Warring Kingdoms Sourcebook
Warring Kingdoms Sourcebook
Credits
Original German Version Many thanks to Karl Heinz Witzko and Frank W. Bartels, who
helped shape this game region over many years, giving us many
Publishing Directors ideas and opportunities, and to Tim Frießinger, Tilo Hörter,
Markus Plötz, Michael Mingers Michael Masberg, and Carolina Möbis, for their planning,
good ideas, and helpful criticism.
Special thanks to Reinhard Kotz for the Andergaster, Marie
Editors Mönkemeyer for the loan of the crowned stag, and to Annelie
Eevie Demirtel, Nikolai Hoch, Thorsten Most, Dürr, Björn Hinrichs, Norman Kobel, Tjorven Müller, Philipp
Timo Roth, Bernd Teichert Neitzel, Fabian Sinnesbichler, Josch K. Zahradnik, and
the attentive eyes of Thorsten and Heike Most.
Rules Design Thanks also to Thorsten Most, Philipp Neitzel, Bernd Teichert,
and Timo Roth for building the Index.
Markus Plötz, Alex Spohr, Fabian Talkenberg
4
The Early Days (until about 900 b.FB) 133 Augmenter of Power 148
The Settlement (from 873 b.FB) 134 Servant of Sumu 148
Independence (from 854 b.FB) 134 Background for PCs from the Warring Kingdoms 149
Two Millennia of Enmity (800 b.FB to Today) 134 Background Events 150
The Present (1036 FB to the present) 138 New Weapons and Armor 152
What Does My Character Know Close Combat Weapons 152
About the Warring Kingdoms? 139 Ranged Weapons 152
Living History 140 Armor 154
Personality Traits 154
Chapter 10: Heroes from New Special Abilities 156
the Warring Kingdoms 141 General Special Abilities 156
Mundane Professions 142 General Magical Special Abilities 156
Bowyer 142 Dagger Rituals 158
Dike Builder 142 Cantrips 159
Lumberjack 143 Special Abilities Summary 160
Knights of the Warring Kingdoms 144 New Spells 161
Magical Professions 144 Rituals 168
Gray Mage from the Combat Seminar of Andergast 144 Ancestor Glyphs 171
White Mage of the Academy of
Light and Darkness in Nostria 145 Chapter 11: Mysteries and Arcana 173
Owl Witch 146 Index 190
Serpent Witch 147
5
Preface How Is This Book Organized?
You hold in your hands the first regional sourcebook For consistency, this book’s structure parallels that of the
for The Dark Eye RPG. It explores the setting in depth and Aventuria Almanac and contains the same chapters and
shows you why the so called Warring Kingdoms of Nostria sections to help you find your way around. The book’s
and Andergast are more than just two enemy realms that narrower scope frees us to explore topics in greater detail.
constantly strive to force each other to their knees.
Where Do I Begin?
The history of these kingdoms is shaped by constant enmity, Why, start at the beginning, of course. Each chapter in this
which is why nearly every other region in Aventuria has sourcebook begins with the big picture, and, then, goes
heard about them. Others may view their inhabitants into detail. If you are already familiar with the setting, use
as backwards and cantankerous, but these kingdoms are the Table of Contents and the Index to find what you need.
among the oldest on the continent, and their citizens refuse
to shed their ancient traditions. While the many wars have GM Information
created poverty, they have also given rise to inventive Chapter 11: Mysteries and Arcana describes many
problem solving. Heroes in the Warring Kingdoms must secrets about important NPCs, events, and the
deal with many challenges. Secrets from past ages wait world. These secrets are marked with a symbol that we call
to be discovered in the wilderness of the Andergastan the GM Mask. GMs should have no trouble finding their
forest or the swamps of the Nostrian Lake Districts, and way around and following the trail of secrets using these
opportunities abound to explore primeval wilderness, go symbols. To protect players from spoilers, entries from
on a knight’s quest, uncover stories of ancient cults and this chapter do not appear in the Index.
local nature religions, discover powerful magic, or deal
with the influence of witches and sumes (druids). What Does My Character Know?
This book is intended mainly for players, as most
May you have many exciting adventures in the Warring Aventurians do not possess the knowledge collected in this
Kingdoms! book. Even scholars and well traveled adventurers learn
only a few of these facts, rumors, and backgrounds over
Daniel Simon Richter, on a rainy day in March in the Ruhr Valley the course of their lives. But heroes from these regions
should at least have a fundamental grasp of their home
regions. We suggest discussing each hero’s knowledge of a
Introduction particular region, trying to find consensus between players
The Warring Kingdoms welcome you!
and GM. The section, What Does My Character Know about the
Warring Kingdoms?, on page 139, is a good place to start.
You know the rules for The Dark Eye, and you have read the
Aventuria Almanac to get a better picture of the setting. This
Can I Start Playing Right Away?
regional sourcebook takes a closer look at two kingdoms
If you wish, choose a character archetype from the Core
and their many regions, stories, places, and names, giving
Rules and jump right in. Alternatively, you may create your
you a wealth of background to spark fantastic adventures.
own heroes and backgrounds using the new professions,
skills, special abilities, spells, and more found in Chapter 10:
The Warring Kingdoms is written for GMs and players alike.
Heroes from the Warring Kingdoms. Feel free to modify
With the exception of Chapter 11: Mysteries and Arcana,
existing heroes by purchasing the new abilities and skills
players may read this book without spoiling their fun.
presented in this book.
www.ulisses-us.com/
downloads
6 Introduction
Chapter 1:
The Warring Kingdoms
“Even though we didn’t start the war, we will fight, again and
again, until we win. Many claim that the war was started by the
creatures that live here, or even by the land itself, but I don’t
accept that. Why look for a supernatural cause when I can see the
very real enemy standing right over there? Those wicked cowards
attacked us first. What kind of people think that plundering their
neighbors’ land is a good idea? Who would attack the defenseless?
Those grasping wastrels, that’s who! Only they would stoop so
low! But they didn’t reckon with us.
Right is on our side. We are the shield that protects our land, and
we stand ready. When our knight calls, we will take up arms and
join the battle. If we don’t take a stand, our children will suffer
just as we suffered. This war must end. We must defeat the enemy.
Then, and only then, will peace reign. True peace. The peace of
the just winner, as the gods demand. This is the only way.”
( 175)
—Often overheard from combative peasants and free
citizens alike of both Warring Kingdoms of their enemies,
whomever they may be.
7
Overview of the Warring Kingdoms
The kingdoms of Nostria and Andergast, with their The old enmity and constant threats made the Warring
respective capitals of the same name, lie north of the Kingdoms’ inhabitants a sullen and withdrawn people,
Middenrealm principality of Albernia and southeast skeptical of new ideas. This means both kingdoms adhere
of Thorwal and the Orclands. The strife between the to the notion that only traditions and feudalism are reliable
two realms has lasted two millennia, which is why all of and useful for survival. As such, Aventurians consider
Aventuria knows them as the Warring Kingdoms. both regions to be especially backward, particularly in
comparison to the Middenrealm or the Horasian Empire.
Perhaps each kingdom’s rigidly feudal society shaped their In Andergast, people even think that women are inferior to
conflict, or perhaps it was the the difficult terrain and men in many ways.This belief irritates much of Aventuria,
isolatyion that they shared. The dense, primeval area known which typically holds that women are equal to men in
as the Forest Wilderness, which separates the Warring all pursuits.
Kingdoms, is home to many wild creatures that make human
settlement difficult. Deep within the Forest Wilderness lies Several things dominate the setting of the Warring Kingdoms:
the river Ornib, the Warring Kingdom’s true border (at least The eternal strife between Andergastans and Nostrians;
according to their original maps), but neither kingdom the omnipresent danger of skirmishes and outright war;
recognizes it as such. Villages and small fiefdoms often get the extremely conservative nobles; the inhabitants’ deep
occupied by enemy forces and change affiliation from one mistrust of strangers and new ideas; and presiding over it
realm to the other with alarming regularity. all, the primeval nature of the Forest Wilderness, with its
many mysterious creatures and ruins. Rigorous feudalism,
Nostria must also periodically fend off Thorwalers, daring tradition-loving knights, general backwardness, and
and bold seafarers who repeatedly attack villages and ancient nature religions are keywords you can use to
sometimes try to conquer land near the coast. Wild and characterize the region, create adventures, or develop a
war hungry orcs often attack forested Andergast, which background for the heroes.
lies inland. They plunder and pillage but usually move
on quickly.
9
The Noble County of Salta (N03) Borders: Nostria in the south and
Coat of Arms: Silver fishing net on red west (the border runs through
Ruler: Noble Count Albio III Salis of Salta Thuran Lake and continues
Important Cities: Salta, Salterhaven, Yoledamm, Lyckmoor, through the forest to the source
Oldhagen of the Ornib, then a bit west of the
Ornib and the Ingval, from Kalking
The Old County of Ingvalsrohden (N04) to Angasal in the middle of the
Coat of Arms: Silver bear on red Ingval); Thorwal in the northwest
Ruler: Old Countess Melanoth of Ingvalsrohden (along Andraval to the Stone Oak
Important Cities: Nordvest, Vardall Forest); the Stone Oak Forest in the
north (officially the northern one, in
The Forest County of Joborn (N05) reality the southern one); the Thash in the
Coat of Arms: Three silver chalk cliffs on green northeast; the Bladegrass Steppes and the Dark Ridge in
Ruler: Forest Count Eilert II Rheideryan of Mirdin the southeast, all the way to the foothills of the Kosh
Important Cities: Ingfallspeugen, Northdrakecastle, Geography: Stone Oak Forest, upper Ingval Valley, Forest
Mirdin, Joborn (nominally) Wilderness, Northern Thurania, Theskalia, Thuran Lake,
Special: Joborn changed affiliation several times, but has Bladegrass Steppes
remained in Andergast’s possession since 1018 FB. Important Cities: Andergast (6,500), Joborn (1,000),
Teshkal (900), Thurana (860), Oakhaven (800), Andrafall
The Forest County of Thuranshag (N06) (720), Albumin (700)
Coat of Arms: Red goblin head on silver Population: 38,000 humans, plus about 1,000 goblins and
Ruler: Forest Countess Silia Ornibian of Thuranshag several hundred orcs
Important Cities: Fiolbar, Lakemeadows Form of Government: independent kingdom under King
Wendelmir VII Zornbold
The Border County of the Tommellands (N07) Influential Families: Zornbold (royal house), Egeling,
Coat of Arms: Two silver crossed woodsman’s axes on red Pawgrove, Bearvalley, Longford, Redtree
Ruler: Border Countess Elysthea of Sapstem and the Veneration of Gods: Polytheism, with strong connections
Tommellands to the Twelvegods; blends of various gods (syncretism);
Important Cities: Harmlyn, Arraned, Elger, Gevinsbar Sumu is honored as leader of the gods, followed by Peraine,
Firun, Travia and Rondra, who is favored by the knighthood.
The Noble County of Kendrar (N08) Common folk pray to countless other gods and nature spirits.
Coat of Arms: A wild, silver and red cat, rising, on blue The word of the sumes (druids) carries much weight here.
Ruler: Noble Countess Silaleth Ansfinion of Ingvalsrohden, Trade Goods: Wood (mainly stone oak), fur, meat,
as regent for Kendrar, a child who rules only nominally at leather, linen
the moment Real World Inspiration: The forests of Middle Europe,
Important Cities: Kendrar Poland and Czechoslovakia in the early middle ages, with
Special: Currently occupied by a force of Thorwalers. a strong dose of Cold War atmosphere. Many stories from
Grimm’s Fairy Tales or German legends fit locations in
Summary of the Kingdom of Andergast Andergast, where the nobles are often cruel, women do not
have much of a voice, and common folk suffer under the
rule of oppressive knights.
Heroes from Andergast: an old-fashioned feudal knight,
“The king is strong and from an ancient line. He will
a mage from the Andergastan academy, a reclusive druid
remember our traditions, ask the sumes for advice, and
from the Forest Wilderness, a daring scout from Teshkalia,
lead us to new greatness. What could the witch woman
or a smart noblewoman who knows to act demurely in
across the border do against him?”
front of men.
—Korwin Egelingsfenn, Count of Thurana, modern
Andergast in the Game: Andergastans are conservative
but inventive when solving problems with few means.
“You can only wonder… living remotely is one thing, but
The enmity to Nostria is omnipresent. Life in Andergast
being backward and brutal is something else entirely.
is shaped by the inequality of women, who exert little
I’ve seen how they treat their women. It’s disgusting.”
influence on public life outside of Teshkalia. Sumes, the
—Carolan Calavanti, Vinsaltan vagabond, modern
druidic priests of Sumu, offer quiet advice to the land’s
rulers but work aggressively and tirelessly behind the
scenes to influence politics.
11
The Barony of the Orniber Lands (A06) For books, we suggest popular knights’ tales, Grimm’s Fairy
Coat of Arms: golden forest spider on green Tales, Ottfried Preußler’s Krabat, and Theodor Storm’s
Ruler: Baron Conrad of Pawgrove The Rider on the White Horse. The comic series Complainte des
Important Cities: Axetown, Nibwell landes perdues serves as a source of inspiration as well.
The Barony of Joborn (A07) For all gamers, we suggest the computer games by
Coat of Arms: blue woodman’s axe on green DAEDALIC Entertainment. The classic point-and-click
Ruler: Baron Rufus Longford of Joborn adventure Chains of Satinav is set in and around Andergast
Important Cities: Kalleth, Joborn (its sequel, Memoria, continues the story but veers away
from the Warring Kingdoms in time and space).
The common people of the Warring Kingdoms are simple
and down to earth, while the nobles are often arrogant Publications by Ulisses Spiele
and smug. Nevertheless, everybody knows their place and The music CD Sounds of the Spheres,
fulfills their roles valiantly and diligently. They give little Vol. I: The Warring Kingdoms, by
thought to the outside world, as they need all their skills composer Ralf Kurtsiefer, contains
and knowledge to fight against their enemies, be they especially suitable background music
Nostrians, Andergastans, Thorwalers, or orcs. for the setting and carries you on a
musical tour of Nostria and Andergast.
While women are equal to men in every way in Nostria,
life is quite different in Andergast. People there claim that The novel Mehrer der Macht, by Carolina Möbis, tells
women are inferior to men, and quote the laws of nature, more about life in Nostria and Andergast, the rise of
as taught to them by the sumes, as proof. King Wendelmir, Queen Yolande’s struggle against
the rebellious counts, and the mysterious sumes, the
Media for Playing in secret power behind the Andergastan throne.
the Warring Kingdoms The adventure New Bonds and Ancient Quarrels gives the
This section lists some works that we feel inspire heroes a first-hand experience of the deep-seated hatred
adventures set in Nostria and Andergast. between the two realms. A political marriage promises
to secure peace, but someone kidnaps the bride, and the
The following Movies and TV Series convey the proper heroes must act quickly to prevent all-out war.
atmosphere in Nostria and Andergast:
The War Lord (with Charlton Heston, 1965) Many adventures from earlier editions of TDE are
Ronja, the Robber’s Daughter (based on the book of the set in the Warring Kingdoms. These titles include the
same name by Astrid Lindgren, 1984) classic Wald ohne Wiederkehr (Forest of No Return) from
The Black Cauldron (Disney animated movie, 1985) 1984, Im Bann des Eichenkönigs (The Spell of the Oak King),
Robin of Sherwood (1983 85, British TV show, available Die Quelle der Geister (The Source of Spirits), the two part
on DVD) campaign Der Weiße Berg
Game of Thrones (since 2011, American TV, produced by (The White Mountain),
HBO, based on George R.R. Martin’s book series A Song Die Zuflucht, Der Fluch Many older adventures
of Ice and Fire) von Burg Dragenstein, and novels are available in
or the solo adventures German from our e-book
Films such as The Fog (1979), The Company of Wolves (1984), Liebliche Prinzessin Yasmina shop, at www.ulisses-
and Sleepy Hollow (1999) provide additional inspiration for (Sweet Princess Yasmina), ebooks.de
adventures. Straßenballade (Street
Ballad), Die schwarze Eiche
If you enjoy playing background music during your (The Black Oak), Im Griff
games, we suggest the following. der schwarzen Eiche (In the Hand of the Black Oak), and
Clannad: Legend (soundtrack for the TV series Robin of Rückkehr zur schwarzen Eiche (Return to the Black Oak).
Sherwood)
Estampie: Ludus Danielis Some older novels from the world of The Dark Eye are
Michael Kamen: Robin Hood, Prince of Thieves set in the Warring Kingdoms, either in whole or in
James Horner: Willow part. For example, see Ina Kramer’s two part series Die
America: The Last Unicorn Reise nach Salta (Im Farindelwald, Die Suche), Karl Heinz
Carter Burwell: Rob Roy Witzko’s classic Treibgut, or the Andergast novels by
Dietmar Preuß.
13
The Forest Wilderness extends to the steep slopes of the and Ingval. All larger cities, with the exception of Teshkal,
Stone Oak Forest, which, despite its name, is actually a spread across the wetlands that surround these rivers.
mountain range. Its slopes and deep chasms are covered
by ancient stone oaks and dark cedar pines, and folks East of the forest lies Thurania, in the midst of which
say that this si the site of the largest druid gathering in lies the largest inland lake in the Warring Kingdoms: the
Aventuria. In reality, the Stone Oak Forest is the southern bountiful Thuran Lake. This body of water, which is about
part of a double mountain range. The northern part is 50 miles long and 30 miles wide, straddles the border of the
largely unexplored due to the threat of attack by orcs. Even two lands, and is often the scene of bloody border disputes
though Andergastan woodcutters can earn a nice living in and “lake battles.”
the southern Stone Oak Forest, treants and cave dragons
guard this territory jealously, so the area is sparsely settled. The Steppes of the East sit between the Southern and
Northern Stone Oak Forest. The easternmost part is
In the Tommellands, smaller areas have been cleared for covered in sharp bladegrass and is almost impassable. This
agriculture. More than half of the population of Nostria and area is home to tough people who know how to survive
Andergast live on the coast or along the courses of the Tommel amidst orcs goblins and other dangers.
15
paths, but such are rarely trusted as they are frequently
On Horseback
moved or destroyed and replaced, again and again. In the
Downstream
wilderness, it is not easy to tell which kingdom you are
Distance
Upriver
On Foot
in. There are no toll houses, toll bars, or anything similar
By Sea
to be found. This does not stop the local nobles from
demanding taxes or tolls from travelers, especially when a Route
road or path leads through their village. This might bring Andergast to 155 5 3 – – –
robber knights to Middenrealmers’s minds, but the noble Albumin
who owns the land sets the amount of such tolls, which
aren’t fixed. Andergast to Teshkal 170 6 3.5 – – –
Andergast to Joborn 120 4 2.5 – – –
Distances Andergast to Joborn 120 – – 6 3 –
The following table presents common travel routes (Ingval)
and distances in the Warring Kingdoms. Travel on
Andergast to Winhall 235 8 5 – – –
foot, horseback, or ship is calculated using the daily
distances from the Core Rules, page 349. Travel by river, Andergast to 145 5 3 – – –
per day, covers 40 miles downstream, 20 miles upstream, Anderstone
on average. Joborn to Salta 325 11 6.5 – – –
Joborn to Salta 400 – – 20 10 –
(Ingval)
Joborn to Oldhagen 150 5 3 – – –
Joborn to Thorwal 325 11 6.5 – – –
Nostria to Salta 190 6.5 4 – – –
Nostria to Salta 200 – – – – 2
(by sea)
Nostria to Winhall 265 9 5.5 – – –
Nostria to Winhall 260 – – 13 6.5 –
(Tommel)
Nostria to Honingen 265 9 5.5 – – –
Nostria to Fiolbar 120 4 2.5 – – –
Salta to Thorwal 195 6.5 4 – – –
Salta to Thorwal – – – – – 2
(by sea)
17
The two kingdoms share the Forest Wilderness and Thuran Affiliation to one of the two Warring Kingdoms is indicated
Lake. These areas are contested so often that the border by the following symbols.
between the realms isn’t always clear. By the Ornib,
especially, people can never be sure which leader they owe for Andergast
allegiance to. The following pages discuss other differences for Nostria
and special features in detail.
The Lakeland
Borders: southern Nostria between Trontsand and The Dike Yeomen
the Albernian border According to ancient custom in the Lakeland,
Population: 7,500 humans, plus 100 goblins and 50 anyone who maintains and repairs a dike, and
glade elves thus protects the land and its people, is free to
Important Cities: Nostria (6,000), Varnyth (350) claim and till the land created by that dike. Every
Special: countless lakes, ponds, and smaller Lakeland yeoman owns a dike fork (a type of spade),
flowing bodies of water which is a symbol of freedom. Farmers often must
Trade Goods: Fishing and sheep breeding give up their farmsteads due to storm surges and
Major Routes: Harbor in Nostria, ship traffic on spring tides, so it is easy to find unoccupied land.
the Tommel, Coastal Road to Salta, Coastal Road Yeomen who give up their must leave their dike
to Havena, Causeway to Honingen, Way along the fork protruding from the top of the dike before
river they leave the area. Anyone drawing the spade
from the dike assumes the duty of repairing
the dike and immediately gains the privileges
The Lakeland abuts the Middenrealmish principality of and freedoms of their predecessor. Many well-
Albernia in the south and seamlessly joins the Albernian intentioned people misjudge the amount of work
Lakeland beyond the border. The region derives its name required to maintain a dike and give up after only
from the countless bodies of water and the swampy a few months. Compounding the problem is the
ground. Twice a day, the tide washes far inland from the fact that newcomers are not well liked in many
Sea of Seven Winds, and vast parts of the Lakeland flood, areas, due to either their inexperience or the
especially during storm surges or longer periods of rain. locals’ shared general contempt for immigrants
The water of the interior’s countless lakes, ponds, and (locals often help each other quite willingly, but
creeks grow increasingly salty as one nears the coast. newcomers are on their own).
Many myths and legends concern these waters. Many are
based on fact, while others arose from centuries of blending
fairy tales and local superstition. Certain bodies of water
conceal gates to the fairy realm, and river kobolds, nymphs, plants, heather, and marsh grass can be seen. Farther from
mermen, and even stranger creatures, like the half horse/ the coast, common alder and pine become more common.
half fish hippocampus, roam the deep. ( 180)
Roads and Paths: Goods are usually transported via ship
The locals have been trying to defy the ocean’s force for or boat, as the roads are often in disrepair. The harbor
centuries. They carve small, dry regions from the sea by of Nostria has been silting over for years, rendering
building high dikes, but the ocean always finds a way to ocean-going ships impractical, so most have switched to
reclaim land that people considered safe. They build their other routes. The efforts of the queen and the extensive
farmsteads on natural or artificial hills in an attempt to construction work are slowly bringing ships back to the
avoid Efferd’s rage, but somehow storm tides and broken capital.
dikes always cause some damage.
The Coastal Road that connects Nostria with Salta is well
Flora and Fauna: The waters of Lakeland teem with fish, maintained. The Causeway begins in Nostria and leads east
especially saltarels, which are very common near the to the interior. It runs along a raised dike for the most part,
Nostrian coast. Many types of birds live by the coast and but it is often washed out. The Tommel Way mostly follows
the banks of the countless lakes as well. Small groves of the course of the river, but the Tommel often changes its
trees, usually beech trees used as lumber, grow on the few bed and the road that bears its name sometimes diverges
patches of raised ground. Everywhere else, only swamp away from the banks of the river for several miles.
19
The Sevenwind Coast
people are accustomed to strangers, but one must expect
mistrust and grudging hospitality when traveling inland.
Borders: Coastal strip that extends from Trontsand
Those suspected of being a Thorwaler should expect open
to Kendrar
hostility. Too often, these pirates from the north have
Population: 10,500 humans, fewer than 100 goblins
attacked villages, robbed them of everything, and left them
Important Cities: Salta/Salterhaven (4,000),
to die. The threat posed by Thorwaler pirates has united
Trontsand (750), Yoledam (400)
many villages, which now build palisades and even ring
Special: large mudflats, risk of Thorwaler attacks
forts on steeper parts of the coast to give their citizens a
Trade Goods: Fishing, commerce
place to retreat when the Northerners come to pillage. Few
Major Routes: Harbor in Salterhaven, ship traffic
of these forts have been completed, and it will be many
on the Ingval, northern Coastal Road to Thorwal,
years before this system of defenses is strong enough to
southern Coastal Road to Nostria, Ingval Steps along
discourage the Thorwalers completely.
the course of the river.
As was mentioned earlier, many people along the coast
Unchecked, the winds blowing from the sea reach deep worship old idols and nature spirits. Mudflat walkers, who
into the interior and carry rain and salt air across the land. know the inlets and tides, are well respected. They are said
Extended mudflats lie between the real coast and the ocean, to be close to Efferd, the wind, or creatures of the sea and
making navigation especially difficult for large oceangoing many become Blessed Ones. Some villagers pray to the
vessels. These areas dry out at low tide, revealing that the water goddess Karyba, the merciless mother of Efferd, but
Sea of Seven Winds is actually quite shallow in places along she is mainly called upon out of fear of the power of the
the Nostrian coast. During low tide, a seemingly endless ocean. ( 178)
expanse of grayish brown sand covered with random
snaking lines seems to stretch to the horizon. Life on the Further inland, witches are considered mediators to
Sevenwind Coast follows the changes in the weather and the supernatural, and most people consult them before
the tides, which are punishingly merciless but sometimes undertaking important projects.
also benign.
Many houses near the Sevenwind Coast are built in a semi-
Flora and Fauna: The coastal waters teem with saltarels circle, using the frames of stranded ships for support.
but there are also whales and other ocean creatures such There are often figureheads above the entrance, but they
as sharks which hunt them. Many type of bird live along only rarely have their real name. Instead, they are used to
the coast and in the marshlands. Plants range from the worship various maritime creatures or fairy beings.
typical grasses, beech trees, and alder trees of the coast
and the Lakelands, to the maple and elm trees that grow Smaller fishing villages rarely have more than 100
in the interior. inhabitants. In the hinterland, the farmsteads are smaller,
with about 50 inhabitants, and often hidden, but with
Roads and Paths: Not surprisingly, the Coastal Road runs a direct connection to an ocean inlet depending on the
along the coast. It is solidly built and well maintained, and tides. A special feature of this region, which also exists in
in some places, it even has the quality of a Crownroad. the water rich Lakeland, are terps: small, usually artificial
The condition depends on each landholder. During storm hills located on the mudflats and small islands along the
floods, the road is sometimes awash and barely passable, coast. Usually, an offshore terp supports only a single
especially for carts. The natural harbor of Salterhaven is
suitable for low draft and ocean going ships alike, but the
shallow waters close to the coast cannot be navigated by
ships with low drafts, even during high tide. The mudflat
folk (local trawler crews) have learned a special trick for
docking: they beach their barges, ships, and boats on the
soft ground of the mudflats when the water retreats during
low tide. Only when the tide rises again can their vessels
sail away. Anyone touching one of these ships is hunted
and punished severely by the mudflat folks..
21
The Ingval Steps, a reasonable road, begins in Lyckmoor. A The Chalk Cliffs of Hallerû
hidden path winds through the swamps between Ingvalla “Locals consider the Ingval Arch to be one of the
in Thorwal and the village of Threebirches, but travelers strangest geological formations on the entire river.
are advised to avoid it unless a local swamp walker is acting Here, the Ingval loops around the Chalk Cliffs of
as a guide. In Threebirches, travelers find the Heather Steps, Hallerû, forming a series of rapids called the Dragon
controlled by the soldiers of the Thorwaler Hetman’s Rapids, which sailors avoid. Tree dragons sunbathe
Guard, who also control the city of Rovamund. Travelers along the Dragon Rapids without fear of humans,
and traders who want to reach the upper reaches of the waiting for an opportunity to snatch shiny items. Not
Ingval without paying a toll to these Thorwaler warriors every boat that wrecks here did so because it smashed
should stay on the Sâlway, as the inland road over Oldhagen against the cliffs, and many a story tells about large,
is shorter and in better condition. Goblins, robber knights, scaly bodies snaking through the foamy water and
and other cutthroats lurk in the forest. dragging innocent boaters into the depths.
From Nordvest on, the Ingval Steps rejoins the Sâlway At night, strange lights flit around on top of the cliffs,
again as it runs to its terminus in Joborn. To circumvent and eerie howling and laughter echo through the
the Chalk Cliffs of Hallerû, which are viewed as eerie, it valleys. Locals lock their doors and windows and pray
branches off at Ingfallspeugen and takes a shortcut around for morning to arrive quickly. No wonder people say
the river loop to meet the river again at Kalking. Here, the the Daughters of Satuaria meet twice a year at an
travelers have the choice of continuing to follow the river, inaccessible dancing site on these Chalk Cliffs. During
taking a boat upriver, or crossing over on the ferry to follow these Witch’s Night celebrations, which are held on the
the new Forest Path to Kalleth. From Joborn on, the path equinoxes, they deliberate, celebrate and, according to
along the river is called Lord’s Road. It is well maintained the stories, brew the famous witch’s balm that allows
and usually quite passable all the way to Andergast. them to fly. And, because this site is so strange and
powerful, some believe that they also cast particularly
Inhabitants and Settlements: mainly Andergastans live at powerful curses and perform great rituals. The woods
the upper reaches of the river, while it is mainly Nostrians on both shores of the river are full of creatures barely
who live at the lower reaches. They all have frequent of this world. Rootbolds, tree shepherds, unicorns,
contact with traders from their neighboring country, mushroom heads, branchlings and wind kobolds roam
which fosters more tolerance towards the other side than freely here, and orcs, goblins and even Thorwalers
anywhere else in the Warring Kingdoms. Andergastan avoid this area! Except for the witches, nobody seems
lumber rafters and Nostrian traveling merchants often to like this place.”
pass through here, and, in general, people along the Ingval —from the tales of the treasure hunter Pulcus
are more open to strangers than in other places. de Parmese, 1025 FB
23
Inhabitants and Settlements: Inhabitants near the river
are accustomed to strangers traveling through their land, The Frontiersmen
and they are a bit friendlier than people who live in the The border between the Warring Kingdoms runs
smaller settlements in the Forest Wilderness. Resources straight through the Forest Wilderness. Joborn and
are somewhat scarce here, and the rule in the Forest every settlement along the Ornib have seen many
Wilderness is “every man for himself.” People are frugal, battles through the years and have changed hands
which affects how they treat strangers. Hospitality is a between Nostrian and Andergastan lords countless
precious commodity, but people are advised to be wary times. The hardy frontiersmen have grown inured
when it appears to be offered unconditionally. To win the to this fate and are extremely adaptable, often to
trust of the inhabitants of the Forest, one must work hard a disquieting degree. Some frontiersmen pretend
and talk little, as loquacious people aren’t well received. to be passionate patriots, no matter which country
they belong to. Others have resigned themselves to
The small villages of the Forest Wilderness are protected by their fate or only pay lip service, making loyalties
palisades and situated in clearings amidst agricultural fields. difficult to determine. They usually find that
Larger settlements almost always have a fortified knightly obeying the new ruler makes little difference to
manor or a small motte, a wood or half-timber tower built their private lives. People have even become more
on a mound. Many of these settlements crowded around a flexible where faith is concerned. Most no longer
village square that often has an old tree at its center. Bake care whether they ask a sume or a witch for help,
houses and spinning bees are also common and used by all as long as they get help.
the inhabitants. Deeper in the forest, reclusive communities
usually receive visits of strangers once every few years.
Here, prejudices increase with a person’s difference from
the locals. The people here are extremely superstitious, Satuaria are thought to have made a deal with the sumes,
especially regarding Sumu, the “giver of life,” and forest and there is even talk of friendly relations between them
spirits of all kinds. There are many stories about the in some areas.
legendary Animal Kings of crowned stags and aurochs, as
well as the Plant King of the oaks, whose secret home is said Trade and Commerce: Survival in the Forest Wilderness is
to be somewhere nearby. ( 174) challenging, as supplies are rare and little trade reaches the
interior. “The forest takes and the forest gives,” as the old
Sumes mediate between humans and the creatures of the saying goes. Another says, “Those who take only what they
forest, and enjoy great respect. They delineate areas where need, and nothing more, will never want for anything.”
trees can be cut and allow or forbid the hunting of animals. Forestry is by far the most important livelihood, but there
Local Nostrians sometimes ask them for advice, a reality are also charcoal burners who supply desperately needed
that is not appreciated by the Nostrian witches, who claim material for forges. Hunters seek fur-bearing animals and
mediation between humans and forest for themselves and game for their home villages, which turn their catch into
do not like the meddling of the sumes. Certain Daughters of meals or preserve them as dry sausage.
