Chart.
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Heartknowing
Though an outsider may never know it, the Ice Barbarians of Kalte can be a very insightful people for they have a deep understanding of what motivates animals and other men. A heroic Ice Barbarian with the skill of Heartknowing is a true empath and can feel the emotions and detect the basic thoughts of others, simply by looking into their eyes. Through Heartknowing, a heroic Ice Barbarian of Kalte can communicate in a simple rudimentary fashion with all living things. Targets are not required to speak and sometimes they may react in a hostile way to being ‘sensed’ in this fashion. Even Darkspawn and other beings native to the Darklands can be subjected to this power but the Ice Barbarian of Kalte suffers a point of endurance damage for each minute, or fraction thereof, that he uses this Discipline on these particular creatures. If you choose this skill, indicate ‘Heartknowing’ on your Action Chart.
Rimerage
When an Ice Barbarian of Kalte unleashes his Rimerage, he fills his entire body with the frenzy that is found in the most savage animals of the northlands. This is a spiritual ability and cannot be used in places where no untainted wildlife exists. Even human cities have enough rats and other small vermin to permit its use. Rimerage can be called forth once per day, it lasts an entire combat and it adds 10 points to any endurance loss an enemy suffers in melee combat. An Ice Barbarian of Kalte cannot use Rimerage and Ferocity at the same time in the same combat. If you choose this skill, indicate ‘Rimerage’ on your Action Chart.
Hailstorm
Despite its name, this technique has nothing to do with hail. It is the legendary name of an archery skill that allows a Kalte bowman to load up his bowstring with multiple arrows and guide each to its destination by means of the fingers of his gripping hand. When using a bow in combat, the Ice Barbarian of Kalte with Hailstorm can fire up to five arrows simultaneously, each with a different target that will require its own Combat Test.
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Hailstorm archers also have the special skill of always being able to recover arrows after a combat, unless their enemies have deliberately broken them or they have been destroyed upon hitting a hard surface (e.g. stone walls, metal shields and so on). If you choose this skill, indicate ‘Hailstorm’ on your Action Chart.
Master of the Ice
An Ice Barbarian of Kalte is perfectly adept at surviving in and moving through a snowy environment. A heroic Master of the Ice takes this endurance and agility to a much higher level by learning the Ak’talka (which means ‘Ice Dance’ in their native tongue). When the Ice Barbarian of Kalte wishes to evade a combat, automatically he may succeed and suffer no retaliatory damage if he is on ice or snow. In any other terrain, he must evade as normal but takes only half endurance damage due to his heightened reflexes. If you choose this skill, indicate ‘Master of the Ice’ on your Action Chart.
Ageless Legacy
When a heroic Ice Barbarian of Kalte takes this Discipline, he must make a choice whether to embrace his culture’s long history of loathing everything to do with magic, or cast this prejudice aside in favour of developing the innate magical gifts that were bestowed upon his ancestral leaders by the (evil) Shianti. If he chooses the former, he may add his Rank (up to 20) to the Difficulty of any Test against the effects of magic directed against him. This makes him well-nigh impervious to most spells, which is a very valuable ability indeed. If he chooses to accept magic, as did some of his ancient ancestors, then he will immediately lose the ability to resist magic previously gained by the Magic Mistrust Discipline. He will, however, retain the ability to detect spellcasters. In return for making this sacrifice, he may choose one lesser Discipline known to the Magicians of Dessi (except Contramagic and Staff of Dessi). This choice also gives him a willpower score of 10 plus a Random Number chosen when this decision is first made. Whenever the heroic Ice Barbarian of Kalte gains a new Rank after choosing Ageless Legacy and embracing his magical heritage, he may choose to take a new lesser Magician of Dessi Discipline rather than one from the normal Ice Barbarian list.
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If you choose this skill, indicate ‘Ageless Legacy’ on your Action Chart.
Winter’s Knowing
Long years of developing his eyesight in harsh arctic conditions have given the heroic Ice Barbarian of Kalte extremely good night vision in this environment. Winter’s Knowing enhances this skill and supersedes it for heroic barbarians who are adept at this Discipline. Winter’s Knowing follows all of the rules for Snowsight but it does not require that the heroic Ice Barbarian must be in an arctic setting in order to use it. The heroic Ice Barbarian’s sight has become so acute that he can now see in dark and smoky environments with perfect clarity but at the cost of all colour vision. Everything he views will be seen in shades of blue-grey, although no light source need be present whatsoever. If you choose this skill, indicate ‘Winter’s Knowing’ on your Action Chart.
Roar of the Rak’varan
The Rak’varan is a vicious predator of legend that was capable of ripping apart an entire Kaltese village in a very short space of time. The only warning that these doomed souls got of their impending deaths was a thunderous roar that shook the ground just before the Rak’varan emerged from the darkness to launch its attack. Roar of the Rak’varan is a battle cry so intense that it does the same thing: it shakes the ground all around the heroic Ice Barbarian. When used, this Discipline costs 4 points of endurance due to sheer physical strain. All living creatures within 20 yards (20 metres) of the heroic Ice Barbarian immediately lose 2 points of endurance and must make a Combat Test against their combat skill. Though no damage occurs in either direction, if they fail to inflict any endurance damage in the exchange, they will fall over and lose their next action. If you choose this skill, indicate ‘Roar of the Rak’varan’ on your Action Chart.
New Item: Boneplate Armour
A masterfully crafted example of bone armour, this suit covers the chest, back, arms and lower legs of the wearer in layers of bone and cured leather. As resistant as any steel scale over most of its surface, Boneplate is very distinctive and will mark the wearer as a savage ice warrior on sight. When used in combat, Boneplate Armour adds +5 to the wearer’s endurance. Superior versions of Boneplate do exist but they are extremely rare. 64
New Item – Kaltese Compound Rib Bow
The Ice Barbarians of Kalte are extremely proud of their bone bows and the skill with which they use them. Bone Artisans have advanced this heritage in the creation of the Kaltese Compound Bow. It is made of rib sections and cartilage, enamelled with animal fats and reinforced by resilient sinew. The result is a powerful and flexible bow with a very large draw-weight. Using a Compound Rib Bow in combat doubles the endurance an enemy loses when hit by the missile it fires. Because of the strength needed to pull this bow for full effect, Disciplines other than those possessed exclusively by Kalte Ice Barbarians cannot be used with it.
New Item – Spear of the Dead
A finely honed bone staff with an array of wickedly sharp bones that comprise its head, this weapon is a fine example of a deadly cultural item created by mastery of native Kalte craftsmanship. A Spear of the Dead is perfectly balanced for throwing, allowing the wielder to use it as a ranged weapon like a bow, though it must be retrieved before it can be thrown again. Because of its fine craftsmanship, wielding a Spear of the Dead raises the user’s combat skill by 2. This item is already considered Superior and may not be further enhanced by any additional craftsmanship.
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Ice Barbarian of Kalte
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Kai Lord (Magnakai) The Book of the Magnakai was an ancient tome of wisdom written by the first Kai Lord - Sun Eagle – upon his completion of the Magnakai Quest. This book guided the Kai for many centuries and enabled them to attain great powers and personal enlightenment. Through its diligent study, the Order of the Kai were able to form Lore-Circles, which are combinations of powers that bestowed greater strength, swifter speed and enhanced health upon those gifted warrior lords who were capable of mastering them. Depending upon the historical era, Kai Lords attaining this level of power are either apprentices of Sun Eagle himself (early period), students in the first Kai Monastery (middle period), or pupils who have been lucky enough to be accepted into the Kai Monastery after it has been rebuilt by Grandmaster (later Supreme Master) Lone Wolf himself. Until Lone Wolf begins his own unique journey to become the Supreme Master of the Kai, it is generally accepted that the Magnakai Disciplines are the absolute height of the powers that the Kai can attain, as bestowed upon them by their divine God of the same name. Kai Lords educated in the might of the Magnakai Disciplines begin to undergo a physical transformation, which involves a slowing of their aging process and a general increase in every aspect of their capabilities. While no Kai could be said to be immortal, Lords of the Magnakai are long lived and possess a strength and grace previously unseen in mortal humans since the time of the Shianti and the Elder Magi. Some have even suggested that their leader, Lone Wolf, has been transformed into a Demigod by his advanced mastery of these powers, although it must be stated that he would be the first to deny any such presumption.
How They Are Seen
Depending upon where a Kai Lord travels, he is either seen as a Champion of Good and thereby afforded the deepest of respect or, in lands where evil reigns, he is viewed as a detestable enemy that must be hunted down and slaughtered. Very few places in Magnamund generate a middling reaction simply because the reputation of the Kai is so great and so widespread. There are periods in the history of Magnamund where the Kai were not so well known by the majority of inhabitants, or so respected by the goodly, or so feared by the forces of darkness. In some periods, especially during the Darkspawn War, they were sometimes reviled and considered 67
treacherous because they chose not to intervene. With regards to the Darkspawn War, in their defence it should be noted that such criticism is very unfair, considering that most of the Kai were unfortunately dead at the time it took place. In general, the sight of a Kai green cloak and Sommlending forester’s clothing, especially in Northern Magnamund, is enough to raise the spirits of all common folk and draw, at the very least, a grudging respect from the nobility. Heroic Magnakai are no different, mostly because they typically wear no outward sign of their increased rank. One Kai Lord can look very similar to another, from an initiate to a master, which is something they often use to their great advantage during combat encounters.
Adventure Ideas for the Magnakai:
Almost without exception, the Magnakai have to mix missions in the field with their further studies. Kai is a very active and physical God of Good and he encourages his followers to hone their skills by exploration and combat even while they are seeking higher spiritual enlightenment. This means at any given time, Magnakai may be out in the wider world, seeking adventure and challenge to constantly refine themselves. The leaders of the Kai Monastery are also known to assign particularly difficult or dangerous tasks to the Magnakai, sending them off on missions that might take them almost anywhere on the face of Magnamund. Some specific game ideas for a heroic Magnakai Lord include: • A rumour that a Helghast has infiltrated Toran has reached the Kai Monastery. Knowing that if the rumour proves to be true and the fiend has managed to evade early detection by the Brotherhood of the Crystal Star, it must be an extraordinary creature of its kind. Lone Wolf has ordered a heroic Magnakai go to Toran and investigate immediately. Helghasts are very dangerous foes that can only be injured by magical weapons, so if the Monastery cannot spare an enchanted weapon, the Magnakai’s first order of business will be to procure one. • A Kai Grand Master wishes to begin making magical weapons for the Kai to use in battle. In order to do this, several special items must first be gathered. Having been entrusting with this task and a list of the items required, the heroic Magnakai and his trusted allies depart the Kai Monastery with all due haste! • In a game set in the past of Magnamund, the Magnakai could serve as an elite cadre in Sun Eagle’s entourage during the formative years of the Kai Order. Alternately, a heroic Magnakai could fall prey to a 68
magical portal, perhaps one opened by a mischievous demi-goddess and end up fighting in the war against the armies of Vashna, the mightiest Darklord there has ever been.
Magnakai Lords
There are no advanced rule changes for Magnakai Lords as far as the statistics are concerned. They retain their combat skill score from before with no initial changes and they are permitted to carry over their Action Chart entries with no modifications. They may keep all their previous equipment and do not gain any new equipment as a result of attaining Rank 11.
Magnakai Lord - Ranks and Disciplines
You begin heroic play as a Kai Master (Rank 11+) and gain a single advanced Magnakai Discipline of your choice. You retain your knowledge of all previous Disciplines and gain Mastery and Expertise. Note these changes on your Action Chart. The ranks of the Magnakai and the titles they are granted at each stage of their progress are shown here: Rank / Number of Magnakai Disciplines
1 2 3 4 5
6 7 8 9 10 11 (First Advanced Discipline) 12 13 14 15 16 17 18 19 20 69
Magnakai Lord Title
Novice Intuite Doan Acolyte Initiate (normal play begins at this level) Aspirant Guardian Warmarn or Journeyman Savant Initiate Master Kai Master (heroic play begins at this level) Kai Master Senior Kai Master Superior Primate Tutelary Principalin Mentora Scion-kai Archmaster Grand Master
Pick your Disciplines from the following list:
Weaponmastery
This Magnakai Discipline enables a heroic Kai Master to become proficient in the use of all types of weapon. It is essentially a consummate form of Weaponskill. When you enter combat with a weapon you have mastered, you add 3 points to your combat skill. Choosing this skill allows you to become masterful with three of the weapons in the list below. The fact that you are skilled with three weapons does not mean that you will begin the adventure carrying any of them. However, you will have opportunities to acquire weapons during your adventure. For every Rank above 11 that you possess, you may add an additional weapon to your list. If you choose this skill, indicate ‘Weaponmastery’ on your Action Chart and tick your chosen weapons on the Weapons List. You cannot carry more than two Weapons.
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Animal Control
The rural setting of the Kai Monastery has aided them greatly in their desire to become one with the life force of all living things. An extension of this training is their skill with animal life. This Magnakai Discipline enables a Kai Master to communicate with most animals and to determine their purpose and intentions. It also enables a Kai Master to fight from the saddle with great advantage, granting him his Expertise bonus to combat skill when he uses any ranged or melee weapon while mounted and in motion. If you choose this skill, indicate ‘Animal Control’ on your Action Chart.
Curing
The possessor of this skill can restore 1 lost endurance point to his, or an ally’s, total per hour provided he is not involved in combat (This can only be done after endurance has fallen below its original level). This Magnakai Discipline also enables a Kai Master to cure disease, poison and blindness by succeeding at a Discipline Test with a Difficulty determined by the Games Master based on severity of the effect. Using the knowledge that mastery of this skill provides will also allow a Kai Master to identify the properties of any herbs, roots and potions that may be encountered. Truly rare items may require a Test, or they may be unable to be identified as the Games Master decides. If you choose this skill, indicate ‘Curing’ on your Action Chart.
Invisibility
Although its name would suggest otherwise, this ability does not allow a Kai Lord to vanish from plain sight. Instead, this Magnakai skill allows a heroic Kai Master to blend in with his surroundings, even in the most exposed terrain. It will enable him to mask his body heat and scent and to adopt the dialect and mannerisms of any town or city that he visits. If he attacks from a place of concealment with a ranged weapon, enemies must succeed at a Difficulty 7 test to determine where the shot came from before they can retaliate. If you choose this skill, indicate ‘Invisibility’ on your Action Chart.
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Huntmastery
A Magnakai Lord is completely at home in the wild. He is able to fend for himself and others regardless of conditions. This skill ensures that a heroic Kai Master will never starve in the wild; he will always be able to hunt successfully for food, even in areas of wasteland and desert. It also enables him to move with great speed and dexterity, allowing him to ignore any extra loss of combat skill points due to a surprise attack or ambush. These reflexes also grant a heroic Kai Lord the ability to launch devastating ambushes of his own in wilderness settings. If a Huntmaster can attack into melee from a position of surprise in such surroundings, he does not suffer any endurance loss from his first round of combat with his targeted foe. If you choose this skill, indicate ‘Huntmastery’ on your Action Chart.
Pathmanship
Few can hope to escape a Kai Lord pursuing them through the wilds. In addition to the basic skill of being able to recognise the correct path in unknown territory, the Magnakai skill of Pathmanship will enable a Kai Master to read foreign languages, decipher symbols, read footprints and tracks (even if they have been disturbed) and detect the presence of most traps. Magical traps may require a Test at the Games Master’s discretion. In addition, it also grants him the gift of always knowing intuitively the position of north and the ability to sense the presence of water anywhere within a radius of 100 yards (100 metres). This latter gift only works outdoors and cannot be used to sense pooled or running water that lies beneath stone or natural earth (i.e., underground sources). If you choose this skill, indicate ‘Pathmanship’ on your Action Chart.
Psi-Surge
Total psychic mastery is one of the highest goals of all Kai Lords. The psychic skill of Psi-surge enables a heroic Kai Master to attack an enemy using the force of his mind. It can be used in addition to normal combat weapons and adds 4 to combat skill. It is a powerful Discipline but it is also a costly one. For every round of combat in which you use Psi-surge, you must deduct 2 endurance points. The lesser Discipline of this kind (Mindblast) can be used against an enemy without losing any endurance points but it will add only 2 extra points to 72
your combat skill. Psi-surge and Mindblast cannot be used simultaneously. Psi-surge cannot be used if your endurance falls to 6 points or below and not all of the creatures encountered on your adventure will be affected by it. If you choose this skill, indicate ‘Psi-Surge’ on your Action Chart.
Psi-Screen
Many of the hostile creatures that inhabit Magnamund have the ability to attack you using their Mindforce. In the quest for enlightenment, heroic Magnakai have had to bolster their defences against such assaults. The Magnakai Discipline of Psi-screen prevents you from losing any endurance points when subjected to this form of attack. Psi-Screen also greatly increases your defence against supernatural illusions and hypnosis, adding your Rank (up to 10) to the Difficulty of any such effect working against you. If you choose this skill, indicate ‘Psi-Screen’ on your Action Chart.
Nexus
This Discipline is a sure sign of a Magnakai Lord’s growing mastery of mind over body. Extensive training in this Magnakai skill will enable you to withstand extremes of heat and cold without losing endurance points. Magical attacks which call upon one or more of these elements will have their damage reduced by two points. Lightning is harder to resist and electrical attacks inflict 1 endurance less than normal. In addition, you will gain an advanced form of Mind over Matter. You can now move much heavier items using your powers of concentration alone. You are still basically limited to items that you could physically could lift and the speed of the lifting is not fast but this skill is much improved upon its lesser version. If you choose this skill, indicate ‘Nexus’ on your Action Chart.
Divination
This skill may warn a Kai Master of an imminent or unseen danger, or enable him to detect an invisible or hidden enemy. It may also reveal the true purpose or intent of a stranger or strange object. However, divinatory flashes are rare and unpredictable. In all cases, this Discipline is initiated by the Games Master and not the player. When it functions, it usually does so without warning and will fade just as quickly as it begins. Conscious control over Divination is not generally possible.
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Divination also enables a heroic Magnakai Lord to communicate telepathically with another person, allowing conversation without the need for close proximity or a common spoken language. If you initiate this sort of communion with a creature native to the Darklands, you will lose 2 endurance for each minute, or fraction thereof, that you maintain it. If you choose this skill, indicate ‘Divination’ on your Action Chart.
Lore-Circles
In the years before their massacre, the Kai Masters of Sommerlund devoted themselves to the study of the Magnakai Disciplines. Once Lone Wolf restored both the Order and the Monastery, this study resumed anew. These skills were divided into four schools of training, called ‘Lorecircles’. By mastering all of the Magnakai Disciplines of a Lore-circle, the Kai Masters developed their fighting prowess (combat skill) and their physical and mental stamina (endurance) to a level far higher than any mortal warrior could otherwise attain. Listed below are the four Lore-circles of the Magnakai and the skills that must be mastered in order to complete them. Until every listed Discipline in a particular Lore-Circle is learned, a heroic Kai Lord will gain no additional benefit.
Lore Circle Chart Name Circle of Circle of Circle of Circle of
Fire Light Solaris the Spirit
Disciplines Needed to Complete Weaponmastery & Huntmastery Animal Control & Curing Invisibility, Huntmastery & Pathsmanship Psi-surge, Psi-screen, Nexus & Divination
When a Kai Lord attains mastery of a Lore-Circle, the following changes are immediately recorded on his Action Chart. These are permanent bonuses and represent the power of God Kai flowing freely through those who have dedicated themselves to him.
Lore-circle Bonuses Name Circle of Fire Circle of Light Circle of Solaris Circle of the Spirit
Bonuses +1 CS, +2 EP +0 CS +3 EP +1 CS +3 EP +3 CS +3 EP 74
Kai Lord (Magnakai)
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Kloon Sage of Chaman The wisdom of the Kloon, one of the few ancient non-human races of prominence left on Magnamund, cannot be overstated. They certainly have the largest collection of lore and written knowledge in the world, which is amassed in the libraries and underground vaults of their homeland. They are famed seekers of wisdom and crystalline wealth; the only thing that appeals to them more than precious gems is the opportunity to learn something they did not know before. This drive is why they go abroad seeking adventure and why very few of their kind are content to dwell at the normal ranks of advancement. Of all the known professions, more Kloon surpass themselves and rise up to heroic levels than any other. Peaceful but never complacent, the Kloon constantly strive to expand the reach of their minds and their prodigious collective knowledge. An opportunity for discovery to the Kloon is like an unconquered city to the Drakkarim, or an unexplored mountain to the Drodarim Dwarves. There is no greater draw to Kloon Sages than the promise of discovering ancient lore that has been lost to their scholarly race for millennia. When actively seeking out lost lore, invariably the Kloon will have to venture far from their borders, way beyond the shores of the Tentarias and into lands that are often very hostile to strangers. As they are short of stature and have greenish skins, it is therefore unsurprising that they are viewed as curious, non-human travellers wherever they may roam. Many regard them with suspicion, or fear, or outright hostility. This can sometimes put them in harm’s way and so, being ever practical, many Kloon Sages train in the arts of combat, or battle magic, or both combined, in order that they are well-equipped to deal with any unwarranted hostility that befalls them. No Kloon Sage should ever be an object of disdain because of his modest height, the colour of his skin, his crimson eyes, or his odd vocal tones. For heroic Kloon Sages, this holds especially true.
How They Are Seen
As with the Dwarves of Bor, most human villages will never have seen a Kloon and the initial reactions of inhabitants may vary wildly. For their part, Kloon Sages tend to be very erudite and diplomatic and if a new place is at all inclined to be friendly, they usually have no trouble whatsoever fostering a good relationship with its inhabitants. The Kloon share their Drodarin dwarf cousins’ love of strong drink and they are well-familiar 76
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with the lubricating effect that buying a round of ales at a local inn or tavern can have on first impressions and friendly negotiations. Heroic Sages of Chaman may have a slightly easier time of things than the lesser achievers of their kind. Their exploits could have secured for them some degree of notoriety and, if they have performed a particularly famous feat that has benefited human and humanoid-kind, then their names and reputations will most likely precede them wherever they go. While in some places, Ruel for instance, this may be a disadvantageous thing, in general it means that the initial prejudice that confronts many of their kind will simply evaporate when they visit an inhabited location. Of course, this can also mean that missions and requests for help may already be waiting for a Kloon Sage when he arrives somewhere on his travels but such is the burden a living legend has to bear and heroic Kloon Sages always bear this with charm and good grace.
Adventure Ideas for Kloon Sages of Chaman
Kloon are natural explorers and diggers by nature, be they seeking nuggets of rock containing rare gemstones, or nuggets of knowledge that will further enrich their vast repositories of wisdom. Wanderlust is a common trait among their race, even well into ripe old age. It is not unknown for Kloon Sages to go out walking on a whim one day and not return home for several months, or even years, if their walk should happen to take them to a new and interesting place. Life can be one long rambling adventure for the Kloon and they would have it no other way. Their ‘missions’ tend to be self-imposed. By chance they may overhear a rumour, or acquire a scrap of lore and in the blink of a crimson eye they will often conclude that they simply must seek out the whole truth about this tantalising fragment that fate has decreed should cross their path. Some specific game ideas for heroic Kloon Sages include: • While pouring over the ancient text in a rare book that the heroic Kloon Sage has bought at auction, the dusty back plate falls away to reveal a map inscribed onto the inside of the battered leather cover. Clearly marked in one place on the map is a small iconic image of another book. After checking the surrounding geographical markings on the map, the Kloon Sage determines the precise location of the icon. It is the rumoured site of an ancient Shianti temple. The hunt is on!
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• Threats to lore can motivate a Kloon Sage just as much as the opportunity to acquire a rare and valuable piece of knowledge. When Vassagonian raiders sack a border village and steal a valuable trove of scrolls from its venerable and learned elder, the news of this crime is enough to infuriate the heroic Kloon Sage. Even if the authorities are willing and able to chase after the raiders, it is highly unlikely that they will consider the ancient texts to be especially valuable in their rush to impose justice. Saving the scrolls from loss or destruction will require a far more subtle hand. • Heroic Sages of Chaman understand that the true value of ancient lore may not be fully realised during their lifetimes but its inherent wisdom and merit may well be revealed and appreciated by future generations of Kloon scholars. After hearing that slavers have ransacked a Brotherhood caravan and carried away all of its contents and several apprentices, the heroic Kloon Sage is galvanised into action for fear of losing these future sorcerers and their magical tomes of arcane wisdom. Determined to assist in their recapture, he voyages by sea to Toran to seek and audience with the Guildmaster of the Brotherhood of the Crystal Star and to offer his valuable assistance in their efforts to save them.
Kloon Sages of Chaman
A Kloon Sage may choose one statistic – combat skill, endurance or willpower – and increase it by two points immediately upon attaining the 11th Rank. He retains the other two scores (combat skill and endurance) from before, with no initial changes and he is permitted to carry over his Action Chart entries with no modifications. He may keep all of his previous equipment and does not gain any new equipment as a result of attaining Rank 11.
Kloon Sage Ranks and Disciplines
You begin heroic play as a Kloon Oracle (Rank 11+) and gain a single advanced Sage Discipline of your choice. You retain your knowledge of all previous Disciplines and gain Mastery and Expertise. Note these changes on your Action Chart. The higher ranks of the Kloon Sages and the titles they are granted at each stage of their progress, are shown overleaf.
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Rank / Number of Sage Disciplines
Kloon Sage of Chaman Lord Title
1 2 3 4 5
Pupil Student Savant Major Savant Scholar (normal play begins at this level) Major Scholar Tutor Sage Lore Master High Lore Master Kloon Oracle (heroic play begins at this level) Scribe-Lord Seeker of Ways Whisperer of Wisdom Keeper of Secret Lore High Keeper of Secret Lore Wise One Sage Ascendant Sage Exalted Arch Sage
6 7 8 9 10 11 (First Advanced Discipline) 12 13 14 15 16 17 18 19 20
Pick your Disciplines from the following list:
Continuing Wisdom
Continuing Wisdom is a unique gift in that it permits a Kloon Sage to pick and choose abilities from those with whom they travel. A Kloon Sage will often seek out new company for this purpose, learning all he can from one set of travelling companions before graciously moving on to the next. This is not a difficult or unfriendly parting on the Kloon’s part, for he is doing what he can to preserve the lore of the world around him by acquiring his erstwhile friends’ greatest insights and skills. Continuing Wisdom follows the same rules as Comrade Wisdom, allowing a new lesser Discipline choice every time it is selected. Essentially, this
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raises the three Discipline limit of Comrade Wisdom to 7 in total, allowing the heroic Kloon Sage more leeway to tailor his repertoire of abilities. If you choose this skill, indicate ‘Continuing Wisdom’ on your Action Chart. You may take Continuing Wisdom up to seven times, though the seventh choice requires you to forego acquiring Comrade Mastery.
Comrade Mastery
Unlike Continuing Wisdom, this Discipline may only be taken once. It allows the Kloon Sage to choose any advanced Discipline in any character class in which he already possesses three (or more) lesser Disciplines. This skill immediately acquires the full ability of that advanced Discipline and, if the Kloon Sage had any choices left from Continuing Wisdom, he can continue to select them from that same character class’s lesser Discipline list. If you choose this skill, please indicate ‘Comrade Mastery’ on your Action Chart.
Lore of Arms
As a dedicated student of the many techniques of battle, a heroic Kloon Sage can become a savant with regards to the use of weapons and armour. Kloon Sages consider the intricacies of combat to be just another field of study, one in which the heroic Sage can excel as he does at any other. Selecting this skill allows a heroic Kloon Sage to select either Blades, Blunt, or Bows. When wielding a weapon of the chosen type, he receives +3 to his combat skill. This lasts the entire duration of the combat but only applies while a weapon of the appropriate type is in hand and being used. If you choose this skill, indicate ‘Lore of Arms’ on your Action Chart.