The Tommellands
spectacles. Well spirits jump with trout, vague forms take
Borders: the Tommel Valley, from Winhall to Elger
shape in the morning fog, and almost every meadow in the
Population: 10,000 humans, plus several hundred
Tommellands seems to be home to spirits of nature.
goblins
Important Settlements: Arraned (500), Elger (440), Roads and Paths: The river has seen near-constant traffic
Harmlyn (400) since Admiral Sanin led his first expedition fleet up the
Special: The Eagle of Gevinsbar Tommel. Even large sail boats can get as far as Fairngrove,
Trade Goods: Agriculture, forestry, trade but the bridge stops ships from going further if they have
Major Routes: The Tommel River; the Tommelway a high mast that cannot be lowered. Smaller boats can
continue on to the ford near Albernian Winhall, where the
The wetlands of the Tommel Valley are the most fertile Tommel Bridge arches over the water. This new bridge is
lands in Nostria, and thus among the earliest to be settled protected on the Winhaller and Nostrian sides by strong
and now the most populous. Prior to the arrival of humans gatehouses that serve as toll stations but are intended to
settlers, several families of glade elves lived by the upper ward off attacks by orcs (who burned down the old bridge).
reaches of the river. Now just a few relics hint of their ancient A ship that can pass below the bridge and avoid running
presence. The Tommel begins in the foothills of the Kosh aground in the shallows can sail as far as Albernian Aran.
Mountains, not far from Ridgerock in the Northmarches. Towing boats assist ships following this route.
The river is rather large by the time it reaches Nostrian
A journey on the Tommel isn’t without its risks, despite
land near Winhall, and it is navigable from Aran on. Below
the calm waters, as the river is used to transport Nostrian
Fairngrove, it crosses through swampy land to Nostria. The
maple trees that are felled in the forests near the banks
narrow strip of land between the river and the edge of the
and floated to Nostria. Ships are sometimes struck by one
forest easily supports new fields.
of the huge wooden rafts or even single logs that drift just
below the surface.
Flora and Fauna: Near the banks of the river, sparse
fen woods of alders and willows grow between strips of The Albernian Road runs alongside the Tommel from Winhall
cultivated land with colorful fields and fruit groves. The to Tommeldomm and is so named because it is often used
area’s proximity to the Albernian Farindel Forest, home by superstitious Albernians and other Middenrealmers
of many kinds of fairies, is a source of natural magical who wish to skirt around the legendary Farindel Forest.
25
Between Fairngrove and Tommeldomm, the road is in Due to this open-mindedness, the faith in the Twelvegods
rather bad condition, and during the spring floods, it can is much stronger than, for example, deep in the Forest
become impassable for days. Beyond Tommeldomm, it Wilderness. Supernatural phenomena are common in
narrows into a muddy path used mainly by towing teams. the Tommel wetlands, and its people also worship fairy
creatures, especially the river lord, Tommel, and his
Inhabitants and Settlements: All larger settlements are entourage of nymphs.
near the river, where humans till the fertile fields. Small
farmsteads and settlements abound, and homes are often Trade and Commerce: Most ships on the Tommel fly a
built with robust maple wood and clay. Nostrian flag, and there is much trade with neighboring
lands. The harvest often produces a surplus, so many
The Tommel isn’t only the region’s lifeline, it is also agricultural goods are shipped to Nostria, where they are
the border with the Principality of Albernia in the badly needed and can be sold for a good profit. People
powerful Middenrealm. Surprisingly, there have been gather furs and other natural products from the Forest
few serious conflicts at the border. Most inhabitants of Wilderness to exchange in markets. The wood trade does
the Tommellands get on well, no matter who rules over well the Tommellands, but instead of stone oaks, Nostrians
them. Due to the regular contact with the Middenrealm, mainly float maple trees here for processing into raw
people here are considered rather progressive, at least by lumber or use in strong furniture.
Nostrian standards.
Thurania
Borders: around Thuran Lake Trade Goods: Fishing, flax cultivation, pig and sheep
Estimated Population: 16,000 humans, plus hundreds breeding, woodcutting, income from the Lord’s Road (a
of goblins trade route)
Important Cities: Albumin (700), Egelingsfenn (410), Major Routes: The Lord’s Road in the north; the
Lakemeadows (350), Thurana (840), Thuranx (280) Thuraner Boardwalk on the east bank, which becomes the
Special: Location of countless battles and skirmishes Nabla Way in the south.
The swampy border region of Thurania surrounds its Thurania was the location of numerous skirmishes and
namesake, Thuran Lake, the largest inland lake in the battles between Nostria and Andergast over the centuries.
Warring Kingdoms. Its border with the hostile Forest Some areas have more ruined farmsteads than operational
Wilderness is difficult to determine, especially in the north ones. The remnants of the Andergastan Thuran Fleet,
and west. destroyed during the Battle on the Lake 30 years ago, can
still be seen rotting away here near the shore. Occasionally,
27
The Stone Oak Forest
Borders: the mountain range near the Forest and bears. Death squirrels lurk in the dense canopy, waiting
Wilderness to drop down on unwary wanderers and ram their sharp
Population: about 1,000 humans, plus several horn into their skulls. Many travelers have encountered
hundred goblins and orcs kobolds playing tricks and causing strife among the
Important Cities: Anderstone (120), Andrafall (720), creatures of the forest. Dragons live in the Stone Oak
Orc Hoard (solitary fortified farmstead) Forest, too. Cave dragons are said to conceal their hoards
Special: largely unexplored and isolated; extensive in the area’s many hidden caves.
forests of stone oak trees
Trade Goods: Woodcutting, fur, honey Roads and Paths: There are no true roads in the Stone Oak
Major Routes: Andra’s Steps Forest, and only a few paths lead through the mountain
range. A few daring scouts know paths that do not lead to
In the north, the Forest Wilderness transforms into a steep certain doom. The Andra Steps is the most famous route, but
and barely-passable mountain range, misleadingly called it is impassable to mounts and carts. Even in good weather,
the Stone Oak Forest, which serves as a natural border. This it is considered dangerous and exhausting, and in winter it
mountain range gets its name from the trees that cover is impassable to all traffic.
its slopes. The name often confuses strangers, as most
travelers presume that it is actually a forest. In reality, the Along the river and the Andra Steps, visitors can find many
range is comprised of two independent mountain ranges small shrines honoring Andra, the wife of the first lord,
that meet only at their westernmost edge. When locals Argos Zornbold. After she sacrificed herself for the land,
mention the Stone Oak Forest, they usually mean only the locals renamed the river, the waterfall and the village
the southern mountains. Most travelers never come any of Andrafall in her honor.
further north, and thus won’t learn the difference anyway.
Inhabitants and Settlements: Centuries ago, miners,
Along the southern slopes of the Stone Oak Forest, winds shepherds, and woodcutters formed valley communities in
gather and whip around the barren rock with unusual the foothills of the mountains, promising to protect and
strength. The weather can change at a moment’s notice, assist each other in times of strife. Aldermen are selected
and sunshine is often followed by heavy rains, strong winds, from the members of the various valley communities to
or fierce thunderstorms. Many legends and stories are told represent their people with the baron. This office usually
about these mountains. Several goblin tribes live in the passes from father to son, and aldermanic leaders of
area, and the heart of the mountains is said to be dragon wealthy families often act like knights.
country. With the exception of its southern foothills, the
Stone Oak Forest is largely unexplored, and the humans in Somewhere between the peaks, there is said to be Castle
the area have yet to see and name all of its highest peaks. Dragonstone on the White Mountain, which has been
Steep slopes, deep gorges, and sheer rock walls dominate carried away from the world by sumes centuries ago. At the
the landscape. Some gorges cross the mountains, and end of the Andra Steps, the fortress Andrastone guards the
mountain creeks have cut deep channels in the rock. northern border of the kingdom. Its walls have often been
attacked by orcs. So far, the Andergastans have always
Between the two mountain ranges lies a hostile, little- been successful in warding off the orcs, not least because
explored steppe that is difficult to cross and occasionally of some mages of the Combat Seminar who perform their
occupied by roaming bands of orcs who lay claim to the duty for the Crown here.
land.
Commerce: Isolated mines that mainly produce iron exist
Flora and Fauna: Dense forests of black spruce, cedar in the border regions of the Stone Oak Forest. Working
pine, and beech trees grow on the slopes as far as the in these mines is difficult and dangerous, but it provides
treeline. The region’s large, gnarled stone oaks, which give a living. These mines produce nearly all of the country’s
the mountain range its name, are famous across Aventuria. iron, and all of it must be transported to Andergast. There,
the typically inferior ore is made into steel and used for
Ogres, trolls, orcs, and goblins routinely give humans everyday items and weapons such as the Andergaster.
trouble, as do wild animals such as forest spiders, wolves,
Parts of certain trees have died off, and their trunks are
hollow. Stories speak of sumes who found refuge within
a hollow stone oak tree. These splendid trees grow
everywhere, alone or or in small groves, in the deep
forests of the Forest Wilderness and on the banks of the
Ingval. Only in the impenetrable valleys of the Stone
Oak Forests do they grow in large and ancient forests.
29
Old Forests
“Humans will never be able to conquer the mountains known suddenly and hinder travel. Stands of stone oak trees as old as
as the Stone Oak Forest. They are full of creatures waiting to kill the world cover the mountain slopes and valleys, where the gods
or enchant humans, roast them with dragon fire, or turn them walked in ancient times. These oldest of all oak trees tower into
into trees. Giant cave dragons sit on their hoards and devour the sky, and he branches of just one could shelter an entire village.
everybody who come too close. Man-eating trees lurk within the Tree dragons and eagles roost in their crowns, and cave dragons
dense forests, and evil spirits of the woods lure people to their sleep beneath their roots. Terrified travelers have reported seeing
doom. Forest spiders spin their giant webs in the shadows, and a tree staring out at the world with a knotty face. Some believe
bears and wolves pose a risk to lone wanderers. Goblins roam the that these trees are humans who were transformed into oaks
area, and even orcs hunt here. for their blasphemy. Some of these ancient trees can speak, and
they know many secrets but do not like humans. Only the fairest
Deep in the impenetrable valleys, there are creatures that have of maidens can entice them to speak when they wish to remain
no name, for no human has ever met one and lived to tell the tale. silent. Blaspheme against the forest by lighting a fire, breaking
Giant ogres, harpies, stone trolls, moss goblins, rock cats, and a branch, or turning an axe against a tree and you will feel the
giant snakes prowl the trackless mountains, where precipitous forest’s rage. At that point, you’ll be lucky to survive the day...”
cliffs, seemingly bottomless gorges, and raging rivers appear —Andergastan myth about the Stone Oak Forest
31
Towns and Villages of the Warring Kingdoms
Albumin Region: Capital of the Kingdom of Andergast, Barony of
Albumin (INH 700, 10% dwarves) sits on the border between Andergast
Andergast and the Middenrealm, east of the Albumin Population: 6,500
Gate, which is a hilly portal between the Dark Ridge and Ruler: King Wendelmir VI. Zornbold, advised by the Guild
Kosh Mountains. Trade and tolls are important sources of Council
income. The baron’s residence enjoys the protection of so- Temples: Hesinde, Ingerimm, Peraine, Praios, Rondra,
called dark dwarves from the Dark Ridge. Baron Wenzeslaus Travia, Tsa; several shrines
the Older Zornbold (*978 FB; white hair; grayish-blue eyes) Trade and Commerce: Collecting place for wood (mainly
encourages their service. The father of King Wendelmir stone oak) and wooden items, products of pig farming,
shows little interest in his town’s business, as his duties as coal, horses (Teshkalers), gateway for trade with Thorwal,
Master of the Army and Champion of Rondra often demand Nostria, and the rest of Aventuria
his presence elsewhere. Special: King’s castle; dirty and narrow alleys full of dogs
and pigs; Combat Seminar of Andergast (mage’s academy,
The grumpy and taciturn dwarves do not hide their disdain gray, traditional combat mages); convent of the alchemists’
for the human inhabitants of Albumin. Every year, during alliance of the Red Salamander
the month of Ingerimm, a delegation of the dwarven King Atmosphere in the City: dominated by men; insists on
Bonderik comes to town to demand tribute for protection, maintain old traditions; suspicious of all that is new; trusts
which becomes more expensive each year. Even though authority
orcs have often ravaged the area, they have spared Albumin
every time. ( 181) Andergast is the capital, and everyone with national pride
wants to live here, near the king. There is much devious
wrangling for audiences at court. Poverty and the almost
Oldhagen unrestricted power of the nobles is accepted as a fact of life
Oldhagen (INH 540) sits nestled among one of the most
by many Andergastans. Rich burghers and craftworkers
fertile regions in Nostria. Even though the important Sâl
possess great influence and know how to use it—to the
Way trade route runs through town, Oldhagen has been
annoyance of the nobles. Thus the wealthy wood trading
spared the worst of the area’s many wars due to the town’s
families of Oxbrecht and Birgeltree practically run the
influential witch coven, which is led by the Oldhagener
guilds, just like the Hufferich family, which wrested its salt
Sisters. The coven’s festival ground sits in the hills west of
monopoly from the lords many years ago. The common
town. A short walk outside of town lies the Roswilden Stud
folk do not care whether they are exploited by knights or
Farm, whose owner is a coven member of the Oldhagener
rich burghers—it’s all the same to them.
Sisters. Their horses are very popular with Nostrian nobles.
The town is probably best known for its Oldhagener dolls,
Andergast sits where the Andra joins the Ingval, and
life-like figures of wood and cloth that make popular
is surrounded by extensive forests. Its walls are dark,
children’s toys. It is said that true masters of the art of doll
the alleys lined with wooden houses are narrow, and its
making know how to instill life in their creations.
inhabitants are patriotic and traditional. King Wendelmir
VI, a knight from the Zornbold family, rules over his
Few scholars are aware that Oldhagen is likely the oldest
subjects with a stern hand from his strong fortress in the
settlement in Nostria. When the Bosparans arrived, they
center of town. The town almost bursts its seams with
found descendants of the Alhanians (the ancestors of
visitors during the knightly tournament held in Rondra,
today’s Norbards) already living here, in a place they called
but at other times, it is a quiet, slow-paced town.
Yosulinhome. Ruins of their cellars and storehouses are
often discovered accidentally.
Only a few of the town’s narrow and winding alleys are
paved. Since they wind their way between two- and three-
Andergast, Capital of Woodcutters story houses, visitors often lose their way. The upper levels
“Against the orcs and the of these half-timber and wooden houses usually protrude
miserable Nostriacks, we are a out over the street almost as far as the neighboring
bulwark—steadfast and steely like structure. This has the effect of limiting the amount of
stone oaks!” sunlight that reaches the ground.
—an Andergastan knight, 1039 FB
Rainfall is a common occurrence, and the ground often
“Unwashed, backward, and turns into a sticky mix of mud and filth. Middle class
misogynistic. I don’t like them!” residents strap wooden racks, or pattens, under their
—A female Horasian scholar, 1040 FB shoes to protect their footwear and skirt hems. The smell
The city guard maintains law and order in the town. A Hesinde Chapel (T01), tended by Wendelmir’s aunt
This force consists mainly of landless knights, but also Irinia (see page 128), sits in the western tower. Few
includes a few burghers and mercenaries. Guilds control scholars have visited the chapel to discuss religion and
their respective neighborhoods and maintain their own world events with Irinia since the coronation.
defenses, which often results in disputes over authority.
Guild councils punish lesser crimes with fines. If crimes are A five-arched stone oak bridge crosses the Ingval in the
severe or involve strangers or higher-ranked persons, the south and forms an obstacle for ships. Ingval’s Fortress
case heard by a knight appointed by the king. Especially (02), which guards the southern end of the bridge, is home
severe crimes, such as the indictment of a baron, are heard to the knights of the royal bodyguard. Travelers do not pay
by the Council of Champions, but sometimes Wendelmir a toll here unless they plan to cross the bridge and visit
sits in judgment himself. the city.
A Walk Around Town A guard gate stands in the center of the bridge, where all
The town is divided into guild quarters, where the guilds travelers must pay a toll to enter the city.
collect taxes, provide protection against fires and enemies,
punish lesser crimes, and settle disputes between citizens. In the Market Place (03), at the city center, locals and
Each guild enforces numerous laws, mosts of which are not traders from near and far sell everything Andergastans
written down. They are called laws of common knowledge might need. A farmer’s market is held there once each
because most people know them by heart. Outside of the week, and during the first weeks of Peraine, the city hosts a
order imposed by the guilds, citizens rely on the city guard, large cattle market. During the annual King’s Tournament
known as the Royal Guard, for large-scale protection. The (in mid-Rondra), fighters face each other on foot here,
Royal Guard oversees the city walls and gates, the river but the riding disciplines and archery events take place
harbor, the king’s castle, the Market Place, the Town Hall/ outside the city walls.
Armory, and the mage’s academy.
The Temple of Praios (T03) in Andergast is quite ornate. The Blacksmith Quarter (S02)
Its dome is made of shiny brass, and every full hour, This area boasts farriers, weaponsmiths, and blacksmiths,
acolytes ring a gong that can be heard at quite a distance. but there are also armorers, wire drawers, and one
The temple leader, Greifwin Heathenhunter , who was goldsmith, as well as local potters. Since a destructive
originally from Gareth, has little love for the cult of Sumu fire, wooden or half-timbered houses are forbidden in this
and the influence of the druids. quarter.
35
In the rather new Blacksmith Guild House (08), a sparsely The Combat Seminar of Andergast (11), the local mage’s
ornamented stone building, guild members gather for academy (see page 116), is next to the East Gate. For many
council meetings to advise the guild master and guard years, this magic school accepted only the sons of nobles
their interests. as students. This policy has changed in recent years due to
the influence of the king, Efferdan, as well as some smart
The Temple of Tsa (T05) was newly built shortly after the gambits by the Gray Guild. Today, the academy is open
town fire in 925 FB. Tsa is worshiped as the wife of Efferd, to women and even students who aren’t of noble birth.
and as the only one who can soften his moods, and even a Guards of the Order of Gray Staves guard the school strictly
disaster like a great fire is considered a mood of the god. and in a militaristic fashion.
Priests of the rainbow goddess mainly tend to the town’s
orphans. The tavern known as The Succulent Ham (G05) (Q4/P5/
B13) is the best and by far most expensive tavern in town.
The town’s mercenaries gather in the Black and Red It caters to the needs of rich traders and nobles. Servants
Tavern (G02) (Q2/P2/B–). Besides being a rather tough live in the building’s dormitory, while guests enjoy single,
tavern, the taproom, which is adorned with weapons, is double, and four bed rooms. ( 180)
also a shrine of Kor and a place for recruitment.
The Workshops of the Red Salamander (12), a stone
Clothmakers Quarter (S03) building with small windows and thick walls, is located at
This area is home to weavers, clothiers, and tailors, along the edge of the marketplace. Above the entrance is a brass
with a rope maker and some furriers who do not want to shield with an image of a large, red lizard lounging on a
be lumped together with the less respected tanners from pile of coal. The alchemists offer medicines and elixirs.
the Leatherworker Quarter. The Clothmaker Guild House Poisons and other dangerous substances are sold under
(09) is a modest wooden building that is mainly used as a the counter, if at all. The quality is usually good, but as the
shrine for their patron saints, Ysinthe and Alruna. society has no competition in town, its prices are higher
than average.
The Temple of Peraine (T06) is located on the border
between the Clothmaker and Blacksmith Quarters. The Woodworkers Quarter (S05)
temple’s Blessed Ones run the local infirmary and tend Besides, woodworkers, this quarter houses craftworkers
to the sick and injured who cannot afford an expensive such as carpenters, boat builders, figurine carvers,
healer. The temple is led by Atheldan, the venerable shingle makers, as well as coal and brushwood traders,
Steward of the Land. Atheldan also serves on the Council two architects, and the richest wood trader in town. The
of Champions (see page 69) as the Champion of Peraine. Woodworker Guild House (13), made entirely of stone oak
wood, is typical of buildings in this quarter. Lathed pillars,
For 3 silverthalers, patrons can enjoy a bath in one of the carved beams, filigreed wood window screens and doors
two large tubs in the Bath House (10). Baths are strictly with splendid inlay prove the artifice of the Andergastan
unisex. Private tubs cost extra (+2 silverthalers). For an woodworkers. The entrance hall is decorated with a life-
extra fee, bathers can have food, drink, and even a bard sized wooden statue of a dryad stepping out of a stone oak.
brought in for entertainment. The owner, Dittlinde, keeps Guild members frighten young apprentices and strangers
prostitutes away from her bathhouse. She also knows how with a fairy tale, which says the dryad sometimes seduces
to treat minor injuries and pull teeth. humans and pulls them into the tree, which they can never
leave.
A long-established Tavern, the Ox and Unicorn (Q3/P3/
B14) (G03), is popular with craftworkers and travelers. The The only one-story building in the quarter is the Temple
dormitory is considered very clean. Innkeeper Bernfried of Ingerimm (T07), which is covered with artful carvings.
knows his town and its inhabitants well. For a small fee, he The temple’s Blessed Ones hold surprisingly mystical
can reveal many secrets. attitudes, leading to arguments with the more practical
guild masters.
Leatherworkers Quarter
Everyone recognizes this quarter by the smell, as oak galls, Andrafall
urine, and other tanners’ acids emit a potent stench. Only Andrafall (INH 720) is the oldest settlement in Andergast
locals know that the leatherworkers hold their gatherings and the most important town in the foothills of the Stone
in a side room of the Duck Tavern (G04) (Q2/P2/B12), Oak Forest. Lumberjacks use the Andra to float mighty
which is why it is considered their guild house. stone oaks, which seem to grow here in abundance, to other
37
Garf I declared the Church a cart takes about twice as long to cover the distance as
Even though it didn’t of Rahja, long forbidden someone on foot. The town is known beyond the borders
quite fit into official in this land, the new state of the kingdom mainly for two things. One, the town’s
Aventuria, the Duchy of religion and built a shrine most famous son, Praiost Marshpadder, has earned fame
Angasal was a beloved for the goddess. He sees as a brave explorer. And two, heretical members of a
fan-written project that himself as a chosen one blasphemous sect of Boron once settled here.
managed to sneak its way of sorts and sired eleven
into publication and often children: his heir, Prince The Visarists began building the Temple of the Holy Song
resurfaces. The duchy Alriklas and Firunislaus next to the local Boron yard in 1009 FB, but it burned to the
plays no important role in the Pretty, both of which ground five years ago. For several years, the mute Blessed
the history of the Warring take after their father. One of Boron Taia Marnion has been working to rebuild
Kingdoms, but if your Garf I also fathered more rundown parts of the temple and catalog the mysterious
party enjoys humorous than a dozen bastards. He artifacts of the secticians.
locations, have fun with it! created impressive titles,
uniforms, and medals for Joborn, the Warring Kingdoms’
his servants, using his
memories of the Horasian Bed of Unrest
Empire as inspiration. In an unusual move, he ordered the “We have been occupied by
peasants to cultivate wine despite the chilly weather, and troops too often for any of us to
now Angasaler wine is infamous for its tart, vinegar-like shout “hurray” for either side.
taste. Outsiders pity or ridicule the residents of Angasa for Seriously, can’t they just let us
this madness. Travelers, though, know that the town’s only be? We don’t mean them any
tavern, the Mare (Q3/P3/B20), offers comfortable beds, harm. Maybe if they reflected
and shares its roof with a brothel. on Saint Dorlen for a moment,
we could all enjoy some peace
and quiet.”
Harmlyn —Fridulian Visserad, Foreman of
Strangers are well liked here, because Harmlyn (INH 320) sits the Baker’s Guild of Joborn, 1039 FB
on a trade route along the Tommel which is also often used
by Albernians. The fortress of Harmlyn, which serves as seat “I would have expected more cheer in this town. Instead,
of the old Nostrian family of Sapstem, rises on a steep hill everyone is all business! Even the misogynistic Andergastans, the
above the town. Murals in the castle’s Chapel of Rondra are new lords of the town, have accepted the new Temple of Rahja,
quite mysterious to scholars. A fresco shows an unknown, which was built to honor Saint Dorlen. I would have expected
three-eyed god of war that only locals seem to know. more than beer and pretzels from the seat of a Metropolite of the
Church of Rahja…”
It is said that Baron Hakon began making pacts with —Carolan Calavanti, Vinsaltan vagabond, 1039 FB
demonic powers here centuries ago during the Mage
Wars, but he was slain by his own wife, Fiana, who is still Region: Kingdom Andergast, Barony Joborn
worshiped as a saint by the locals. Hakon was buried outside Population: 900
town, in a Boron yard that is still considered cursed. The Ruler: the Baron of Joborn (currently an Andergastan),
ancient graves there bear strange images which nobody advised by the Alderman of Joborn (elected from the
can interpret. guilds) and the highest-ranking Blessed One in town (who
is almost always the Metropolite of Rahja)
On the far bank of the Tommel lies the legendary Farindel Temples: two temples to Rahja (the Peace Cellar, in town,
Forest. Locals avoid the creepy woods on the Nostrian side and, just outside of town, the Temple of Saint Dorlen,
of the river because people often go missing there. where the Love Light of Joborn is kept); united fortified
temple of Peraine and Travia; shrines of Ingerimm and Kor
Ingfallspeugen Trade and Commerce: Woodcutting, rafting, fishing,
Most ship journeys up the Ingval end in Ingsfallspeugen agriculture; cattle breeding; numerous crafts; famous for
(INH 400). Only small boats and rafts can sail under the its pretzels.
Ingval Arch, so many travelers disembark in Ingfallspeugen Special: Temple of Saint Dorlen just outside of town
and walk to Kalkingen on foot. (seat of the Metropolite and home of the Love Light of
Joborn); Hill of Half (site of many battles); Castle Joborn
Many locals make their living as carriers between Kalking (high motte; home of the baron); bell tower; Woodcutter
and Ingfallspeugen. If needed, one can rent an ox cart King (the strongest woodcutter in the area; receives free
to transport goods. The way is so rough, though, that schnapps in all taverns)
39
the best inn in town. By the harbor there is Ingvaller Inn of ancient battles fought by nonhumans. With the approval
(G02) (Q4/P3/B20), mainly frequented by rafters. The King of the Nostrian witch covens, people have used the moor as
Wendolyn Tavern (G03) (Q2/P2/B–) and the Ferry (06) a graveyard for centuries, and every settlement from
across the Ingval are near the Fish Market (05). The harbor Salterhaven to Oldhagen inters its dead in the moor with a
is especially important for Joborn, and tolls for trade on solemn ceremony. Not every soul finds eternal rest here,
the Ingval are collected in the royal Toll House (07). however. Bodies, mainly of those who fell in battle,
sometimes crawl from the swamp to hunt the living, and
The old Water Mill (08) on the eastern bank of the Ornib the area is known as a gathering place for ghouls that feed
was inhabited by the now-deceased Blessed One of Hesinde, on the flesh of the dead. Locals remain frightened of dark
Hexander, for many years. He was the head of the Church witches and spellcasters who were buried here with
for a short while and left many mysterious elemental signs mysterious rituals. Nobody dares to enter the moor after
behind. dark, and the tall, sturdy palisade that surrounds Lyckmoor
is covered in strange scratch marks. ( 180)
The Peace Cellar (G04) (Q4/P3/B–), managed by novices of
the Temple of Rahja, is in a side alley. A small shrine of the Unsurprisingly, Lyckmoor has a large Temple of Boron.
goddess sits in an alcove connected to the taproom. Its gloomy interior is decorated with artifacts discovered
in the moor. The taciturn priest and his pale novice often
The Love Light of Saint Dorlen, a plain lamp made of clay walk through the moor, searching its narrow paths for
that burns fragrant oil, was enshrined in the new Temple unquiet spirits to lay to rest.
of Saint Dorlen built in front of the town walls in 1034 FB.
Pilgrims and devoted worshipers of Rahja traditionally Mirdin
drop off a stone to expand the small temple and make it Mirdin (INH 450) is a remote town at the edge of the
even more splendid. The Blessed One Raitjan Angmund Forest Wilderness. Its buildings sprawl around the wall
(*994 FB; brown hair and eyes; stout; plain; masterful singer of a respectable castle. When Joborn is in the hand of the
with a strong voice; hard-drinking; aging gracefully), a Andergastans, the castle serves as the residence of the
Metropolite of the Church and the Head of the Temple, forest count. The surrounding area is called Mirdiner Land,
is the Keeper of the Love Light. By means of this divine but it remains largely unexplored.
talisman, Saint Dorlen ended a fierce battle occurring near
Joborn in 133 FB by removing the will to fight from the
hearts of the combatants and filling them with love instead.
Northdragonburg
The barely accessible Northdragonburg (INH 300), which sits
This event, which came to be called the Joborn Friendship,
at the foot of the Chalk Cliffs of Hallerû, is rarely visited by
went down in history, but it was also the reason that the
strangers. Here people pray to the goddess Satuaria, probably
Church of Rahja was outlawed in Andergast for centuries.
because the most important dancing site of the Nostrian
Every year on the anniversary of this miracle, now known
witches is located on an inaccessible rock plateau above the
as the Day of Saints (17th of Boron), guests stay for free
settlement. Here witches from across Nostria gather twice a
in Joborn.
year on the equinoxes to hold large celebrations. The local
voivod, Binula of Cres, is a witch herself.
Kalleth
An ancient, fire-blackened trunk of a stone oak stands in the
center of Kalleth (INH 450), in remembrance of the attack
Nordvest
The well-fortified town of Nordvest (INH 300) lies a
of a vengeful emperor dragon from the Stone Oak Forest
short distance from the castle of the same name, which is
whose hoard had been plundered by humans. On the edge
built on a rock spire that looks out over the Ingval. This
of this small harbor town, one may visit the only temple of
castle is the ancestral seat of the traditional Old Counts of
the desert god Rastullah in the Warring Kingdoms. Ali
Ingvalsrohden, whose main hobby is the active obstruction
al’Rachmud, a traveling merchant from the Khôm Desert,
of the royal family in Nostria.
built it in 1004 FB. The locals view the god as a deity of
vengeance who shares their hatred for Nostrians and will
Castle Nordvest cannot be taken without magic or
one day help them obtain victory. A winding forest path
treachery and has never once fallen to enemy forces.
heads west from Kalleth, mainly serving to bypass Joborn.
Melanoth of Ingvalsrohden (see page 127) frequently
summons her forest knights here to renew their vows
Lyckmoor of fealty and loyalty in war. Her land suffers grievously
Many poor peat cutters live on the edge of the Lycker from the Thorwalers who occupy Kendrar (the fiefdom of
Moor, and peasants farm the fields south and east of the Kendrar rightfully belongs to Melanoth’s husband and, if
town of Lyckmoor (INH 680). Peat cutters often find traces all goes well, will one day pass to her daughter).
41
The castle may contain hidden treasures, but it probably the Royal Tournament in Rondra, when knights from all
also contains much that should remain lost. over the land come here to pray for Rondra’s favor in
the competition.
Law Town
The upper classes live in this upscale northern quarter, Old Nostria
near the banks of the Tommel. The Kaspomir Bridge (2) The eastern, and oldest, part of town is called Old Nostria.
leads to Kasmyrin Square (3), the town’s best hotel, called It is not as richly ornamented as Law Town, and its small,
the Nostrian Court (G01) (Q5/P6/B40), and the gorgeous stout, stone houses have tiny windows. The alleys are
homes of burghers, some of which are up to three stories narrow and dark, and smell of excrement and other filth
tall. All have showy facades. Staircases usually lie in unless a gale is blowing. This quarter was hit especially
exterior towers, arched windows bear rich ornamentation, hard by the epidemic, but most houses are once again
and playful figures cavort above eaves. The town’s streets inhabited, often by people who simply claimed them. In
are wide and cobbled, but the entrances to the Old Sewers Old Nostria, What’s left of the city’s old gangs still maintain
were bricked up to solve problems with vermin. According their headquarters in Old Nostria, and a bitter fight rages
to rumors, the sewers are home to so-called rat people, but between the town guard and the criminals.
this probably refers to poor townspeople who are only
seeking shelter. A 15’ tall pillar called the Stone of Nosteria, which is the
symbol of Nostria’s independence, stands in Freedom
Royal Majordomo Toran of the Light (see page 127), the Square (6), the central town square. The Royal Nostrian
royal treasurer and chief excise man, lives in the formerly Archive (7), which was plundered several times during
splendid building of the Nostrian Uffices (4). This well- the plague, occupies the southeastern corner of Freedom
guarded building also contains the treasury, but the coffers Square. Entry today is limited to those with royal
have been empty for years (what little remains is now kept permission, although bribing the archivist doesn’t hurt.
in a dungeon beneath the Royal Castle). Toran tries his North of the square, in Lysian Alley, bards and musicians
best to implement his queen’s orders, but the lack of funds often perform in the Bittern Tavern (G02) (Q3/P4/B–).
often frustrates his attempts. This is strangely mitigated by
the fact that the blue wheeze epidemic drastically reduced A gang called the Greencaps maintains a stubborn hold
the number of spoiled courtiers that the royal castle was on this quarter. Their leader, known only as Old Father,
supporting to a bearable minimum. tries to extend his influence from here. The gang has its
headquarter in splendid Fringla’s Court (8). The Court is
It is quite obvious in Law Town that most of the inhabitants an old meeting place for nobles engaged in intrigue. It also
who could afford to move to Salta have done so. Many once- used to be a site for duels to the death, but these are now
beautiful burgher houses stand empty and risk falling into fought on different premises.
ruin, but the number of empty homes decreases every year.