Lore of Armour
As they often do with weapons, heroic Sages can obsess on the concept of protective combat wear and they will learn all there is to know about moving in armour, wearing it properly, how to improve it and the practical theory of why armour is useful in battle when it can often be bulky and restrictive. Any piece of protective equipment providing an endurance bonus, which is worn by a heroic Sage with Lore of Armour, results in
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an additional +1 to endurance. Each single item worn by the Kloon Sage gains this bonus, which gives him the potential to protect himself very adequately indeed. In addition, any shield carried by a Kloon Sage provides an extra 1 point to combat skill. If you choose this skill, indicate ‘Lore of Armour’ on your Action Chart.
Lore of War
The Art of War is far more than just learning about arms and armour. Combat is a matter of skill, discipline, developing the ability for clear thought whilst under extreme duress and gaining an insight into the mind of your enemy. This makes it as scholarly a pursuit as it is a physical one and the Sages of Chaman have developed their scholarly pursuit of the business of battle to such a high level that they have transformed it into an art form. Their study of tactics, enemy psychology and battlefield lore allows them to identify enemies, assess their likely abilities before they are employed and determine effective opposing strategies before the enemy can move to counter them. In direct combat, all of their insights grant to them a freedom of defence that borders upon the super-human. No matter how many enemies attack a War Loremaster in a single round, they will never gain any bonus for Ganging Up. If the Kloon Sage can communicate freely to an ally with whom he is in visual contact, he may grant this bonus to that single ally instead. If you choose this skill, indicate ‘Lore of War’ on your Action Chart.
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Kloon Sage of Chaman
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Knight of the White Mountain That brave Knights of the White Mountain will strive to attain higher levels of advancement will come as no great surprise, as these courageous men and women work hard to perfect themselves at every opportunity. Those that do not fall into the socially defined role of garrison commander, or Captain of the Watch of a Durenese city, constantly practice the art of combat until either they fall valiantly in battle, or surpass the achievements of their mentors. Complacency simply does not have any place in the lives of the Mountains, the Stars or the Skies. This innate need to excel comes at the price of no longer having a codified training regimen, something the Knights of the White Mountain will have likely become reliant upon during their rise through the lower ranks. After achieving Rank 10, a heroic Knight has to determine his, or her, own way forward. This can often involve a period of travel overseas during which the Knight will seek to test his mettle against the Agents of Darkness. For many, their path ahead is clear. It leads due west from Durenor to the Darklands. No matter where they venture, Knights of the White Mountain are shining examples of virtue and courage. Their emblazoned blue shields are a mark of great pride and honour, calling all those who see them to take heart and feel safe in the company of the bearer. Heroic Knights are paragons and paladins, especially when they travel far from home and their aura of confidence is always an inspiration to those of a goodly disposition whom they meet. Knights of the White Mountain want for little but in the nations where their emblem is recognised and respected, rarely will they have to pay for the basic necessities of life.
How They Are Seen
The common folk of Durenor rightly revere the Knights of the White Mountain and the same holds true for several other nations, especially Sommerlund. The knighthood’s long-established practice of accepting recruits every season from the homes of non-nobles has proven itself to be a politically astute policy. It has bridged the gap between lords and servants in their homeland and has proved beyond reasonable doubt that the meritocracy of their order is one that should be exemplified and encouraged in other walks of feudal life. As proof of the fairness of their hierarchy, it should be noted that on several occasions throughout their
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history, the Knighthood of the White Mountain has been commanded by a Knight Royal of common origin. Consequently, heroic Knights of the White Mountain are frequently welcomed by the lower social tiers of Durenese cities as ‘one of us’ regardless of whether they tread the polished flagstones of the richest quarters, or the cracked cobblestones of the poorest streets. Beyond the borders of their homeland, this reception is often similar, though a few hidebound nations openly discourage the practice of permitting warriors of ‘common birth’ access to the higher echelons of command. For these unenlightened few, the Knights of the White Mountain are treated with a degree of prejudice and unwarranted disdain. Heroic Knights usually react ambivalently to these decidedly cold receptions, confident in the knowledge that the perpetuation of such attitudes are ultimately to the disadvantage of the prejudiced. It is their loss if they are so close-minded as to shun the assistance of a Knight of the White Mountain for no better reason than the lowly social status of his parents.
Adventure Ideas for the Knights of the White Mountain
Though heroic Knights of the White Mountain tend to have a looser defined sense of it, their world is still dominated by duty rather than by adventure. Even when they travel abroad to train and hone their skills, they feel that they are fulfilling a duty to themselves and to their homeland. Rare is the Knight who does not fully intend to return to Durenor with all he has learned and to put his new-found skills to good use in the defence of his beloved nation. • Trade caravans are unable to get through a mountain pass and a company of army scouts that have been dispatched to investigate the matter are now three days overdue in returning to make their report. When a message written in blood on a torn scrap of cloth is found on the trail near the entrance to the pass, the situation takes on a sinister mien. The message proclaims that the mountains are now in the control of a violent band of brigands and none shall be allowed to use the pass without their permission. The towns located on either side of the range are dependent upon the frequent trade caravans for their livelihoods and they have sent out a desperate plea for help. What elevates this matter to one of urgency for the heroic Knight of the White Mountain is the chilling discovery that the bloodied scrap of material is part of a Knight’s saddle cloth. How could the brigands
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have obtained this and, more pressingly, what has befallen the Knight and the horse that it belonged to? • Helgedad’s foul spawn have been especially active of late. Several Giak and Drakkarim war parties have been sighted in the passes of the Southern Durncrag Mountains and some have had the temerity to venture further eastwards. At least three separate groups are now known to be operating in the Wildlands. When an envoy from Sommerlund arrives in Port Bax requesting assistance to search for and destroy these roving enemy war parties, the heroic Knights of the White Mountain are the first to respond to the call for help. • Rumours reach Durenor that a new shield-fighting technique has been perfected by the Drakkarim. This news has pricked the curiosity of several heroic Knights of the White Mountain who wish to determine if the rumours are true or false. While the Drakkarim are a constant menace to all goodly nations, new battle techniques, no matter where they may originate from, could be a valuable adjunct to the Knighthood’s repertoire of combat tactics. The commander of the Knighthood resolves to investigate the matter further and calls for volunteers to form a scouting party that will be sent on a long voyage to the Western Tentarias to find out more about this Drakkarim shieldfighting technique, most likely at first hand.
Knight of the White Mountain
A Knight of the White Mountain increases his endurance by 2 immediately upon attaining the 11th Rank. He retains his other two scores (combat skill and endurance) from before with no initial changes and he is permitted to carry over his Action Chart entries with no modifications. He may keep all of his previous equipment but he does not gain any new equipment as a result of attaining Rank 11.
Knight of the White Mountain - Ranks and Disciplines
You begin heroic play as a Knight Errant (Rank 11+) and gain a single advanced Knight Discipline of your choice. You retain your knowledge of all previous Disciplines and gain Mastery and Expertise. Note these changes on your Action Chart. The higher ranks of the Knights of the White Mountain and the titles they are granted at each stage of their progress, are shown here:
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Rank / Number of Knight Disciplines
Knight of the White Mountain Lord Title
1 2 3 4 5
Ward Esquire Knight Brother Knight Soldier Knight Protector (normal play begins at this level) Knight Vigilant Knight of Courage Knight Valiant Knight of Honour Knight Royal Knight Errant (heroic play begins at this level) Knight Exemplary Knight Ascendant Knight Protector Knight Vigilant Superior Knight Commander Knight Commander Valiant Knight Commander of Honour Knight Commander of (the Mountains, the Stars or the Skies) High Lord Commander of (the Mountains, the Stars or the Skies)
6 7 8 9 10 11 (First Advanced Discipline) 12 13 14 15 16 17 18 19 20
Pick your Disciplines from the following list:
Oath of Allegiance
The bonds of allegiance that bind a Knight of the White Mountain to his duty are strong enough to drive him to super-human feats in their maintenance and defence. Retreat is rarely an option that a Knight will permit himself and abandoning his post is never considered. Unless there is an overwhelmingly compelling reason to leave the field of battle, a Knight of the White Mountain will be the last to break away from a battle, even in the face of overwhelming odds. A Knight with this Discipline is immune to fear and any magical effect that is specifically designed to shatter his morale and make him flee from an enemy.
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Noble Bearing
This ability is gained automatically when a Knight of the White Mountain achieves Rank 11. Travelling alone has perfected the Knight’s ability to maintain and improve his own equipment. Unless what he wields is already of superior quality, any armour and weapon that he carries is now considered to be of superior quality and it gives an additional 1 bonus to any combat skill or endurance bonuses that it may already bestow upon its owner. The Knight of the White Mountain must spend at least one uninterrupted night in camp working to improve his equipment before this ability applies to any newly-acquired items. Noble Bearing also provides one of the 11 lesser Disciplines of the Knight of the White Mountain that has not yet been chosen from Ranks 1-10.
The Eleventh Discipline
The Knight of the White Mountain is offered the choice of 11 heroic Disciplines as he advances in Rank. This means that at Rank 20, one of these Disciplines will remain unselected. The Discipline that has not been chosen will currently be unusable by the Knight of the White Mountain, though it may be accessible in a later supplement. If the Games Master so wishes, the 11th Discipline can be granted as a reward for completing an exceptional adventure, perhaps an epic Rank 20-worthy scenario in which the Knight of the White Mountain plays a vital role.
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Additionally, if the enemy attempting to break his morale by the targeted use of a magical fear spell is of Darkspawn origin, this failed attempt will so enrage the Knight that he gains 4 to combat skill until the end of the combat. If you choose this skill, indicate ‘Oath of Allegiance’ on your Action Chart.
Oath of Arms
The mastery a Knight of the White Mountain displays when wielding the chosen weapons of his order (broadsword, lance, spear, sword) is so impressive that few will stand against them in equal combat. The Knight gains a 2 point bonus to his combat skill when wielding any of the four weapons (as opposed to only one of the four, as with the Pledge of the same name) and he cannot be disarmed by any non-magical means. If you choose this skill, indicate ‘Oath of Arms’ on your Action Chart.
Oath of Comradeship
There is a powerful bond of camaraderie that exists between fellow Knights of the White Mountain, one that strengthens them and makes their companies far greater than the individuals that comprise it. Knight Errants rarely travel with others of their order, however and must foster this same relationship afresh with other companions who have joined with him in his quest for self-improvement. Training in this Devotion grants the Knight of the White Mountain a +1 bonus to combat skill for every ally of equal Rank to himself (regardless of class or race) involved in a combat. The cap on the maximum bonus (+4) remains unchanged. If you choose this skill, indicate ‘Oath of Comradeship’ on your Action Chart.
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Oath of Devotion
Purity is an important tenet of the doctrine followed by the Knights of the White Mountain. They prize devotion to body and soul equally. This mental focus is so powerful that it can shield them from dangerous magic and the ravages of Mindforce. Training in this Discipline improves a heroic Knight’s defences to a true aegis, allowing him to completely ignore the endurance loss of one magical or psychic assault per adventure. Magic or Mindforce that does not inflict damage must add 5 to the difficulty of its Test in order for it to have any effect upon him. If you choose this skill, indicate ‘Oath of Devotion’ on your Action Chart.
Oath of Glory
Glory-seeking may not be an acknowledged motivation of a Knight of the White Mountain but it is always there nonetheless. It would be disingenuous of a Knight to deny that he does not seek to become a legendary hero of the Knighthood. Heroic Knights are well on their way to achieving this secondary goal, as their deeds will already have become the subject of Durenese bardic songs and tavern tales. In keeping with this, once per adventure he may choose a ‘9’ automatically when performing any Test. It may be a Test during combat and it does not use up the automatic ‘9’ granted by the Pledge of Glory lesser Discipline. If you choose this skill, indicate ‘Oath of Glory’ on your Action Chart.
Oath of Lordship
One of the greatest duties a Knight of the White Mountain has is to the inspiration and betterment of the next generation of Knights. Even if they are wandering far from their homeland, they are still expected to pass on what they have learned at some later day. This duty compels them to take on the mentoring of a promising young squire, usually one that has been chosen for him by the Knightly Order and sent to seek him out, no matter how far away from Durenor he may be at the time of the squire’s appointment. If you train in this Discipline, immediately make a new Knight of the White Mountain at Rank 5 as per all of the rules given in the Heroes of Magnamund supplement. This second character is played by the Games Master, though you may be given control of it if the Games Master so wishes. This squire rises in Rank as you do and will leave your service to return to Durenor only when he, or she, attains Rank 10. If you ever start an adventure without a 91
squire, either because of his attainment of Rank 10, or because the previous one you had died in battle, a new squire at Rank 5 will be picked to replace him and sent from Durenor to seek you out. If you choose this skill, indicate ‘Oath of Lordship’ on your Action Chart.
Oath of Mental Fortitude
Long and challenging travails and the experience that comes from surviving them, will toughen a Knight’s mental fortitude. Choosing this Discipline immediately adds the heroic Knight’s Rank (up to 20) to his willpower. Every time the Knight of the White Mountain goes up in Rank, he will also gain 1 point of willpower. If you choose this skill, indicate ‘Oath of Mental Fortitude’ on your Action Chart.
Oath of the Mount
The mental rapport that is shared between the Durenese and their mounts is well known and the Knights of the White Mountain share some of the strongest bonds of this kind. When a Knight who is skilled in this Discipline enters combat mounted on his non-flying steed, he may attack twice in each Combat Round. This second attack is by the mount itself and does not include any of the Knight’s bonuses due to equipment. All other bonuses to combat skill will apply. In addition, on those rare occasions when a Knight of the White Mountain attempts to evade combat, he may negate all damage taken in the evading round if he does so when he is mounted and has an unobstructed route of escape. If you choose this skill, indicate ‘Oath of the Mount’ on your Action Chart.
Oath of Nature
The Herbalish are trusted friends and valuable allies of the Knights of the White Mountain. They are always willing to lend a hand or share their healing lore. While even the wisest of Knights could never be considered to be a druid, those Knights who train in this Discipline will know far more about the wilds and their secrets than will their peers. Taking this Oath permits a Knight of the White Mountain to select any one lesser Discipline from the Herbwarden of Bautar list. Once made, this choice cannot be changed.
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In addition, the Knight of the White Mountain gains the Hunting Discipline of a Kai Lord. If you choose this skill, indicate ‘Oath of Nature’ on your Action Chart.
Oath of Nobility
In defence of common folk of lowly social status, a Knight of the White Mountain is capable of fighting long after others will have succumbed to their wounds. The repertoires of Durenese bards are filled with ballads celebrating acts of personal courage and sacrifices made by Knights of old. These melodic renditions oft tell the story of a Knight who took this Oath, for they love to extol their virtues and the pledge they made to defend the helpless to their last dying breath. This Discipline follows the rules for Pledge of Nobility but it allows the Knight to keep fighting on, for up to eight rounds, before death finally takes him. If you choose this skill, indicate ‘Oath of Nobility’ on your Action Chart.
Oath of Truth
Knights of the White Mountain can divine truth from lies with unerring accuracy, permitting them to serve as worthy arbiters of the Law when they are ordered to do so by the King, or the judiciary of Hammerdal. While few will serve as judges in an official capacity, folk will sometimes request their adjudication in matters of civil and criminal dispute. The honing of this skill allows them to Sense Evil as per the Brotherhood of the Crystal Star spell, the rules for its use as given in the Heroes of Magnamund supplement. If you choose this skill, indicate ‘Oath of Truth’ on your Action Chart.
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Knight of the White Mountain
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Magician of Dessi
Inheritors of the arcane and the descendants of a long line of enchanters, the Magicians of Dessi are part of a legacy that makes them the children of demigods. They do not study ancient lore as do the Brotherhood of the Crystal Star but rather they have an innate gift for magic. It flows through their veins like currents deep beneath an ocean. They have a power in their lifeblood that makes them incredibly potent spellcasters. It also marks them as targets for every dark force that seeks to subvert their gift to their own sinister ends. Heroic Magicians of Dessi are those rare children of the Elder Magi that have awakened their inner magical spark to the point where it has ignited their souls. Magicians of Dessi normally do not risk consuming their lives with the power of their spells but at higher levels of ability they may well do so. The magic which a Magician of Dessi can muster and channel is far greater than the magic they should channel. Though descended from the Elder Magi, they are almost entirely mortal and, consequently, their bodies have physical limits that restrict the full use of their magic. Even so, this human-like frailty is not always enough to keep the Magicians of Dessi from pushing their physical limitations. They are inquisitive by nature and their ancient power beckons with a never-ending siren’s call, driving the greatest of their number to strive for more and more in order to exceed the highest levels of attainment achieved by their illustrious forebears. This ‘life quest’ is often the telling mark of a heroic Magician of Dessi; it is a fire that burns deep within his soul and it is one that can never be quenched.
How They Are Seen
Unless they have reason to make contact with the people of Dessi, few folk will have any way of knowing that they are a different breed of sorcerers. While they do not wear the typical garb and trappings of the Brotherhood of the Crystal Star, a Magician of Dessi is likely to be treated just the same as any other sorcerer. They are given a wide berth by most and, until either they prove themselves to be dangerous or make themselves useful, they will be treated with quiet suspicion and begrudging respect, most often at a distance. Magnamund is a world of great magic and even the surliest commoner knows better than to speak rudely to an unknown wizard, of any kind.
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At heroic levels, this general reaction may change slightly. The great magic that can be wielded by an advanced Magician of Dessi is the sort of power that inevitably gets noticed. Stories will start and rumours will spread, especially if any spectacular magical combat, or dire enchantments, are involved. If a heroic Magician of Dessi has done anything noteworthy in his career as an adventurer, word of it will be sure to have spread far and wide.
Adventure Ideas for Magicians of Dessi
In their quest to gather and channel as much power as they can, heroic Magicians of Dessi will be drawn to places where the Elder Magi may have left or lost traces of lore and ancient arcane relics. Knowing full well how dangerous these places can be, the Magicians are likely to bring along aid when venturing to explore them. This will provide ample opportunities for others, of any and all professions, to join them on their quest. The Elder Magi also instilled an innate sense of good and community service into their descendants. These innate feelings can often provide an additional spur to inspire a heroic Magician of Dessi to undertake a quest. • An ancient crypt, long ago sealed and protected by the power wards of the Elder Magi, has come to the attention of a heroic Magician of Dessi. The Elder Magi’s once great strength is waning and the power of their ancient enchantments is steadily weakening as a consequence of their gradual demise. The Magician of Dessi learns, to his growing dismay, that the crypt harbours an ancient horror that was imprisoned there millennia ago. The wards and crypt seals are now failing and it is only a matter of weeks before they fail completely and the horror is able to escape. The heroic Magician of Dessi must act swiftly to ensure that this dire eventuality is prevented from happening. • A Nadziranim sorcerer has escaped from the Darklands and has infiltrated a small town in the Stornlands nation of Lyris. Under his fell command, the spellbound townsfolk have begun fortifying their homes and kidnapping travellers to fuel their dark master’s unspeakable experiments. When a courier bound for the Dessian ambassador to Durenor becomes their latest victim, the Elder Magi resolve to take immediate action. A Nadziran is no mundane foe; it is far more evil and powerful than any normal sorcerer. To thwart the creature, the Elder Magi call upon a heroic Magician of Dessi to lead a rescue team to the Lyrisian town to find and free their ambassador. It is a mission that will likely bring the heroic Magician and his entourage into direct contact with the powerful Nadziran.
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• Abandoned ritual sites are being discovered of late, along the northern shoreline of the Tentarias. They all have one gruesome aspect in common: their altars are stained with freshly spilt blood. Cadets and Apprentices have been disappearing and Elder Magi skilled in Prophecy cannot determine their fate or make any contact with their souls. Concerned that these events may be horrifically connected, the High Council of the Elder Magi have chosen a heroic Magician of Dessi to travel at once to the location of these ritual sites and begin a thorough investigation.
Magician of Dessi
A Magician of Dessi increases his willpower by two points immediately upon attaining the 11th Rank. He retains the other two scores (combat skill and endurance) from before, with no initial changes and is permitted to carry over his Action Chart entries with no modifications. He may keep all previous equipment and does not gain any new equipment as a result of attaining Rank 11.
Magician of Dessi - Ranks and Disciplines
You begin heroic play as a Sorcerus Prime (Rank 11+) and gain a single advanced Magician Discipline of your choice. You retain your knowledge of all previous Disciplines and gain Mastery and Expertise. Note these changes on your Action Chart. The higher ranks of the Magician of Dessi and the titles they are granted at each stage of their progress, are shown opposite: Pick your Disciplines from the following list:
Alchemancer
Magicians of Dessi can create restorative elixirs by combining healing science with magical power. This devotion to the craft of Alchemy ultimately enables a true child of the Elder Magi to devise and create complex elixirs using the power of their magic alone. Once per adventure, an Alchemancer can hold an empty vial or flask that once contained a potion capable of restoring willpower or endurance and refill it completely. The potion cannot restore more than 10 points. If the original potion was more powerful than this, the Alchemancer’s refill still only grants 10 points. Only once can any given potion be replenished in this way. If you choose this skill, indicate ‘Alchemancer’ on your Action Chart
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Rank / Number of Magician Disciplines
Magician of Dessi Lord Title
1 2 3 4 5
Cadet Apprentice Sorcetti Alumni Magician (normal play begins at this level) Journeymage Validicti Auguri Omnimancer Maginatus Sorcerus Prime (heroic play begins at this level) Alumni Lord Validicti Lord Auguri Lord Elderchilde Major Omnimagus Magidurus Sagaci Selectum Dessimancer Elderson (or Elderdaughter)
6 7 8 9 10 11 (First Advanced Discipline) 12 13 14 15 16 17 18 19 20
Void Mage
As a Magician of Dessi exceeds his normal limit (Rank 10), his ability to negate magic gives way to something greater. When a Void Mage uses the Contramagic lesser Discipline and succeeds in negating a hostile magical attack, he will absorb the power of the spell and consume part of its energy. Upon so doing, the Void Mage immediately gains half the willpower spent by his foe during the attempt to injure him (with fractions rounded up). This is purely a replenishing effect. If the absorbed points take the Magician of Dessi over his original score value, the excess is lost. Also, the Void Mage gains an instant understanding of the absorbed spell’s intended effect and some general details about the caster, or object, from whence the attack was launched. If you choose this skill, indicate ‘Void Mage’ on your Action Chart. 99
Elementalist
Any skilled Magician of Dessi can call upon the chaotic forces of the four elements for aid in times of need. The spirits he conjures are potent but fickle and while they will always try to help, the exact form that help takes is never certain. An Elementalist has better control of these forces and can request a specific helpful action from the spirit he calls forth. This requires a Discipline Test with a Difficulty determined by the action so desired. The more powerful or complicated the Elementalist’s demand, the higher the Games Master should set the Difficulty level. An Elementalist enjoys a small measure of protection from the elements. Any magical effect strongly tied to them that reduces his endurance will have its damage decreased by one point. This reduction is done automatically and cannot be prevented. If you choose this skill, indicate ‘Elementalist’ on your Action Chart.
Enchanter
Whereas a Magician of Dessi can plant a suggestion, compel a brief action, or cause an opponent to see an illusion, this is merely the simplest form of enchantment. Enchanters master the untapped power of their Discipline and gain the ability to bind the will of an opponent to such an extent that they will become an ally for as long as they live, or until the Enchanter decides to set them free from the binding. However, this ability is very draining and it follows the same rules as Enchantment, yet it converts the victim (which may not have a base willpower or combat skill greater than the Enchanter’s willpower) into a permanent ally. For as long as the target remains bound this way, the willpower expended in the effort remains lost and is subtracted from the Magician’s base total. It remains lost until he releases the subject, or the subject is slain. Once this occurs, the willpower is regained, as if it had been merely spent. If you choose this skill, indicate ‘Enchanter’ on your Action Chart.
Evoker
An evoker is to a normal Magician of Dessi as a fire-breathing dragon is to a child with a festival sparkler. They wield their magical power like a legendary knight wields an enchanted blade. In combat, the fury of his energy bolts is matched only by their deadly precision. This Discipline is treated exactly like Evocation but the bolts cannot fail to hit and harm 100
their targets. The Combat Ratio between the Evoker and the target of his Evocation attack can never be lower than 0/0. If it would be lower in the initial calculation, you should move up the chart to the 0/0 ratio before resolving the attack. If you choose this skill, indicate ‘Evoker’ on your Action Chart.
Oracle
The ways of the future are never entirely clear, even to a master of divination, for it consists of myriad parallel paths. Becoming an Oracle is less about seeing the future clearly and more about seeing it at will. When using the lesser art of Prophecy, an Oracle can use either of its effects at no cost to his willpower. The visions he gains of the future will be a little less obscure, though they may still remain somewhat confusing and will require thoughtful interpretation. When using the ability to see the present in a familiar place, an Oracle gains a powerful new technique. This is called Soul Rapport. If someone he knows personally is at the location being viewed, he can speak with them telepathically for a cost of 1 willpower per minute, or fraction thereof. If you choose this skill, indicate ‘Oracle’ on your Action Chart.
Psychomancer
Reading any object can be a taxing discipline and growing in power does not necessarily mean that a heroic Magician of Dessi will be able to do so more easily. What a Psychomancer learns to do is gather a great deal of information in less time and with far greater accuracy. The effort and willpower cost remain the same when using Psychomancy but in return, the information gleaned will be far less cryptic and considerably more practical. If you choose this skill, indicate ‘Psychomancer’ on your Action Chart.
Sorcerer
The art of bolstering their body strength with magical energy is a talent that the Magicians of Dessi develop early in their careers. For many, the power of their Sorcery never passes this level of attainment. Through Sorcery, wounds can be healed, exhaustion can be overcome and the basic need for nourishment can be negated at the cost of mental energy. A true Sorcerer takes this power far further, to the point where their bodies are able to subsist entirely upon magical energy.
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After taking on the mantle of Sorcerer, a heroic Magician of Dessi no longer needs to eat or drink and he does not lose endurance when normally he would be required to eat a Meal. There are additional powers of High Sorcery, which can be of further benefit to him as well. A Magician of Dessi with this Discipline does not require air to breathe and he is not harmed by any sudden change of air pressure or temperature just so long as he possesses at least one point of willpower. Perhaps most remarkable of all is the ability to cease aging, which can be maintained indefinitely just as long as his willpower never falls below one point. However, this great power comes with a significant risk attached. If the Sorcerer ever reaches 0 willpower he will die, just as if his endurance has been reduced to 0. Death occurs instantly at 0 willpower and the Sorcerer will literally cease to exist. His body will fade and disappear completely within one minute of death occurring. If you choose this skill, indicate ‘Sorcerer’ on your Action Chart.
Mentalist
Unlocking the secrets of psychic magic will enable a Magician of Dessi to make a wondrous discovery. The same power that fuels psychic ability in many of the creatures of Magnamund, including Kai Lords, lies at the heart of all Mentalism. It is called Mindforce. Once this enlightenment occurs, the Mentalist gains the powers of Psi-Surge and Psi-Screen as per the Magnakai Discipline list. However, these potent powers come at the cost of slightly weakening the all-powerful magical defence the Mentalist once had against mind control and illusions. If you choose this skill, indicate ‘Mentalism’ on your Action Chart.