Old Nostria is also site to the rarely visited Convent of the
The Great Armory (5), a massive, gloomy stone building, Serpent of Knowledge (T02), a white magic order, and the
sits in Weapon Alley, not far from Kasmyrin Square (3). colorful Temple of Two Sisters (T03), which is nominally
It used to house weapons for the militia to use in times of devoted to the goddess Tsa, although the interior bears a
war, but the armory is now largely empty, and hasn’t even shrine to Satuaria, and the two goddesses are worshiped in
had an armorer for quite some time. The musty cellars now sisterly unity.
hold only brittle pikes, rusty shields, and unusable bows.
Grocers and other service providers, along with the town Wermynhus
magistrate, live in the upper floors. Residents include a Most craftworkers in town practice their trades in
medica, a clerk, a barber, a tooth-puller, a pawnbroker, workshops in a neighborhood of stone-and-timber houses
and an astrologer who calls herself the court astrologer, on the south side of the city, near the Harbor Island.
even though Queen Yolande has never once made use of
her services. The devoted Blessed Ones of the Temple of Peraine (T04)
saved many lives during the blue wheeze epidemic. This
Across from the armory, next to a large tenement building, temple is the most visited of those in town, primarily for
is the surprisingly plain entrance to the Temple of Rondra gratitude. It gives 100% of donations to those in need.
(T01), known as the Hall of Heroes. Few locals visit it, but Peraine’s growing popularity has led to a decrease in
men-at-arms and travelers sometimes come here to pray importance of the Temple of Travia (T05). Ever since
to the Divine Lioness. Local knights pray at the shrine of the temple’s High Mother died from the blue wheeze, her
Rondra in the Royal Castle. The temple is busy only during husband Father Darislaus has continued their effort to
45
Salta thinks it is the true capital of the kingdom, and Count brought up from the Ingval. The heart of town is the
Albio does what he can to acquire influence. He has made Market Place (01), which holds a large wood auction twice
a bitter opponent in the form of the commander of the a year. Also on the market place is the richly ornamented
Salt Fortress, who himself is trying to acquire power in Town Hall (02), where the town magistrate lives, the new
Kendrar. The town’s many trade houses view each other Market Hall (03) which is built in the Horasian style, a
with suspicion and always seek ways to make greater branch of the Northland Bank (04) and numerous kontors,
profits. These opposing interests often need heroes to which belong mainly to Horasian trading houses. This
undertake large and small tasks under the cover of Phex. is also site of the overpriced Hotel Golden Ingval (G01)
(Q4/P6/B25). Dardane Brusik, the wealthy lumber trader,
Even though Salta and Salterhaven are really two towns, is the only local who can afford a house bordering the
they are almost always considered to be a single town due Market Place.
to their proximity (they are two miles apart) and their
common economic and political interests. Salterhaven is Nostrian Street leads south from the Market Place to a small
often seen as a remote neighborhood of Salta. neighborhood of smiths, where the Temple of Ingerimm
(T01) is located. The local forges mainly produce anchors,
Originally, Salterhaven was built to deny the traditionally metal fittings, and other equipment for ships. There is
unruly inhabitants of Salta access to the sea. Salta then even a bell caster here. Near the town’s southern gate
quit its struggle for independence, at least for a while. sits a tavern called The Trough (G02) (Q1/P1/S–), a
Later, as both towns grew, they became friendlier with notorious dive.
each other. What once was a restriction now gives Salta
access to a better harbor, one suited for large ships from The Kendraran Street leads north from the market place,
Havena and Grangor, rather than its own badly maintained to the Ferry (05), where travelers can pay 1 haler per leg
harbor. Salterhaven became the most important harbor or wheel to cross the Ingval. Near the ferry dock the tavern
for foreign trade in the land, much to Nostria’s chagrin. The Dancing Sea Horse (G03) (Q4/P3/B–) is located. The
By skillful tactical maneuvering, the father of the current hexagonal Hesinde Temple (T02) is also near the ferry
noble count managed to keep the license to trade with dock, at Hexagon Square, which took its name from it.
Andergast, even during times of war. All attempts by the
Nostrian lords and kings to make Salta see reason failed Lyckmoor Street heads east from the market place. A short
just as the count was threatening once again to lead Salta distance north lies the modest Temple of Travia (T03).
and Salterhaven to independence. Count Albio struggled To the right, on the wide street, is the splendid Griffon
to make Salta the new capital of the kingdom and seize Residence (06) in which Count Albio invested much. He
power for a long time. But his grandiose plans failed due to even had several old houses knocked down so he could
the intelligent preemptive actions taken by young Queen add a new wing to his domicile. Many consider it the most
Yolande, whom he had completely underestimated. splendid defensible building in Nostria. Very close by is the
Old Governor’s Residence (07), where the knights of the
A Walk Around Salta town guard and their retinues dwell.
Salta does not show its age, as its inhabitants have used
their trade wealth to replace many old houses with newer A Walk Around Salterhaven
ones. Half-timber houses with two or three floors are Salterhaven is very busy compared even to Salta. It sees
common, and almost all have an antechamber to receive much traffic from large foreign ships at its wharves, and
guests. A statue of Saint Elida stands in an alcove in every new trade shipments enter onto the roads all the time,
other house. This custom is based not on the locals’ piety, ordered by employers from various countries. But the
but rather on their defiance. Years ago, every homeowner town is most famous for building multi-masted cogs based
had to pay a tax on each lantern attached to the house. A on the design of the Bornian hulk.
smart female burgher erected a statue of a saint holding a
lantern in its hand and, with the assistance of the Church The southern part of the harbor is known as Dragon
of Efferd, had the statue declared a place of worship and Mile (08). This walled-in area, guarded by fighters of
thus tax-free. Soon other inhabitants followed her clever the Thorwaler Hetman’s Guard, is the site of many
example, and the custom lingers today. Thorwalian traders’ warehouses. The Dragon Mile pales in
comparison, though, to Kontor Island (09) near the outlet
All larger streets in Salta are cobbled, just like the road of the Ingval. This area belongs to the Horasian-Imperial
to Salterhaven, where many craftworkers have settled. Privileged Northsea Company, or HPNC. High brick walls
Carpenters, cabinetmakers, turners, figure carvers, button and towers mounted with artillery guarantee the safety
cutters, and more work here, processing stone oak wood of the Horasians and their goods. Both areas are outside
49
Many travelers are surprised to find the Shrines of Orvai Thuranx
(T03) and Tairach (T04) in town. The statue of the hunting Most inhabitants of the village of Thuranx (INH 300),
god Orvai, who is worshiped mainly by goblins, stands located by Thuran Lake, survive on fishing and agriculture.
close to the central square under an ancient cedar pine. During the last major war between the Warring Kingdoms
It depicts him as a strong man with antlers, and most in 1010 FB, the village was almost completely burned down,
strangers think it is a representation of Firun. The shrine and charred ruins still stand here and there in town.
of Tairach, the orcish death god, stands isolated by the wall
and most inhabitants of the town avoid it. Nevertheless,
some Teshkalers offer it fearful sacrifices in the hopes of
Trontsand
Trontsand (EW 750), a large fishing town by the Coastal
being spared another orc attack.
Road, is the seat of the Sea Count of Sevenwind. Trontsand
became important because here the ocean is deep enough
Thurana for ships with normal draft can enter the harbor without
The largest town on the shore of Thuran Lake, where Hirm grounding on the mudflats during low tide. Even though
Creek meets the lake and the Nabla Way from Winhall the Coastal Road is a popular route in bad weather for
meets the Lord’s Road, is called Thurana (INH 860). Two traders, the natural harbor facilitates trade and allows
boat builders here, who each have their own wharf on the fishing for saltarels with heavy trawlers.
harbor, built almost every fishing boat on the lake. Fishing
and growing flax are the town’s other sources of income, The robust and heavy Trontsand cloth, created by weavers
and the resulting wealth is visible in the homes of Thurana. and dyed in many colors by wool dyers, is sold to many
The town is composed of neat, whitewashed, half-timber foreign countries. The town is replacing the old wooden
houses, and a strong town wall protects the inhabitants palisade with a heavy wall of stone because the Thorwalers
from attacks. have tried to attack and plunder the town several times.
51
The village itself is This tavern, a half timber house with two floors, is the
surrounded by a protective largest building in the village. Its taproom is large and
Andergast: wall of earth crowned by a comfortable, and Elderdonk’s small shrine to Travia sits
The village mayor Helasine palisade. Two gate towers above the fireplace, where often whole pigs are roasted.
Visserad is the innkeeper of massive wooden beams A richly decorated, carved figurine depicts Travia as the
(see page 55). open on a path leading to Lady of Hospitality, whose warm light invites travelers to
the village square. the hearth.
Nostria:
The village mayor Jindrich Travelers enter Elderdonk The dormitory on the upper floor has space for up to 12
Applebrandter is the through the ground floor guests on simple straw mattresses. The tavern even has
innkeeper (see page 56). of two gate towers with two single rooms, but they don’t meet a Middenrealm
double oak doors. On noble’s expectations of luxury.
those rare occasions when
a feud or an enemy force Most inhabitants of the village gather here in the evening
threatens violence, a bailiff or other inhabitant of the first to spend what free time they have playing tavern games
floor keeps watch at the gate and controls who may enter. and drinking beer of reasonable quality.
On the village green, where one almost always sees pigs Village Hall (02)
rooting around, is the village’s only tavern, The White Sow, Also at the village green, there is the village hall, not
as proclaimed by a sign featuring a white boar above the much more than a fireplace and a roof supported by eight,
entrance. The other buildings are almost all built of wood strong, finely carved wooden pillars. The pillars bear a
and stand in small, random groups within the palisade. weird depiction of the Twelvegods and other mythical
Almost all have small gardens of fruit trees and vegetable creatures influencing the lives of the inhabitants of the
patches surrounded by a short hedge. Forest Wilderness. The village hall is the gathering place
of the village and the spot where traveling merchants can
Important Locations sell their goods.
Village Green (01) Elderdonk hosts a small market once a month that serves
The village green is dominated by a mighty stone oak tree as the villagers’ main source of income.
surrounded by four dark stone blocks, each about 8 feet
tall. In their midst is the shrine of Firun, where a human- Yeoman Oxbrecht (03)
sized wooden statue depicts the god of winter and the hunt The large Oxbrecht family, which cultivates most of the
as a powerful man with antlers and wrapped in a bearskin fields just outside the palisade, lives on the largest farm
cloak. in Elderdonk. Many yeomen and serfs work on these fields
and seem to be content. Even though the family patriarch,
The White Sow (G01) Niobald (*985 FB; 6’; thick gray hair; weathered and
choleric) has a reputation for being a difficult man, he
makes sure that all who depend on him have a reasonable
livelihood.
Prices and Services
Pig Farmer Onderbruk (04)
Mug of oak beer 16 kreutzers
The Onderbruk family certainly is among the wealthiest
Mug of water 6 kreutzers
in Elderdonk. Free-roaming pigs can be seen everywhere,
Cup of wine 3 halers
begging for food when not herded into the forest to feast
Small cup of apple brandy 2 halers
on acorns. Though they are seen as a rough and tumble
Rye groats 1 haler lot, the swineherds of the Onderbruks are well-liked guests
Rosprik (vegetable stew) 3 halers who often spend their coin in the White Sow.
Pork roast 7 halers
Roast goose 7 halers Villagers whisper behind closed doors that those who
Fish stew 6 halers annoy the Onderbruks or don’t accept their terms end up
Bread plate 5 halers as pig food. Folks are advised to avoid crossing Old Jasse
(*976 FB; 5’6’’; white hair; bent by gout; scrawny; silent and
Straw mattress in the dormitory 6 halers calculating), the head of the family.
Single room 3 silverthalers
53
Isayala the Nymph Special Rules
The nymph always appears as a supernaturally beautiful, Life Bond: Nymphs lose 1 LP for each day
ageless woman. Ever since the baron of Elderieth they spend in Aventuria. Nymphs cannot
enslaved her, she bears a wound that wraps around her regain LP with Regeneration Phases as
neck like an algae-encrusted torus. She also is called long as they remain in the Third Sphere.
the Lonely, because other fairy creatures avoid her. She Pain +1 at: 18 LP, 12 LP, 6 LP, and 5 LP or less
directs her anger at all those who live on land, and she
often tries to lure the young men of Elderdonk into the About Fairies
depths of the lake, where she can take them through the Fairies come from regions known as Globules, unique
gate to her home…. enclosed environments that drift through Limbo. These
magical creatures usually visit Dere through fairy gates,
Nymph which is why they have corporeal bodies here. Fairies use
Size: 5 to 7 feet tall the following rules.
Weight: 80 to 130 pounds Faeries suffer conditions in the usual way
COU 13 SGC 13 INT 15 CHA 16 Fairies suffer levels of the condition Pain for low LP
DEX 14 AGI 13 CON 11 STR 11 (see Core Rules, page 34)
LP 24 AE 100 KP - INI 13+1D6 Fairies exist physically on Dere and can be injured in
DO 7 SPI 4 TOU 0 MOV 8 the usual ways
Unarmed: AT 8 PA 5 DP 1D6 RE short Slain fairies leave a corpse behind. In some cases, the
PRO/ENC 0/0 fairy’s soul returns to its Globule to be resurrected.
Actions: 1 A fairy’s death can create strange and sometimes
Advantages/Disadvantages: Good Looks II, Aquatic* dangerous magical phenomena, as their bodies and
Special Abilities: Underwater Combat minds are infused with magic.
Skills: Body Control 12 (13/13/11), Climbing 4 (13/13/11), Attacks with mundane, blessed, and magical weapons
Commerce 2 (13/15/16), Empathy 3 (13/15/16), Fast-Talk 7 cause regular damage
(13/15/16), Feat of Strength 3 (11/11/11), Intimidation 4 Attacks with spells and liturgical chants can have a
(13/15/16), Perception 7 (13/15/15), Seduction 15 stronger or weaker effect than usual
(13/16/16), Self-Control 3 (13/13/11), Swimming 14 Fairies are immune to spells with the property of
(13/11/11), Stealth 10 (13/15/13), Willpower 6 (13/15/16) Illusion, as they can always see the magical nature of
Spells: Bannbaladin 15 (13/15/16), Breathe Water 18 things
(13/15/11), Salander 14 (13/15/11), Satuaria’s Fairies are immune to poisons and diseases
Splendor 16 (13/15/11), others from Tradition (Fairy) Fairies usually do not benefit from liturgical chants,
Number: 1 but there are some exceptions
Size Category: medium Fairies benefit from Regeneration Phases in the
Type: Fairy, humanoid normal way. In their fairy realm, they regenerate
Loot: none much quicker (about 5D6 LP per Regeneration Phase).
Combat Behavior: Nymphs try to avoid combat. They
prefer to flee or use their magic powers to counter Aquatic (*)
threats. Creatures from water habitats are accustomed to their
Escape: per individual surroundings. They move better in water than land
Sphere Lore (Creatures of the Spheres) creatures are able to.
QL 1: Nymphs are fairy creatures that live in lakes, Rules: Creatures with this advantage receive the automatic
rivers, or other bodies of water. They try to seduce special ability Underwater Combat (the cost for the SA is
humans and take them to the fairy world. included in this advantage). Aquatic creatures can breathe
QL 2: Not all nymphs try to seduce people, but their water and move through water with ease. They do not
beauty tends to drive men mad. have to make checks to avoid drowning.
QL 3+: Nymphs live near a fairy gate, to which they Prerequisites: Race, culture, or profession must list
lead men they seduce. Such men do not return for Aquatic as an automatic or suggested advantage.
years or centuries, if ever. AP Value: 15 adventure points
55
a large collection of hairclips. Many villagers believe that slender; beautiful) as he hasn’t found the right husband for
she is a chosen one of the Crowned Stag King. It is a fact her yet. Rusena is brave and highly skilled with the longbow.
that a set of 14-point stag’s antlers hangs above her door.
Iringrath (84; 5’5’’; white hair; green eyes; slender Jindrich Applebrandter (57 years; 6’2’’; neat,
and agile; curious; Alchemy 10 (14/14/13), Fast- dark-blond hair and beard; brown eyes; tall and
Talk 3 (14/14/15), Magical Lore 8 (14/14/14), Plant energetic; Animal Lore 9 (12/12/13), Commerce 6
Lore 7 (14/13/12), Treat Disease 8 (14/14/12), Treat (12/12/13), Fast-Talk 6 (12/12/13), Plant Lore 6
Wounds 7 (14/13/13), Willpower 6 (14/14/15); (12/13/13), Willpower 4 (12/12/13); SPI 1)
Balsam 6 (14/14/13), Powerful Greed 8 (14/14/15),
Witch’s Bile 7 (14/14/12); SPI 2))
57
Customs and Traditions
Constant war has pounded fatalism into the Nostrian
“Miserable, stubborn idiots who cannot accept and Andergastan mindset. On the other hand, they have
a single idea they have not had themselves. both learned to make the best out of a bad situation. They
There’s a difference between tradition and remain hopeful even when faced by evil twists of fate, and
stupidity, but nobody here knows it. No they always pick themselves up again. With good reason,
wonder they are so backwards! Still, their the inhabitants of the Warring Kingdoms have a reputation
stubbornness is very impressive, I must for producing surprising results with inferior tools and bad
admit...” materials in their everyday lives.
—Arbosh son of Angrax, forge dwarf master smith
It should also be mentioned that many inhabitants of
The humans of Nostria and Andergast are the descendants these lands are not strongly initiated into the faith of the
of settlers from the Bosparanian Empire. They have kept Twelvegods. The Twelvegods Edict of Silem-Horas wasn’t
little of this heritage alive, though, as they cut their ties to recognized in Andergast or Nostria, and many older forms
the old capitol around 2,000 years ago. This, among other of worship have survived, even those that have been
reasons, is why their cultures developed quite differently eliminated in other countries. Even though the faith of the
from those in the Horasian Empire or the Middenrealm. Twelvegods has earned much respect in the last twenty
Yes, some things are the same. Men (and women, in years, it is rarely encountered outside of towns. Nobles
Nostria) gain adult legal status at the age of 21. In Nostria, and commoners alike have always honored the practices
wedded couples adopt the name of the more influential of sumes (druids) and witches, especially in rural areas,
family. In Andergast (a strictly patriarchal land), married and their beliefs and traditions concerning birth and death
couples always adopt the groom’s family name. are exceptionally primitive. Wise men and women of the
forest, and those who read the tides, perform blessings
The culture is still mainly influenced by the eternal enmity more often than true Blessed Ones. Instead of handing the
between the two kingdoms, which began shortly after they dead to Boron’s blessed soil or the purifying power of fire,
were founded and hasn’t ended yet. Even at places where the dead are usually buried beneath the roots of old trees
people have forged strong trade ties between the two or given to the sea.
countries, they continue to be shaped by deep suspicions,
prejudice, and hatred. Countless wars and battles have bled Near the Nostrian coast and in the Lakeland, Efferd is
both realms dry, making them one of the poorest regions viewed as an especially powerful god who has little love
on the continent. But this strife is an important part of for humans. Here, people see life as an everlasting struggle
their identity, and even when people have grown tired of against the trials of wind and weather, and appeasing the
war, it never takes long for the war to ignite anew. moody god of water, his followers, and the ancestor spirits,
59
The dialect near the coast is softer and easily understood by Most people in towns adopt a last name that is usually
foreigners, but inland dialects use many more consonants derived from a nickname or profession (Holda the Baker,
and people tend to swallow syllables, shorten words, and Gunar the Rafter), but this is not passed on to children. Only
use only short and simple sentences. In Teshkalia, the families with important ancestors (whether proven or not)
language is strangely throaty, something that is often have an inheritable family name. Often such people claim
explained by the proximity to the orcs. This reminds descent from the allies of Admiral Sanin, who explored the
linguists of the Norbards’ Alaani, which may explain the land more than 2,000 years ago.
Teshkalers’ tendency to use flowery and imaginative
curses and insults. This is commonplace among Norbards Nostrian Names
and Tulamidyans. Nostrians prefer giving their children long and complicated
names that they often shorten for everyday use, like
Adarilanda shortening to Ada, or Haldorion becoming
“Weird folk! Instead of gods, they always speak Rion.
of the Supernatural, and they even use that
term for Satuaria or the forest spirits. As if Male First Names
mere mention of the name “Efferd”would Short Form: Basilio, Bosper, Cargo, Dolfer, Esindio(n),
bring bad luck…” Ettel, Franio, Gero, Halvo, Jasper, Melcher, Murro, Pipo,
—Rovena, Bornian cat witch Polter, Ukko, Yeto
Possible Combinations: Ab(la)-, Al(rik)-, Anda-, An(s)-,
Arn-, Belen(o)-, Bla-, Bos-, Cordo-, Dro(de)-, El-, Ferd(i)-,
Few people in the Warring Kingdoms can read at all. Fren(g)-, Frin(g)-, Gaspa-, Haldo-, Ingva-, Kar-, Kas(i)-,
Neither nobles nor the commonfolk are overly interested Kaspar-, Linn(e)-, Mo-, Nio-, Ora(s)-, Orni-, Per-, P(e)rain-,
in Hesinde’s virtues, making scribes and readers their own Rig-, Rod(e)-, Rud(e)-, Salvy-, Saper-, To-, Tomme-, Travi-,
professions. They are more common in larger towns. As Urfa-, Valto-, Wald- // -bald, -bian, -bio(n), -eryn, -finion,
there are few schools and Praiosday schools in Andergast -fold, -gar, -grimm, -las, -lian, -lion, -mir(yn), -mo, -myr(d)in,
are forbidden to teach girls, the majority of the population -no, -r(i)an, -ri(c)k, -rigion, -r(i)on, -ryn, -silas, -sion, -sius,
has never been able to read even the simplest sentences. -tyn, -val, -van, -vert, -win
Those that can read and write are considered scholars
or perhaps as chosen by the Supernatural. Some sumes, Female First Names
witches, and priests make use of that fact to gain respect. Short Form: Ala, Brea, Dina, Elle, Frada, Girte, Hetta, Idra,
That is, if they can read and write themselves. Linai, Lynia, Mona, Ovine, Pea, Selma, Zanya
Possible Combinations: Ada(ri)-, Al(g)-, Amen-, Ala(ra)-,
Appellations Ara-, Asmo-, Bal-, Bele(na)-, Brin-, Caris-, Dali(d)-, Delu-,
The deference and fatalism of the population is reflected Effer(d)-, Eli-, Elys-, Finn-, Firu-, Fran(i)-, Ger(t)-, Gir-,
by the appellations they use for nobles, priests, and Gyl(t)-, Hara-, Hela-, Ingva-, Isla-, Jels-, Jo-, Kas(my)-, Lys-,
other officials. Rulers of the land are always called “royal Mar-, Mis(a)-, Nora-, Nos(tri)-, Nuri-, Pera(n)-, Ro-, Nori-,
majesty.” Barons and bombasts are called “ethelborn.” Sel-, Sene(bi)-, Thala-, Tomme-, Travi(e)-, Tr(i)um-, Urme-,
Knights and other nobles are called “highborn.” Priests Wili-, Yan(n)-, Yas-, Yn- // -ai, -ane, -bet(h), -da, -dette,
enjoy the appellation “your grace.” Sumes and witches -dis, -fine, -ike, -je, -lais, -landa, -lant(h)a, -leth(a), -lia(n)e,
are sometimes called “father,” “mother,” “brother,” or -linde, -lind(i)a, -lin(k)e, -loth, -ke, -mai, -mina, -mine,
“sister,” depending on their preferences. The common -nai(a), -nia, -nette, -nke, -pet(h), -ra(i), -rike, -s(i)a, -sine,
greeting usually includes the name of the ruler. The -sin(e), -thea, -tje, -tris, -vi(n)a
phrases “the King’s grace!” or “the Queen’s blessing!” are
very popular at the moment. The names of the Twelvegods Example Family Names
are rarely mentioned; more often, people pray to the vague Damme, Dieckman, Fangiron, Ingvaler, Kirshner, Koyner,
“supernatural.” Linenweaver, Marshpadder, Nietendeeler, Notfink, Oskin,
Pernstyn, Styper, Theuermeel, Turmer, Viskoppen,
Visserad
What’s In a Name? Possible Combinations: Breach-, Bram-, Darb-, Deick-,
Rural common folk do not have last names. Everybody has
Elg(e)-, Gar(s)-, Hugen-, Köpen-, Krennel-, Lieken-, Riet-,
a first name. If more differentiation is needed, just add
Rik-, Try-, Wilm- // -dam, -hard, -hold, -hork, -husen,
place of birth or profession, as in Gerswide of Ladewich,
-inger, -ming(er), -moler, -ryn, -siek, -stek, -vard, -vind,
or Havel the charcoal-burner. Sometimes nicknames
-wind
become part of a name without regard to preferences or
the family’s reservations.
61
In Andergast, witches are feared. As detractors of the the fog away before sailing. In the Forest Wilderness, people
sumes, they are said to have opposing goals—when they know countless means of dealing with the various evils of
aren’t simply seen as servants of the enemy, that is. nature. One way to divert the attention of malicious forest
However, in some places, meeting a witch is considered spirits is to tie bundles of grass and weigh them down with
lucky, if you give a polite greeting. If you don’t, you might a stone. While the spirits try to open the knots, wanderers
be struck with lumbago or other bad luck. Similar fears and can proceed through the wilderness unhindered.
customs focus on the Andergastan sumes.
To turn away all kinds of evil, Andergastans like to knock
Along the Nostrian coast, countless superstitions surround on wood. And it’s not only the smart woodsman that spits
the tides, the building of dikes, and the many beacons. on his axe before felling an oak, as many knights pour
Dousing one of the coastal lights can doom the crew of a water on their blades before battle to prevent them
ship to drowning. If a dike threatens to break, one must from breaking. In both lands, females are the target of
offer sacrifices to Lord Efferd or the sea nymphs. Some many superstitions. Andergastans think that women are
believe that a dike will endure only if its foundation is built physically and mentally inferior to men. Moodiness among
on the bones of animal or human sacrifices. The saying women is seen as a sign of weakness and proof of this so-
“Nothing good comes with the fog” probably originated in called theory.
Thorwal, and many Nostrians fear that gray mist to this
day. Only the bravest of sailors get underway in fog. Many In Nostria, women blessed by Mada are considered
rivermen also prefer to ask river spirits or the wind to clear especially noble creatures, and it is believed that more
women than men receive Mada’s Gift.
The calender based on Bosparan’s fall is common with Praios: Heatmoon, Praiosweeks
scholars and is gaining favor in the Warring Kingdoms. Rondra: Applemoon or Grainmoon, Rondraweeks
Newer documents now usually show both dates. Efferd: Harvestmoon, Boronweeks
Travia: Tithemoon, Traviaweeks
Boron: Fogmoon, Phexweeks
“Year of Independence? Back then, they Hesinde: Short Moon (due to the short days),
have fought neither on the side of Asralion Hesindeweeks
Summerdew nor with the Murak Emperor. Firun: Icemoon, Firunweeks
Which independence are they talking about? Tsa: Hopemoon, Peraineweeks
They’re still in the dark in that subject, I Phex: Flowermoon, Efferdweeks
think.” Peraine: Rainmoon, Tsaweeks
—Layariel Treetopglint, elven wyldrunner Ingerimm: Seedmoon, Ingerimmweeks
Rahja: Witchmoon, Rahjaweeks
Nameless Days: Stormdays, Empty Days, Darkdays,
Ghostdays
63
The Nostrian Aristocracy
Whether a bombast then becomes a lesser noble, or a scion
The Nostrian aristocracy includes many other
of a voivod joins the ranks of the aristocracy, depends on
families besides the Kasmyrins. Their leaders, who
the situation. If one member of the happy couple rules
refer to themselves as bombasts, each rule over one
a fiefdom, then the spouse gains that status; if not, both
of the eight bombasties.
take on the status of the lower-ranking spouse. This
effectively places strong limitations on the population of
The noble counts of Salis, from Salta, are the
the aristocracy.
second-most powerful family in Nostria after the
royal family, and over the centuries, they have been
Women who can use magic enjoy special standing in
maneuvering more or less openly to become the most
Nostria. They are often even favored in the succession.
powerful. They have always been held in check, but
Many commonfolk think it’s a good omen that a mage
the father of the current noble count used cunning
is now sitting on the royal throne. Most people don’t
trade policies to give Salta and Salterhaven a boost
understand that the rules separations between nobles and
in economic strength that the capital of Nostria can
commonfolk are more lax in other lands.
only dream of.
The treatment that foreign nobles receive is based on their
The Ingvalsrohden family claims descent from
status and their pedigree (a noble who does not descend
Great Amilia, the ship mage of Admiral Sanin when
from a long line of nobles receives less respect in the
he explored the Ingval. The family has ancient roots
Warring Kingdoms).
and thus bears the title Old Count.
The Nostrian Noble Hierarchy The Rheideryans have the thankless task of ruling
the forest county of Joborn, whose capital has fallen
The Queen to Andergast many times, and it is currently in
The king or queen (until 999 FB, the Lord or Lady) sits Andergastan hands. They gave up living in a castle in
at the top of the hierarchy. Since the land was founded, Joborn and now base their family in Mirdin.
this office has always been held by the Kasmyrin family.
A terrible plague in 1027 FB almost ended this dynasty, The Hyttenhau family was important and influential
but young Yolande, a politically inexperienced and not many years ago, and many important military
particularly traditional mage, became the new queen. Her commanders came from its ranks. Today, their seat
lack of experience, however, motivated many members is near Trontsand.
of other noble families to secretly begin subverting the
authority of the Crown. The Sapstems are a large, extended family whose
members are rarely noticed by outsiders. The
Slowly, Queen Yolandes’s enemies realized that she was family has produced many skilled strategists, and
following a clever plan with the goal to lead the land out some advisers of lord and queen come from the
of its centuries-old misery. She has made many enemies, border county of Tommellands. Their wisdom is
but after her plans began providing tangible results, a sometimes overshadowed by their hatred for all that
grudging acceptance of change started to grow in the is Andergastan.
town of Nostria and the surrounding area. Of course, the
conservative nobles are unhappy about her changes, but The Ornibian family rules lands in the Forest
Yolande has managed to weather all resistance thus far. Wilderness, but wide parts of their domain belong to
Andergast at the moment. A small castle in Fiolbar
The Lesser Nobles serves as the family seat, but the whole family usually
There are about a hundred lesser noble families, which stays at the Nostrian court and leaves the rule of the
rank just below the bombasts. These either hold a voivody border county in the hands of their magistrates.
(and are thus called voivods) or else they serve a voivod
or bombast (and thus are called knights). Voivods who The Ansfinions have been members of the
received their fiefdom directly from the king are called aristocracy since 879 FB, but many bombasts still
noble lords. ridicule them as upstarts. When the bombasty of
Kendrar and its capital was conquered by Thorwalers
There are no official titles for voivods and knights, in 1001 FB, the Ansfinions lost their domain and with
but many different terms are common. None of these it, the family’s influence. After their leader Muratio
pretentious titles say anything about the rank or influence was jailed in Fortress Gordelyn in 1036 FB for his role
of their bearers. in a conspiracy to commit murder, few now trust
the family.
65
advise their lords in all matters of etiquette and tradition whom they may marry. Unfree peasants usually receive
and are responsible for details like drafting seating charts two acres of land, for which they must pay a yearly tithe.
for receptions or hosting tournaments. Rarely does a They must also perform serf labor and may only travel off
commoner become a herald. their land with the permission of (or at the command of)
their lord, and then only temporarily. The unfree are not
Another civil servant is the Ufficial, a term that simply required to serve in war.
means scribe. Ufficials write letters and documents and read
correspondence and other pieces of writing to nobles and Usually, the unfree are not permitted to learn a trade, but
courtiers. They must also calculate the levies that subjects some lords grant exceptions. Apprentices in such cases
must deliver to their liege lords at court. The position is become the ward of the master, but they become free at
one of great responsibility, as more than economics depend the end of their apprenticeship. Unfree peasants may buy
upon these calculations. Also, the ufficial knows all secrets their freedom by paying a sum named by their lord. A
that are passed on in written form, so it is no surprise that benign lord may free an especially cherished peasant who,
this position is mainly granted to nobles, for who would for example, saved the lord’s life. The children of peasants
entrust a commoner with such tasks? and yeomen are born unfree as well.
The ancestral castle of House Bearvalley family is located The sumes currently wield more influence than they have
in Andrafall, the oldest settlement in Andergast. Because for many years. They are not only exempt from all tithes,
the Bearvalleys have ancient roots, people consider them but they also enjoy special status under Andergastan law
an honorable house. Their barons have less hate for the (see page 88).
Nostrians than most other Andergastan nobles, probably
because their constant skirmishes with orcs and goblins in The Lower Classes in Andergast
the forest require all their strength and concentration.
Civil Service
House Pawgrove is very conservative, even by Andergastan Important positions in Andergast have special
standards. They were among King Efferdan’s most vocal responsibilities, too. For more information about the
critics, and are quite pleased with the coronation of Nostrian offices of majordomo, herald, official, and
King Weldenmir. These lords of the Ornib are very pious magistrate, see page 65. These offices are held only by
believers in Sumu and support the growing influence of men, but some women serve as court mages and court
the sumes. The druidic advisers have enjoyed great respect priestesses. Court priests often are sumes.
in Pawgrove lands for centuries.
The Burghers
House Griffonhall, the former barons of Albumin, are said Over the last thirty years, burghers have become more
to have died out, and House Longford (the current barons common in the town of Andergast, and the local guilds and
of Albumin) aren’t taken seriously by the families of the the town council are relatively new. To become a burgher
aristocracy. of Andergast a person must be male, have lived in the town
for at least 10 years, and pay a burgher’s fee of 100 ducats.
67
Womens’ Status in Andergast Andergastans treat confident women from foreign lands
In Andergast, people say that women will never be able to with either defiance or bewilderment but often grant them
make their own rational decisions. For this reason, each the rights enjoyed by a female mage or Blessed One. This
woman has a custodian: first her father plays this role, does not hide the fact that in some Andergastan families,
then her husband. If her custodian dies, the obligation women possess great influence. Those with strong
passes to an heir: the brother of the father, the brother of personalities can be the ones who make all the important
the woman, or the oldest son. decisions, but this usually stays in the family. To others, a
man must at least appear to be the patriarch of his family;
Upon her wedding, a woman’s dowry becomes the property otherwise his family can become the target of vicious
of her husband. If her husband dies, their oldest son mockery.
inherits everything (according to the law, a woman cannot
own property) but is also obliged to take care of her. At Sexual Inequality in the Game
public gatherings (such as court cases), local women are For female players, enduring the cliche of women-
not allowed to speak. Instead, they must speak through hating Andergastans can quickly grow tedious.
an intercessor, usually their custodian. Strangely, none of Constant discrimination and second-class status
these rules apply to women whose magical talent allowed can easily spoil their fun in the game.
them to receive an education from Blessed Ones or from a
mage’s academy. At this point, even though they must often As GM, you should employ the male-dominated
struggle with prejudice, they gain the same rights as men. viewpoint of Andergastans carefully and then only
with a specific goal in mind. Many Andergastans
The reasons for this special status are lost to history. The have grown used to accepting women from
relationship to women from other lands is difficult, as the other countries as people worthy of respect.
Andergastans have trouble ignoring the fact women are An Andergastan woman acting with so-called
treated by their companions in a way that, at least in their unwomanly determination might elicit surprise
opinion, only befits men. but she might also receive respect.
69
Clothes and Garb
To avoid looking too drab, the inhabitants of Nostria and
Andergast are fond of use adornment. Knops, colorful
“I don’t care if it is done that way here! By
edging, or embroidered patterns are popular. These often
Swafnir’s fluke, I will not wear a skirt like
make use of the national colors. Along the Nostrian coast
these Andergastan dolls!”
and near the capital, adornments are mainly blue, while
—Tjalva Garheltdottir, Hetja from
near the Forest Wilderness and Andergast, the dominant
Prem, modern
color is green.
The typical clothing of common folk is simple on both sides Colorful cloth and more complicated fashions or even
of the border. It is utilitarian and very similar, and usually imported materials like cotton or velvet are a sign of
consists of long pants or leggings, an overshirt, and a jerkin wealth. They are mostly restricted to nobles, wealthy
when it’s windy or cold. Depending on profession, women townsfolk and traders, as is trim made from the fur of
might also wear long skirts, colorful, embroidered shirts, mole, beaver, badger, or rabbit. Nobles of both realms wear
and bonnets. It is considered inappropriate for women to colorful clothes often richly embroidered or decorated
wear pants in Andergast. Outside of Teshkal, custom insists with finely woven edges, when they can afford to to so,
that women wear dresses or at least skirts that extend to
mid-calf. Fur trim, buttons of gold and silver, or edging of gold or
silver thread are status symbols, as well. Often, people
It is common to wear a vest or tailcoat over legwear and wear richly decorated gambesons or tabards, or ankle-
shirt in urban surroundings. In rural areas, the heuke (a length gowns with billowing sleeves.
knee-length outer garment) is very popular, as is the
doublet (a buttoned jacket). Shoes are mainly made of Noble women from Andergast (and some female nobles
wood or leather, and often a hat, felt cap, or skull cap with from Nostria) wear a long undergarment with sleeves,
a narrow brim completes the everyday ensemble. called a cotte. Above it, they wear an outer garment of the
same length, with sleeve holes reaching to the belt.
The clothes of the common folk are made of wool or rough
linen and are dyed only in earthy greens and browns or else Knights (both male and female in Nostria) wear chainmail
aren’t dyed at all. Muted colors, such as black or grayish or a byrnie during official events. These often bear the
blue, or sometimes a bolder blue or shiny green, are worn. family coat of arms.
The Nostrian Defense and the Oak Guard are rarely at full
strength except in times of emergency. For example, the
Nostrian Defense proved itself by safeguarding the system The Nostrian Longbow
of emergency dikes during a bad storm. The members of The longbow, as it is built in Nostria, is the
the Oak Guard travel in all directions to fulfil tasks at the predecessor of the modern Aventurian war
behest of the king. bow. Made of yew or ash wood, it is a weapon
for skilled marksmen. Its use requires great
Andergast and Nostria have trouble equipping their strength, but its arrows can pierce plate
armies, due to the rather high price of steel in the Warring armor. In Andergast, it is simply called a
Kingdoms. Even the mines in the Stone Oak Forest do longbow, but it does not differ from its
not produce high-quality iron ore, which means smiths Nostrian counterpart in any significant
can make only massive and heavy blades. Imported steel way. Most knights train in the use of
is expensive, and so most knights must be content with the longbow, but they use it mainly
inferior weapons or those not wholly made from steel, for courtly hunts (mostly battue) and
such as maces, axes, and hammers. Plate armor is rare, and not for war, as it cannot be used from
only two blacksmiths in the Warring Kingdoms ( Master horseback.
Emmerfried in Andergast, and Mistress Nia Firkober in
Salta) know how to create or even repair plate armor. The longbow brings the long limbs of an
elven bow together with the strength
For protection, those who can afford to do so wear of a human who can draw its weight.
chainmail, which often shows signs of numerous repairs. The Nostrian longbow is not a weapon
Scale male inherited from older generations is also for hunting in dense undergrowth or
common. Most fighters go to war in padded surcoats that attacking when flustered.
are often reinforced with sewn-on rings.
Rows of marksmen who can loose a hail of
Marksmen pose a great threat to riders and their men-at- arrows on their targets have proven very
arms, who are often heavily armored and armed with melee effective in war, as even the armors of battle
weapons. Crossbows are terrifying but almost prohibitively riders and knights does not protect against
expensive. The longbow is almost as frightening, and is their arrows. For the stats of the Nostrian
quicker to reload, too. longbow, see page 153.
71
Just as the term Andergaster has become synonymous for their lords and must protect them in combat when they
an oversized sword, the Nostrian longbow has become are unable to do so themselves. When knights are badly
the epitome of the Aventurian war bow. The Andergastan wounded, their squires must act quickly to prevent them
forces also count on the support of spellcasters. Alumni from being killed. Squires are armed only with short
of the Andergastan mage’s academy are skilled combat swords and small shields, but it is not uncommon for them
mages—and often their participation often means the to take up their knight’s weapons in such a situation.
difference between victory and defeat.
Respectable knights always take on squires, to whom they
Knights teach knightly virtues and the foundations of rule. Reading
Knights (both male and female in Nostria) are battle or and writing are not included in this education, but squires
armored riders of noble birth. They bear the brunt of are taught local law, heraldry, traditions, ancestral lore,
the battles of the Warring Kingdoms and usually lead and the care of weapons.
their armies. Many knights wear simple chainmail and
chain leggings. Only the wealthiest among them own After many arduous and difficult years, a squire may be
scale mail or true byrnies with arm and leg plates. For knighted during the ritual known as the accolade. The
head protection, they usually wear a pot helm or an open awarding of an honorary accolade, especially for those not
helmet with nose guard. Often this armor has been in the of noble blood, is unthinkable in the Warring Kingdoms.
family for generations and has often been repaired or had Squires wear a gambeson at important events, but add a
its fit adjusted for a new wearer. In traditional families, padded surcoat and a tabbard bearing their lord’s coat of
the leader of a family sometimes wears a richly decorated arms when in combat.
byrnie that is centuries old, the symbolism of which is
known to friend and foe alike. Men-at-Arms
A knight with enough money can hire mercenaries,
The typical weapon for the charge is the war lance, preferably knights without their own fiefdoms,
then the side weapon is used in the melee: battle because lowly men-at-arms are considered
axe or mace, rarely a sword or morning star. In the dishonorable. Nevertheless, the royal houses like to
left, the knight carries his rider shield decorated hire sellswords, since they can be quickly deployed
with a coat of arms. If the knight knows that he wherever they are needed. Men at arms rarely
has to fight on the ground, he arms himself fight from horseback. Instead they fight
with a great shield instead of a with polearms such as halberds or spears,
rider’s shield, which often is which they employ to unhorse knights,
made from stone oak wood in after which they throw themselves on
Andergast. the fallen knight in superior numbers
and overwhelm him.
The use of two-handed weapons is
rare among knights, as they usually cannot Some men-at-arms fight with longbows,
be wielded from horseback. In addition, two handed swords, and, rarely, great
great swords such as two-handed swords axes. Those men at arms who know how
and Andergasters are expensive. to use the Andergaster are especially
infamous and well paid.
Squires
A knight’s training in the Warring The Yeoman Draft
Kingdoms differs little from that in Yeomen, when forced to fight, usually
other regions. Children start at age do not use true weapons of war. Instead
6 by learning courtly etiquette as they use only what they can bring to
a page. At age 12, they are sent war themselves: flails, scythes, axes,
to a sponsoring knight to begin daggers, and clubs. Flails are easily
combat training, at which time converted to war flails, nails are
they are called squires. easily added to clubs. Richer yeomen
might carry a good hunting knife, a dagger, or
Squires tend to the horse, even a short sword inherited from a well-to-
weapons, and well-being of do family member.
73
Games and Sports
Lumberjack games are common in towns in the forested
regions of the Warring Kingdoms, such as Andrafall. These
“People here don’t often play games to pass competitions include sawing logs, felling trees with axes,
the time. Besides, there aren’t that many stripping bark from logs with a knife, and tossing thin
people around to roll the dice with, and those trunks, which must flip end-over-end at least once in the
that are here have so few coins in their purse air. These events serve to train agility and strength, as as
that they aren’t much fun to play with.” with archery, can also be viewed as a type of training. Thus,
—Carolan Calavanti, Vinsaltan vagabond, nobles allow their commoners to play these games, which
modern often become the subject of a fair. Along ths coast, people
play similar games, which mainly deal with throwing
fishing nets, hitting a small target with a hook and line,
Life in the Warring Kingdoms is difficult, and the people
or playing tug-of-war with a ship’s rope. The Thorwalish
have little free time to play games. Complex games like
game of imman is popular on the coast as well as in the
Garadan or Red and White Camels are practically unknown.
Lakeland.
There are even few boltan players in the taverns, mostly
because there are only few sets of inrah cards in the
The nobles of the Warring Kingdoms have two leisure
Warring Kingdoms (and, of course, because taverns and
pursuits: hunting and tournaments. The courtly hunt
inns are rare here).
always takes place on horseback, in competitive pursuit of
the chosen game (boar, stag, or bear). Bows are frowned
Most peasants own dice made of wood or bone, with which
upon, as the intent is to face the creature and look it in
they play common games like Andergast (or Nostria) in
the eye when it is killed. This can be quite dangerous, even
Flames (Gareth is Burning), Bugbear Fence (Ogre Wall), or
though many peasants or woodcutters performing their
21 Kreutzers. Another popular pastime involves Nostrian
serf labor assist with the hunt. Wild boars, especially, and
cone marbles, where players use fir cones or spindle-
bears are known to attack their pursuers, and some nobles
shaped balls to knock another ball over a white line.
have been badly injured playing this so-called sport. The
most famous illustration of the dangers of this sport is
The kingdoms many men-at-arms have spread knowledge
the Andergastan King Efferdan, who died during a hunt in
of wheel merels, which is played on a circular board that
1036 FB.
looks like a common cart’s wheel (four spokes). In many
taverns, the board has been cut into the table with a knife
Falconry, as practiced in Middenrealmish Garetia, is
or drawn with chalk. Each player gets three identical stones
frowned upon by the conservative nobles of the Warring
or tokens of various shapes and colors. Early in the game,
Kingdoms, as are bows. Besides, few Warring Kingdoms
players take turns placing tokens on the intersections
nobles can afford to hire a falconer. Boar hounding is very
of the wheel and spokes, leaving the hub open. Once all
popular in Nostria and Andergast. Typically, beaters and
tokens are placed on the board, players alternate moving
hounds range ahead of a hunting party of nobles to flush
them along the spokes or the circumference of the wheel
game animals from their hiding places. The Andergastans
to the next open position. Jumping of pieces is not allowed,
have even developed a special weapon for these hunts,
and every player must move a piece. The game ends when
called a boar spear, a type of thrusting spear that can
one player manages to move all three of their tokens in a
be used while mounted or on foot. A crossguard below
line through the hub.
the spear’s broad blade ensures that the thrust doesn’t
penetrate the animal’s body too deeply, and thus keeps it
Just as popular is the acorn game, played with a
at a distance. The spear’s robust, leather-wrapped handle
predetermined number of acorns. Players roll the acorns
grants a firm grip. The boar spear has proven so popular
down a slope trying to hit the opponents’ acorns. Acorns
as a weapon that men-at-arms now use it in wary. This has
thus struck are removed from the board. Once all acorns
not lessed its popularity as a hunting weapon for nobles.
have been played, the winner is the one with the most
Another popular invention is the boar-catcher, a dagger
acorns.
similar in length and shape to a short sword but with a
wider tip.
Many guild members in the towns make a competition out
of their exercises in archery, in essence combining their
Many nobles use a richly decorated version as side weapon.
obligation to their lord with a bit of entertainment.
Boar-catchers make popular gifts for effective beaters.
Peasants who own such weapons keep them carefully
cleaned, and they become family heirlooms.
“She is a true force of nature! See as she sits astride her destrier, Organization
clad in an iron byrnie, mace in hand, like Rondra herself. If I could, “Where is the tournament marshal’s tent? I want to enroll in all
I would write a song in her honor. Tomorrow I ride in the joust of today’s disciplines. I couldn’t stand it if old Pawgrover got to
with her ribbon of favor, as she displays my bunting in green and participate in the joust and I couldn’t, just because he enrolled
black. I do not care that she is a Sevenwind woman from Nostria. for the battle with sword and shield early. I desperately want to
I want to earn her favor!” unhorse him!”
—The Andergastan knight Lodorin Redtree of Teshkalien, —Lodorin Redtree of Teshkalien, Andergastan knight,
1039 FB 1039 FB
Tournaments are popular among nobles everywhere, and Tournaments rarely last longer than two days, but the
this holds true for the Warring Kingdoms. Restricted entry organizer sets the duration.
makes the spectacle much more exclusive than the arena
games that take place in Al’Anfa and other regions in the The fairground and battleground are usually located
south. The unfree cannot participate, and some disciplines outside of the castle or town where the tournament takes
are open only to nobles. place. Here, workers erect the barriers that defining the
tournament field, next to which the nobles from afar pitch
Tournaments are an entertaining way for nobles to train their tents. Participants either sleep in their tournament
and spend their time, but these gatherings mainly serve to tents or try to find space with a visiting member of the
settle differences. A tournament peace is enforced outside aristocracy.
of the competitions, allowing people to settle feuds on the
tournament ground without collateral damage to land and Only the most important guests receive a room in the
people. In such cases, the rule is: the winner of a passage at organizer’s castle. A few sleep in a tavern where they
arms is right. If desired, participants can invoke a special must deal with commoners. Often, tournaments are
type of divine judgment and use the tournament to prove accompanied by fairs, where acrobats perform and bards
righteousness before the law and supernatural agencies. sing their songs. Some places also schedule markets at the
75
same time as the tournament, as these events usually draw
A Tournament Day many spectators and help fill the purses of merchants.
Usually, a tournament day starts at dawn with a loud
fanfare of trumpets. The first competitions begin an Enrollment
hour later, after the audience gathers on the stands or Participation in a tournament in the Warring Kingdoms
along the barriers surrounding the tournament field. usually requires payment of an entry fee, which can only
After a long noon break, another fanfare announces be established only by the tournament organizer. These
the start of the next competitions. fees have helped refill the coffers of a local noble who had
a heavy tax obligation.
In the evening, participants with high status and
important guests gather in the castle’s hall or a richly The tournament marshal and his assistants answer
decorated festival tent erected for the event, to share questions truthfully and keep track of who participates
a meal. After the meal, people sit together, drinking in each competition. They also check the roll of arms
beer and wine while being entertained by musicians, and verify that traveling fighters may participate in the
acrobats, and other performers. knightly disciplines. Participants’ status increases with
the size of the family tree and the number of knights in
Non-noble spectators and participants eat in a tavern the family.
or one of the many food vendor stalls, and then
drink until the morning hours. A colorful spectacle Due to their lengthy family lines, members of the royal
and celebration on the fairground, with music and family and the aristocracy are considered the most
dancing, lasts well into the wee hours of the morning. important and most honorable opponents to fight in
a tournament.
For free men and commoners, only the first name is written Black, White, and Green Knights
in the list. For competitions like the joust or the battle In some tournaments, one participant competes
with sword and shield, scribes note the family name, title, as the Black Knight. Instead of a heraldic shield,
and coat of arms. Participating nobles display their family they wield a completely black shield, a duplicate
banners at the edges of the tournament field and hang their of which hangs next to the other shields near the
heraldic shields on stands next to the tournament track. track. Often their horse wears a black shabraque.
Pairings as well as the order of the competitions are either Black Knights can ride with visors closed but must
selected randomly or chosen by the tournament marshal. reveal their identities to tournament marshals
Participants in a joust can choose their own opponents by (only). Many aristocrats participate incognito in
simply touching the opponent’s heraldic shield with their smaller tournaments to protect themselves from
lance. too many challenges. Ostracized robber knights
can demonstrate their virtue in the guise of a Black
Tournament Gear Knight (or at least earn back the price of entry if
The greatest hurdle to entering a tournament is equipment, they fight bravely and skillfully).
as knights must usually provide their own weapons,
armor, and destriers. Many lesser nobles from the Warring White Knights never fight for their own glory.
Kingdoms can’t afford to enter and risk going into debt if Rather, they serve as proxies who ride on the
they want to participate. For this reason, neither realm tournament field in somebody else’s name.
considers it dishonorable to borrow equipment for the Such knights are common in Andergast, where
duration of a tournament. This option is often employed women normally aren’t allowed to participate
so knights can save old but well-tended heirlooms for war. in tournaments. When settling disputes, White
Knights fight for the honor of aristocratic women
The most expensive proposition is the supreme discipline, or for those who cannot defend themselves. Some
the joust. The necessary equipment quickly adds up to fight to enforce the claims of a commoner who is a
hundreds of ducats, not including the horse. Depending on friend. White Knights always wear a ribbon of favor
their preferences or purposes, event organizers determine obtained from those in whose name they ride. As
in advance whether participants must carry blunted with Black Knights, they must identify themselves
tournament weapons or real blades. to the tournament marshal (only), who presides
over their participation and the matter at hand.
Before each fight, the announcer reveals the cause
for which they fight, making them popular with
Ribbons of Favor the common folk.
It is common during tournaments for lords and
ladies to hand their chosen champion a ribbon of Green Knights are becoming more common
favor in their colors or bearing their coat of arms, in Andergastan tournaments due to the strong
which the knight ties to lance, helmet, belt, or influence of the sumes. In fact, it is a revived ancient
gauntlet during the joust. These ribbons are a sign tradition. Green Knights have been common sights
of sympathy, but not necessarily of love. Ribbons in other realms for years, and mention of them
from the royal family or unmarried members extends back to ancient times. Green Knights, who
of the aristocracy are especially sought after. are always selected by the sumes, fight to avenge
Wearing such a ribbon of favor can even improve crimes or blasphemies against forest and land,
a fighter’s standing, as it makes the audience pay or else to serve a cause for the sumes. They are
closer attention. And onlookers love few things the only fighters who don’t have to reveal their
more than tragic or happy love stories that stem identity to anybody—and it is commonly believed
from a ribbon of favor. that most aren’t of noble blood and have never
even been knighted.
77
Tournaments with Pervalian Rules
“Fighting with sharp blades is called ‘using Tournaments that do not use the rules designed to
Pervalian rules,’ because Emperor Perval protect fighters are named after Emperor Perval, a
wanted to see blood during the Imperial former ruler of the Middenrealm who was known
Tournament in 935 FB and prohibited for his cruelty. In such tournaments, weapons
blunted blades. I don’t care which rules they must have sharp blades. All other tournament
use, as long as I can participate. I don’t have the rules usually apply, but these conditions often
necessary standing to enter most tournaments.” result in grevious injuries or even fatalities. The
—Geron Bladebreaker, Garethan mercenary winner of a joust has the right to keep or sell the
loser’s armor and horse, though the loser has the
right to make the first offer to get their gear back,
Tournament Weapons and Armor to avoid the next feud.
Tournament lances are made of wood, so they will break
on a good hit. Also, unlike war lances, they do not have a
metal tip. The tournament sword is either made of wood or
has a blunted blade, making it fragile, but cheap. Purpose- The Contests
made two-handed swords are nicknamed tournament two- Three competitions sit at the center of the tournament
handers. The price for a tournament weapon is usually spectacle: the joust, the melee with shield and one-handed
about half of the cost of a sharp, battle-ready weapon of weapon, and the melee with two-handed weapons. The
the same type. joust, which is only open to nobles, is the most popular.
Somewhat uncommon is the buhurt or grand melee, a free
For jousting, the combatants usually wear special joust followed by combat on foot and involving numerous
tournament armor, a type of plate armor that offers great knights. Buhurt is more common in Weiden and other
protection but is extremely heavy. Moving on the ground places. Tournaments usually offer games for commoners
is highly restricted. For stats for this type of equipment, as well, and events such as the caber toss (a folk event
see New Weapons and Armor on page 152. For prices, see the from Andrafall), cross-country runs, and archery and
Price List on page 88. ax-throwing competitions are common. Squires and
commoners often try their luck with Tilt at the Ring or
Shield versus a Wooden Alrik (a quintain made to look like
an armed knight).
79
Tilt at the Ring Rules a check. Failing a check means you can only challenge
This competition requires checks against the AT of the opponents of lower social standing.
combat technique Lances. The mounts’ initiative determines which player rolls
Over three consecutive sets, riders take turns collecting to attack first. During a joust, opponents always strike
rings by impaling them on their lances. The highest each other at the same time.
scoring half of all participants in a set advances to the Riding checks are not needed for setting horses to
next set. galloping or steering them towards opponents.
A competition usually has three such sets and a finale, The jouster with the higher horse INI rolls an attack
and takes place over two days. Points reset after with the combat technique Lances.
each set. If the check fails, the attack misses the opponent or
Riders can try to impale a ring thrice in a set. The otherwise has no effect.
easiest ring is worth 1 point, the medium difficulty If the attack succeeds, the opponent can try to defend
ring is worth 2, and the difficult rings are worth 3. with a shield. A successful parry reduces the damage of
Attack rolls to hit a ring suffer a penalty of 0/2/4 (easy/ the hit to half the damage (after subtracting PRO).
medium/difficult). A failed attempt is worth 0 points. Both participants use tournament lances, which
The rider with the most points wins the finale. In case deal 1D6+8 DP per hit (this value already includes all
of a draw, what happens depends on the tournament modifiers for damage).
rules. Some tournaments award equal prizes for a If hit, the opponent must make a Riding (Combat
draw, while at others, participants continue with sets Maneuvers) check with a penalty equal to (damage
until a clear winner emerges. suffered after subtracting PRO) x 2 to stay in the saddle.
If the check fails, the opponent falls from the horse.
Tilt at the Shield Rules The ground is considered soft, therefore reducing the
This contest has no winner. It mainly gives knights a DP of falls by 2 (see Core Rules, page 340).
chance to exhibit their skills and curry the audience’s A hit with the tournament lance also inflicts one level
favor before taking part in the joust. Squires and of Stupor. The QL of the last Riding (Combat Maneuvers)
commoners often try to prove themselves during Tilt check may reduce the duration of the Stupor (see table).
at the Shield. One pass in a joust takes about 30 seconds. The length
Attacks against the shield of a quintain (here called of time between the various sets depends on the riders’
a Wooden Alrik) require an AT check with the combat condition. Sometimes the joust can proceed at once,
technique Lances. sometimes contestants need a few moments to replace
A successful hit requires the rider to dodge the broken lances or check on wounds. The tournament
spinning weight with a Riding (Combat Maneuvers) judge allows up to 30 seconds. A participant who takes
check. A failure inflicts 1D6+2 DP and unhorses the longer than 30 seconds is disqualified.
rider (see Core Rules, page 340).
Succeeding in Tilt at the Shield makes it easier for a
knight to challenge higher-ranked opponents in the Quality Level Duration of Stupor
joust (gain a bonus of +1 when making an Etiquette QL 1 3 hours
(Manners) check to challenge someone). QL 2 30 minutes
A knight who fails the lance attack or gets hit by the
QL 3 3 minutes
Wooden Alrik suffers a penalty of 1 on the Etiquette
(Manners) check to challenge somebody for the joust. QL 4 60 seconds
QL 5 10 seconds
Jousting Rules
QL 6 1 combat round
The joust uses the rules for mounted combat (see Core
Rules, page 239). Participants must know Mounted
Combat and the maneuver Tilt. A tournament lance breaks when it inflicts 11 or more
Challenging somebody of higher social rank requires DP. To continue the fight, you need a new tournament
a check using Etiquette (Manners). To succeed, the QL lance, at a cost of 30 silverthalers per lance.
must be equal to or greater than twice the difference Special, tailored tournament armor protects riders
in social standing (see Core Rules, page 338). Opponents during the joust. These suits have PRO 8, ENC 5, and
of the same or lower rank can be challenged without cost at least 3,000 silverthalers.
Dueling Rules
Jousting Against the King
It’s always a special event if the king or a member of the
Use the regular combat rules.
royal family participates in the joust. The current king of
Tournament swords inflict 1D6+1 DP (combat
Andergast often took part in tournaments as a prince—and
technique Swords, damage threshold AGI/STR 16, AT/
he often won the joust. Nobody expects the Andergastan
PA modifier 0/0, RE medium). Attacks that deal 7 or
king or the Nostrian queen to join the tournament
more DP in a single blow cause the sword to break. This
themselves, as they are much too important to risk
requires the attacker to change weapons, and scores 1
their lives without good reason. They can easily choose
point for the enemy. Contestants receive 1 point for
a representative without losing face, as all knights are
each blow that their opponents do not parry.
usually willing to fight for their monarch.
The winner is the first to score 5 points.
During two-handed fights, it is also customary to use
Everybody thinks twice whether they challenge a king to a
blunt blades, usually tournament greatswords (1D6+3
joust for a simple insult. The king can challenge whomever
TP, Combat Technique Two-Handed Swords, damage
he wants. For a participant of the tournament may
threshold AGI/STR 16, AT/PA modifier 0/–2, RE
challenge a member of the royal family or the ruler only
medium). Hits that inflict 9 or more DP in a single blow
if they belong to the aristocracy themselves (advantage
cause the sword to break. This requires the attacker
Noble of at least III). Often a challenge to a ruler is tied to a
to change weapons, and scores 1 point for the enemy.
challenger’s cause, such as the revocation or confirmation
Contestants receive 1 point for each blow that their
of a judgment, an open rebuke to a rival, or rehabilitation
opponents do not parry.
if the challenger’s family has been disgraced.
In a two-handed combat, the winner is the first to earn
3 points.
There are daring tales of knights claiming the royal
blessing for a marriage that is not befitting their social
Prizes status, championing for a beloved or asking for a private
Winners often receive monetary prizes in the form of an audience. The cause should be of a personal nature, as
embroidered purse full of gold and silver coins, though it no Nostrian bombast should be able to demand of the
is more common to receive a beautiful weapon or piece Andergastan king to end a war or hand over a piece of land.
of armor (such as a precious sword, an excellent bow, a
particularly robust shield, or an ornately decorated byrnie). The tournament marshal decides whether such a challenge
Some prizes or trophies are symbolic, such as a golden is legal, and heralds announce the decision to the audience.
tiara or a silver arrow. Sometimes the winner of a joust Only the ruler decides whether the favor is granted. There
receives another title or even a fiefdom. Such tournament is no record of the rulers of Nostria and Andergast having
prizes are extremely rare and only handed out on special ever met on the tournament field, probably because both
occasions (for example, to celebrate the marriage of the royal tournaments are always held at the same time.
king or the birth of an heir).
81
Crafts and Technology
Traditional crafts are very important in the Warring
Kingdoms. Weapons like the Andergaster (a powerful
“You’ve got to admire a people who can greatsword) and the Nostrian longbow are known and
repair almost anything using just a few feared well beyond the borders. But these weapons
basic tools. Well, maybe not an interest aren’t the only thing produced in the Warring Kingdoms,
spindle from Xorlosh, but why would they which are also known for their finely carved figureheads
ever need one of those? I have great respect (Nostria) or splendid pictorial columns (Andergast).
for the lad who patched up our wagon wheel. Almost every article destined for daily use is made from
By Angrosh’s beard and jug! If I knew I was going wood and artfully decorated. Their richly ornamented
to need somebody who could help me quickly and effectively, I shields made from stone oak wood are prized by knights
would choose someone from the Warring Kingdoms” and warriors all across northern Aventuria. Some famous
—Arbosh son of Angrax, forge dwarf master smith items make popular gifts, such as the Nostrian nutcracker
(classical nutcrackers shaped like hunters), Oldhagener
dolls (a set of special marionettes that always come in
The Warring Kingdoms are far from the most advanced sets of three that depict a knight, a damsel, and an evil
region in Aventuria and have little technical finesse. They wizard), Albuminer pipemen (smoking pipes whose heads
lack the time and financial resources for research and depict scenes of fairy tales from the Warring Kingdoms),
have little desire to pursue a new idea that most of their Trontsander wooden ship models (small, detailed models
citizens would view as modern nonsense anyway. In many of ships constructed inside bottles), or Thuranian beech
towns, such efforts are seen as a waste of time, as there are rascals (small, scary, wizened figures that look like weird
often more urgent problems to attend to, such as when the fairy creatures).
dike is about to break, or when the hated enemy arrives
at the gates with a couple of men-at-arms in tow. Some of This love for decoration also shows in their
this resistance against progress might stem from the embroidery. Many pieces of clothing are
nature of the people who view anything new with decorated with artful motifs, and almost every
suspicion. Thus, few innovations from the forges gambeson carries the embroidered coat of arms
and fine mechanical workshops of the dwarves of the owner’s land lord or kingdom. In Andergast,
or the Horasian Empire get established in the leather armor is common, and almost every piece is
Warring Kingdoms. Nostria’s young queen is a bit covered with artful tooling.
more open, but the old Nostrian nobility tries
its best to rein in such influences. Dike building is its own art form, and even though
the Nostrians are true masters of this discipline,
Perhaps this is why the Andergastans and the Andergastans also know how to build corderoy
Nostrians are truly gifted at improvisation roads and solid corduroy bridges. The inhabitants of the
and solving problems in creative Warring Kingdoms have invented many tools, and almost
ways. If they lack tools, they use all serve as weapons. The dike fork’s 3’ long wooden
the simple things from everyday handle widens at the end, while the tip of the tool
life. is shaped like a flat spade with two tines. It is
a symbol of freedom that men on the coast
When short of raw material, they carry with pride.
use something similar. This was why
they created oak beer, which is quite popular in The punt axe, a long bearded blade with a
Andergast—they simply brewed it with the acorns they hammer head, is used to work dike walls. The peat cutter
had in abundance. fork is a fusion of a narrow spade and a saw blade with two
spikes. Hunters use a special hunting spear called a boar
spear, or else a boar-catcher, which is an oversized dagger.
83
longing and worship is never fulfilled. Even when the “Nostria, land of lakes and rivers.
target of this adoration has already entered the alliance of Efferd’s blessings at the coast,
Travia, the spouse often allows the minne to continue. Of Glittering rivers through the land,
course, some instances end in terrible scenes of jealousy. That kissed the land with their grace,
From the deepest forest to the ocean’s edge.
When marriage is the intended result, whether such a
performance can convince future in-laws of the singer’s Nostria, land of noble souls!
cause depends on skill, as well as on old enmities and Every young man splendid,
everyday politics. Minne can easily grow to encompass Every maiden beautiful,
more than mere adoration, especially among knights, Proud work of divine might,
which cannot accept the slightest insult to the honor of Must praise you, must honor you.
their chosen ones, and such slights demand a fight to save
their reputation, sword in hand, if need be. Nostria, land of brave knights!