Battlemagi
The Battlemagi are a martial order within the Magicians of Dessi. They are a fraternity devoted to the art of combat using the staff. While a staff might be considered a crude tool when compared to the powers of the Magician wielding it, the sorcerous staves of the Dessi do have a role to play. When fuelled with spell-might, a Dessian staff can strike hard enough to crack open a slab of granite. A Battlemagi gains a +2 bonus to his combat skill when wielding a staff. Additionally, having a Dessi staff in hand grants the Battlemagi a +1 to any Discipline Test he is required to take. This bonus can be further increased to +2 for a cost of 1 willpower. If you choose this skill, indicate ‘Battlemagi’ on your Action Chart. 102
Magician of Dessi
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Buccaneer of Shadaki
Adventure on the high seas and treachery in every port – such is the life of a Shadakine Buccaneer. The kindest are privateers, patrolling their home waters for a fair price and the promise of first salvage. The worst are ruthless cutthroats who can be as dangerous to their own crewmen as they are to the poor souls aboard the doomed ships they board and seize. In between these extremes are many men and women who call the seas their home. And in the deep dark waters around Shadaki, there are just as many who have ended their days and their buccaneering ways with a violent death and a watery grave. The people of Shadaki are no more evil than the common folk of any land. They do what they must to survive in a nation that has always been ruled by tyrants. While the open waters represent a sort of freedom most of them will never know, even this kind of life is tempered by the presence of the desperate and the bloodthirsty. Heroic Buccaneers are a rare breed who have been able to overcome their circumstances to succeed where most others have failed and to thrive in circumstances that have consigned lesser men into a descending spiral of piracy and barbarism. Even at their best, heroic Buccaneers of Shadaki are not always what one would normally think of as heroes. Their lives are rough and tough, spent mostly on the open seas with crews at their command and an air of lawlessness that is often the breeding ground of monomania and madness. Heroes among the seafarers are usually those who have spent a significant amount of their time on dry land, often surrounded by other adventuring souls from various nations. Their exposure to other cultures and moralities has made them appreciate how Good can make a champion out of anyone. Even them.
How They Are Seen
Heroic Buccaneers are viewed with a mix of awe, suspicion and perplexity. Few Shadakine pirates act with a clear sense of what is right and wrong but their indomitable spirit and undeniable charisma often results in them being considered as inspiring and courageous figures to the downtrodden seafolk of Shadaki. Of course, this also makes them targets for the dictators that keep their people subjugated and the vicious scoundrels who vie with them for plunder on the seas of the Shadakine empire. They may well be destined for lamentably short careers but the exploits and the daring-do of heroic Buccaneers of Shadaki are destined to live 104
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on in sea shanties and tavern tales long after their bodies have fed the fishes. Heroic Buccaneers are especially beloved and extolled in these folk songs and stories, which serve to entertain and inspire new generations of Shadakine to strive for something better than the life of subservience that their brutal rulers would have them accept. While a heroic Buccaneer of Shadaki might do good anywhere in Magnamund, their greatest impact is often their mere existence and the inspiration and ambition they foster in the hearts of the downtrodden people of their homeland.
Adventure Ideas for the Buccaneers of Shadaki
Unless the Games Master has structured his campaign in such a way that the Buccaneer is often aboard his ship, there will be a limited number of opportunities for adventure whilst on the high seas. Fortunately, the heroic Buccaneer of Shadaki has many skills that he can bring to bear upon any task of the seafaring kind, or otherwise. Good adventures for these nautical folk involve copious amounts of high action and hard living. The Shadakine are not a sedentary people by any definition of the term. Every encounter may not be a titanic battle for them but every conflict should certainly have the potential for it. Some specific game ideas for a Buccaneer of Shadaki include: • While relaxing in a port tavern after a particularly intense adventure, the Buccaneer and his heroic companions overhear a large group of braggarts drunkenly extolling their dubious courage and heroism. The most outrageous of their boasts is to lay claim to having achieved a victory, which the heroic Buccaneer and his party have just expended much blood and sweat in accomplishing. While his ambivalent companions are willing to let the drunken liars spew forth their fatuous claims unchecked, this sort of thing is simply unacceptable to a Buccaneer of Shadaki. There can only be one outcome under the circumstances – a rebuttal of their mendacious claims followed swiftly by a righteous, raucous bar fight! • Waking up bruised and bloodied in irons, the Buccaneer soon learns that he picked the wrong gang to engage in a drunken bar fight in a city port’s dockside tavern. One of the men he battered unconscious is the son of the city’s notoriously corrupt mayor and he and his feckless son, are just the sort of men to bear a malevolent grudge. While this might normally be little more than an inconvenience to the Buccaneer, he has several other enemies in this city who wish him ill. When he overhears his jailors gloating about the fact that the mayor, his son and a dozen of the Buccaneer’s adversaries of old are currently making 106
their way to the prison with the intention of murdering him, he knows that time is fast running out. He must free himself from his shackles and escape from the jail as soon as he possibly can. • An assassin in the pay of a Shadakine lesser-noble has tracked the heroic Buccaneer down to a remote sea port after having stalked him for several weeks. Now, at last, the time is right for him to strike. The scenario opens with the assassin making his move but his attempt is spoiled by the timely intervention of one of the Buccaneer’s heroic companions. The tables are turned on the would-be assassin and a chase ensues through a maze of dingy back streets. If the Buccaneer and his party are able to run the man down and kill him, they will find a cryptic document secreted about his person. This is the first clue to the identity of the one who took out a contract on the Buccaneer’s life. This leads to a chain of underworld contacts. By following the trail of contacts and acting upon the information that is extracted from each one in turn, the Buccaneer will eventually find out the identity of the lesser-noble who paid to have him killed. Triumph in the final showdown will reap a large financial reward for the heroic Buccaneer and his party when they fill their packs and pockets with the lessernoble’s significant hoard of precious gems and freshly minted Gold Crowns.
Buccaneer of Shadaki
A Buccaneer of Shadaki increases his combat skill by one point immediately upon attaining Rank 11. He retains the other two scores (combat skill and endurance) from before with no initial changes and he is permitted to carry over his Action Chart entries with no modifications. He may keep all of his previous equipment but he does not gain any new equipment as a result of attaining Rank 11. Also at Rank 11, a Buccaneer of Shadaki immediately gains whichever lesser Discipline from the list given in the Heroes of Magnamund supplement that was not selected during prior play. This is in addition to the advanced Discipline gained at this Rank.
Buccaneer of Shadaki - Ranks and Disciplines
You begin heroic play as a Veteran Buccaneer Captain (Rank 11+) and gain a single advanced Buccaneer Discipline of your choice. You retain your knowledge of all previous Disciplines and gain Mastery and Expertise. Note these changes on your Action Chart. The advanced ranks of the Buccaneer of Shadaki and the titles granted at each stage of his progress, are shown here: 107
Rank / Number of Buccaneer Disciplines Buccaneer Title
1 2 3 4 5 6 7 8 9 10 11 / 12 (First Advanced Discipline)
12 13 14 15 16 17 18 19 20
/ 13 /14 / 15 / 16 / 17 / 18 / 19 / 20 / 21
Sea Dog Coastal Corsair Brigand Pirate Buccaneer (normal play begins at this level) Sea Rover Sea Wolf Sea Reaver High Seas Marauder Buccaneer Captain Veteran Buccaneer Captain (heroic play begins at this level) Sea Master (Mistress) Master (Mistress) of Oceans Son (Daughter) of the Deep Buccaneer Rear Admiral Buccaneer Vice Admiral Buccaneer Full Admiral Buccaneer Fleet Admiral Sea Duke (Duchess) King (Queen) of the Deep
Pick your Disciplines from the following list:
Scarlet Storm
The Blood Tempest fighting style of the Shadaki Buccaneers is rightly feared for it is a deadly combat art that has sent more men to a watery grave than all the squalls the sea combined. Masters of the Blood Tempest are capable of striking with their twinned blades so swiftly that their foes never see the cut or thrust that kills them. This is sometimes called ‘Scarlet Storm’, a devastatingly swift attack that leaves foes dead before they can act to defend themselves. If a Buccaneer of Shadaki can attack an opponent from a position of surprise, they ignore damage from their chosen foe for the first two rounds of the ensuing combat. Additionally, if they slay their target in two Combat Rounds or less, they may make an extra free attack with one 108
weapon against any foe within reach without suffering any endurance loss in return. If you choose this skill, indicate ‘Scarlet Storm’ on your Action Chart.
Deadliest Edge
Weapon skill is a mark of status among the Buccaneers and a man with Deadliest Edge ranks highest of all. Such is their mastery with their designated weapon that when they wield it freely in battle, no one strikes faster or surer. For as long as a Buccaneer with Deadliest Edge is not physically impeded, he may always attack an opponent. Foes attacking from a position of surprise and who are normally able to evade without suffering an endurance loss, will take damage when attempting to evade a heroic Buccaneer with this Discipline. If you choose this skill, indicate ‘Deadliest Edge’ on your Action Chart.
Like the Wind
An axiom among the Shadakine states: ‘The best defence is not being there.’ This is the philosophy behind the lesser art of Evasion and its more advanced skill of Like the Wind. When a heroic Buccaneer evades combat, he may ignore all endurance damage he would normally risk sustaining for doing this. If there is no clear route that would permit an escape, he may make a Discipline Test in order to find one. The Games Master is encouraged to let the Buccaneer of Shadaki be very creative with his choice of an alternative escape route. If you choose this skill, indicate ‘Like the Wind’ on your Action Chart.
Merchant Soul
Tales of pirates with a Golden Eye abound but the truly rich ones, those sailors who have amassed enough wealth to retire and live like a Zakhan of Vassagonia, are said to have a Merchant Soul. They have expert bartering skills, they can always negotiate the best deal when making
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any purchase and any division of treasure seems uncannily to tilt in their favour, sometimes in very surprising ways. When purchasing supplies, for example, a heroic Buccaneer with Merchant Soul always pays 50% of the normal price for the goods he wants. When selling items at market, he always receives 75% of the goods’ original price. If you choose this skill, indicate ‘Merchant Soul’ on your Action Chart.
Seafarer’s Fortune
A skilled pirate lives a long and fruitful life. The only kind of corsair that outlives a skilled pirate is a very lucky one. The lesser art of Pirate’s Luck can turn the tides of fate in a heroic Buccaneer’s favour but it is not always a reliable backstop. A hero with Seafarer’s Fortune is more likely to succeed in situations where most others will fail. Once per adventure, a Buccaneer with this Discipline may simply choose ‘9’ when selecting a Random Number. Unlike most other abilities of this kind, he may do this even after using another Discipline, or Disciplines, that modify the procedure for Random Number selection (such as Pirate’s Luck). Unfortunately, if even a 9 would not allow him to succeed, it must be accepted that fate has decreed the outcome and his attempt has failed. If you choose this skill, indicate ‘Seafarer’s Fortune’ on your Action Chart.
All Men Know My Name
The reputation of a heroic Buccaneer can spread far beyond the borders and shores of Shadaki. Once he develops this Discipline, a heroic Buccaneer’s reputation takes on a life of its own and tales of legend about his exploits, some real but many imagined, will have spread throughout Magnamund. This extends the effects of Reputation to anywhere the Buccaneer travels, even in remote lands and territories such as Kalte or Ixia. This can have surprising and often but not always, beneficial results. If you choose this skill, indicate ‘All Men Know My Name’ on your Action Chart.
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Wheelmaster
A Wheelmaster has the knack of always being able to guide a vessel or vehicle of any sort in just the right way to accomplish whatever outcome he desires. Normally confined to the navigation and piloting of large ships, this kind of talent also lends itself to coracles, skiffs, carriages and even horses. No one can get to where they are going any faster, or more efficiently, than a Wheelmaster. When a heroic Buccaneer with this ability is in control of a vehicle or mount, it moves slightly faster and takes only half damage whenever it is struck or injured. Living mounts will never flee or rout when under a Wheelmaster’s command. If you choose this skill, indicate ‘Wheelmaster’ on your Action Chart.
Prophet of the Tides
Foresight is a rare and valued gift among the Buccaneers of Shadaki. It is considered to be a combination of hedge divinations and a healthy respect for superstitions. Three times during an adventure, a heroic Buccaneer can read signs and portents which will enable him to ‘look ahead’ and see how the course of a chosen action will play out. The more wide-reaching the act, the less specific the result will be of this glimpse into the future. Conversely, a question like, ‘What will happen if I attack that stranger?’ can get very specific answer, especially if said stranger is actually a Helghast in disguise, or something equally as sinister. This gift never allows any direct changing of the future but forewarnings can certainly help a Buccaneer to consider a different course of action than the one that comes first to mind. The Games Master is the final arbiter in such matters and only he should decide what happens when this Discipline is used. If you choose this skill, indicate ‘Prophet of the Tides’ on your Action Chart.
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Crimson Corsair
Swashbuckling is one of the most exciting aspects of a Buccaneer’s life. Without daring adventure and high action, his reputation and charisma would be virtually non-existent. As such, a heroic Buccaneer tends to live out loud and will go seeking trouble when it fails to find him first. Setbacks only seem to encourage him, driving him on to perform greater exploits that may seem super-human to any casual observer who sees him in action for the first time. If a Crimson Corsair enters combat with his endurance below its initial score, the first damage he suffers is added, rather than subtracted, to his endurance. This bonus can only raise his score to its initial level, no higher. The only exception to this ability is damage that kills the Buccaneer outright. In this instance the hero expires impressively and flamboyantly but he is still quite dead nonetheless. If you choose this skill, indicate ‘Crimson Corsair’ on your Action Chart.
Trackless Pathmaster
As much as they love to live life to the full and propagate their own legends, wise heroic Buccaneers also know when to stay quiet and keep well out of sight. This philosophy naturally lends itself to being able to travel without leaving a trail and to follow the trails of others who attempt to do likewise. This Discipline grants the same abilities as the Kai Disciplines of Camouflage and Pathmanship, providing a way for the Buccaneer to accomplish both staying out of sight and seeking others simultaneously. If you choose this skill, indicate ‘Trackless Pathmaster’ on your Action Chart.
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Buccaneer of Shadaki
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Sommlending Knight of the Realm Ask any commoner in Sommerlund to name their greatest heroes and they will likely say ‘The Kai Lords’. But ask them to name another and more often than not you will hear them invoke the name of the Sommlending Knights of the Realm. Even more so than the Durenese Knights of the White Mountain, Sommlending Knights are synonymous with heroism and legendary deeds of valour. Whereas the order of the White Mountain is devoted to stewardship and protection, the Sommlending Knights of the Realm are crusading warriors and tireless vanguards of many great conflicts between the forces of Good and Evil. As their personal reputations grow, so Sommlending Knights of the Realm become larger than life in the eyes of the Sommlending. Their many knightly orders, especially the Knights Triumphant, inspire greatness on the field of battle. From highborn warriors to lowborn peasants, the skill and selfless courage of the Sommlending Knights is oft seen as a bright beacon of inspiration set amidst a sea of doubt and uncertainty. The Sommlending Knights are much more than just warriors in plate mail; they are living symbols of national pride and the physical embodiment of Salor’s enduring and protective love for the Realm of the Sun. The true heroes among the Knights of the Realm, the ones who exceed the glory of their peers and commanders, are the ones that will take up shield and lance against the Darkspawn and their fell masters wherever their evil manifests itself. It is traditional for the Knights to go ‘errant’ for a time, venturing far beyond the borders of Sommerlund with only their mount and a few trusted allies for company. The great deeds they perform whilst on these pilgrimages to far away places are often enshrined in folk songs and verse. They serve to inspire the best of future Sommlending generations to take up arms and armour and follow in their illustrious footsteps.
How They Are Seen
Sommlending Knights of the Realm are viewed by a majority of folk as true heroes. The greatest of their number are seen as cultural paragons of courage and virtue. Common folk look up to them and nobles pay them the respect their achievements and station deserve, especially as many of them are their bodyguards, their sons and their daughters. While relatively few Knights are gathered from the lower echelon families of Sommerlund,
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it is not uncommon for exceptional individuals of modest lineage to earn their squire’s spurs through hard work and merit. Heroic Knights of Sommerlund can expect to be treated with great respect within the borders of Sommerlund, Durenor and nations allied to the Sommlending crown. Conversely, they are viewed as mortal enemies of evildoers across Northern Magnamund. Sommlending Knights should expect to be loathed and detested in any encounter with the Darkspawn of Helgedad, the Cener Druids of Ruel and the Drakkarim of the Western Tentarias.
Adventure Ideas for Sommlending Knights of the Realm
Battle and noble deeds are the meat and ale of any true Sommlending Knight. What inspires a Knight of the White Mountain holds doubly true for the worthy Knights of Sommerlund. Any mission that sets them on the road to confront evil or rescue the helpless from the Agents of Darkness will likely yield a memorable adventure for a heroic Sommlending Knight. With their mirror-bright armour and their doughty warhorses, heroic Knights of Sommerlund certainly stand out in any crowd. They will also attract the unwanted attention of all who oppose the might and majesty of their noble homeland. Some specific game ideas for Sommlending Knights of the Realm: • Located in a remote part of the foothills of the Durncrag Mountains are the High Barrows. They are an interconnected series of subterranean catacombs, which house the remains of the first few generations of Sommlending Knights from ages past. Squires and bards sometimes travel to these ancient burial sites, seeking to pay their respects to their fallen ancestors or gain inspiration for new folktales and ballads. It has become a tradition that began in the latter part of the MS 4500’s. But of late, these solitary pilgrims have failed to return from their travels. Border Rangers report strange lights in the wooded vicinity of the catacombs and Kraan have been seen circling high above the barrows at twilight. This is causing much anxiety in the Royal Court. The King has asked for a volunteer Sommlending Knight of the Realm to hand-pick a party of intrepid adventurers and investigate the mystery surrounding the High Barrows. Will you be the first brave soul to answer his call? • A major Darkspawn incursion, much larger and more ruthless than any in recent memory, has occurred to the south-west of Holmgard. Giak warbands and regiments of Doomwolf riders have sallied forth 116
from the Southern Durncrags and launched a series of audacious raids on isolated farms and hamlets in the western region of the Southlund Marches. Upon hearing of these raids, the heroic Sommlending Knight is one of the first to respond. Swiftly he rides to the troubled area but the speed of his response places him several days ahead of the Sommlending Army of the South which has been ordered by the King to mobilise and counter these attacks. With so many innocent Sommlending lives now directly in harm’s way, the heroic Knight is pledged to protect them, even though he will undoubtedly face an enemy far superior in numbers than he has ever faced before. Can he fulfil his duty to his endangered compatriots and survive against daunting odds until relieved by the vanguard of the Sommlending Army of the South? If he goes now, he is likely to arrive long before reinforcements can gather. But isn’t that the stuff of legends? • Bardic tales extol the bravery of Sir Barios the Unfallen, a Sommlending Knight of old, who single-handedly held a bridge against 100 Drakkarim invaders while the inhabitants of a nearby town made good their escape to safety. The tales tell of the special suit of plate armour that he wore, for it was blessed and enchanted by the Elder Magi. For 10 hours he withstood their repeated attacks until he expired of fatigue and exhaustion; neither arrow, nor blade, nor bolt had penetrated his armour. Word reaches the heroic Knight that a Drakkarim commander now wears Barios’ enchanted armour. As a further insult, this Drakkar cur is claiming to have crafted the suit himself. The heroic Sommlending Knight is appalled by what he hears. He resolves to hunt down the Drakkar and retrieve the fabled suit of armour without delay. He pledges to present the recapture plate to the King himself in Holmgard upon the successful completion of his mission. It is a bold promise but is it one that he can fulfil?
Sommlending Knight of the Realm
There are no advanced rule changes for Sommlending Knights as far as the statistics are concerned. They retain the other two scores (combat skill and endurance) from before with no initial changes and they are permitted to carry over to their Action Chart, their entries with no modifications. They may keep all their previous equipment but they do not gain any new equipment as a consequence of attaining Rank 11.
Sommlending Knight - Ranks and Disciplines
You begin heroic play as a Knight Errant (Rank 11+) and gain a single advanced Sommlending Discipline of your own choosing. You retain your knowledge of all previous Disciplines and gain Mastery and Expertise. 117
Note these changes on your Action Chart. The ranks of the heroic Sommlending Knights and the titles they are granted at each stage of their progress, are shown here: Rank / Number of Sommlending Disciplines
1 2 3 4 5 6 7 8 9 10 11 (First Advanced Discipline) 12 13 14 15 16 17 18 19 20
Sommlending Knight’s Title Companion Bannerette Squire Challenger Knight Dexter (normal play begins at this level) Knight Vindicant Knight Champion Knight Superior Knight of Salor Honour Knight of the Realm Knight Errant (heroic play begins at this level) Knight Guard Captain Knight Guard Commander Lord Knight Battle Master Paladin Knight of the Sun Lord of the Sun Guardian of the Realm Guardian Knight Eternal
Pick your Disciplines from the following list:
Sacred Vow: Arms
Perfection of arms becomes perfection of body and mind. The Sommlending Knights train rigorously to gain and maintain a top fighting form at all times. Tirelessly, they train with the broadsword, their chosen bladed weapon, until they are able to wield it one-handedly whilst simultaneously using a heavy Sommlending Greatshield to full effect. When this Sacred Vow is taken, it increases the combat skill bonus of a Sommlending Greatshield to +5. If you choose this skill, indicate ‘Sacred Vow: Arms’ on your Action Chart. 118
Sacred Vow: Compassion
Giving one’s life in the defence of others is not just a noble sacrifice; it is considered an essential duty of the Sommlending Knight. They are able to bestow their own vitality in order to spare the ebbing lives of their companions. Such is the Gospel of Salor. A heroic Knight of the Realm now has the ability to transcend this bestowal and restore life to the recently deceased, albeit at the potential cost of his own. This gift revives a fallen ally to 1 endurance but the Knight must subtract one point of endurance permanently from his maximum score. He must then choose a Random Number. On a result of 1-5, he loses an additional endurance point regardless of his current total. On a result of 6-8, he loses 50% of his current endurance total, with fractions rounded up. If the number chosen is a 9, this selfless act costs the Knight no loss of endurance at all, save for the endurance point he loses as a permanent deduction when making the bestowal. If the number chosen is 0, he must pay the ultimate price for his noble deed. He expires but his sacrifice revives his ally to his full endurance score. If you choose this skill, indicate ‘Sacred Vow: Compassion’ on your Action Chart.
Sacred Vow: Fortitude
Sommlending Knights are paragons of virtue with boundless stamina. They are able to heft their massive shields and wear their heavy suits of plate armour for many hours without suffering the fatigue that would undoubtedly befall any lesser warrior attempting such a feat. Neither the blazing heat of a high summer’s day nor the bitterly cold winter winds of the North can slow their stride. They have been known to march for days without rest when necessity demands, especially when the Darkspawn of Helgedad threaten their beloved homeland. This vow bolsters a Knight’s unyielding resolve to a super-human level, immediately granting him five points of endurance and allowing him to ignore one need for a Meal during each adventure he undertakes. If you choose this skill, indicate ‘Sacred Vow’ on your Action Chart.
Sacred Vow: Honour
Honour and trustworthiness are the hallmarks of a heroic Sommlending Knight. They are virtues that all other warriors of the Realm strive to attain. By maintaining a daily regimen of spiritual and mental purity, a 119
Sommlending Knight is able to perceive all falsehoods in the words and actions of others. When these falsehoods are enacted or spoken by an otherwise goodly soul, the Knight will not seek to admonish them with an outburst of righteous indignation but rather he will correct them with compassion so as to set them back on the path of the virtuous without humiliating them, or giving them cause to harbour any lasting resentment. Once per adventure, a Knight with this ability may attempt Redemption and turn one sentient human or humanoid enemy into an ally. Where this enemy is wholly and irredeemably evil, the effects of Redemption will last for a brief duration before the target reverts to its true character. Using Redemption always requires a Discipline Test with a difficulty that takes into account the moral propensities of the target. Some targets, most notably Cener druids, Drakkarim and any humanoid Darkspawn, are almost always immune to the effects of this Discipline. How long a subject remains redeemed is for the Games Master to decide. He should determine the precise duration of effect after taking the target’s morality, the location and the circumstances in which the test takes place into careful consideration. If you choose this skill, indicate ‘Sacred Vow: Honour’ on your Action Chart.
Sacred Vow: Might
Sommlending Knights of the Realm pride themselves on their martial prowess and eagerly seek out new challenges to better themselves by enhancing their physical strength. This power of the body equates directly to a heroic Knight’s fearsomeness in battle. Heroic Knights are capable of dealing hugely damaging blows to their enemy’s armour capability. Once per combat, a Knight may make a Sundering Strike. This blow is supremely accurate but it is not aimed primarily at the enemy itself, rather at its shield or armour. If a Knight’s combat blow causes an enemy to lose any endurance, the loss is not subtracted from the enemy’s score. The first 3 endurance points that are lost are expended upon the enemy’s shield, destroying it. If the enemy has no shield, it is expended upon its armour with the same result. All Sundering Strikes that successfully destroy an enemy’s shield or armour will reduce the opponent’s combat skill by three for the remainder of the combat. If the opponent has neither shield nor armour, it sustains the loss as per normal and loses a further four points of endurance due to the shattering effect of the blow upon its unprotected body. If you choose this skill, indicate ‘Sacred Vow: Might’ on your Action Chart. 120
Sacred Vow: Horsemanship
Given the fine overall quality of Sommlending warhorses and the important role they play in the life of a heroic Knight, they are treated with utmost care and respect by their masters. The care and attention that a heroic Knight lavishes on his trusty steed creates a powerful bond between the rider and his mount. When riding his personal mount, a heroic Knight of the Realm gains 10 endurance. These points are the first to be lost in any combat undertaken whilst on horseback. They do not apply whenever he fights on foot. If a heroic Knight dies whilst riding his personal mount, the steed will die from heart failure within minutes of its master’s passing. Such is the depth of a warhorse’s attachment and devotion to its master. If you choose this skill, indicate ‘Sacred Vow: Horsemanship’ on your Action Chart.
Sacred Vow: Righteousness
A heroic Knight of Sommerlund strives to act correctly at all times, even when he is ‘off-duty’ and enjoying a rare period of rest and recreation. When he is fighting a committed battle against the forces of evil, a heroic Knight’s well-justified righteousness can be a source of moral and physical strength. True righteousness, the kind attained through this Sacred Vow, also makes a heroic Knight virtually immune to mental tricks and psychic assaults launched by any supernatural foe. The heroic Knight of the Realm gains an ability equivalent to the Magnakai discipline of Psi-Screen. If you choose this skill, indicate ‘Sacred Vow: Righteousness’ on your Action Chart.
Sacred Vow: Strength
Few weapons symbolise the warriors who wield them quite like the broadsword does for the Sommlending Knights of the Realm. It is a large and heavy weapon, somewhat unwieldy in the hands of lesser mortals but in the firm grip of a heroic Sommlending Knight it is an instrument of destruction unlike any other. Armed with his broadsword, he is a truly fearsome battlefield adversary. Without it, he is just a warrior, albeit a very strong and noble one. The Sacred Vow of Strength gives the heroic Knight a sure and steely grip, which will prevent him from being disarmed by any foe, of equal or lesser Rank, during combat. If you choose this skill, indicate ‘Sacred Vow: Strength’ on your Action Chart. 121
Sacred Vow: Valour
In battle, a heroic Sommlending Knight of the Realm can rain a flurry of blows upon an enemy using both the blade of his sword and the iron-shod rim of his shield. The Code of Valour teaches this basic technique and the Sacred Vow builds upon it. It permits a heroic Knight to inflict a full endurance loss upon his enemy with every shield blow, rather than just half. Code of Valour also makes a Knight’s pledge not to evade combat more binding. He may never evade a combat unless all of his companions and allies have already done so. He must always be the last to evade, regardless of circumstance. If you choose this skill, indicate ‘Sacred Vow: Valour’ on your Action Chart.