Hear the sounds of proud blades,
“Oh beautiful Andergast, land of proud oaks! Sumu’s greatest See them fight with courage.
pride on Dere! Wind rushes over the land, where proud knights I want to sing of their skill,
hunt for orcs and goblins with sword and lance in hand. Your See them rush towards the enemy.
waters rush through exalted valleys, brining good harvests
to the peasants, full nets to the fishers, and strength to carry Nostria, land of the Lord of Stags!
the incomparable wood mile after mile. Your high mountains, Most beloved by the gods,
crowned by impregnable castles, your flowering meadows, Blessed by the will of those above.
where pigs and cows grow fat, your idyllic villages, where proud Land and people o so pure.
champions show their strength and fair maidens weave flower I think of you in proud silence.”
wreaths—what land shall compare to thee? Since Lord Argos —Ode to Beautiful Nostria, by the bard Delusia Pernstone,
founded the first town here, since Andra sacrificed herself for the around 1005 FB
land, Sumu’s love and care lie upon you. From the unexplored
peaks of the Stone Oak Forest to the blue light of Thuran, from Artisan Craftwork
the Kosh Gate to the babbling Ornib, where else on Sumu’s body During winter, when working in the fields is impractical,
can you find such grace and ferocity, such beauty and splendor? many Andergastans and Nostrians carve or embroider.
O Andergast, most beautiful of all lands!” Every inhabitant of the Warring Kingdoms seems to
—Ode to Andergast, by the knight Osgar of Otterpaw, share a desire to make everyday items as beautiful
performed at the coronation of his friend Wendelmir, as possible. Thus, everything is a work of art that
1036 FB is splendidly decorated and usually shows a scene
from mythology or history. Prized armor and
weapons, beautiful tapestries and chests often
pass from parent to child and stay within the
family that created them, even though many of
these pieces would certainly bring good money
if sold on the market.
What they lack in goods and skills, people make up for with their
generosity. These gifted folk can repair anything with the simplest
tools. Unfortunately, I couldn’t find anyone who was able to
repair my telescope. There doesn’t seem to be a single lens grinder
in the whole region. The inhabitants of the Warring Kingdoms
are inventive, I must say—Nostrians as well as Andergastans!
Honestly, who else would think of brewing beer from spinach
or acorns? Granted, it’s a bit weird, but that doesn’t mean you
should deride it.
I have often heard that some goods are sold only in one of the
kingdoms, but you can obtain most of these things on the other
side of the border if you know what to ask for. For example,
when traveling through Nostria, if you want Teshkal gin, ask for
Oldhagener gin instead. If you want a wooden doll in Andergast,
ask for one from Andrafall, not from Oldhagen. You’ll get used to
it in no time, you’ll see!”
—Blessed One of Peraine Brother Hilbert to an adventurer,
modern
85
The range of available goods quickly shows travelers in high points of village life. Heroes must take advantage of
the Warring Kingdoms that most people here earn their these opportunities to buy things that aren’t made in the
living from agriculture or fishing. Working people usually village. It can be difficult to find a good dagger when a
produce only what is needed, and few in rural areas town doesn’t have a skilled smith.
possess specialized skills. On the other hand, most rural
inhabitants can make plowshares with a hammer and an Almost every family bakes bread, brews beer, spins wool,
anvil, or repair a wagon wheel with simple carving tools and weaves cloth. Everyone knows someone who tans
and an axe. leather, builds furniture, weaves linen, or creates charcoal.
The inhabitants of the Warring Kingdoms may be viewed
Grocers are rare in rural communities. Traveling merchants, as backwards, but they are true masters of getting by.
who come to town with hand carts or ox-drawn carts, are
In larger towns like Andergast, Nostria, Salta and Metalworking produces other
Salterhaven, grocers stock certain staple goods. Here, a everyday tools as well as
traveler can replace a broken saber with a (probably used) weapons and armor. The ore
weapon. Such shops choose to stock goods that appeal to from the mountains of the
as many customers as possible. Food and provisions for Stone Oak Forest is seen as
travelers (such as hard-cured sausages, ham, cheese, lard, inferior (the steel it makes is
and bread) are usually available and sold everywhere. rather fragile, and blacksmiths
Sometimes, the seller doesn’t want hard cash and armorers from larger towns
and either expects help solving a problem or usually import materials from
obtaining an item instead. other lands). For that reason, impact
weapons such as maces or battle
axes, those with handles made of
stone oak wood, are more common
in the Warring Kingdoms.
87
Price List Helmet with nose guard 100 silverthalers
Weapons Scale mail 400 silverthalers
Andergaster/Nostrianer 400 silverthalers
Battle axe 105 silverthalers Tournament Gear
Battle scythe 60 silverthalers Tournament armor 3000+ silverthalers
Boar-catcher 60 silverthalers Tournament lance 30 silverthalers
Boar spear 100 silverthalers Tournament shield 50 silverthalers
Club 3 silverthalers Tournament sword 20 silverthalers
Druid dagger (flint) 15 silverthalers Tournament two-handed sword 40 silverthalers
Glaive 50 silverthalers
Halberd 160 silverthalers Tools
Hunting knife 50 silverthalers Cutting tools 20 silverthalers
Long sword 200 silverthalers Dike fork 30 silverthalers
Mace 105 silverthalers Punt axe 40 silverthalers
Nostrian longbow 100 silverthalers Raftman’s hook 5 silverthalers
Oakhavener/Harmlyner 440 silverthalers Saw 12 silverthalers
Short bow 45 silverthalers Scythe 40 silverthalers
Stag-catcher 100 silverthalers Spade 8.5 silverthalers
Stone oak mage’s staff (long) 320 silverthalers Woodsman’s ax 80 silverthalers
War-flail 50 silverthalers
War-lance 100 silverthalers Artisan Craftwork
Albuminer pipeman 8 silverthalers
Armor Nostrian nutcracker 5 silverthalers
Chain coat 120 silverthalers Oldhagener doll 3 silverthalers
Gambeson 75 silverthalers Thuranian beech rascal 5 silverthalers
Great shield 3000+ silverthaler Trontsander wood model ship 15 silverthalers
Those who can’t pay a punitive fee must work off the sum
or pay in kind. Judges often prefer these punishments, as
they may keep part of the fee for themselves.
89
During the highly nasty “badgering,” a delinquent is tied clubs or struck with heavy oak logs until they stop
down over the entrance of a badger’s burrow for one day moving. (Andergast)
and one night…. Winding means placing the accused in an iron cage
that is then hung from a quay wall during bad storms.
Special Types of Execution (Nostria)
During an oaking, boiling oak tar is poured over the Sending means that the accused is tied to a log and
condemned, or else they are beaten with heavy oak tossed into the river. (Andergast and Nostria)
Anything the unfree generate belongs to their lord and is As any traveler will attest, dealing with them can be
added to the lord’s earnings. Blessed Ones and priests are wearisome, as they expect attacks and ambushes from all
exempt from paying taxes, as are witches in Nostria and quarters. Without warning, an innocent stranger spending
sumes in Andergast (if they openly show what they are, time near the border might be admonished, fined, or even
that is). Landholders and town councils often demand gate accused of espionage or high treason.
and road fees, usually one kreutzer per leg and one haler
per wheel. The same goes for causeways and bridges. If
someone can’t pay, knights might send their men-at-arms
to collect. Travelers can even meet bridge trolls in remote
areas, but these creatures are usually satisfied if they
receive a pot of honey or some sweets.
91
Plant and animal variety is greatest where nature rules and and meadow grow in abundance where there is little
humans are relatively few in number, as they are in the agriculture. The hunting reserves in the Warring Kingdoms
Warring Kingdoms. The impenetrable Forest Wilderness, may be large, but it is not always clear at first glance which
especially, is home to many creatures that were displaced is the hunter and which the hunted.
by human encroachment. The fragrant herbs of forest
Attack Weak Spot (Special Maneuver) kind of charge attack, but does not stop moving at the target’s
With this special attack, the creature can attack an position and instead charges on, even if it hits other targets.
unprotected part of the body. Rules: Trample is only possible if the attacker has a MOV of at
Rules: This attack suffers a penalty of 2. The target can defend least 4 and moves a distance of at least 24 feet before making
normally. If the AT succeeds and the target’s defense fails, the attack. The target can defend normally. If the Trample is
the attack ignores PRO stemming from clothes and armor. unsuccessful, the target can make an attack of opportunity,
This attack cannot circumvent magical, karmic, or natural but with an additional penalty of 4. If the Trample maneuver
PRO, and such protection grants its full benefit. succeeds, subsequent attacks made by the target against the
Penalty: –2 same creature during that CR suffer a penalty of 2. At the
Prerequisites: Creature must possess this SA naturally. end of that CR, the creature ends its movement a maximum
of (MOV/2) yards from the target (its choice), whether the
Trample Attack succeeded or not. This special maneuver
Trample (Special Maneuver) cannot be combined with the basic maneuver Feint.
Trampling is one of the simplest ways to attack an opponent Penalty: 0
and cause a great amount of damage. The creature makes a Prerequisites: Creature must possess this SA naturally.
* Rogolan: unicorn
93
Aurochs Cave Bear
Aurochs have dark brown or black fur, shaggy manes, and Cave bears grow to a length of ten feet and have light-
impressive, slightly curved horns, and stand seven feet sensitive eyes, which is why they tend to remain in caves
tall at the shoulder. They attack anything that threatens or caverns during the day. Their shaggy, gray fur keeps
them in any way, and they have a deep, abiding hatred for them dry and helps conceal them in low light conditions.
unicorns. Aurochs usually travel in groups of three to five Their thick layer of fat protects them from the cold. Cave
animals. The royal house uses the aurochs for its heraldry bears are loners that usually live on a diet of plants and
due to the creature’s great strength. smaller animals.
Crowned Stag Thes giant insects live mainly near lakes, rivers, and
Size: 6 to 10 feet long; 4 to 6 feet swamps, and reach a surprising length of 16 inches or
tall at the shoulder even longer. Giant dragonflies take to the air in swarms of
Weight: 360 to 520 pounds up to twenty animals to hunt for blood and meat, mainly
COU 13 SGC 11 (a) INT 12 CHA 15 during summer months. Such swarms are dangerous even
DEX 11 AGI 14 CON 14 STR 16 to grown humans.
LP 45 AE – KP – INI 14+1D6
DE 7 SPI -3 TOU 0 MOV 16 Giant dragonflies need to deposit their eggs in breeding
Head-butt: AT 11 DP 1D6+3 RE short ponds, to allow their larvae to grow. For many years, these
Trample: AT 9 DP 2D6+2 RE medium creatures only lived north of a line drawn from Havena
PRO/ENC 0/0 to Perricum. They were considered extinct in central
Actions: 1 Aventuria after several prudent emperors drained their
Special Abilities: Takedown (Head-butt), Trample original breeding grounds, but they have recently been
(Trample) sighted there again, possibly because something helped
Skills: Body Control 10 (14/14/14), Climbing 1 (13/14/16), them cross the steppes of the Orclands.
Feat of Strength 9 (14/16/16), Intimidation 4 (13/12/15),
Perception 7 (11/12/12), Swimming 5 (13/14/16), Self-
Control 7 (13/13/14), Stealth 8 (13/12/14), Willpower 6
(13/12/15)
Number: 1, or 2D6+2 (herd)
Size Category: medium
Type: Animal, non-humanoid
Loot: 110 rations of meat, fur (10 silverthalers), trophy
(antlers, 15 silverthalers)
Combat Behavior: Stags flee from danger. When
cornered or protecting their young, they head-butt
with their sharp antlers until they get a chance to flee.
Sometimes they simply try to trample their enemy.
Escape: Loss of 50% LP
Hunt: -1
Animal Lore (Wild Animals)
QL 1: Crowned stags are the largest deer in
Aventuria. Avoid them during the rutting season,
as they can react aggressively to two-legged
creatures, too.
QL 2: A crowned stag’s age can be determined by
the length of its chin beard. The longer and grayer,
the older and stronger the animal. Crowned stags
remain healthy and strong until old age.
QL 3+: According to legend, crowned stags dislike
felines. As the story goes, a crowned stag once
attacked and defeated a leopard on the prowl.
Pain +1 at: 34 LP, 23 LP, 11 LP, and 5 LP or less
95
These insects spend most of their lives as small larvae, Emerald Adder
which hatch in spring and quickly grow to adulthood. In The emerald adder’s scales are deep green in color and
summer, the beasts become ravenous and are not afraid flecked with gold. These cunning animals grow more than
to attack humans. The buzz and drone of the dragonflies’ six feet long and have a nasty bite, though they aren’t
many wings and the glistening of their bodies can cause poisonous. These handsome serpents are often chosen as
panic among peasants and men-at-arms alike. Reports familiars by witches of the Knowing Sisterhood.
from the Lakeland tell of battles that ended suddenly as
both sides ran for cover when a swarm of giant fireflies
approached the battlefield.
Giant Dragonfly
Size: 12” to 16” wingspan
Weight: 0.4 to 0.6 pound Emerald Adder
COU 17 SGC 8 (a) INT 13 CHA 12 Size: 6 to 7 feet long
DEX 12 AGI 14 CON 10 STR 8 Weight: 8 to 12 pounds
LP 5 AE– KP – INI 16+1D6 COU 11 SGC 14 (a) INT 13 CHA 13
DE 7 SPI 2 TOU 0 MOV 5 DEX 10 AGI 12 CON 10 STR 8
Touch, Bites, and Stings: AT 7 DP 1D3 LP 10 AE – KP – INI 12+1D6
RE short DE 3 SPI 2 TOU 0 MOV 3
PRO/ENC: 0/0 Bite: AT 13 DP 1D6+1 RE short
Actions: 1 PRO/ENC 0/0
Special Abilities: Attack Weak Spot, Flying Attack Actions: 1
Skills: Body Control 3 (14/14/10), Feat of Strength 1 Special Abilities: Attack Weak Spot (Bite), Feint I (Bite)
(10/10/8), Flying 7 (17/13/14), Intimidation 4 Skills: Body Control 8 (12/12/10), Climbing 4 (11/12/8),
(17/13/12), Perception 6 (8/13/13), Self-Control 11 Feat of Strength 3 (10/8/8), Intimidation 6 (11/13/13),
(17/17/10), Stealth 4 (17/13/14), Willpower 4 (17/13/12) Perception 7 (14/13/13), Swimming 15 (12/12/8), Self-
Number: 1D20 Control 7 (11/11/10), Stealth 9 (11/13/12), Willpower 7
Size Category: small (11/13/13)
Type: Animal, non-humanoid Number: 1
Loot: 1 ration of meat (inedible) Size Category: Small
Combat Behavior: Giant dragonflies hunt in groups Type: Animal, non-humanoid
and often attack human-sized targets. They try to kill Loot: 2 rations of meat, skin (9 silverthalers)
their prey with countless touches, bites, and stings. Combat Behavior: Emerald adders attack human-sized
Escape: Loss of 50% LP. targets only when threatened, though most bites
Hunt: -2 occur only after a traveler fails to notice the snake’s
Animal Lore (Monsters or Wild Animals) presence and its warning posture.
QL 1: Giant dragonflies attack in swarms of up to 20 Escape: Loss of 50 % LP
animals. Hunt: -2
QL 2: Giant dragonflies consider human-sized Animal Lore (Wild Animals)
targets as prey. QL 1: Emerald adders are intelligent snakes that are
QL 3+: Attacks against humans are more likely pleasing unto Hesinde.
during warmer weather. QL 2: Despite their size and sharp fangs, emerald
Pain +1 at: 4 LP, 3 LP, 2 LP, 1 LP adder venom is not dangerous to humans.
QL 3+: These snakes sometimes serve as familiars
for witches.
Pain +1 at: 8 LP, 6 LP, 4 LP, and 2 LP or less
97
Forest Wolf
Forest wolves stand three feet tall at the shoulder, have
Forest Wolf
deep black fur, and are the most intelligent species of
Size: 4 to 5 feet long (without tail);
wolf in Aventuria. Some people think they have their own
6 to 7 feet (with tail); 3 feet tall at
language. Unlike other species of wolf, forest wolves are led
the shoulder
by an experienced she-wolf and live in packs year-round.
Weight: 100 to 120 pounds
COU 12 SGC 15(a) INT 13 CHA 12
DEX 14 AGI 13 CON 13 STR 13
LP 18 AE – KP – INI 14+1D6
DE 7 SPI –1 TOU 0 MOV 12
Bite: AT 13 DP 1D6+3(+disease)* RE short
PRO/ENC 0/0
Actions: 1
Advantages/Disadvantages: Darksight I, Exceptional
Sense (Smell)
Special Abilities: Locked Jaws (Bite)
Skills: Body Control 7 (13/13/13), Climbing 0 (12/13/13),
Feat of Strength 5 (13/13/13), Intimidation 7 (12/13/12),
Perception 4 (15/13/13), Swimming 7 (13/13/13), Self-
Control 4 (12/12/13), Stealth 7 (12/13/13), Willpower 4
(12/13/12)
Number: 1 or 1D6+2 (small pack)
Size Category: small
Type: Animal, non-humanoid
Loot: 15 rations of meat (tough), fur (5 silverthalers)
Combat Behavior: Forest wolves normally attack
only when hungry or threatened. They aren’t afraid
of fire. Packs are led by an alpha she-wolf. When
facing forest wolves, determining if an alpha wolf
is present requires a Perception (Spot) check. If the
alpha she-wolf is killed, the rest of the pack flees.
Escape: Loss of 50% LP or when the alpha she-wolf
dies.
Hunt: -2
Animal Lore (Wild Animals)
QL 1: Unlike other wolves, forest wolves aren’t
afraid of fire.
QL 2: Forest wolves can carry diseases.
QL 3+: Killing the alpha she-wolf causes the rest of
the pack to flee.
Special Rules
*) Disease: Forest wolves can carry diseases. Roll 1D20
for every full 10 DP suffered (after subtracting PRO),
roll 1D20: 1-15 (no disease); 16-20 (rabiesAAL129).
Those infected must make a disease check (see Core
Rules, page 343).
Pain +1 at: 18 LP, 11 LP, 6 LP, and 5 LP or less
99
Skull Owl Stag Beetle, Giant
Skull owls can have wingspans of up to 10 feet wide. Giant stag beetles are solitary creatures that grow up to a
They get their name from the black beak and spots in the length of 8 feet. They can be a danger to humans who get
otherwise white feathers of their face, reminding people too close. When attacked, they fight ferociously and relent
of a skull. They hunt mainly by ambushing much larger only after their enemy is badly hurt. Giant stag beetles are
animals that are asleep and quickly flying off again after trainable and serve as beasts of burden or guard dogs in
tearing a chunk of flesh from their victims’ bodies. some cities.
101
Unicorn 2,000 silverthalers)
Size: 7’ to 9’ long, 5’ to 6’ at the shoulder Combat Behavior: Unicorns usually
Weight: 1,000 to 1,200 pounds flee from humans. When cornered
COU 14 SGC 14 INT 15 CHA 16 or forced to defend themselves, they
DEX 10 AGI 15 CON 23 STR 25 attack by trampling. If locked in melee,
LP 80 AE 60 KP – INI 15+1D6 they then attack with their horn, hooves,
DE 8 SPI 4 TOU 3 MOV 12 and teeth. They always try to flee when given
Bite: AT 12 DP 1D6+1 RE short the chance.
Horn: AT 13 DP 1D6+3 RE short Escape: See combat behavior.
Kick: AT 15 DP 1D6+5 RE medium Hunt: -5
Trample: AT 14 DP 2D6+4 RE medium Magical Lore (Magical Creatures)
PRO/ENC: 0/0 QL 1: Unicorns are shy but curious magical creatures that
Actions: 1 are extremely rare. They are said to have a connection to
Advantages/Disadvantages: Spellcaster/Negative Trait fairy creatures.
(Curiosity) QL 2: Their horn, called an alicorne, is a coveted magical
Special Abilities: Powerful Blows (Kick), Takedown (Kick), component.
Tradition Unicorn, Trample (Trample) QL 3+: Some scholars think that unicorns actually live in
Skills Body Control 4 (14/14/23), Climbing (no check allowed, unicorns the fairy realms but like to visit Aventuria occasionally.
cannot climb), Feat of Strength 8 (23/25/25), Intimidation 2 Unicorns love everything that is pure and beautiful.
(14/15/16), Perception 4 (14/15/15), Swimming 4 (14/23/25), Special Rules
Self Control 4 (14/14/23), Stealth 2 (14/15/15), Willpower 10 Fairy Gate: Unicorns know where to find gates to the fairy realm,
(14/15/16) and can usually open and walk through any fairy gate at will.
Spells: Armatrutz 10 (14/15/10), Balsam 10 (14/15/10), Blinding Natural Forbidden Gates: when they run out of AE, unicorns can
Flash 10 (14/15/16), Wall of Fog 12 (14/15/16) and other spells continue casting spells using their LP, at a ratio of 1-to-1.
from Tradition (Unicorns) Fast Regeneration: Unicorns regenerate quickly, recovering 1D3
Number: 1 or 2 LP and 1D3 AE every five minutes.
Size Category: large Telepathy: Unicorns can communicate telepathically with all
Type: Magical Creature, non-humanoid other creatures.
Loot: 300 rations of meat, fur (400 silverthalers), trophy (horn, Pain +1 at: 60 LP, 40 LP, 20 LP, and 5 LP or less
The Warring Kingdoms teem with herbs both curative Search Difficulty: -2
and poisonous. Only those who are well versed in herbal Identification Difficulty: -1
lore know where to find them and how to use them best. Applications: 1/1/1/2/2/3
The sumes of Andergast and the witches of Nostria are Effect: The desired effect requires either
considerd experts in this area. berries or leaves. The berries are
slightly poisonous. When
fermented, they make a
Hollberry powerful emetic that can
Hollberries are about the size of cherries and have a deep cause persistent vomiting
pink color. They grow on dark green, hip-high bushes. (no nightly regeneration).
Hollberries grow mainly in Nostria and Albernia, along When dried and made into a tea, the leaves of
forest edges and in clearings. According to folklore, they the hollberry bush grant calm and refreshing
prevent unwanted intrusions by fairy creatures. sleep. One dose of tea grants 1 reroll of the die when
determining LP recovered during the next Regeneration
103
Chapter 6:
Gods and Demons
“People here are open, friendly, and eager to share their hearths
in the spirit of our mistress. I feel very welcome, your eminence.
Thanks for your heart-warming words. As you instructed, I plan
to teach them the ideals of family life.
Yes, I know, the people here are a bit strange, probably due to the
deep-seated ill will between these lands. With Travia’s blessing,
maybe I can heal these wounds and make friends out of enemies.
Convincing everyone to live together as family and friends, as
we do—and as the Benign Goddess wishes—may require great
strength, but my intentions are true.
105
the people regard their archenemies. In Nostria, dualism necessarily the same as that taught by the Churches of the
is influenced by the mage’s Academy of Light and Darkness Twelvegods. Here, weird ideas seem to be the norm.
in the capital, and often combined with the idea that a
balance between good and evil must be maintained. Trabina, the Nostrian goddess of family, hearth,
faithfulness, and justice is sometimes depicted as a female
Some sumes hold a similar point of view and seek a balance eagle holding the sun in her claws, a comncept that seems
between the powers, even though individual ideas about weird to the priests of Praios and Travia alike. Aspects
what constitutes good and evil can differ quite a lot. assigned to the various gods are peculiar as well, and many
gods and demigods gain the traits of saints or Alveranians.
The Pantheon of the Warring Kingdoms There are also many nature spirits, such as nymphs or
As has been said, the Warring Kingdoms are home to many treants, which enjoy almost god-like worship. These tend
old cults and religions, even ones that were forgotten in to be locally famous and cherished but unknown beyond
other realms since the days of the Bosparanian Empire or their borders. Many locals who have regular contact with
outlawed in the Middenrealm long ago. Nostrians, for Thorwalers often add Swafnir to their pantheon.
example, worship a three-eyed god of war who wears banded
armor and is seen as lord of war, battle, and honor. ( 178) The presence of many gods also inspires great religious
tolerance. Nobody claims an exclusionary truth. If your
Influences of ancient religions survive as do forms of neighbor worships a different god, this isn’t a problem—
worship that hide Norbard, Thorwalan, orcish, or goblin unless you have reason to suspect that their god is dark
influences, and even demons and aspects of the Nameless and malicious, but even this is not reason enough to fear
God. Some nature spirits are worshiped as gods. That is why them.
people speak of “the Supernaturals” and not of “the gods”
or “the Twelve,” for nobody wants to anger a supernatural The Twelvegods in Andergast
creature. Sumu, the all-goddess (in Andergast) and Sumu is worshiped above all others in Andergast. The
Satuaria, the healer of Sumu (in Nostria) enjoy widespread primal giantess is viewed as the mother of all life and all
worship. Almost every other god is viewed as subservient the gods, which makes her the greatest goddess of all. All
to those two or, as in the case of Satuaria, considered minor other gods must bow to her. The aurochs is honored as her
siblings. envoy and herald of her will, especially the Aurochs King,
who lives in the Forest Wilderness and is worshiped like a
Besides Sumu as creator, there is no unified pantheon, god.
and even closely neighboring villages can worship
different gods. But the locals’ conception of the gods is not
The goddesses are viewed as submissive wives, sisters, Boron, who is treated with awe in Nostria and whose
or daughters of the male gods. They usually conduct epithet “the Unnamed” often is a cause for confusion, is
their work unseen in the background, which is what seen as the merciless lord of death, but also of the peace
Andergastans demand from human women. of the soul. Firun is the bringer of cold and darkness, but
also lord of the hunt. As in Andergast, he is often depicted
Travia, also called Trabia, is the wife of Boron, and her as the antlered hunter Kurim in Nostria. Ingerimm is
aspects are domesticity and order. Hesinde (or Heshint) is worshiped as lord of crafts and artifice, but along the
responsible for ideas and prophetic dreams and is not well coast he is also the patron of levees and dikes. His divine
liked. Peraine (also Perin) is worshiped as the goddess of brother Phex embodies the aspects of trade, subterfuge
agriculture and plants. BHesinde and Peraine are seen as and cunning. Hesinde (or Heshina), who is called upon
wives of icy Firun. Tsa, or Tsatuara, is the spouse of Efferd. as bringer of knowledge and magic, is the younger sister
People call upon her for gentle peace and tranquilty. of Travia. She is mainly worshiped by spellcasters and
scholars, and often the much more well-known moon
Rondra (also called Rondarra) is considered either the goddess Mada is connected to her as a bringer of magic,
spouse or first-born of Praios. She embodies aspects of usually as daughter or sister. Praios (or Brajos) is seen
courage and combat, even though such traits are uncommon as the guardian of the divine fortress of Alveran, which
for a female goddess in Andergast, and the reasons for her makes him the patron of the sun and one who can defend
special status are never quite clear. Sometimes she is the against evil magic. His wife, Travia (often called Trabina),
combative spouse of another son of Sumu, other times she represents order, hospitality, domesticity, and the eternal
is the reason for a feud. Thanks to the worship she enjoys as hearth fire. At some places, she is seen as mistress of
a goddess of storms and combat in other regions, Rondra’s faithfulness and justice. Rahja is respected as the goddess
influence has spread into the Warribng Kingdoms through of joy and passion. She is also the patron of beer, and is
her knights, who often make her a subject of minnesong viewed as the younger sister of Satuaria. Another relation
and ride with a blood-red ribbon of favor for the lioness is Tsa, a goddess of springtime to many.
when they wear no other.
107
Satuaria is seen as a great healer who is worshiped mostly
by witches and wise women. She is the great mediator The Love Light of Joborn
between the Supernaturals and humans. Commoners like
to call her Zatura or Tsatuara, and she is said to bring “When the Andergastan Lord Timodes II set out to conquer
good luck and beauty. Satuaria is often associated with the Nostrian village of Joborn, his closest friend and lover,
the worship of Levthan, the ram-headed man. The moon Dorlen, a Blessed One of Rahja, stepped in front of him and
goddess Mada is well liked because she rules over the tides, held up a lamp made of clay, which she had received from
brings magic, and fulfills dreams. the goddess, and illuminated the battlefield. Though the
lord ranted and raved like a true Zornbold, his own knights
Local Saints and Other Mystical Figures refused to follow him any further. The fighters on both sides
Many heroes of mythology are worshiped as gods or viewed halted their attack before shedding a single drop of blood
as children of the gods, and many have their own shrines. and embraced each other as brothers. You must be as crazy
as an Andergastan to understand why they think the Joborn
Examples on the Nostrian side are brave Asquenzio, Friendship was a brutal war.”
who slew the dragon Karmunir, or cunning Alrigio Son —Nostrian report, about 200 FB
of Alrigio, who is called upon when somebody needs a
cunning plan. People in Mirdinerland worship Aerling, “The influence of female foolishness on the course of
who once lived as a hermit in the forest and tamed its history is clearly illustrated by the Battle of Joborn. During
terrors. In Salta, Saint Elida is the beloved patron of this time, the Nostriacks ruled over the village with cruel
fishers and sailors. One of the few Andergastan saints is stupidity. Lord Timodes II moved to liberate Joborn with
Andra Zornbold, the spouse of the father of the land of his faithful knights. But the town was ruled by a deluded
Argos. She is the epitome of faithfulness, and it is said that maiden named Dorlen who served the goddess of fornication
she gave her life to create a mysterious bond with the land. and unfaithfulness. When she saw the knights draw close,
Whereas the Andergastans often worship beings that are she began to fear for her temple, which she had built out
considered Alveranians in other places, like Bishdariel, of vanity. In her foolishness, she called upon the help of her
Kor, or Rethon, the Nostrians include places and items in goddess without considering the consequences. And so it
their religion. Alveran is worshiped as the homestead of happened that brave men, who had just been fighting with
the Supernatural, as are Praios’ sun wagon (Ukoring) and blade in hand, removed their armor and pounced on each
Rondra’s sword (Sok(r)amor) and shield (Mithrida). other as the lusty goddess commanded. There were some
rough women fighting among the Nostriacks, as is their
Sometimes, the goddess Tsa is replaced by Ingval in Nostria, custom, but those confused by this divine intervention paid
also represented by a lizard. The worship of Ingval is no attention to marital vows. Many a decent maiden, who
particularly common along the river shore. The Tommel is had lived a proper life in Joborn up to that point, lost their
said to have a soul, too, deeply honored in the shape of the virginity that day.
River Lord, who is said to have a great retinue of nymphs.
The lord tore his hair when he realized that he wouldn’t
People have blended many other nature spirits and fairies be able to liberate Joborn. He could do nothing but banish
with the gods to create new creatures. Many dryads, Dorlen from his realm and outlaw the worship of the vain
nymphs, and fairies live in the rivers and forests, watching goddess, to make sure that this disgrace could never happen
jealously that they receive enough worship from the again. Joborn remained under the hard Nostrian thumb,
humans. Beings such as the animal kings of Aurochs and and its inhabitants suffered for it.”
Crowned Stag ( 174) are considered important envoys —Andergastan report, about 200 FB
of the Supernatural. Small altars erected in remote
locations, such as near springs and crossroads, on hills, and
under ancient trees, are often lovingly created and supplied
with many sacrifices.
109
The Opponents
“It is difficult to understand whom the locals fear as opponent
or worship as gods, since all of them must be placated the same Local Horror Stories
way. Though I had to learn that the Old Man from the Mountain The inhabitants of the Warring Kingdoms believe that
is roughly as inmortant as an archaic goblin goddess of the most natural phenomena areise from the actions of a
hunt, I was much relieved to discover that people in the Warring Supernatural entity. Locals believe that the Ingval and
Kingdoms almost always consider the blood-drinking idols of Tommel Rivers have souls, which they sometimes refer
the orcs to represent opponents of humanity. If only people to as River Lords or embodiments of Tsa or Tsatuara.
here would offer more devotion to our wise lady! Few here know Places with a strong belief in Supernaturals also have
about the Golden Dragon, but it’s probably better that way. They their horror stories, and the Warring Kingdoms are
easily fall victim to the temptations of the Nameless God, as he no different. One story tells of a red rooster named
promises power and respect. So far, only a few demon worshipers Goldencomb, which spreads fire or unspeakable
or followers of the dangerous false teachings of the Borbaradians diseases. Bilwis is a spirit of grains that moves through
have been uncovered.” the fields at night to ravage or spoil the harvest. A burz
—Eno Kariolinnen, arch-abbot of the Draconites and is a ghost that possesses people and makes them sick
Blessed One of Hesinde, in a report to his abbot-primas in or causes unrest in their houses. Drudes, mad bearers
Horasian Thegûn, 1037 FB of divine will that look like harpies, suck life energy
from sleepers. In the Forest Wilderness, the Lone
People in the Warring Kingdoms worship many spirits, Wanderer steals children and sends creatures of the
beings, and gods, any one of which would serve as an forest to attack innocent travelers.
excuse to conduct an inquisition in the Middenrealms, but
fortunately, they view the Nameless God as an opponent Other much-feared creatures include the snatcher,
who must be fought and whose worship must be banned. which is said to make crossroads impassable, the
Black Dog, which harries its prey to death, and
The followers of the Thirteenth God in these lands depict Nehalennia, the Dark Lady of Nightmares who causes
him as a faceless man with a skin of pure gold. The the dead to rise from the grave. Her powers are only
hangman’s rope he carries symbolizes his status as a judge blocked by swamps or other bodies of water. Headless
with power over mortals. As they do anywhere else, the riders spring from countless battles to haunt simple-
Blessed Ones of the Nameless God operate in the shadows minded folk, and entities known as ancient women
in the Warring Kingdoms, working to sow strife and hatred and ancient men are ghosts that plague a family that
and erode the influence of the other gods. Sometimes they turned against them. One of the most famous figures
even manage to hide in plain sight, as it were, pretending of vengeance from Nostria’s past, still often used
to be priests of another ancient god to keep their horrible to frighten children, is the Black Andergastan.
beliefs hidden. According to legend, he was the offspring of a human
woman and a demon (or the other way around,
depending on the storyteller) who rode a black horse
and slaughtered many Nostrians.
Over the years, strange cults merged with popular beliefs, The practice of drowning certain criminals in the swamps
especially in remote areas of the Warring Kingdoms. of Nostria has a cultish aspect. To ensure that the spirits of
these criminals do not take revenge or live on as revenants,
Orvai and Kurim are two interpretations of the goblin’s executions always include sacrifices to the Supernaturals,
god Orvai Kurim, who represents hunting and combat. especially dark Nehalennia (see below). These sacrifices
His aspects are similar to those of Firun, and in many are also meant to appease two beings—the bone-man,
111
Nature Religions
Sumes, as druids are known in Andergast, often take the
“I have heard that the Twelve are not worshiped role of priest and their influence extends to many different
properly in the Warring Kingdoms. Druids and daily tasks. Aventurians ask the the Blessed Ones of the
witches are treated as priests and proclaim the Twelvegods for assistance with births, marriages, and the
will of the unknowable. Pretentiously, they call favor of a deity, but Andergastans brings these concerns
themselves sumes or Daughters of Satuaria and to the sumes, who are viewed as the only ones who can
claim to read the future in the weather, the past in interpret the will of Sumu in its entirety. For this reason,
wind, soil, and water, and the present by observing the sumes both live above the law and help to write them via
growth of plants or the movements of beasts. They even serve as their influence over the reigning nobles.
judges and decide right and wrong. Maybe there is a kernel of
truth in their faith, but I can only judge what I have seen with Few inhabitants of the Warring Kingdoms can tell if the
my own eyes. Even so, it is wrong to undermine the gods-given miracles of a sume are divine or arcane in origin, and thus
order in this way, and sacrificing money to appease an upset sumes are seen as powerful and deserving respect. They
tree or lake does not seem very wise to me.” are the chosen ones to whom treants listen, and the last
—Nacladora Berlînghan, Blessed One of Hesinde word regarding felling trees or hunting animals. The
Draconite, 1036 FB Council of the Sumes is the most important gathering of
priests in Andergast. They also supply the most important
spiritual adviser to the Andergastan king in the form of the
Champion of Sumu.
In the Warring Kingdoms, the worship of dryads, nymphs,
other fairy creatures, the Animal Kings of aurochs and The same is true for the witches, the Daughters of Satuaria,
crowned stag, and the sad unicorn, Keldoran, is more in Nostria. The political power of the Inner Circle of the
common than worship of the Twelvegods. The Oak King, witches of Hallerû derives from the people, and even
the legendary first scion of Sumu who is said to live Queen Yolande, a scholarly Hesinden, would have trouble
somewhere in the Forest Wilderness, also enjoys much implementing policies that went against their will.
worship and is often called upon by sumes and witches to
intervene on the faithfuls’ behalf. ( 174)
113
Many inhabitants of the Warring Kingdoms fear the power the Warring Kingdoms had already gained independence
of magic because it is a great mystery to them. Druids and from the empire when those laws were implemented.
witches are often treated as the equals of Blessed Ones. The Nostrians adopted it because their academy adheres
The respect and rank of guild mages also differ from the to Rohal’s school of thought. In the eyes of Andergastan
other realms. As with the Twelvegods Edict of Silem- nobles, however, the Codex Albyricus means little, and it is
Horas, Rohal the Wise’s rules governing magic and magical rarely invoked in legal discussions.
guilds, the Codex Albyricus, has no authority here because
115
for Witches’ Night gatherings The Mage from Andergast
atop the Chalk Cliffs of “Only those who know what it means to obey should be allowed
Hallerû to discuss important to command!”
matters, celebrate their faith, —The Andergastan dean Aljawa Walsareffnaja, modern
and brew their witch’s balm
for the upcoming year. The The Combat Seminar of Andergast has served as a useful
witches also take advantage tool of the ruling class since its inception. Countless
of this time to cast especially powerful skirmishes and campaigns against Nostria were decided by
curses and rituals that require the power of the community. these skilled combat mages.
The High Three For many years, law mandated that alumni serve the Crown
The Coven of Hallerû is one of the most powerful witch for twelve years, and in many regions, trained mages
covens in Aventuria, even though it isn’t as well-known are still expected to serve the kingdom. The academy
as the councils of witches from the Garetian Realmwood traditionally gives student mages experience in war and
or the Blue Forest in Weiden. The leaders of the coven, wilderness survival, to provide veteran mage warriors or
collectively known as the High Three, all hail from healers to serve the monarch, the nobles, or the armies
different sisterhoods and are elected or confirmed during of Andergast. This close connection to the kingdom has
Witches’ Night celebrations. One of the High Three is a cat unfortunately led to the general impression that academy
witch named Karlitta of Lyckweiden (see page 123). Her mages are stubborn, violent, and half-educated.
major rival in the coven is an owl witch named Naringrath
(see page 123). Whereas Karlitta wishes to lead Nostrian The traditional academy has implemented some changes of
witches to an open and scholarly future, Naringrath wishes the curriculum that had been discussed for long under the
to adhere to conservative tradition and secrecy. rule of King Efferdan. Since then, the school has focused
on tactics, expanded its magical research programs, and
Mada’s Children strengthened its connections to the gray guild. In exchange
“Like the sun, the moon woman moves across the sky, shining her for spells like the powerful Ignisphaero, the academy agreed
silvery light upon us, but her gifts are not received by all.” to pay more attention to the Codex Albyricus. This has
—Common saying in the Warring Kingdoms, modern unfortunately led to friction, as that famous book of law is
still not accepted in Andergast, and alumni cannot legally
Many villages are home to unusually skilled craftworkers, claim any of the rights defined within.
bards whose songs can sooth angry ghosts, or particularly
successful fishers or woodcutters who fear no treant. Some Since then, many alumni prefer a commitment to the guild
of these people are magical dilettantes, which people in the over military service, which is no longer obligatory. The
Warring Kingdoms often call Mada’s Children. Even though new adepts can, for example, apply to work at an academy
these indivudals’ powers are surrounded by a great deal or commit six years to the Ordo Defensores Lecturia (ODL),
of superstition, they usually don’t need to hide or conceal a combat Order of the gray guild.
themselves in any way. Instead, Children of Mada are often
viewed as priests or chosen ones of the Supernaturals. Social manners and daily life in the academy are rough, and
practical skills are important. Lessons in staff fighting, the
use of the stag-catcher, and outdoor survival skills prepare
The Mages of the Warring Kingdoms students for a difficult life outside the academy walls. Body
“This is what these simpletons call magic? Ridiculous!” and mind are hardened, and swimming in icy creeks helps
—Hasrabal ben Yakuban, Mage-Sultan of Gorien, modern students master the self-control needed for casting spells
in combat.
Both kingdoms have their own principles for the education
of guild mages, and they couldn’t be more different. Nostria Alumni who graduate with a result of at least cum laude
respects the Codex Albyricus, which protects guild mages (Bosparano: with honors) in their finals receive not only
from common law by ensuring that they are subject only the guild seal but also a weapon created specially for
to guild law, but even mages with academy seals enjoy no them in the form of a stag-catcher, a heavy version of
special privileges in Andergast unless they are currently the boar-catcher that is wielded like a short sword and
serving the king or another noble. is about two feet long (the length of weapon permissible
for mages, according to the rules of the Codex Albyricus).
117
alumni go into the world to advance the research of the
Overview: The Academy of queen. Others commit to the white-magic healing order
Light and Darkness of the Anconites for a time, or accompany the Mephalites
Official Name: Arcane on their search for new students for white magic schools.
Teaching and Research Nobles often cherish the blossoming of magical gifts in
Facility of the Dualism of Light their children, as Mada’s Gift does not disqualify one from
and Darkness in Nostria; Royal ruling here, as it does in the Middenrealm. Many townsfolk
Nostrian School of Magic secretly wish that their daughters and sons could study at
Location: City of Nostria, in the academy and follow the example of their queen.
the kingdom Nostria
Guild: Alliance of the White Pentagram Magical education in Nostria is not at strictly regimented
Specialty: Transformation of objects, light and as it is in other white magic academies. Schools also focus
darkness magic; in addition to mundane crafts on solid craft skills, as they believe that magic should
Preferred Properties: Elemental, Object be worked as diligently and carefully as when creating
Dean: Caibre Arnstätter something by hand using tools. Zeal and motivation are
Professional Reputation: Within the white guild, important prerequisites for completing the curriculum.
the Nostrian mages are seen as ethical but tolerant This is based on the ideals of great Rohal and focuses on
support. Other guild mages sometimes deride them self-awareness, fostering the virtue, modesty and down-
or trust them to know only their specialized field. to-earth sensibility that make a Nostrian mage a reliable
They are considered practical and skilled in crafts, companion.
but also as guild mages that have contributed little
to academic research. Most alumni view themselves as warriors of the light who
must face the darkness, of which they see an abundance
and which they perceive as a threat. They always try to
The Mage from Nostria fight on the side of good, even if they sometimes hide
“Light is merely the absence of darkness. Darkness is merely the this fact behind philosophical statements. All magisters
absence of light. Both are a part of life, entwined and inseparable. and adepts of the academy elect the head of the school,
All beings must strive for balance and learn to love light and something that is rather uncommon in Nostria, which is
darkness the same. You must learn to fear only gloom.” normally quite undemocratic.
—Rohal the Wise
Caibre Arnstätter (*1002 FB; 6’; gray eyes; long blond hair)
The Academy of Light and Darkness, as the Arcane Teaching
currently holds the office of dean. The young mage was
and Research Facility of the Dualism of Light and Darkness
chosen in 1039 FB, after her predecessor was discovered
is called in Nostria, is a pious white magic school of the
heading a conspiracy of followers of the Nameless God.
guild. People ridiculed its lack of research until recently,
This pretty woman from Havena is helpful and practical
but alumni of the academy are well received at many white
and knows much about dark cults. Caibre supports the
and even gray guilds due to their tolerance and openness.
queen’s search for relics of ages past, but insists on the
Mages from Nostria are virtuous, diligent, and reliable. For
academy’s political neutrality.
many years, the curriculum focused on dualism, a minor
doctrine espousing the opposition and unity of light and
darkness. The alumni of the academy do not follow the Ancestor Glyphs
Lowanger dualism, which sees and fears Praios and Boron “Your excellency, we need your advice, as we have found surprising
as opposites, but rather wish to sustain the balance of the things in our kingdom’s history that no botanist or scholar of the
world, as taught by Rohal the Wise. arts can unravel. We have reached the limits of our knowledge
and that of our teachers. Ancestor glyphs of unknown power have
Unlike Andergastan mages, Nostrian adepts view been found within our borders, and we cannot interpret them.
themselves as neutral in the struggle between the Warring We cannot even read the script used to pen this knowledge. The
Kingdoms. They want to use their magic for the good of Hoard of Everlasting Knowledge acknowledges and applauds your
humankind, even if humankind does not always approve, expertise in languages and scripts and hopes that you can shed
and there is no snobbery in the Nostrian academy. Many some light on what, if any, magic lies within these old symbols.
119
Chapter 8:
Fame and Infamy
“You must always know with whom you are dealing, since many
men of noble standing will try to win you over. Never succumb
to the temptation! They will try to promise you girls and money
instead of influence and power. Listen to your inner voice, always
consult the priests of mother Sumu, and never hesitate to seek
solitude to put your thoughts in order when you are beset by the
words and flattery of the barons. As the Champion of Sumu, you
do not have to explain yourself to other humans. Do what you
want, when you want. Use your time in the forests to fathom the
nature of Sumu and strengthen your soul for confrontations in
the Council of Champions—and they will come, as certainly as the
sun rises in the morning. But that is not where I was headed. I
wanted to inform you about the nobles of Andergast, to allow you
to judge these powers for yourselves.
“If we want to grow, we must remember our country’s history— “Pull yourself together and think of someone else for a change! If
not to dwell in it, but to learn from it and choose the right path!” you won’t think of the peoples’ welfare, think of Nostria! You do
have that much honor in your bones, don’t you?”
Petite Yolande came to the throne unexpectedly, after the
blue wheeze almost annihilated the Nostrian royal family. Rondriane has lived in the royal court of Nostria since she
( 179) As she is a mage with the gift of Mada, the people was very young. The inexperienced Queen Yolande
were hopeful. At first, the young woman seemed appointed her Marshal of Nostrian Defense and queen’s
overwhelmed by high-level politics, but Marshal Rondriane personal adviser in 1027 FB, and she was long considered
of Sapstem took her under her wing. The queen ruled very the secret power behind the throne of Nostria. It wasn’t
hesitantly for ten years, but then seized the scepter with long beore she had to admit that young Yolande had her
both hands in 1036 FB and now rules with greater confidence. own ideas regarding rulership. Against Rondriane’s advice,
the queen interfered in a conflict between Noble Count
After her coronation, Noble Count Albio of Salta rebelled Albio of Salta and Forest Count Eilert, but things worked
against her reign. When the feud between the noble count out well and the confrontation ended. The Marshal’s
and the forest count of Eilert first broke out, the queen influence waned quickly after the queen married, since
visited the marshal of Salta to broker peace, even though Yolande’s husband Eilert and his forest knights remained
her advisers told her not to. Albio’s position weakened outside of her control. Officially she is still marshal and
considerably after Yolande married his enemy. For a adviser to the queen, but Rondriane knows that Yolande
Nostrian noble, the queen is surprisingly open and humble. now takes her advice with a grain of salt. She does not like
This wins her few friends among the bombasts, who feel this development, as her faith in rulers was already shaken
threatened by her prudent and smart behavior and her by King Kasimir. Now she desperately tries to find ways to
girlish looks. Many members of the Nostrian aristocracy win back her influence and power, even if it means that she
sneer at her so-called newfangled ideas. must secretly support the conservative nobles who work
against the queen. ( 179)
The People’s Voice:
+ “What could have been better than a spellcaster on the throne? The People’s Voice:
Now things will finally improve.” + “She has brought great honor to her family! She is a fighter
– “She is researching the history of our land, but is she keeping the who knows how to command. Just the person we need to bring
old traditions? How many armies has she raised to fight against Andergast to its knees.”
the enemy? This won’t turn out well, I say.” – “Instead of moping and retreating, she should listen to the
bombasts and see to it that the queen speaks openly against
cursed Zornbold!”
121
Noble Count Albio III Salis of Salta Forest Count Eilert II Rheideryan of Mirdin
The “Schemer” Prince of Nostria
“We sit on the border, and because we do, we must look out for “Everything centers on freeing the town from the clutches of the
ourselves. Nobody would dare to threaten us. As long as we are Andergastans and restoring it to its former glory. Joborn used to
free and independent, we are strong!” be the home of the forest counts—and it will be again!”
Albio of Salta is a skilled politician and masterful schemer The forest count of Joborn, whose family lost their ancestral
who has proven himself in merchant affairs and at seat to Andergast, is more knight than noble and has no love
negotiation tables, but not so much on the battlefield. His for pomp. Eilert inherited the title only after his father and
fondest dream is to make Salta a free city, and it’s no secret brother succumbed to the blue wheeze epidemic, and a robber
that the Nostrian noble count strives for his bombasts’ knight killed his remaining brother. His face bears a disfiguring
independence. Some even whisper that he secretly desires scar from an encounter with a Thorwaler occupation force in
to be king and make Salta his capital. Kendrar. He is willing to do almost anything to achieve his
goals, especially if it involves reclaiming his family home
Albio lost his heir, Albio the Younger, in a feud with Forest in Joborn. But his subjects’ poverty is always his first and
Count Elbert of Mirdin, and felt betrayed by the forced foremost concern. When he appealed to Queen Yolande for
peace arranged by the queen’s skillful tactical maneuvering. help in the increasingly poverty-stricken region, in 1036 FB,
This defeat has stymied his plans, and for the moment, Noble Count Albio of Salta mocked him and called him a beggar
Albio can only sit back and watch the queen slowly improve voivod. This is now recognizedas the start of the Bombast Feud,
the capital’s fortunes at the cost of endangering Salta’s which ended with the Battle in the Snow (see page 138). The
prominent position. Rumors hint that Count Albio is queen herself interfered and negotiated peace, and afterward
gathering strength in the form of like-minded individuals offered her hand in marriage to the forest count.
who share his opposition to the queen’s reforms. If true, it
is only a matter of time until the noble count seizes upon Even though he is the now prince of Nostria, he hardly
the next opportunity to weaken the queen’s rule. ( 179) spends any time with his wife. Instead he travels the
kingdom in her name or tends to the people of his county.
The People’s Voice: He doesn’t think much of some of the queen’s modern plans,
+ “A smart ruler, less focused on hatred and the sword and and is prudent enough to keep his opinions to himself.
more on beautiful words and hard cash. He is the source of our
prosperity. As long as the noble count holds the reins, we’ll be in The People’s Voice:
good shape!” + “Now that he is prince consort, he will not rest until Joborn
– “A vain fool who thinks he could be king one day. He hasn’t is liberated. And he has enough experience on the battlefield
reckoned on us. We, who always fight in the front lines when to do just that.”
protecting the kingdom against Andergast.” – “What a busybody! Maybe he’s unstoppable on the battlefield,
but what does he know about ruling? He can’t hope to win the
support of the traders of Salta.”
122 Chapter 8: Fame and Infamy
Karlitta of Lyckweiden Naringrath
Beauty of the Night Silent Sister
“Who cares if a mage is the one to explore the mysteries of our “The land holds secrets that must be potected. It doesn’t matter
land? All that matters is what the queen does with this knowledge. if they must be protected from the Andergastans or the curiosity
She has my support, as whatever she gains will also help our of a queen who has no understanding for the things that grow!”
sisterhood.”
This ominous witch can appear anywhere in Nostria.
Few would guess that one of the most powerful witches in Nobody other than her young student knows the location
Nostria lives in an unremarkable hut next to a small lake of her home, but some suspect it is lies hidden in the beech
about ten miles south of Lyckmoor. Karlitta of Lyckweiden groves of the Lakeland. Naringrath is another member of
is a Beauty of the Night whose openness and eagerness to the High Three, the leaders of the Coven of Hallerû, and is
conduct research would suit a Serpent witch well. As one of considered an influential rival of Karlitta of Lyckweiden.
the High Three, she leads the influential and widely feared She is said to be one of the most passionate protectors of
Coven of Hallerû. Her potions and balms are coveted not Nostrian land, and some believe she is a chosen one of the
only in her region, and many are willing to travel a great Crowned Stag King or else kissed by Ingval. Naringrath
distance to obtain one of her rejuvenation potions (she is enjoys the aura surrounding chosen ones, but she does
at least 50 years old, but doesn’t look a day over 30). At not often speak about it.When she does talk, it is usually
least once a month, she travels to Salta with her tomcat to discuss what should stay hidden and what may be
Larion where she owns a house that is guarded by her revealed. People see the Silent Sister as the conscience of
young lover. ( 182) the wind, river and forest, and she uses this reputation to
deliver her admonishments with force and gravity. People
There she receives customers as well as scholars from other who do not heed her advice can expect one of her feared
lands, with whom she discusses philosophy and religion. curses brought by her familiar, a skull owl named Farlion.
She has met here several times with Queen Yolande. This
has raised suspicion among the other witches, who fear The People’s Voice:
that Karlitta might be maneuvering to gain even more + “When the Rondrikan came, I asked for her advice. “Do not
influence or even betray the secrets of the witches. worry. Cast brandy in the air,” she said, and my house was
spared. Truly, she understands the gods!”
The People’s Voice: – “The mud of the Ingval will crush us! We should have listened to
+ “Few know the herbs of the region better than Karlitta. It is said the queen when she told us to build a new dike. Sheep sacrifices
that she is helping the Queen revive the mysteries of the past.” haven’t placated the river spirit! Ingval doesn’t care about us!”
– “You must be mad! The Witches of Hallerû are inscrutable, and
that goes double for their leader Karlitta. If you’re smart, you
won’t meddle in her afairs, or you will be hit by a curse.”
123
Wendelmir VI Zornbold Ossyra Redtree of Teshkal
King of Andergast Champion of Rahja
“If they protest, disperse them. If they rebel, send knights to crush “Why should it interest me if he is a knight with a good coat of
them. And never contradict me again, or you will regret it!” arms? He insulted a woman and will pay the price—this is the
law of the steppe. What a pity that he cannot run and hide in the
When he was a bold but young prince, Wendelmir sat far court in Andergast.”
down in the line of succession and thus enjoyed making the
rounds of the taverns with his drinking buddies. He often Not only has this aging baroness stayed strong and
bullied the common folk and bent the law as he pleased. His energetic, but as a ruler, she is still just as freedom-loving
readiness and suitability for the throne was heralded by the and stubborn as ever. Without these traits, she would have
appearance of the Aurochs King, the patron of Andergast, never been able to assert herself in the male-dominated
which offered to guide him. ( 174) Andergastan nobility, who view her as a cunning and
skilled negotiator.
Wendelmir has grown more mature with the passing
years, but many still consider him autocratic, brutal, and Her reputation as a skilled horse breeder and trader whose
obstinate. He does appear to be more open to the advice power and wealth stem partly from the oldest stud records
of the sumes, but he revoked many of his predecessor’s in Aventuria earned her the office of Royal Stable Master.
reforms, as he believes that traditions are very important. She is the only woman allowed to speak at gatherings of
Sometimes his temper flares up, and he lets himself the Andergastan nobles, due to her position.
get carried away in revelry with his old friends, but in
gatherings of the nobility, he shows openly how little love Her age is slowly catching up with her, and Ossyra has
he has for barons who dare to oppose him. People were passed many of her duties to her oldest daughter, Sulvina,
surprised when he brought a boy named Argos to court who is very similar to her in many ways.
and began educating him. Whispers mention a political
hostage, or even a bastard son…. The People’s Voice:
+ “She became wealthy and influential for a very good reason.
The People’s Voice: She knows how to train horses, and she knows how to get her way
+ “It will take an unrelenting lord to smash Nostria once and for with the stubborn barons!”
all. He is like the primal power of the aurochs, which is the patron – “A female baron? This just can’t be right. Where will it lead?
of the Zornbold family for good reason.” Should we discard all our other values, too?”
– “He is no friend of the Twelvegods. Stubborn and irascible—all
things a ruler should not be. A king should know when to reward
his vassals.”
“The problems of humans aren’t important. Our first duty to “We must strive for a balance between the needs of humanity and
Sumu is to maintain nature in all its glory. But don’t be fooled, the necessities of the forest!”
my students. Humans are part of nature, too, so you must learn
to find balance.” When Kusmin’s teacher, Arbogast, saved King Efferdan’s
son who had long been presumed dead, Arbogast took him
The venerable and half-blind Arbogast was long considered in and secretly trained him as a sume. Despite his youth,
the most powerful sume in Andergast. He is devoted to Kusmin has a rare understanding of the fate of the world
the old ways of not losing oneself in human matters and and is patient enough to plan ahead. With Arbogast’s
refusing to interfere in the strife between Andergast and support, he was appointed Champion of Sumu after his
Nostria. He withdrew to the solitude of the woods following return to public life and became the most influential
a bitter argument on the subject with his favored student, adviser of the king. Now all nobles must seek permission
Yehodan. After Wendelmir’s coronation, he presented his from their local sume before making decisions concerning
new student, Kusmin, the son of King Efferdan who had the forest or the animals therein. Neither king nor barons
long been thought dead, and requested a private audience. are especially happy with this arrangement, and many
As a result, Kusmin became the Champion of Sumu and nobles believe that he now forces the king, albeit gently, to
thus the representative of the sumes at court. To the follow the will of the sumes. The common folk know that
surprise and consternation of many, Arbogast continues to his compassion extends both to humans and the land, and
influence the fate of humankind. he is widely admired, especially for declining the throne.
Only time will tell if Kusmin will be able to juggle high-level
The aged sume and wise teacher travels rarely, and prefers politics and his duties as a sume. The other sumes already
to spend most of his time in an iolated forest hut a day’s view him as a possible successor to Arbogast, a future
journey from Andergast. Kusmin regularly seeks his advice, that is greatly envied by the old man’s former favorite
and the sumes of Andergats have little doubt as who will student, Yehodan.
lead them after Arbogast’s death.
The People’s Voice:
The People’s Voice: + “He might be young in years, but he is wise! He knows why he
+ “He is a wise intercessor to the Supernaturals, and always strives doesn’t want to rule. But he serves the people better as a sume.”
for a balance between the beings of the forest and humanity.” – “Instead on focusing how to defeat the witch woman from
– “Weird and reclusive? Ha! The doddering old coot is obsessed Nostria, he wants to help the land! No, he wouldn’t have been a
with power. What other reason could he have for demanding that good king.”
the king appoint a Champion of Sumu?”
125
Yehodan The Red Bull
Augmenter of Power Robber Knight
“Let them hate each other, the fools! There can be no balance, as “I don’t care whether you are Andergastan or Nostrian. Your
only the strong prevail. That is the law of natures. I will make the coins are all that interest me. You have none? Then, you must
aurochs the dominant force.” die…”
This ambitious former student of Arbogast thought that he The Red Bull gets his name from his red-lacquered armor,
would one day lead the Andergastan sumes, but his and he encourages the rumors that say the color comes
constant agitation for conflict between the realms led to a from the fresh blood of his enemies. A greedy and violent
bitter falling out with his teacher. His views were not man, he is the most feared robber knight in the borderlands.
without company, for many discontented sumes saw Even though he sometimes participates in tournaments,
Arbogast as too lenient. Today, Yehodan feels betrayed, for protected by the tournament peace, he does not practice
it was he who crowned the new king. ( 184) The young knightly ideals. It is said that he is a bastard from Albernia,
Kusmin now holds the office of the Champion of Sumu, a who is seeking his fortune in the Warring Kingdoms. He
position to which he once aspired. The influence of the seems to care only for amassing as much gold as possible
sumes has been greatly strengthened by Kusmin, a fact and creating an obedient retinue by sheer violence.
that is recognized and admired by the sumes, and most of Whereas the servants of Queen Yolande seem unable to
Yehodan’s former supporters have turned away from him. track him down, the guards and forest nobles of King
Yehodan continues to stoke the hatred between the realms Wendelmir have been more successful at preventing the
and does not tolerate any meddling of nobles in the sumes’ Red Bull’s depredations, so he usually operates on the
causes, as he belives only the sumes are the true servants Nostrian side of the border. But they can’t catch him,
of the land. Yehodan himself now has a student, Melanor, either, and just as word comes that he has been slain, he
in whom he has much hope. reappears again. ( 184)
127
the corpulent dike count is in charge of numerous dike and coronation. Fearing for her life, she tried to escape but
sluice masters, as well as workers, or koyers, whom he was caught, Now she her movements are restricted to the
drives constantly, since he believes that only chapel and the royal castle only. The king also had her and
constant hard work can protect against any of her possible offspring removed from
Efferd’s wrath. ( 188) Even though he the line of royal succession.
has a curious view on the connection of
land and water, he has little Varena II Zornbold (*1001 FB; 5’5’’;
understanding of the superstitions of brown eyes; white hair), the widow of the
the Nostrians. This often impedes last Andergastan king, suffered extreme
cooperation on the dikes, and nobles mental duress from the loss of her
only reluctantly accept the assistance of father and brothers. After the violent
the skilled builder. and shocking deaths of all possible
royal heirs, and because a woman
Asmodette Tryming (*1011 FB; 6’; cannot rule in Andergast, her Horasian
dark brown, braided hair; weathered husband, Efferdan, a veritable stranger
skin) is probably the most infamous to Andergastan nobility, ascended to
beach pirate along the Nostrian coast. the throne. Varena lost their son to a
Even though she is thought to come from deadly fever. When her oldest son Kusmin
Yoledamm, she is associated with many false was presumed lost to a tragic accident, she
beacons along the coast, from Salta to Nostria. suffered a mental breakdown and now spends
Allegedly, she can control sea monsters and her days in a dream world that nobody else
cause ships to beach themselves by intoning can enter. She barely registered her husband’s
eerie songs. death from a hunting accident, and her illness
seemed to improve for only a few days after her
Nobody knows how many ships she has wrecked son Kusmin’s miraculous return to court. She rarely
and robbed. Stories agree that Asmodette and her leaves her chambers in the Andergastan castle, and the
merciless gang leave no witnesses alive. It is also said superstitious servants fear the fragile, pale woman who
that she has amassed a huge treasure in a hidden cave in seems more dead than alive.
Trontsand, but nobody has yet been able to find it.
Bogumil of Langenmar (*1008 FB; 6’1’’; red hair and
NPCs from Andergast beard; gray eyes), the king’s affable, bastard half-brother,
Wolorion of Kollburg (*972 FB; 6’; blue eyes; thin brown is the Baron of Beechcastle in the Stone Oak Forest. King
hair; distinctive, bony face) comes from lesser nobility, but Wendelmir first saw him as a complacent henchman,
has earned the trust of Andergastan kings as tournament but Bogumil’s shrewdness has since made him a close
herald, master of arms, and adviser in matters of tradition. confidante of the king and he often handles matters of
The young and boisterous Wendelmir felt that his advice delicacy. His mother was a common servant girl, and he
was restrictive during the early days of his reign, but the shares a bond with common folk. People in court know to
king now considers the tournament marshal something go through him when they want to bring a matter before
of a moral authority. Although he is very conservative, he the king. The pragmatic Bogumil remains calm even when
has a keen eye for useful developments in domestic and insulted. He is a better speaker than his brother and always
foreign politics. Also, he is very skilled at stating policies chooses his words carefully.
of the king in ways that the common folk can understand,
especially at tournaments and other festivities. Wenzeslausia Zornbold of Joborn (*1002 FB; 5’10’’;
blond hair; brown eyes), the king’s sister, is almost as
Princess Irinia Zornbold (*1003 FB; 5’8’’; brown eyes; stubborn as he. Few take her seriously, but she has learned
hazel hair), the aunt of the Andergastan king, began her to manipulate the men around her via flattery, promises,
training as a Blessed One of Hesinde in Kuslik at the age and clear words uttered at just the right moment. She is
of six, due to her great talent. When she returned to difficult to intimidate, and it is said that she has big plans
Andergast, she built a chapel to the goddess in the royal for her successors. Her marriage to Baron Rufus Longford
castle and set about educating the common folk, but King of Joborn (*988 FB; 5’10’’; red hair; green eyes) is often
Wendelmir quickly put an end to her efforts after his viewed as a cunning gambit rather than a bond of love.
129
Chapter 9:
Myths and History
“It’s exasperating! I begin to wonder if such a thing is even
possible. Queen Yolande II of Nostria has tasked me with writing
the chronicle of the Warring Kingdoms. She wants a work that
brings together all historical events. But how can that be done
when the Andergastans and Nostrians cannot even agree about
the number of wars they have fought? The former says 16 wars;
the latter only 15. Names like the Wretched War are fine, but
how should I present all of this in a correct and meaningful order
that is understandable and readable? Records are rare, anyway,
as there is little respect for Hesinde in these lands, and few here
can read or write.
131
Chronicle of the Warring Kingdoms 854 b.FB The principalities of Nostria and Andergast
873 b.FB Admiral Sanin the Older explores the land declare their independence; the envoys of
along the Ingval and Tommel Rivers the Horas Emperor are chased away
From 873 b.FB Founding of Nostria, Andrafall, and a 754 b.FB Search for the Lost Colony (what is
settlement on what is today Salta; all are today Salta)
colonies of the Bosparanian Empire About 700 b.FB Orc Invasion
330 b.FB In the bloody Battle of Tarlynsheight, both
The Wars between Andergast and Nostria lords die in the War of Tears
Nobody alive knows how many battles have been fought 257 b.FB Andergast negotiates a treaty with the orcs
between Nostria and Andergast, and even the dates of 4 b.FB Battle at the Hill of Half (at what is today
many wars have been forgotten. Joborn)
133 FB A miracle of Rahja results in the Joborn
Around 340 FB, a scribe at the Andergastan court first Friendship.
recorded the order of the wars, to bring glory to the king’s 229 FB Peace efforts by Andaryn II of Nostria end
house. A few decades later, a similar chronicle was created with his fall from power.
at the Nostrian court, but it was different in one way. From 607 FB Blue wheeze and bloody phlegm epidemics
The seventh war, which ended in 133 FB with the Joborn devastate the Warring Kingdoms
Friendship (see page 135), is now viewed as an irrelevant 999 FB Both lords claim regality
skirmish by the Nostrians. They don’t consider it a war due 1001 FB The Thorwaler Hetman Eldgrimm Oriksson
to the miracle of Rahja enacted by Saint Dorlen, and ever conquers Kendrar
since then, the total number of wars as reckoned by the 1010 FB Thorwalers occupy Salta; Joborn falls to
two kingdoms has differed. Andergast
1015 FB Hauntings during the Night of Horrors in
Counting of the Wars Salta make the Thorwalers retreat from the
occupied town
Andergast Nostria Epithets Year(s) 1021 FB Andergaster Usurpation: Prince Wenzeslaus
usurps the Crown after killing his father
1. 1. First War 853 b.FB and brother
1022 FB The empires recognize Nostria and
2. 2. War for the Lost ~ 754 b.FB Andergast as independent kingdoms when
Colony a Horasian, Efferdan of Hussbek-Galahan,
3. 3. Black War ~ 700 b.FB ascends to the Andergastan throne
1027 FB Year of Misfortune. The blue wheeze strikes
4. 4. War of Tears 504-324 b.FB
in Nostria and eliminates almost the entire
5. 5. Battle at the Hill 4 b.FB royal family. Yolande II, a mage, becomes
of Half queen. In Andergast, Crown Prince Kusmin
6. 6. – undated suffers a terrible accident.