Sacred Vow: Virtue
Virtue is what sets a heroic Sommlending Knight apart from a regular warrior in plate armour. His ability to hold strong despite all obstacles is an inspiration to all who can claim the heroic Knight as an ally. By taking this Sacred Vow, the heroic Sommlending Knight of the Realm is capable of inspiring those around him to become heroes in their own right. In combat, all allies within 10 yards (10 metres) of equal or lesser Rank gain +2 combat skill and share his lesser Code of Virtue ability to stand their ground. If you choose this skill, indicate ‘Sacred Vow: Virtue’ on your Action Chart.
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Sommlending Knight of the Realm
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Telchoi Warrior
With a few possible exceptions (Kalte and the Darklands for instance), the scorching desert of Telchos is the harshest of climates to be found in Magnamund. Soon after sunrise, the sun attains a blistering heat, which will parch throats, roast exposed flesh and bleach bone before it sets below the eastern horizon. The trackless dunes and the unforgiving rocky landscape of the desert are home to dangerous and vicious predators. Chief among them are the people who are native to this brutal, unforgiving land: the Telchoi. Blessed by Ishir in a way unique to all the peoples of Magnamund, the Telchoi venerate their faith in the Goddess through the greatest sacrament of all: their survival. When fresh water is plentiful, they survive. When it becomes a rare and precious commodity, they survive. When the unquenchable desert sands absorb Ishir’s Bounty and water is nowhere to be found at all, they survive. There is no trick or technique of survival the Telchoi have not mastered and nothing they would not do to ensure their race survives. The Telchoi struggle and suffer and survive together. This bond forged in adversity is what keeps them going when all else fails. Heroic warriors of the Telchoi, even when they wander the cooler lands beyond their blistering borders, always yearn for their sun-bleached home. Most will someday return to the oases of their birth, assuming, that is, that they survive and prosper from their far-flung adventuring. Given their formidable resolve and instinct for survival, heroic Telchoi are more likely than most to achieve their goals.
How They Are Seen
Unlike the heroes of most other cultures, those of the Telchoi are respected but not idolised. Exceptional effort is a commonplace occurrence for the people of the sands, not the stuff of legend. There are no points to be scored for slaying a vicious sandcrawler or running across the burning sands for 20 hours at a time in search of a watering hole among the bleached and barren rocks. Such accomplishments earn no accolades; they are but the daily trials of existence for the hardy tribes of the Telchoi. That said, it is not unknown for a heroic Telchoi Warrior to become a legend amongst her people. Constant vigilance, unshakable faith in Ishir’s
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triple aspect and a willingness to risk all for the good of the Telchoi race can earn admiration even among these notoriously taciturn people. The Telchoi may be very hard to impress but when they do admit a living legend walks in their midst, they will celebrate her life and achievements with as much adulation as any other culture of Magnamund. Of more important note is how heroes of the Telchoi are seen outside their nation’s borders. With distinctive features, an almost barbaric manner and an array of curious weaponry, they make an instant impression when travelling across other nations and, for some, the impression is not entirely a favourable one. Yet their honesty, bravery and unquestionable skill often earn them respect among their peers and a begrudging acceptance, no matter how far from home they may roam.
Adventure Ideas for the Telchoi Warriors
Fighting great beasts and exploring new places are everyday fare for an adventuring heroic Telchoi but they never approach such ventures with jaded reluctance or tired enthusiasm. Indeed, engaging in such endeavour is precisely where they excel and few can accomplish their missions more efficiently. Memorable adventures for Telchoi Warriors must always be for the greater glory of the Goddess Ishir, their fallen nation state, or the discovery of something will aid their people’s survival. Some specific game ideas for Telchoi Warriors include: • Rumours persist of ruins that lie undiscovered beyond the farthest run - the longest distance anyone can travel and possibly return due to a lack of water. Younger Telchoi have been kept from investigating these rumours for decades but if a heroic Telchoi Warrior were determined to attempt the journey, the Council of Thirty would not stand in her way. She could only take with her what she can carry and the disparate tribes of Telchos cannot be relied upon to supply her with any precious water or food from their meagre reserves. If the heroic Telchoi is still willing to make the attempt regardless of its daunting difficulty, a great discovery could await her. Glory or death; welcome to the reality of the Telchos desert! • A new trade route has been opened through the Heart of the Sands, the epicentre of the Telchos Desert. Brave souls are needed to escort the first caravan that is willing to make the inaugural journey. The Heart of the Sands is a complete mystery to the Telchoi and anything could be waiting for the heroic Warrior who is brave, or foolish, enough to venture there. 126
• One night, a vision comes to the heroic Warrior. It reveals a glimpse of a ruined temple with a statue of Goddess Ishir standing beside a pool of sparklingly clear water. Is it a prophecy foretelling of a new homeland for her tribe, or a psychic enchantment placed in her unconscious mind by a malevolent enemy? There is only one sure way to find out.
Telchoi Warrior
There are no advanced rule changes for a Telchoi Warrior as far as the statistics are concerned. She retains the other two scores (combat skill and endurance) from before, with no initial changes and she is permitted to carry over her Action Chart entries with no modifications. She may keep all of her previous equipment and she does not gain any new equipment as a result of attaining Rank 11.
Telchoi Warrior - Ranks and Disciplines
You begin heroic play as a Sand Mistress (Rank 11+) and gain a single advanced Telchoi Discipline of your choice. You retain your knowledge of all previous Disciplines and gain Mastery and Expertise. Note these changes on your Action Chart. The advanced ranks of the Telchoi Warriors and the titles they are granted at each stage of their progress, are shown opposite: Pick your Disciplines from the following list:
Soul of the Sun
A fire burns in the hearts of all heroic Telchoi, fuelled by the unrelenting sun of their homeland and nurtured through every chill night spent huddled around a campfire for warmth. The spiritual powers of a heroic Telchoi Warrior allow her to touch that inner fire for more than just brief moments at a time. Once this Discipline is mastered, the Bite of Fire skill no longer requires any endurance cost and the heroic Warrior can survive in cold environments without suffering any discomfort. She will be warmed by a heat of her own making. At a cost of 1 endurance for every five minutes duration, or fraction thereof, a heroic Telchoi can make her eyes glow fiercely like the midday sun. This ability provides enough light for her and her companions to see everything clearly within 30 yards (30 metres), even in a magicallyinduced area of darkness. If you choose this skill, indicate ‘Soul of the Sun’ on your Action Chart. 127
Rank / Number of Telchoi Disciplines
Telchoi Warrior Title
1 2 3 4 5
Oya-i Aminaturi Kahina Batuti Sand Sister (normal play begins at this level) Mulani Desert Minx Artemisari Enyoi Ishiri Sand Mistress (heroic play begins at this level) Ombata Taunoi Kalrati Yin-sega Ishiri Mulaturi Deshdaya Kahsari High Ishiri
6 7 8 9 10 11 (First Advanced Discipline) 12 13 14 15 16 17 18 19 20
Grace of Ishir
The healing powers of the matronly aspect of Ishir flow freely through the veins of a heroic Warrior who possesses this Discipline. Her gracious bounty allows the warrior woman to heal by touch, a skill many lesser Telchoi possess but this greater grace constantly replenishes the Telchoi Warrior and protects her from harm. She becomes immune to disease and regains 1 endurance for every 30 minutes that pass in which she is not engaged in combat. If you choose this skill, indicate ‘Grace of Ishir’ on your Action Chart.
Piercing Storm
When wielding a spear, any Telchoi Warrior can focus her will and drive its point through the hardest stone, stoutest armour, or thickest carapace. This ability to impale with force has brought down many tribal foes that 128
would have otherwise slaughtered any heroic Telchoi that crossed their path. This same gift lies behind the Piercing Storm, albeit in a much stronger form. It becomes transformed into magical will that grants the same ability to choose a ‘9’ during the first round of combat, as per a Telchoi Warrior’s shiel-fa ranged attack. If the heroic Telchoi Warrior enters melee combat after this ranged shot, she may use Impale with her spear during the first close Combat Round as well. Unlike Impale, the Piercing Storm costs only 1 endurance to use. If you choose this skill, indicate ‘Piercing Storm’ on your Action Chart.
Oasis of the Mind
It is notoriously difficult to break a heroic Telchoi’s sprit by any magical or psychic means. This endurance is a potent gift that will carry her through many adversities that would destroy lesser folk. The teachings of Ishir regarding the vital importance of protecting the tribe at any cost have given rise to this Discipline. It is a means by which the heroic Telchoi Warrior can extend her Mind Wall talent to protect any single ally she can physically touch. Every round she does this, she suffers -3 to her combat skill because one of her hands will be occupied in the channelling of this gift and she must expend a further 1 endurance per round to maintain its effect. If you choose this skill, indicate ‘Oasis of the Mind’ on your Action Chart.
Pulse of the Land
By kneeling and pressing both palms to the ground, a heroic Telchoi Warrior can ‘read the pulse of the land’. The Discipline provides a powerful rapport with the earth, be it sand, rock, or any other natural substance. The Warrior can sense hidden traps, find concealed enemies and learn of any significant events or passage that may have occurred in the area during the past 24 hours. The Pulse of the Land takes five uninterrupted minutes to prepare and use. If you choose this skill, indicate ‘Pulse of the Land’ on your Action Chart.
Advanced Dune-running
Dune-running is the name given by the Telchoi to the special stride their scouts employ to travel quickly and efficiently across the sands of their desert home. While all Telchoi can dune-run to a limited extent, only a rare few ever learn its advanced technique. When travelling overland across natural terrain, the heroic Telchoi Warrior can move at double 129
normal speed for as many hours as is equal to twice her Rank. During an advance dune-run, she will not need to pause for rest. If you choose this skill, indicate ‘Advanced Dune-running’ on your Action Chart.
Survival of the Swiftest
‘She who strikes first need only strike once’. This ancient Telchoi saying lies at the heart of their warrior philosophy. It encourages them to use swift and merciless action to ensure their survival. When a heroic Telchoi Warrior has the opportunity to attack from a position of surprise, or strike first in any combat, she may resolve the first Combat Round as normal and then she will go one step up the Combat Results Table for every point of Expertise Bonus to combat skill she enjoys due to her Rank. This technique can only be combined with Bite of Fire but this pairing can make for a lethal first strike. Very often this first strike will be the only strike she will need to make. If you choose this skill, indicate ‘Survival of the Swiftest’ on your Action Chart.
Venom in the Veins
One of the hardest trials a Telchoi youth must endure is the night when they reach physical maturity and drink a cup containing a mixture of deadly poisons. Surviving this ritual is their rite of passage and it renders them immune to toxins for the rest of their lives. These poisons never leave their bloodstream and a heroic Telchoi learns how to awaken and gather them when her need is greatest. By focusing her mind on the venom flowing in her blood, a heroic Telchoi Warrior with this gift can spit a stream of bloody ichor at her foe. This attack is resolved in the same way as a bow ranged attack but can only harm living targets and it only inflicts half damage (with fractions rounded down). The full effect of this Discipline occurs in the four rounds following a successful strike, for the stricken target will continue to lose the initial endurance point(s) loss at the start of each of these subsequent four rounds as the venom is absorbed through their skin. Venom in the Veins can only be used once during any adventure. If you choose this skill, indicate ‘Venom in the Veins’ on your Action Chart.
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Sand Scream
Many heroic Telchoi Warriors master an ear-piercing shout that can shock and stun their foes. This is merely the audible effect of a much greater gift, one that a warrior woman in tune with Ishir can call upon in the heat of battle. The Sand Scream draws upon the power of the land itself to create a funnel of cracking earth and howling winds. The noise is more fearsome than that generated by a raging sand storm and more violent in concussive force than any tempest. Calling down a Sand Scream has the same effect as Voice of Thunder but it also knocks down any affected foe and inflicts the heroic Telchoi Warrior’s current Rank as additional endurance damage. Like the Voice of Thunder, the Sand Scream has no friends. If you choose this skill, indicate ‘Sand Scream’ on your Action Chart.
Dance of the Winds
Learning the whirling cyclonic fighting style of the Telchoi can take a lifetime of study and practice. Mastering it is something only the most heroic of the desert’s daughters will ever accomplish. One of the skills that this mastery bestows is a whirlwind of violence known as the Dance of the Winds. Always in motion, a heroic Telchoi Warrior can employ this battle tactic to confound and disrupt multiple attacks launched against her. The Ganging Up bonus never applies to a heroic Warrior with this Discipline and whenever it would apply, every enemy that should gain from it will suffer a point of endurance loss instead. If you choose this skill, indicate ‘Dance of the Winds’ on your Action Chart.
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Telchoi Warrior
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Vakeros Warrior-Mage
Direct descendants of the Elder Magi and charged with the protection of their jungle-dwelling populace, the Warrior-Mages of Vakeros are a fiercely proud Dessian elite. Their skills combine jungle survival techniques and combat skills with a unique variant of magic. While their arcane gifts are the result of their lineage, they have fused this legacy to their distinctive fighting skills to transform themselves into a very potent force for Good. The heroic among their order will venture out into the wider world beyond their jungle borders and experience the cultures and challenges that await them with no sense of trepidation. The lessons learned abroad will serve to further their collective knowledge when finally they return to the fabled land of their birth. Possessed of great strength and greater curiosity, the Vakeros Warrior-Mages are sentinels and seekers in equal measure. They fear neither man nor magic and this indomitable spirit serves them well throughout their adventuring lives. Famed for their boldness of spirit and their weapons of shimmering blue steel, the Vakeros are quite simply an enigma. They move swiftly with an almost feline grace and craft their equipment in tribal jungle fashion, yet they carry with them a martial tradition that is the equal of any rigid knightly order. They will seek to hone their formidable skills and augment them with new battle techniques acquired while adventuring abroad. This makes a heroic Vakeros Warrior-Mage a very special breed of warrior, a supreme exponent of magic and might that is sure to strike terror into the evil hearts of all Darkspawn ill-fated to cross their path.