1036 FB Nostria holds its breath during the Bombast
7. – Seventh War* ~ 133 FB Feud of Salta, until the queen negotiates
8. 7. – undated peace. King Efferdan dies in a hunting
accident and is succeeded by Wendelmir VI
9. 8. – undated
10. 9. Wretched War 607-609 FB
11. 10. War of Pride 713-735 FB It makes no difference
12. 11. – undated to history if such a battle
took place 200 or 300 years
13. 12. – undated ago, and arguments about
14. 13. – 989-992 FB what counts as a war are
common in the Warring
15. 14. Battle for Thuran 1001-1006 FB Kingdoms. Thus, we
Lake don’t give a fixed date for
16. 15. The Victory/The 1010 FB certain confrontations. Set
Shame of Joborn them at any time you like,
to suit your campaign.
*Not counted by Nostria, divergent counting from there on
133
The Settlement (from 873 b.FB) When the lore spread to Andrafall, the local leader,
In 873 b.FB, Admiral Sanin the Older sailed with his ship Argos Zornbold, arrogantly declared himself the ruler of
north from Bosparan along the west coast. When he the Stone Oak Forest. To assert his prior claim, Fringlas
found the inlet of the Tommel, he explored and mapped gathered his followers, but Argos Zornbold proved rather
wide parts of the course of the river, and a bit later, the hotheaded. The argument devolved into a brawl, which
Ingval as well. Several reports about these voyages have modern scholars view as the first war between the realms.
survived, but they contradict each other on important Both lords swore eternal enmity that day on the battlefield.
points. Nobody knows what the Bosparanian explorers
experienced, but much was invented by later legends. The third settlement, where Salta stands today, submitted
to the Nostrians at first. But the relationship wasn’t close,
It is certain that hairy, two-legged creatures—most likely and a messenger sent to contact the village in 811 b.FB
goblins, maybe orcs—attacked their camp. Whether they couldn’t locate it. A storm surge had annihilated the
actually encountered a giant, or if such was the exaggerated settlement, and the mouth of the Tommel had greatly
description of a troll, treant, or ogre, nobody knows. changed. No survivors were ever found, and soon people
According to the expedition’s report, the ship included spoke of the lost third colony. According to different tales, it
settlers whom Sanin deposited at three locations to claim was destroyed by Bosparan, torn from the world by mages,
and farm the land for Bosparan. These settlements grew or swallowed by mysterious monsters.
into the modern towns of Salta, Nostria, and Andrafall.
Nostria and Andergast both sent scouts to find the lost
Three years later, Sanin returned with more settlers and settlement, but confrontations were inevitable, and soon
equipment. During this second expedition, in 870 b.FB, the second war had begun.
he met glade elves at the upper reaches of the Tommel.
Even though Sanin promised to visit the settlements again
soon, he couldn’t spare the time, as the political situation “Very interesting! The Nostrians seem to
in Bosparan required the admiral’s presence. Ships from have had trouble with the Andrafallers
Bosparan did not return to Nostria again until at least 854 right from the start. The area around
b.FB. Fortress Andergast was settled later, if
I interpret this right. But, well, relations
But the locals, who had waited for a message from the south are difficult enough between these foolish
in vain for so long, had come to believe that they were fine realms, Andrafallers or no.”
on their own. They didn’t show any respect to the envoy —Mirhiban al’Orhima, Tulamydian fire mage
of the emperor. When the Bosparanians told the surprised
Nostrians that the emperor demanded retroactive payment
of taxes for the sixteen intervening years since their last
contact, the village headman, Fringlas Kasmyrin, gathered Two Millennia of Enmity (800 b.FB to Today)
his people and tossed the representatives out of the village. The period discussed here was marked by rivalries and
Tales of this defiance spread, and the Bosparanians met strife. The struggle for survival was difficult enough, but
with similar responses all along the Ingval. They didn’t enmity began forging the realms we know today. Periods
even try their luck in Andrafall. of anxiety-ridden peace alternated with wars sparked
by reasons that might seem ridiculous to outsiders. The
term war should be taken lightly, as many of these events
Independence (from 854 b.FB) were little more than skirmishes fought with bare fists or
The Nostrians, who were proud of having chased away the
woodsmen’s axes, pitchforks, and flails, and not weapons
Imperial representatives, proclaimed their leader, Fringlas,
of war.
lord of the land of Ingval and Tommel. To emphasize their
determination to remain independent, they created a new
The Orcs and the Black War (704 b.FB)
calender that marked the year 854 b.FB as the year 0,
Even though Andergast is not very far from the Orclands,
their year of Independence. Dates in the modern Nostrian
humans initially had little contact with orcs. The occasional
calendar include the letters “oI,” which stands for “of
exploratory raid or ambush produced far too little loot
Independence” and refers to that famous day.
to interest the orc war chiefs. This changed in 704 b.FB
135
war materiel had never been very abundant, in times of king refused to show regret, Andergast suffered a series of
constant confrontation, it only got worse. The population bad storms. Argos was afterward known as the Blasphemer.
was already making large sacrifices when Lady Lysiane He granted liberal freedoms to the sumes to placate them,
II ordered the construction of Fortress Ysareth on the and even abdicated in favor of his son. It wasn’t long
border near Mirdin in 600 FB, to contain the enemy. before the enraged Nostrians invaded Andergast seeking
Aided by powerful ancestor glyphs, the castle walls were vengeance for the sick and starving, who suffered only due
impregnable, and the Andergastans failed to take it after to the dying fish. The war went back and forth for more
many hard months of fighting. than twenty years, and Joborn wasn;t the only town that
changed rulers about a dozen times during this period.
When epidemics of bloody phlegm and blue wheeze swept
through Nostria from 607 to 609 FB, fully a third of the The Kingdoms (999 FB and following)
population of Salta perished, and the Andergastans wasted The lords of both lands began to lose their connection to
no time in attacking their weakened enemy. Success reality. Appearances grew ever more important, and the
was easy at first, but as time when on, their own people true needs of the population went unheeded. Wendolyn VII
began succumbing to disease, and they had to retreat. Zornbold, who was crowned ruler of Andergast in 994 FB,
Unfortunately they took the plague with them. This war is had an almost uncontrollable hatred for Lord Kasimir IV
now called the Wretched War, as the men-at-arms mainly Kasmyrin of Nostria. And, even though they never met,
fought plagues, not human enemies. Soon it became it wasn’t long before Lord Kasimir felt the same way. To
common in war to cast the bodies of disease victims into show his dominance to his archenemy, Wendolyn decided
wells, or hide clothing soaked with their blood, sweat, in 999 FB to crown himself king, probably inspired by the
and phlegm in food shipments and storage areas. Even glory of the Middenrealmish Emperor Haal, and his people
though open conflict ended in 609 FB, most likely due admired him for it.
to exhaustion, the two kingdoms never signed a peace
agreement. Misery and hardship were more prevalent than any
time before, but the Andergastans liked to be dazzled
The next conflict stretd when the Andergastan lord and remembered times of alleged greatness. But his
convinced the Council of Sumes to move against the rival Kasimir reacted quickly, and barely one week after
unconquered Fortress Ysraeth in the Forest Wilderness in receiving this news, he declared himself king of Nostria.
615 FB. How, exactly, he convinced the sumes to support a The clever new monarch wanted to use the coronation
war, and what stories he told them about dangers to the celebration to remake the Nostrian nobility based on the
land, dark magic, or even demon worship, are lost to the Middenrealmish model. Due to overconfidence, or perhaps
mists of time. It is also unclear exactly how they destroyed false information from the outside, King Kasimir granted
Ysraeth. Legends speak of the sumes’ rage shaking the many pompous offices and titles that seemed to come
ground, great chasms opening up, and the forest swallowing from the pen of an opera writer. The Horasian Empire
the enemy. ( 180) An agreement to end the fighting and the Middenrealm refused to accept two small areas as
came in 630 FB, and fragile peace once again became the kingdoms. In 1022 FB they accepted the new state.
order of the day.
Territorial Losses and Gains (1001-1010 FB)
All-Out War (713-735 FB) Awash in self-created splendor, Kasimir was caught off guard
The peace between the realms would endure for no more when Thorwalers invaded in 1001 FB and captured the
than two generations, mainly because Andergastan and entire Noble County of Kendrar. The Eldgrimm Ottajasko,
Nostrian peasants had been bled dry. The old enmity soon commanded by Hetman Eldgrimm Oriksson, claimed the
stirred again, and both sides demonstrated unprecedented county as Thorwaler land. Perhaps not unexpectedly, most
creativity in developing new methods of warfare, some of the inhabitants began to enjoy a better quality of life
of them quite strange. For example, during the War of under the new rulers. With the exception of a brief period
Pride (713 to 735 FB), Andergastan Lord Argos IV ordered (1023-1025 FB) during the maritime war between Thorwal
large amounts of dung poured into the Ingval near Kalleth and the Horasian Empire, Kendrar remains in Thorwaler
with the intent to kill the fish along the Nostrian border hands to this day.
and cause a famine. Some of the dung never reached the
mouth of the river, and instead sank or became mired in The Andergastans watched the Thorwal attack on Nostria
the plants along the riverbank. Many tons of fish died, as with interest and used the moment of weakness to annex
expected, but the water below Kalleth began to putrefy. the lands surrounding Thuran Lake. The Nostrians stopped
The sumes condemned this type of warfare, and when the mounting raids against the Thorwalers and once again
137
The Present (1036 FB to the present) The first battle of the Bombast Feud went to Eilert when
Albio’s plans changed in 1036 FB. he managed to surround the forces of Salta and Albion.
Here, Queen Yolande showed her skills as ruler for the
The noble count of Salta’s ambitions were thwarted by first time, apparently also going against the wishes of the
Rondriane of Sapstem, but his goal had always been the marshal. She traveled incognito, accompanied by skilled
same. When Eilert II approached the queen at Court and negotiators, mediate a solution in Salta. When Count
requested assistance for the forest count’s starving, much- Firundûr of Thuranshag was murdered in Eilert’s camp, all
beleaguered population, Albio mocked him as a beggar evidence seemed to implicate Albio of Salta. But Yolande
voivod. As he had planned, the situation escalated, and one wasn’t fooled, and soon deduced that Noble Count Muragio
of Eilert’s knights challenged him to a duel. The noble count had ordered the murder to prevent peace.
rejected this challenge with a laugh. The knight followed
Albio when he departed, but the noble count took a detour Upon this revelation, all those involved agreed to lay down
through Kendrar to conduct some secret negotiations with their weapons and discuss terms. Muragio was incarcerated
the Thorwalers, and thus the knight reached Salta first. in Fortress Gordelyn, the infamous Blood Fortress, and the
While waiting for Albio to appear, the knight got into an disloyal Count of Salta had to abandon his dreams for
argument with Albio’s oldest son and killed him, but he independence, at least temporarily. The queen’s
was captured and executed. Forced into publicly declaring subsequent engagement with Forest Count Eilert was
a feud, Eilert moved against Salta with the support of Noble considered much more surprising than even the shocking
Count Muragio of Kendrar and his wife, Countess Melanoth end to the Bombast Feud. Eilert and Yolande were married
of Ingvalsrohden. several years later. In Andergast, King Efferdan died
without an heir in 1036 FB from a hunting accident. The
grandson of Wendolyn VI, who was known for his moods,
then ascended to the Throne. ( 183)
139
Check using History (Nostria or Andergast) occurred in 1010 FB-1018 FB, Nostria conquered parts of
QL 1: Envy and war have defined the relations between southern Thurania but lost the town of Joborn to Andergast.
the realms for almost 2,000 years. For 40 years now, Both QL 3+: Both realms have their roots in settlements founded
kingdoms have been ruled by kings for the last 40 years or by Admiral Sanin the Older in the name of the Bosparanian
so. Prior to that, they were independent principalities. Empire. The character knows some of the most important
QL 2: Queen Yolande II Kasmyrin, an educated guild rulers and wars of the past (for lists, see page 131) and can
mage, has ruled Nostria since 1027 FB. King Wendelmir place them in rough historical context.
VI Zornbold rules Andergast. During the last war, which
Living History
Aventuria has what we call a Living History, meaning that Andergastan King Wendelmir appears in the adventure
the world does not remain static. New changes and new series The White Mountain (The Haven and The Curse
stories get revealed, and events come to a (hopefully) of Castle Dragonstone), and the heroes do not always
happy conclusion because heroes try to make a difference. experience him at his best.
Sometimes heroes find old secrets that shed new light on The Bombast Feud in Salta is described in more detail
mysterious events of the past. in the Aventurian Herald (Issues 162-164). Your heroes
might influence the results of the events described
We invite GMs and players alike to use apparent or stated therein. Other editions report on events such as the
contradictions and contrasts for inspiration to create their coronation of King
own version of Aventurian history. We reveal major events Wendelmir (Issue 166)
in official adventures and sourcebooks, but we leave plenty and the marriage of The Aventurian Herald is
of gaps for you to use your imagination and flesh out your Queen Yolande and an in-game publication
game world. Forest Count Eilert that reports on current
(Issue 177 , now available events in the world of
NPCs that are important to the official Living History are in English). The Dark Eye. For more
marked with a special notation that we call the Garadan The three adventures information, please visit
System (see Aventuria Almanac, page 204). This notation in the Black Oak series www.ulisses-us.com.
appears in all of our publications. In the Warring Kingdoms, follow a hero’s efforts
little changes in the long term. Due to centuries of strife to prevent a bloody war
and the peoples’ strong conservatism, the setting almost between the realms.
always resets to the status quo described in this book— The novel Mehrer der Macht by Carolina Möbis describes
despite all successes and setbacks on both sides. Characters recent changes in Nostria and Andergast. Sumes and
(and players) can feel at home in Nostria and Andergast the two rulers of the kingdoms figure prominently in
even after having been away for a long time. this story.
Nostria and Andergast are, with the exception of the capital and
towns like Salta, rather backwards. Strange cults survive here
and nowhere else because these kingdoms have been independent
for so long. Both realms share this, even though the inhabitants
do not like to hear it. They prefer to concentrate on tradition and
reject things that might bring about changes. Every inhabitant
of the Warring Kingdoms is stubborn, but they are also adept
at improvising due to their sparse means and poor lands. If not
for their deep-seated hatred, they could achieve great things.
Just imagine if they focused more on Hesinde’s gifts. Ass of now,
though, almost nobody here can read or write. And, of course, the
Andergastans simply must learn to respect women.”
—Lyssandra della Pallyo, historian from the Nandus School
in Methumis, 1039 FB
141
Mundane Professions
Bowyer Bowyer
Bowyers specialize in building bows, and as such are Profession Package
familiar with various types of wood and how to work with
them. In the Warring Kingdoms, Nostrian longbows are AP Value: 183 adventure points
widely feared, as their range is far greater than that of a Prerequisites: None
common bow. Bowyers are respected, as few people know Special Abilities: 4 AP for Languages and Scripts,
how to craft a weapon from wood and sinew. Skill Specialization Woodworking
Combat Techniques: Bows 12, Daggers 8, Brawling 8
Not every wood is suitable for either short or longbows. Skills
When seeking wood, good bowyers take note of the Physical: Feat of Strength 3, Perception 4
strength and height of the archer for whom the weapon is Social: Empathy 2, Fast Talk 2, Willpower 2
being built. Bowyers usually create arrows as well. Nature: Animal Lore 5, Orienting 3, Plant Lore 5, Ropes 3,
Survival 3, Tracking 4
Knowledge: Math 2, Myths & Legends 2, Religions 2,
Equipment and Garb
Warfare 4
Bowyers usually are passable archers themselves
Craft: Artistic Ability 2, Commerce 5, Woodworking 8
and use bows of their own creation as weapons.
Suggested Advantages: Range Sense, Exceptional
Like other craftworkers, they usually are not
Sense (Sight)
armed with more than a dagger for close combat.
Suggested Disadvantages: None
They usually don’t wear armor, either while
Inappropriate Advantages: Noble
working or while adventuring, as it would hinder
Inappropriate Disadvantages: Bind, Restricted Sense
their use of the bow. Typically, gambesons or
(Sight), Incompetent (Woodworking), Maimed
leather armor are the heaviest that most bowyers
are willing to wear.
Dike Builder
Along the coast of Aventuria, especially in Nostria, the
population needs dikes. These monumental earthworks
Dike Builder
Profession Package
Lumberjack
AP Value: 197 adventure points Profession Package
Prerequisites: None
Special Abilities: 4 AP for Languages and Scripts, AP Value: 228 adventure points
Skill Specialization Earthencraft, special ability Prerequisites: None
Dike Builder Special Abilities: 2 AP for Languages and Scripts,
Combat Techniques: Brawling 8, Impact Weapons 8, Skill Specialization Woodworking
Two Handed Impact Weapons 10 Combat Techniques: Brawling 10, Daggers 8, Impact
Skills Weapons 8, Two-Handed Impact Weapons 10
Physical: Climbing 6, Body Control 5, Feat of Strength 6, Skills
Perception 4, Physical: Carousing 2, Climbing 5, Body Control 4, Feat
Social: Empathy 2, Fast-Talk 2 of Strength 6, Perception 3, Self-Control 3, Swimming 2
Nature: Animal Lore 3, Fishing 4, Orienting 4, Plant Social: Intimidation 4, Willpower 3
Lore 2, Survival 2 Nature: Animal Lore 4, Orienting 5, Plant Lore 6,
Knowledge: Astrology 3, Geography 3, Math 3, Survival 5, Tracking 3
Mechanics 4, Religions 3, Knowledge: Religions 2, Myths & Legends 5
Craft: Artistic Ability 3, Earthencraft 6, Sailing 3, Craft: Driving 2, Treat Wounds 3, Woodworking 7
Woodworking 4 Suggested Advantages: Talent (Woodworking),
Suggested Advantages: Direction Sense, Range Increased Toughness
Sense, Resistant to Cold, Time Sense Suggested Disadvantages: Decreased Spirit,
Suggested Disadvantages: Negative Trait Negative Trait (Superstitious), Personality Flaw
(Superstition), Obligations (Landholder) (Unpleasant, Unworldly)
Inappropriate Advantages: Noble, Rich Inappropriate Advantages: Noble
Inappropriate Disadvantages: Blind, Susceptible Inappropriate Disadvantages: Decreased
to Cold, Susceptible to Disease Toughness
143
Knights of the Warring Kingdoms Knights of the Warring Kingdoms
Traditional, old-fashioned knighthood survives in the Profession Package
Warring Kingdoms like it does in few other places in
Aventuria, but with few exceptions, only men are knighted AP Value: 280 or 293 adventure points (depending on
in Andergast. Female knights are more common in Nostria. the selected variant; see below)
Prerequisites: AGI 13 (for the special ability
The knights of the Warring Kingdoms are especially Feint), CON 13 (for the special ability Inured to
patriotic, which renders them skeptical of and sometimes Encumbrance I), STR 13 (for the special ability
openly hostile towards their old enemy beyond the border. Forceful Blow I), Culture Andergastan or Nostrian
Fighters from the forested regions of Andergast are fittingly Special Abilities: 4 AP for Languages and Scripts, Skill
called forest knights. They know the wilderness well, as they Specialization Riding, Inured to Encumbrance I,
must often cross many miles of forest just to get from one Feint I, Forceful Blow I
place to the next. Knights living along the coast of Nostria Combat Techniques: Brawling 10, Lances 10,
are likewise called sea knights. In addition to their knightly Swords 11, Two-Handed Swords 11, one of the
virtues, they are well versed in dike-building and fishing, following combat techniques 10: Bows, Chain
just like other inhabitants of the coast. Weapons, Impact Weapons, Two-Handed Impact
Weapons
Skills
Equipment and Garb Physical: Body Control 5, Feat of Strength 4, Riding 8, Self-
Knights from the Warring Kingdoms are usually Control 4, Swimming 3
skilled in the classic weapons of knighthood: sword, Social: Empathy 3, Etiquette 3, Willpower 3
two-handed sword, and mace. Some also know how Nature. Animal Lore 3, Orienting 3, Survival 2, Tracking 3
to use the infamous Andergaster or Nostrianer, Knowledge: History 2, Myths & Legends 6, Religions 3,
two-handed swords that are heavier and longer Warfare 4
than common great swords. Poorer knights—of Craft: –
which there are many in the Warring Kingdoms— Suggested Advantages: Increased Life Points,
sometimes carry battle axes or morningstars Improved Regeneration (Life Points), Rugged Fighter
instead of expensive steel blades, but they never Suggested Disadvantages: Personality Flaw
skimp on feeding or caring for their horses, as (Arrogance, Vanity, Prejudices against Andergastans
mounts are one of the badges of true knights. or Nostrians), Principles I-III (Knight’s code: behave
honorably, protect the weak), Negative Trait
(Superstition), Obligations II (Liege)
Inappropriate Advantages: none
Inappropriate Disadvantages: Fat, Frenzy, Weak
Regeneration (Life Points)
Variants
Sea Knight (280 AP): Fishing 6 instead of 0, Earthencraft
5 instead of 0
Forest Knight (293 AP): Survival 5 instead of 2,
Woodworking 6 instead of 0
Magical Professions
Gray Mage from the The Combat Seminar mage’s academy may not have the
Combat Seminar of Andergast largest library of all the schools of the gray guild, but at
The Combat Seminar of Andergast offers a physically least its students learn enough about the world to form
demanding education where students concentrate on their own opinions. Andergastan combat mages often
learning combat magic. Graduates often serve with the travel abroad after their education, as many prefer the life
kingdom’s army, and some join the Order of the Gray of a mercenary mage or free adventurer to a difficult life
Staves (officially known as the Ordo Defensores Lecturia, or serving the Crown or some other noble, or else bolstering
ODL). These mages are said to be conservative, somewhat the forces of the border fortress of Anderstone.
backwards, and highly suspicious of Nostria and its mages,
but not all Andergastan mages share these traits.
145
Owl witches live openly in Nostria but prefer to stay hidden
White Mage (Academy of among the people in Andergast and other realms, keeping
Light and Darkness in Nostria) track of all those who would persecute witches. They often
Profession Package keep their identities hidden from friends as well, as their
trust is difficult to earn.
AP Value: 321 adventure points
Prerequisites: Advantage Spellcaster (25 AP),
Special Ability Tradition (Guild Mage) (155 AP) Owl Witch
Special Abilities: 10 AP for Languages and Scripts, (Sisterhood: Silent Sisterhood)
Binding of the Staff Profession Package
Combat Techniques: Brawling 8, Daggers 8,
Polearms 8 AP Value: 430 adventure points
Skills: Prerequisites: Advantage Spellcaster (25 AP),
Physical: Perception 3, Self-Control 4, Swimming 3 Special Ability Tradition (Witch) (135 AP)
Social: Etiquette 3, Fast-Talk 1, Willpower 3 Special Abilities: 4 AP for Languages and Scripts,
Nature: Animal Lore 5, Orienting 3, Plant Lore 3, 12 AP for Curses, Flying Balm, Familiar Bond, Hide
Survival 2 Aura
Knowledge: Geography 2, History 2, Magical Lore 5, Combat Techniques: Brawling 11, Daggers 11,
Math 4, Myths & Legends 6, Religions 4, Warfare 3 Impact Weapons 10, Thrown Weapons 10
Craft: Alchemy 2, Artistic Ability 5, Sailing 3, Treat Skills:
Wounds 3, Woodworking 3, 6 AP to improve other craft Physical: Body Control 4, Climbing 5, Dancing 4, Flying 7,
skills Perception 4, Stealth 6
Spells: one cantrip from the following list: Cooldown, Social: Disguise 6, Empathy 4, Fast-Talk 3, Intimidation 6,
Firefinger, Reading Lamp; Analys 5, Armatrutz 5, Willpower 4
Caldofrigo 5, Corpofrigo 5, Darkness 6, Flim Flam 4, Nature. Animal Lore 4, Orienting 5, Plant Lore 4,
Wall of Fog (Elves) 4 Survival 4, Tracking 3
Suggested Advantages: Increased Spirit, Improved Knowledge: Religions 3, Magical Lore 4, Myths &
Regeneration (Arcane Energy) Legends 5
Suggested Disadvantages: Negative Trait (Curious, Craft: Alchemy 2, Clothworking 2, Leatherworking 2,
Unworldly), Obligations II (Academy, Guild, Treat Wounds 3, Woodworking 3
Kingdom of Nostria or Order of the Serpent of Spells: one cantrip from the following list: Snap,
Knowledge) Spice, Stay Dry, Sweeping Broom, Ventriloquism,
Inappropriate Advantages: none Witch’s Gaze; Fighting Stick 5, Harmless Shape 6,
Inappropriate Disadvantages: Afraid of... Spiderwalk 4, Toad Jump 4, Witch’s Claws 6, Witch’s
(Darkness), Decreased Spirit, Frenzy, Light- Knot 5, Witchwood 4
Sensitive, Negative Trait (Greed), Night-Blind, Suggested Advantages: Resistant to Aging (only
Personality Flaw (Arrogance, Vanity), Weak for Egg-Born), Hidden Aura
Regeneration (Arcane Energy) Suggested Disadvantages: No Flying Balm, No
Familiar, Negative Trait (Curiosity, Short Temper,
Vengeance)
Inappropriate Advantages: none
Owl Witch Inappropriate Disadvantages: none
Witches do not always show themselves openly, as they were
frequently persecuted by some Churches, the Inquisition,
or self-proclaimed witchhunters in the past. The Daughters
of Satuaria still encounter fear, superstition, and enmity in Equipment and Garb
some regions. Even though witches play a special role as Like other Daughters of Satuaria, most owl witches
mediators to the earth mother Sumu, especially in Nostria, have a flying instrument and a familiar that can be
their memories of persecution led to the founding of the any type of owl, though they prefer certain breeds,
Silent Sisterhood, to which the owl witches belong. They such as skull owls. They usually dress plainly and
view themselves as protectors of their communities and adapt to their surroundings, appearing as a peasant,
make a point of fighting witchhunters and other enemies hunter, or ranger, as needed. All owl witches learn
of the Daughters of Satuaria. Like their namesake, most how to use weapons to deal with their enemies.
owl witches are nocturnal, and these proud hunters teach
their prey the meaning of fear with spells and curses.
147
Augmenter of Power
Not all druids avoid people and larger towns. The Equipment and Garb
Augmenters of Power are a subgroup among the druids Equipment and clothing depends upon the
who commit themselves to studying the human mind. They individual Augmenter of Power’s preference for
observe and study human behavior and subject humans settled regions or wilderness. Those who wish
to strong emotions or situations designed to make them to remain unobtrusive usually dress like local
reveal their true emotions. Many Augmenters of Power burghers when in town, but they also like to wear
feel it is their duty to manipulate the fates of individuals or comfortable scholar’s robes. Augmenters of Power
even entire regions, to their benefit or doom. also carry the ubiquitus druid’s dagger of flint, dark
granite, or obsidian, when available. Like all druids,
They are masters of control magic, but unlike other druids, they avoid metal when they can, though this is
their connection to the elements is weak. Also, Augmenters often impractical when living in town.
of Power do not necessarily crave power, but they are
driven by their ambition. They prefer to live and work
unobserved near their preferred objects of study, namely,
other humans. They sometimes assume a public role in
Andergast, where they are seen as especially influential Servant of Sumu
sumes, which is not incorrect. In Andergast, the sumes, as the druids are known here,
mainly live in the Forest Wilderness and surrounding
areas. They act as wise advisers, healers, and guardians of
the forest, and people seeking the advice of a servant of
Druid (School of Thought: Sumu usually meet them in the forest, at a sacred grove, or
Augmenter of Power) in their hut at the edge of the village.
Profession Package
149
A rafter, ranger, or swamp walker is hired for their Players can choose such events from the following charts
area knowledge by a foreign expedition. Afterwards, or let the dice decide. These charts are meant to serve
they join the team permanently and begin to live the as inspiration and could lead to stat changes, so we
life of a true adventurer. recommend choosing appropriate skills, advantages and
A fisher or especially daring shark lancer is hired to disadvantages during character creation.
train other crewmembers on an Albernian or Horasian
vessel, or even a Thorwaler dragonship and now have Special Birth Events (Roll 1D20)
the opportunity to see the wide world for the first 1 An owl (at night) or a raven (during the day) circles
time. above the house and flies away at the moment of
An archer or man-at-arms grows tired of bad morale, birth, calling loudly.
stingy knights, or the seemingly endless wait to engage 2-3 A sudden change of weather (sun after constant
the enemy, and decides to act on a dream of joining a rain; early onset of winter; storm; hail) happens.
troop of mercenaries and getting paid in gold for once. 4-5 A nighttime birth is accompanied by lion stars
A heroine from Andergast tires of no one taking her (comets) and shooting stars.
seriously. She has always been repressed and criticized 6 The judgment oak of the area begins to exude
for her lifestyle, which is uncommon for women. The blood-red resin (Andergast), or a dike breaks during
last straw comes when her family attempts to force a flood (Nostria).
her into an arranged marriage, so she set out to try her 7 A dead animal is found on the threshold; afterwards,
luck in another land. many say that they can see aspects of that animal’s
The hero is impressed by stories from an ancestor, who attributed personality traits in the newborn.
fought on the side of Prince Kasparbald on the island 8 Witch strand or Sumu’s sign: The child is born with
of Maraskan (Nostria), or against the Borbaradians, in either a lock of hair in a noticeably different color,
the Third Demon Battle (Andergast), and decides to or else a large, bark-like mole. Both are seen as signs
visit other lands and be a hero. that Sumu or Satuaria looks upon the child with
Beginning with the night of the Starfall, a heroine mercy.
has visions that disturb her sleep: a giant spider with 9 The father doubts his relation to the child and
red, black, and yellow spots stalks a primeval jungle; a angrily or disappointedly accuses the mother of an
sky-high oak tree felled by a horned woodsman with affair with a mortal enemy.
a blood-red ax; thousands of dead fish floating in a 10-11 Trees in the area give out a loud groan (Andergast),
purple, windswept ocean; dozens of oaks that uproot or the waters of river and lake churn like never seen
themselves and roam throughout the land. The locals before (Nostria).
can’t help her interpret these visions, so she goes on a 12 A (traveling) Blessed One of the Twelvegods blesses
quest to find their meaning. the newborn.
Many of the hero’s family members die during the blue 13 During a skirmish, the newborn falls (for a while)
wheeze epidemic (Nostria) or are slain by marauding into enemy hands.
orcs (Andergast), casting the hero into poverty. The 14-15 A local sume/local witch… (roll 2D6)
hero’s only choice is to live as a peon or pursue a living 2 predicts terrible doom.
elsewhereas an adventurer. 3 predicts a great future.
The hero comes from a family of infamous and ruthless 4 predicts heroic deeds.
robber knights. Out of remorse and shame, the hero 5-9 gives a blessing.
flees and tries to build a new life elsewhere. 10 speaks in tongues for weeks.
A Nostrian hero, convinced of the kingdom’s cultural 11 begins to laugh.
blessings, assumes the duty of helping other lands 12 dies the same day.
partake in this bounty. 16 A splendid stag or unicorn (Nostria), or treant or
aurochs (Andergast) appears at the edge of the
Background Events village.
“Rahja at the beginning, Boron at the end. That’s life.” 17 A close relative dies in a border conflict with the
—Old Aventurian saying enemy.
18 Someone catches the biggest fish seen in years
The PCs’ personalities are shaped by events before they (Nostria), or the fattest pig delivers six lively piglets
became adventurers. Such events might include strange (Andergast).
occurrences upon birth that lead to special treatment, 19 A terrible storm hits/spares the house where the
calamities during childhood, such as the loss of a family newborn lies.
member to accident or war, or influential events, such as 20 A lunar or solar eclipse appears in the sky.
an encounter with a treant, a brawl with lethal results, or
a first crush.
151
New Weapons and Armor
This section introduces new close combat and ranged knock opponents out of the saddle without seriously
weapons, which add to those in the Core Rules (see page 366). hurting them.