How They Are Seen
From their distinctive plaited golden hair to their amber cat-like eyes, the Vakeros are an imposing and somewhat unsettling sight for most people upon the occasion of their first meeting. Their general demeanour and mannerisms, while seemingly odd, are quietly understated and always respectful. This often serves to steady the nerves of anxious strangers and typically earns a heroic Vakeros Warrior-Mage the benefit of any doubt that initially the person may have about their motives and intentions. By virtue of their distinctive appearance, Vakeros Warrior-Mages rarely blend into a crowd. More often than not, they attract curiosity and apprehension in equal measure when visiting a foreign town or city. Heroic Vakeros Warrior-Mages have a tendency to unnerve humans who have never seen one of their kind before, considerably more so than their 133
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lesser-gifted brethren, especially once they have developed the Eyes of the Elder Discipline. Their glowing gaze has been known to make people freeze with fright or flee screaming. Companions of the Vakeros WarriorMage, after having spent a few days in their company, typically become inured to this effect. Curiously, it is rare for animals to react in the same nervous manner as do humans upon their first encounter. Unless they intend to do harm, usually they will react with a curious ambivalence. Instinctively, most animals sense that a heroic Vakeros-Mage will never seek to hurt them deliberately.
Adventure Ideas for Vakeros Warrior-Mages
The life of a heroic Vakeros Warrior-Mage abroad is one where a challenge can come at any moment and from any quarter. They are used to operating under pressure in dangerous environments and when venturing into the unknown, they maintain a heightened state of vigilance so intense that it may appear to cross the border into paranoia. Were it not for their ability to relax completely at will, most would likely die of acute stress and mental exhaustion long before any enemy could ambush and defeat them in combat. With the Vakeros, a celebratory tavern visit following a successful mission is likely to be just as eventful as the adventure that warranted it. Some specific game ideas for heroic Vakeros Warrior-Mages include: • The creation of blue steel requires rare minerals and magical components, some of which can be difficult to find and perilous to gather. When a group of Vakeros mineral prospectors go missing, a heroic Warrior-Mage is called upon by the High Council of the Elder Magi to locate them and bring them safely back to Elzian, the Dessian capital, together with their precious cargo of pure cobalt. They had been tasked with the retrieval of this rare mineral (an essential component in the forging of blue steel) from the Vluni Peaks. This remote mountain range lies far to the west of Dessi, close to its border with neighbouring Kakush. It is a wild region, notorious for the Agarashi who dwell restlessly in caverns located deep within the mountain range. Were supposed to be bringing to the Dessi Grand Forge when so many Vakeri weapons of note are made. • The heroic Vakeros Warrior-Mage is far from home when he receives a message from the Elder Magi. He is ordered to cut short his current adventure and return home to Elzian, the Dessian capital, without delay. No details are given as to the precise reason for this urgent recall but a warning alludes to a grim threat that is now casting its sinister shadow upon his jungle homeland. The Elder Magi instruct the 135
heroic Vakeros to be especially vigilant during his homeward journey. Several Agents of Darkness are known to be tracking his every move and the message contains a stark warning to expect their attempt at a deadly interception at some point on the long road back to Dessi. Will the heroic Vakeros confound these enemy agents and return home successfully, or will he and his trusted companions fall foul of their evil machinations at some point along the way? • The Cener Druids of Ruel have hatched a wicked plan designed to hasten the demise of the Elder Magi. In order for their nefarious scheme to be initiated, they must first obtain the blue steel sword of a high ranking Vakeros Warrior-Mage. Our intrepid hero and his company of adventurers are in one of the Stornlands’ major cities, enjoying a well-deserved rest at one of the city’s better inns, after having travelled several hundred miles with little respite. During the night, the blue steel sword belonging to the heroic Vakeros is stolen. A chase ensues which leads the Vakeros and his companions into the dark underworld of this city. What begins as a manhunt for the sword thief quickly evolves into a race against time to prevent the evil Cenerese from obtaining the sword and enacting their vengeful plot to destroy the Elder Magi.
Vakeros Warrior-Mage
A Vakeros Warrior-Mage increases his combat skill by 1 point immediately upon attaining the 11th Rank. He retains the other two scores from before (combat skill and endurance) with no initial changes and he is permitted to carry over his Action Chart entries with no modifications. He may keep all of his previous equipment and does not gain any new equipment as a result of attaining Rank 11.
Vakeros Warrior-Mage - Ranks and Disciplines
You begin heroic play as a Jungle Warlord (Rank 11+) and gain a single advanced Vakeros Discipline of your choice. You retain your knowledge of all previous Disciplines and gain Mastery and Expertise. Note these changes on your Action Chart. The advanced ranks of the Vakeros Warrior-Mage and the titles they are granted at each stage of their progress, are shown here:
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Rank / Number of Vakeros Disciplines
Vakeros Warrior-Mage Title
1 2 3 4 5
Cadet Apprentice Adpet Tactician Bladerunner (normal play begins at this level) Journimage Avenger Vindicator Magiator Warrior-Mage Jungle Warlord (heroic play begins at this level) Blue Blade Spellbinder Guardian-Mage War-Mage Conqueror Vindicator Vanquisher Vakeros Prince Overlord
6 7 8 9 10 11 (First Advanced Discipline) 12 13 14 15 16 17 18 19 20
Pick your Disciplines from the following list:
Voidstrike
Many of the direct threats that the Vakeros endure come from necromancers and evil sorcerers. While a heroic Vakeros Warrior-Mage has few spells at his disposal, an important defensive technique that he has in his arsenal is Countermagic. It is an effective obstruction to most aggressive spells cast against him but often the Warrior-Mage would be best placed to use preventative magic to thwart an enemy magician before any destructive spell is launched. For this reason, the heroic Vakeros Warrior-Mages of Dessi have developed the art of the Voidstrike.
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The heroic Vakeros pays 4 endurance to create a Voidstrike. This spell ignites his Blue Steel Sword with a sheath of black flame which modifies his next combat attack. If the heroic Warrior-Mage inflicts any endurance loss upon his adversary in his next attack, then the opponent cannot use magic for a number of subsequent rounds that are equal to half of the endurance damage he sustains (with fractions rounded up). This Discipline does not modify or negate Mindforce of any kind. If you choose this skill, indicate ‘Voidstrike’ on your Action Chart.
Daernath Master
Though the focus of their martial training is upon the mastery of handto-hand combat, the heroic Warrior-Mage does possess a ranged fighting technique called Daernath. This permits him to hurl bolts of magical energy at distant foes. These bolts always strike unobstructed targets and will penetrate armour and flesh in an instant. Mastering this art makes the summoning of these sorcerous bolts much easier to perform, thereby reducing the cost of doing so to 1 willpower for each -1 endurance point of damage they inflict upon a target. If you choose this skill, indicate ‘Daernath Master’ on your Action Chart.
Will of Steel
The leeching of a foe’s mental energy is a valuable skill, which is available to the heroic Warrior-Mage, especially when his own psychic resources can be so easily be exhausted. Heroic Vakeros are constantly seeking to discover new ways to enhance or extend their powers and it is this constant striving for improvement that has led to the perfection of this Discipline. By invoking Will of Steel, a feat only possible once per adventure, a heroic Warrior-Mage can choose any ability that has no fixed limit on the number of willpower points that can expended in order to fuel it. This ability can then be used with a number of free willpower points that are equal to the heroic Warrior-Mage’s Rank. If you choose this skill, indicate ‘Will of Steel’ on your Action Chart.
Kaenos Master
By focusing on the advanced magics of the higher mind, a master of the Kaenos Discipline is able to unlock his latent talents and tap what many cerebral sages refer to as ‘the Mindforce’. This manifests itself as an improved form of telepathy, permitting a heroic Warrior-Mage to wield
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his thoughts as both a weapon and a ward against his foes. In so doing, he gains the Kai Disciplines of Mind Blast and Mind Shield. If you choose this skill, indicate ‘Kaenos Master’ on your Action Chart.
Veronios Master
Regular and devoted study of the ancient origins of all magic upon Magnamund will reward a Vakeros Warrior-Mage with this advanced Discipline. In addition to the one Brotherhood of the Crystal Star spell that he already knows, he may now choose a second Brotherhood spell, or one of the Disciplines from the Magician of Dessi Disciplines list as shown in the Heroes of Magnamund supplement (with the exception of Staff of Dessi). His diligent studies will also provide him with a greater reserve of mental strength. Selecting this Discipline immediately grants a heroic Vakeros four points of willpower. This is a permanent increase to his total. If you choose this skill, indicate ‘Veronios Master’ on your Action Chart.
Puuros Master
Masters of the Disciple of Puuros make for excellent bodyguards and allies. At the start of any combat, a heroic Vakeros Warrior-Mage may designate one of his companions who is engaged, or about to be engaged, in a melee and cast the beneficial effect of this Discipline upon them. So long as the heroic Vakeros has any endurance remaining and keeps within five yards (5 metres) of his designated ally, that person will not die when reduced to 0 endurance but rather he will fall unconscious. As soon as the combat ends, the subject can be revived through healing by any means (spells, potions, magic, or any transferable healing abilities) within a duration of time that is equivalent to one minute per rank of the Puuros Master who bestowed the benefit of his Discipline upon them. If you choose this skill, indicate ‘Puuros Master’ on your Action Chart.
Azure Sanctum
As a heroic Warrior-Mage gains more exposure to and a better understanding of, the unique properties of Blue Steel, he will also learn how to channel the energies inherent in all the metals of Magnamund more efficiently. In his possession, small amounts of metal will have virtually no weight and can be made to move by the Warrior-Mage in ways that seemingly
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defy the law of gravity. Upon mastering this Discipline, it becomes much easier for a heroic Vakeros to wear armour and carry a metal shield into battle. While a heroic Warrior-Mage may never reach the same level of proficiency and expertise with metal armour that a heroic Knight will likely achieve over the course of his lifetime, he is able to master the basics far more swiftly than would otherwise be the case. A heroic Warrior-Mage with Azure Sanctum can use armour and carry a shield in the normal way. If the item is made from Blue Steel, a technique that quadruples the cost and is rarely available beyond the borders of Dessi, it will provide one extra point of whichever score (combat skill or endurance) it is designated to improve. The Games Master should determine just how accessible such rare and precious items are within the framework of the campaign he is running. If you choose this skill, indicate ‘Azure Sanctum’ on your Action Chart.
Valos Master
The ability to teleport oneself is a rare talent for even the most gifted of sorcerers. But for a heroic Warrior-Mage, it is no more difficult to perform than it is for a bird to fly. The reason for the great improvement upon their basic Valos Discipline is likely due to a relatively recent evolutionally advance, which is unique to this heroic character class. Whatever the reason may be, a heroic Warrior-Mage who possesses this Discipline will have good cause to be very thankful for it. Mastery permits him to transcend the one yard (1 metre) limitation of the basic discipline. He can now teleport to any location that is in plain sight for a cost of only 1 willpower. Under most circumstances, the ‘in plain sight’ requirement effectively limits this ability to 500 yards (half a kilometre). All other rules governing the Valos Discipline still apply to this advanced version. If you choose this skill, indicate ‘Valos Master’ on your Action Chart.
Vakeros Ra-anai
In their native language, the honorific ‘-anai’ is given to the name of a legendary ancestor who is still believed to walk in spirit form among the Vakeros, guiding their actions in times of great danger. It is used as part of the name of this Discipline because masters of Vakeros Ra-anai are not unlike spirits in some aspects. They can move faster than the eye can see and they leave a ghostly trail of pale blue flame in their wake.
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In combat, once a heroic Warrior-Mage has used the free parry which is given by the lesser Vakeros Ra Discipline, all further damage he suffers is subtracted from his willpower score instead of his endurance. An attack that reduces him to 0 willpower will have any extra damage negated. Only once his willpower is exhausted does combat damage begin to reduce his endurance score, as per normal. If you choose this skill, indicate ‘Vakeros Ra-anai’ on your Action Chart.
Fury of the Veerok
Learning from the ferocity of his avian steed, a heroic Warrior-Mage is able to perform a powerful manoeuvre in battle by enacting a dive attack at the conclusion of a jump. He may choose any opponent within 10 yards (10 metres) with whom he is not already engaged and, at a cost of 3 willpower, he can leap straight up into the air and come screaming down, sword first and launch an impaling attack upon his foe that is blindingly fast and very difficult to resist. When comparing combat skill scores for the initial round of combat, the opponent’s combat skill is reduced by 50% (with fractions rounded down). Abilities that enhance any endurance damage done by the heroic WarriorMage can be used in conjunction with Fury of the Veerok but ones that improve combat skill cannot. If you choose this skill, indicate ‘Fury of the Veerok’ on your Action Chart.
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Vakeros Warrior-Mage
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The secrets of the Magnakai will open before you once you read this book. Providing all the rules you will need for high level ‘epic’ play for the Lone Wolf Multiplayer Game Book, the Book of the Magnakai details all new disciplines not just for accomplished Kai Lords, but for every new class introduced in Heroes of Magnamund as well.
Mongoose Publishing
$ 19.99
MGP 1319
August Hahn & Joe Dever
Using the rules provided in this book, your characters will be able to face the greatest of the Darklords with a chance of survival, halt the progress of entire wars and have a powerful effect upon Magnamund.
Multiplayer Game Book
Book of the Magnakai
Prepare to return to the world of Magnamund, this time with your friends. The Lone Wolf Multiplayer Game Book is a full roleplaying game, based on the simple rules system of the solo books – it is so easy, anyone can play!
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Book of the Magnakai
August Hahn & Joe Dever