For stats and prices for all equipment, weapons, and armor
presented in this book, see pages 88 and 152. Tournament Sword (combat technique Swords): similar
to a long sword, but with blunt edges and a rounded tip to
prevent serious injuries in tournament combat.
Close Combat Weapons
Tournament Great sword (combat technique Two-
Andergaster/Nostrianer (combat technique Two- Handed Swords): a weapon similar to a great sword,
Handed Swords): an oversized great sword with long but with blunt edges; the tip is rounded to avoid serious
ricasso and wide cross-guard, often with a ring; outside injuries in tournament combat.
of the Warring Kingdoms, carried mainly by Almadan and
Horasian double-mercenaries. War Flail (combat technique Polearms): a threshing flail
with a handle and head reinforced with iron bands and
Boar-catcher (combat technique Daggers): A heavy studded nails.
dagger with a double-edged, teardrop-shaped blade and no
crossguard; a popular hunting weapon. War Lance (combat technique Lances): employed
from horseback, this deadly weapon can pierce even the
Boar Spear (combat technique Polearms): a hunting toughest armor; about 10 feet long with a hand guard and
spear with an iron-reinforced haft and a wide thrusting a sharp, usually triangular spear blade.
blade with a cross-guard that prevents the blade from
penetrating too deeply. Woodsman’s Axe (combat technique Two-Handed
Impact Weapons): a tool normally used for felling trees, but
Dike Fork (combat technique Impact Weapons): a tool which serves as an effective improvised weapon in combat.
that serves well as an improvised weapon; it consists of a
wooden pole with a round, wide, stamp-like head on one
Ranged Weapons
end and an iron spur with a flat, serrated blade on the other.
In addition to close combat weapons, there is also one new
Druid Dagger (combat technique Daggers): The ranged combat weapon:
defining ritual instrument of the druids, similar to a heavy
Nostrian Longbow (combat technique Bows): a bow
dagger, but with a wide blade that is usually made of flint
made of ash or yew wood; usually as tall as the archer
or obsidian.
and with an enormous pull, but also with great range and
Hunting Knife (combat technique Daggers): Usually penetrating power.
a single-edged, slightly curved blade with a sawback and
skinning hooks, used to skin game.
DP: Damage points
Stag-catcher (combat technique Swords): The stag- P+T: Primary attribute and damage threshold
catcher is about as long and wide as a short sword but AT/PA Mod: Modifier for the attack and parry of
otherwise similar to a boar-catcher. the weapon
RE: Reach
Punt Axe (combat technique Two-Handed Impact
RA: Range
Weapons): a tool to work dike walls, with an elongated,
RT: Reload time in actions
beard-shaped blade and a hammer head.
Ammunition Type: What type of ammunition
Scythe (combat technique Polearms): a peasant’s does the weapon use?
harvesting tool with a long, curved, single-edged blade; Weight: Weight of the weapon in pounds
often used as an improvised weapon by territorial armies. Length: Length of the weapon
Price: Price of the weapon in silverthalers
War Scythe (combat technique Polearms): a variant Note: 2H: The weapon must be wielded with two
of the peasant’s scythe, recast as a weapon of war; 7 feet hands. The use of a shield, a second weapon for
long, with the blade attached in a line with the pole. When two-handed combat or an additional parrying
performed by a skilled blacksmith, this modification makes weapon isn’t possible.
the weapon much more effective. Improvised: The weapon is improvised. When
attacking or parrying, a rolled 19 is enough to make a
Tournament Lance (combat technique Lances): Instead confirmation roll for a botch (it is more likely to roll a
of a blade, the tournament lance has a blunt head to botch). When defending against improvised weapons,
the defender receives a bonus of 2 to defense.
153
Armor Tournament Armor: A heavy and cumbersome plate
The armor presented here is designed specifically to armor designed for use on horseback. A fighter on foot
protect participants in a tournament joust. cannot effectively wear this armor. Tournament armor
is usually splendid and richly decorated. These suits of
armor are very rare in the Warring Kingdoms, as even the
aristocracy can barely afford them.
Armor
Type Protection Encumbrance (Level) Additional Penalties Weight Cost
Tournament 8 5 – 80 3,000+ silverthalers
Armor pounds
Notes While on horseback, reduce ENC of tournament armor by 2 instead of 1.
Personality Traits
This rule is a Level I Focus Rule for the theme group Personality Traits of
Cultures.
Nostria and Andergast
The following new
personality traits help Typical Andergastan (Level I)
represent the peculiarities of Tree Lover: As inhabitants of the forest kingdom, the
If you think the rule
the cultures describes in this Andergastans really know trees. If an Andergastan hero
for personality traits is
book. Personality traits are makes a Plant Lore check dealing with trees, they receive a
too complicated, ignore
small quirks that lend more bonus of 1 to the partial check using SGC.
it as you would any
Focus Rule you dislike. flavors to the inhabitants of
various regions. Stubborn: Andergastans
are stubborn and
Make the check only
Few personality traits difficult to convince that
in appropriate situations,
cost adventure points because their advantages and innovations, progress,
if when it makes the
disadvantages usually offset each other and improvements are
situation more interesting.
Each player can choose appropriate personality traits worthwhile. The GM
Consider this an amusing
for their characters when meeting the Prerequisites should ask for checks
trait that should not make
Personality traits are grouped by level, indicating the using Fast-Talk (Flattery)
the Andergastan hero
degree of specialization with a region. Heroes can have to give the Andergastan’s
unplayable.
only one personalty trait from each level, and do not companions a chance
need those of lower levels to choose personality traits to convince them to do
from higher levels. For example, a hero can take the things a different way.
personality trait Steppes of the East (Level II) without
taking Typical Andergastan (Level I). Enmity with Nostria:
Andergastans suffer a penalty of 1 to the first partial CHA
Example check when making social checks (with the exception
Norla, a heroine from Nostria, has the personality trait Typical of Intimidation, Empathy, and Willpower) for dealing with
Nostrian (I). She meets the requirement of Culture: Nostrian. The Nostrians.
personality trait does not cost any AP. As Norla was born in the Prerequisites: The hero belongs to the culture Andergast.
Lakeland, and her player wants to play out the peculiarities of
the Lakeland, she also chooses the personality trait Lakeland (II). Typical Nostrian (Level I)
This, too, costs no AP. She could have chosen to give her heroine Fish Expert: Most Nostrians really know their fish and
only Lakeland (II) and not Typical Nostrian (I). She could not are skilled in catching them. A Nostrian hero who makes a
have chosen both Lakeland (II) and Ingval Valley (II), as Norla Fishing check concerning edible fish receives a bonus of 1
can have only one personality trait of Level II. to the partial check using DEX.
155
does not work in extremely bad weather (a hurricane or Location) in a settlement with a population of 300+
blizzard) or in situations that throw off senses of direction inhabitants suffers a penalty of 1 for the first partial check
until the situation changes. using INT.
Bumpkin: There are no large settlements in the Forest Can be combined with: Level I Typical Nostrian or Typical
Wilderness. An inhabitant of the Forest Wilderness who Andergastan
makes a check using Streetwise (Asking Around or Judging
157
penalty of 1. If these circumstances persist for more Definitions
than half an hour, regeneration of AE drops by 1 per Binding Cost is the cost in permanent AE necessary to bind
2 pounds of metal per regeneration phase. This rule the dagger.
replaces the usual rule of the Iron Ban for Spellcasters AE Cost is the cost, if any, to activate the dagger ritual.
(see Core Rules, page 255).
Druids can create and use druidic traditional artifacts Binding of the Dagger
(such as the druid’s dagger). Effect: Binding of the Dagger is the first ritual cast on a
This tradition’s primary attribute is Sagacity. druid dagger. It binds the blade to the druid and makes it
Prerequisites: Advantage Spellcaster, no advantage unbreakable. At this point, only an Ignifaxius, a targeted
AP Value: 125 adventure points anti-magic spell, or an elemental fire burning hotter
than dragonbreath can destroy it. The dagger is a magical
Weakened Spell weapon and cannot be enchanted in other ways, such
Sometimes it is useful to put less than the usual amount of as with the ritual Arcanovi. A druid can own only one
power into a spell, such as when the intent is to reduce a druidic dagger. Binding of the Dagger has a onetime cost of 2
spell’s duration or harm rather than kill an opponent. permanent AE.
Rules: This ability allows the caster to withhold QL after
making a spell check and not devote all the QL to the spell. Druids may voluntarily release their connection to the
For example, a mage who achieves QL 3 can decide to cast dagger to, for example, bind a new dagger. The dagger
the spell with only QL 2 or even QL 1. loses its permanent AE and all magic within 24 hours of the
Prerequisites: Advantage Spellcaster, tradition’s primary druid’s death.
attribute 13 Prerequisites: none
AP Value: 5 adventure points Volume: 0 points
Binding Cost: 2 permanent AE
Property: Object
Dagger Rituals
AP Value: 10 adventure points
Druids use a traditional artifact known as the druid dagger,
which is usually made of obsidian. In areas where this
substance does not exist, the blade can be made of flint,
granite, or other tough rocks. Like a mage’s staff, the
dagger can be imbued with a number of dagger rituals.
Each dagger ritual uses up part of the volume of the dagger
(the total volume is 15 points). Dagger rituals may only be
cast and used by the druid that is magically bound to that If the druid already
dagger via a dagger binding ritual. performed the Binding of
the Dagger ritual during
These rituals are normally performed in the wilderness character creation
and take several hours of preparation. It takes several days and bought back the
to attune other magical sources of energy, such as a nexus permanent AE, the
or ley lines, to the ritual. Casting a ritual on the dagger special ability costs 14 AP.
is of great personal importance to the druid but not too
complicated. No check is needed.
Cantrips
This list of cantrips adds to the list of those available in Berries and Nuts
the Core Rules. All cantrips use the same rules. The entry The druid can command a small, nearby animal (such as
for Notes indicates which tradition(s) typically know that a squirrel or blackbird, for example) to retrieve a nut or
particular cantrip. Spellcasters from other traditions may some berries. This cantrip does not provide enough food to
learn these cantrips unless otherwise noted. satisfy hunger. Obtaining the equivalent of 1 ration of food
requires 30 uses of this cantrip.
Beard Growth Range: 64 yards
This allows the druid to grow his beard to a length of up to Duration: immediate
3 feet instantly. This hair is indistinguishable from natural Target Category: Animals
hair. If the druid trims or shaves away hair grown with this Property: Influence
cantrip, the cut hair dissolves at once. Note: Druids
Range: self
Duration: immediate
Target Category: Intelligent Creatures
Property: Transformation
Note: Druids
159
Special Abilities Summary
Special Ability Prerequisites AP Value
Mundane
Dike Builder Earthencraft 42 2 adventure points
Magical
Abort Spell Advantage Spellcaster, primary attribute of the tradition 15 12 adventure points
Arcane Meditation Advantage Spellcaster, primary attribute of the tradition 13 15 adventure points
Druid Vengeance Advantage Spellcaster, special ability Tradition (Druid), primary 10 adventure points
attribute of the tradition 15
Improvised Ritual Advantage Spellcaster, INT 13, primary attribute of the tradition 13 5 adventure points
Magical Mind Barrier Advantage Spellcaster, COU 13, primary attribute of the tradition 13 10 adventure points
Magical Regeneration I Advantage Spellcaster, primary attribute of the tradition 15 12 adventure points
Ranged Spellcasting Advantage Spellcaster, SGC 15, primary attribute of the tradition 13 15 adventure points
Rote Spell Repetition Advantage Spellcaster, SGC 15, primary attribute of the tradition 13 10 adventure points
Strong Concentration Advantage Spellcaster, COU 13, primary attribute of the tradition 13 8 adventure points
Tradition (Druid) Advantage Spellcaster, no advantage Iron-Attuned aura 125 adventure points
Weakened Spell Advantage Spellcaster, primary attribute of the tradition 13 5 adventure points
Cantrips Summary
Cantrip Range Duration Target Category Property Note
New Spells
Agony QL 1: no additional effect
This spell floods the target’s mind with intense pain. In QL 2: 1 level of Pain, 0 DP
some lands, this spell is used in place of physical torture. QL 3: 1 level of Pain, 1 DP
Check: COU/INT/CHA (modified by SPI) QL 4: 2 levels of Pain, 1 DP
Effect: The target suffers pain that usually manifests as QL 5: 2 levels of Pain, 2 DP
cramps. When torturing a target, Agony can substitute QL 6: 3 levels of Pain, 2 DP
for the skill Intimidation (Torture). The target must make Casting Time: 4 actions
a competitive Self-Control (Resist Torture) check against AE Cost: 8 AE
Agony, with a penalty equal to the pain level of the spell Range: Touch
(in addition to all other modifiers). After casting the spell, Duration: 5 minutes
the caster must touch the target within QL combat rounds Target Category: Living Creature
for it to take affect, otherwise the spell simply dissipates. Property: Influence
Touching an uncooperative target requires a simple Tradition: Guild Mage
Brawling attack with no successful defense. Improvement Cost: B
161
Attributo (Strength) Duration: 30 minutes
There are many variants of the spell Attributo in Aventuria. Target Category: Object (Lock)
They can make people smarter, more agile, or tougher. Property: Object
The most common variant gives the target the strength of Tradition: Guild Mage, Witch
a bear. Improvement Cost: B
Check: SGC/INT/STR
Effect: With the spell Attributo (Strength), the spellcaster Corpofrigo
makes a target stronger and tougher. Targets receive a This spell lowers the target’s body temperature, inflicting
bonus for each QL. These bonuses are cumulative. For severe damage and causing muscles to stiffen.
example, with QL 3, the target receives +2 STR and +1 TOU. Check: SGC/CHA/CON (modified by TOU)
QL 1: +1 STR Effect: Corpofrigo causes damage and levels of Paralysis
QL 2: +1 TOU based on the QL.
QL 3: +1 STR QL 1: 1D6 DP
This spell’s bonus to STR
QL 4: +1 TOU QL 2: 1D6+2 DP
and TOU has no effect on
QL 5: +1 STR QL 3: 1D6+2 DP, 1 level of Paralysis
derived stats. Improving
QL 6: +1 TOU QL 4: 1D6+4 DP, 1 level of Paralysis
STR does not grant
Casting Time: 8 actions QL 5: 1D6+6 DP, 1 level of Paralysis
additional TOU. Improving
AE Cost: 8 AE (activating the QL 6: 1D6+6 DP, 2 level of Paralysis
STR does, for example,
spell) + 4 AE per 10 minutes Armor provides no Pro against Corpofrigo. The target may
help targets exceed their
Range: Touch not dodge or parry the spell, as it hits automatically.
weapon’s damage threshold
Duration: Sustain Casting Time: 2 actions
(see Core Rules, page 235).
Target Category: Intelligent AE Cost: 8 AE (you cannot use a modification on this spell’s
Creatures cost)
Property: Healing Range: 16 yards
Tradition: Guild Mage Duration: immediate
Improvement Cost: B Target Category: Living Creatures
Property: Elemental
Breathlessness Tradition: Guild Mage
This spell causes shortness of breath, which makes many Improvement Cost: B
actions much more difficult.
Check: SGC/CHA/CON (modified by SPI) Darkness
Effect: Targets suffer immediate shortness of breath and This spell creates a zone of darkness. The zone does not
gain a level of Stupor. affect the spellcaster.
Casting Time: 1 action Check: COU/SGC/CHA
AE Cost: 4 AE Effect: A sphere of darkness with a diameter of QL x 2 yards
Range: 8 yards forms around the spellcaster. Visibility penalties increase
Duration: QL in CR by one level per QL. Neither natural nor supernatural light
Target Category: Living Creatures sources can pierce the darkness. The spellcaster does not
Property: Influence suffer visibility penalties caused by this spell, but other
Tradition: Druids visibility modifiers remain in effect. Prior to casting the
Improvement Cost: B spell, the spellcaster must decide whether the zone will
stay in place or move (with the spellcaster at its center).
Claudibus Casting Time: 8 actions
This spell seals locks magically. AE Cost: 16 AE (activating the spell) + 8 AE per 5 minutes
Check: SGC/INT/DEX Range: self
Effect: This spell automatically closes locks and makes Duration: Sustain
them difficult to open or pick. Checks using Pick Locks (Bit Target Category: Zone
Locks or Combination Locks) or Feat of Strength (Breaking and Property: Elemental
Smashing) against the lock suffer a penalty of 1 for each QL. Tradition: Druids, Guild Mages
Casting Time: 2 actions Improvement Cost: B
AE Cost: 4 AE
Range: Touch
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creatures behind a wall of stone or inside an igloo. This use it only to dance. All attacks and ranged attacks made
spell also identifies the living creature’s Type (see Core against the target suffer a penalty of 4, due to their erratic
Rules, page 355). movements.
Casting Time: 2 actions Casting Time: 4 actions
AE Cost: 4 AE AE Cost: 16 AE
Range: QL x 2 yards Range: 8 yards
Duration: 10 combat rounds Duration: QL in CR
Target Category: Living Creature (no Plants, Fungi, or Target Category: Intelligent Creatures
creatures smaller than a rat) Property: Influence
Property: Clairvoyance Tradition: Druids
Tradition: Druid, Elf Improvement Cost: C
Improvement Cost: A
Fortifex
Foramen This spell creates an unmoving, shimmering wall that
This spell opens locks or makes them easier to pick. protects the spellcaster and any allies hiding behind it.
Check: SGC/INT/DEX Check: COU/INT/CON
Effect: This spell automatically opens simple locks Effect: This spell creates a transparent but slightly
and renders complicated shimmering (and thus visible) wall that cannot be
locks easier to open. If penetrated by physical objects. The wall stops things like
the QL is greater than the arrows, bolts, Ignifaxius spells, and living creatures. It does
Example: A lock has lock’s modifier, the lock
a penalty of 2, and the not protect against heat, cold, light, gasses, incorporeal
opens at once. beings, or spells or liturgical chants that do not have a
spellcaster achieves QL 3 If not, checks using
with Foramen. Since this physical component. The spellcaster must choose a focus
Pick Locks (Bit Locks or point for the spell that is within range. The barrier runs from
is greater than the lock’s Combination Locks) or Feat
penalty, the lock opens there in a straight line
of Strength (Breaking and QL x 2 yards long. The
automatically. With a Smashing) against the lock
lower QL, the lock would spellcaster decides in The barrier always
receive a bonus of 1 for which direction the line
have remained closed, each of the spell’s QL. runs in a straight line and
but it would still have crosses the focus point. cannot bend or go around
The bonus remains in The barrier is 9 feet
been easier to pick. effect for the spellcaster a corner. The barrier
tall, has no thickness, moves if the ground it sits
and others trying to open and can only be placed
the lock, for the duration upon moves (such as when
upright (it cannot lie on someone casts Fortifex on a
of the spell. the ground or slant at an
Casting Time: 2 actions ship’s railing and the ship
angle). then moves).
AE Cost: 8 AE The barrier wall has
Range: Touch 100 structure points. If
Duration: 5 minutes this total drops to 0 or
Target Category: Object (Lock) less, the wall dissipates.
Property: Object Casting Time: 4 actions
Tradition: Guild Mage, Witch AE Cost: 16 AE
Improvement Cost: C Range: 8 yards
Duration: 30 combat rounds
Forced Dance Target Category: Zone
This control spell might seem peculiar, but druids use it to Property: Telekinesis
hinder opponents for a time as theydance uncontrollably Tradition: Guild Mage
and cannot make any conscious actions. Improvement Cost: B
Check: COU/SGC/CHA (modified by SPI)
Effect: This spell forces the target to dance uncontrollably Great Confusion
and energetically. The target cannot move farther than Druids can use this spell to confuse their enemies. Powerful
QL yards from the place where the spell was cast. Targets druids can completely incapacitate their opponents.
avoid falling into gaps, chasms, and so on. While affected, Check: COU/SGC/CHA (modified by SPI)
targets gain the state of incapacitated but are not considered Effect: The target suffers levels of Confusion based on the QL:
prone. Also, targets retain their normal Movement but may
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Effect: Druids use this spell to control animals of up to size Sensibar
category large. These animals obey the caster’s commands The spellcaster reads the target’s emotions and draw
(but must be physically able to do so) and fight to the conclusions about their mood.
death, if need be. They must also belong to the category Check: COU/INT/CHA (modified by SPI)
Domesticated Animal or Wild Animal (not a monster). This Effect: The spellcaster can read another’s emotions, but the
spell affects freshwater and saltwater animals equally, and spell only reveals feelings, not their causes. The spellcaster
can only be used to enchant a single creature. The druid receives a bonus equal to the QL for checks on Empathy
cannot command another animal while this spell remains (Sense Deception or Discern Motivation) against the target.
in effect. Targets may notice that something is peering into their
Casting Time: 4 actions mind by making a Perception check with a penalty equal to
AE Cost: SGC(a) of the animal in AE (you cannot use a the spell’s QL, though they cannot tell who is responsible
modification on this spell’s cost) for the intrusion. Targets can use Willpower checks, also
Range: 8 yards subject to the QL penalty, to suppress (and thus shield)
Duration: QL days their emotions. A very emotional target may suffer an
Target Category: Animals additional penalty of up to 3 points, at the GM’s discretion.
Do not forget the AE (Domesticated Animals or Casting Time: 4 actions
cost adjustment based on Wild Animals up to size AE Cost: 8 AE (activation) + 4 AE per minute
target size (see Core Rules, category large) Range: 4 yards
page 239) Property: Influence Duration: Sustain
Tradition: Druids Target Category: Intelligent Creatures
Improvement Cost: C Property: Clairvoyance
Tradition: general
Memorans Improvement Cost: B
This spell allows the caster to memorize an event and
recall it perfectly for as along as the spell remains in effect. Serpent Call
Check: SGC/SGS/INT Witches are said to be able to summon relatives of their
Effect: The caster memorizes everything that happens familiars to defend them. The Sisters of Knowledge can call
for QL x 5 minutes, as if via an eidetic memory. The caster serpents to attack their enemies.
remembers conversations, pages of text, travel routes, Check: COU/CHA/CHA
visual impressions, and scents. Effect: The witch summons up to QL x 2 serpents, which
Casting Time: 4 actions then enter the fight. The maximum number of serpents
AE Cost: 4 AE that appear is equal to the number of opponents the witch
Range: 8 yards is facing. The serpents appear within a radius of QL/2 yards
Duration: 1 year of a spot on the ground (within the spell’s range) chosen
Target Category: Intelligent Creatures (Self) by the caster. Afterwards, the serpents are free to move
Property: Transformation as far from the place of summoning as needed to fight.
Tradition: Druid, Guild Mage The caster chooses opponents for the serpents to attack,
Improvement Cost: A but cannot assign more than one serpent per opponent. A
summoned serpent disappears the moment its opponent
Numbed Tongue dies. Summoned serpents are made of pure magic and thus
This spell numbs an opponent’s tongue, thus hindering count as magical creatures. When the duration ends, the
speech. Druids normally use this spell as a punishment, but serpents simply disappear. They use the stats of the staff
also use it on other spellcasters to prevent spellcasting. serpent (see Core Rules, page 330), but have no venom.
Check: SGC/INT/CHA (modified by TOU) Casting Time: 4 actions
Effect: The target’s tongue and lips grow numb, rendering AE Cost: 16 AE
speech barely comprehensible. The target gains the state Range: 8 yards
of mute. Duration: until the serpents die, or 20 CR, whichever
Casting Time: 2 actions comes first
AE Cost: 8 AE Target Category: Zone
Range: 8 yards Property: Demonic
Duration: QL x 5 minutes Tradition: Witch
Target Category: Intelligent Creatures Improvement Cost: C
Property: Influence
Tradition: Druids
Improvement Cost: C
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Casting Time: 1 action
AE Cost: At least 4 AE (activation) + half of the activation Other Spells in Tradition (Druid)
cost per 5 minutes (you cannot apply a modification to this The following spells from the Core Rules exist in the
spell’s cost) druidic tradition as well.
Range: 16 yards Spells: Corpofesso, Eagle Eye, Gardianum, Ignifaxius,
Duration: sustain Paralysis, Placidity, Powerful Greed, Respondami,
Target Category: Object (Wood) Somnigravis, Wall of Fog
Property: Telekinesis Rituals: Call Djinn, Elemental Servant
Tradition: Witch
Improvement Cost: B
Rituals
Caldofrigo Accidents, botches, and other effects (GM discretion) cause
This spell changes an object’s temperature. The spellcaster a person to drift out of the zone and fall back to the ground.
can make an object hot or lower its temperature below Creatures in the zone when the effect ends suffer falling
freezing. damage (see Core Rules, page 340) as they, too, fall back to
Check: INT/CHA/CON the ground. The GM decides they distance they fall.
Effect: Change the temperature of an object no larger than Ritual Time: 5 minutes
a simple clothes chest by +/- 100 degrees Celsius (+/- 180 AE Cost: 16 AE
degrees Fahrenheit) from its starting temperature. The Range: 8 yards
caster must state the desired change and cannot change Duration: QL x 5 minutes
it once set. Also, the temperature change works in one Target Category: Zone
direction only (for example, an object cannot be cooled and Property: Telekinesis
then warmed using the same casting). Tradition: Guild Mage
Improvement Cost: B
Anyone touching objects that are extremely hot (or
extremely cold; just use the same rules) use the rules for Domination Rituals
Burning (see Core Rules, page 341). When the ritual ends, Druids know a special type of magic focused on controlling
the object returns to its original temperature. Large the human mind. These domination rituals always require
temperature changes cause 1D6 structure points of damage some blood, flesh, or other piece of the target’s body, but
to most objects. The GM has the final word. work over long distances. Like witch curses, domination
Ritual Time: 5 minutes rituals are used as punishments, and are one reason many
AE Cost: 4 AE humans fear druids. Domination rituals work just like
Range: 4 yards normal rituals, and have improvement cost B.
Duration: QL x 2 minutes
Target Category: Object (mundane objects of up to the size Preparing Domination Rituals
of a chest) Unlike curses, domination rituals aren’t quickly cast at an
Property: Elemental enemy, as their use takes time and preparation, and the
Tradition: Druids, Guild Mages sun must have set before the ritual can even begin. Each
Improvement Cost: B domination ritual requires a component of the victim’s
body: a lock of hair, a drop of blood, or other body part.
Nihilogravo The ritual consumes this component.
This ritual negates Sumu’s grasp (gravity) and creates a
zone of weightlessness. Checks and Ending the Domination Ritual
Check: SGC/INT/CON All domination rituals have a ritual time of 8 hours. The
Effect: The ritual creates a cylindrical zone where Dere’s ritual modifications Lower Cost and Extend Range cannot
gravity does not apply. The spellcaster chooses a spot within be used on domination rituals. However, the range of a
the spell’s range. Gravity releases everything within a domination ritual is much greater than that of a common
cylinder of radius QL x 15 feet from that spot, by QL x 15 feet ritual. Druid can affect victims over great distances, as the
tall. The unusual environments cause a penalty of 1 to all target needs only be on the same continent (Aventuria,
checks within the zone. To move while weightless, make a Myranor, Uthuria, and so on). Spirit and Toughness provide
Swimming (Diving) check. If successful, you move 3 feet per QL. only half their value in protection. Each domination ritual
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Outbreak of Suppressed Emotions
Check: COU/INT/CHA (modified by SPI)
Effect: This ritual gives the target a Personality Flaw or
Negative Trait. The victim suffers from the appropriate
disadvantage while the ritual remains in effect.
AE Cost: 8 AE
Duration: QL in days
Property: Influence
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Examples of Ancestor Glyphs Light as a Feather
This ancestor glyph
Abundant Catch lightens a heavy chest
Apply this ancestor glyph to a line, net, or weir while or basket, making it No additional effect
pronouncing the name of a lake or river. When using the easier to carry. The is gained from placing a
item with the glyph in that body of water, checks using affected container sack bearing this ancestor
Fishing (Freshwater Animals) result in +1 QL of additional can be no larger than glyph into a crate that
rations. four square yards. also bears this ancestor
AE Cost: 4 AE The glyph reduces glyph. Only the ancestor
AP Value: 3 adventure points the weight of items glyph on the outermost
transported in the container takes effect.
container by 20%.
Finest Leather
By applying this ancestor glyph to leather armor, the AE Cost: 4 AE
wearer can ignore the armor’s penalties to MOV and INI. AP Value: 3 adventure points
AE Cost: 4 AE
AP Value: 4 adventure points Named Bow
Apply the ancestor glyph and the name of the archer to a
Glyph of Fear bow to reduce ranged combat penalites by 1.
The Glyph of Fear may only be applied to trees or rock. AP Cost: 4 AP
Victims needn’t understand the glyph; they need only AP Value: 8 adventure points
see it to suffer its effect. With the exception of the glyph’s
creator, anyone seeing the ancestor glyph and approaching Protection from Arrow Rain
within 24’ of it develops a bad feeling and a strong desire
to leave the area as quickly as possible. Those affected When painted on clothing, or better yet, woven into the
must succeed at a Willpower (Resist Threats) check or suffer cloth, this ancestor glyph protects the wearer from ranged
1 level of Fear. The glyph isn’t strong enough to completely attacks. All ranged combat checks against the wearer
prevent somebody from approaching it. suffer a penalty of 1.
AP Cost: 8 AP
AE Cost: 16 AP AP Value: 8 adventure points
AP Value: 8 adventure points
Thief-Fright
Hardened Core A lock marked with this ancestor glyph gives a penalty of
Double the number of structure points for an item that 1 to the partial check with DEX when making a Pick Lock
weighs no more than 10 pounds. check. If the check fails, the thief suffers 1D3 DP (ignoring
AE Cost: 2 AE PRO).
AP Value: 2 adventure points AE Cost: 4 AE
AP Value: 4 adventure points
Windcatcher
This ancestor glyph can be woven into, or painted on,
Yes, even a person who sailcloth. It attracts free elemental spirits of wind to give
donates AE to the sign can the ship a boost in speed. This glyph increases the ship’s
be affected by it. Only the MOV by 10%.
sign’s creator is immune. AP Cost: 8 AP
AP Value: 8 adventure points
SPOILER ALERT!
This chapter is for GMs only! If you enjoy being surprised
as a player and don’t want to spoil your fun with too
much knowledge, please stop reading now.
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Playing in the Warring Kingdoms
The Warring Kingdoms encompass many impenetrable cults, believe in crazy superstitions, and have strange
forests and wide mudflat coasts. The hidden treants, prejudices. Life in the Warring Kingdoms is sparse and
nymphs, dryads, and swamp ghosts that make their home simple, and often shaped by the constant struggle for
here often watch intruders in their territory very closely. survival with the forces of nature. It is a land of strife,
Robber knights, cutthroats, and even gangs of orcs or whether internal or foreign, and and its people are quick
goblins plague the land, and bridge trolls demand a toll to threaten each other with axe or sword or even a gang of
from unwary travelers. Unicorns and other ancient beings, men-at-arms.
like the Animal Kings, about whom many legends are told,
live deep in the woods. This description alone suggests myriad adventures and
campaigns, and heroes can find much to do. The peace
The people here are stubborn and suspicious of all that is between the realms is fragile. Another war between Nostria
strange or new. Stern and often cruel nobles and knights and Andergast would have already started, if not for the
rule villages as small as they are remote, imposing their actions of prudent advisers or resolute leaders. For more
autocratic will. The eccentric inhabitants follow weird suggestions and adventure ideas, see page 187.
In the past, people often sacrificed to them to ward Some mystics suspect there might be an as-yet undiscovered
off anger or bad harvests. Andra Zornbold, the wife of and far-deeper reason for this intense hatred, but only
Argos, the first Andergastan lord, sacrificed her life for a few know this to be fact. Few understand that a well-
the Aurochs King. King Wendelmir is said to have met known story from legend, often used as a metaphor, is the
him shortly before ascending to the Throne, but with actual root cause of the hatred, and sumes, witches, orc
the exception of the arcane sume Yehodan, there were shamans, female goblin spellcasters, certain dragons, and
no other witnesses to this event. In reality, Wendelmir ancient avatars of Nature sometimes feel its power.
was drunk, and the encounter was not quite as dignified
as he remembers it. Whether he really had an encounter Nobody in Aventuria knows all of the events underlying
or only imagined it, the fact that it helped him claim the this animosity, but this section presents an outline for the
throne cannot be denied. Many Andergastans believe that GM’s benefit, to allow for the introduction of the mystery
the King, who had generally been a wastrel when he was a into the campaign. It all started like this: Once upon a time,
prince, owes all of his ability to shoulder the destiny of the the land known today as the Warring Kingdoms was once
kingdom to the Aurochs King. the domain of a powerful and immortal creature, and no
mortal alive today remembers its name….
Thus the land itself infects the hearts of all those who dwell
there with suspicion, resentment, envy, and blind rage.
Orcs, goblins, and trolls learned this bitter lesson as they
settled and subsequently fought bitterly over the land.
Powerful beings formed alliances to dispel the eternal
hatred. Orc shamans called upon their gods, goblins
sorceresses and trolls wove their most powerful magic,
and the Animal Kings lent their strength, but their united
efforts could not drive away the malice. Their only chance
was to guide the hatred and control it. The two Animal
Kings volunteered to take it into themselves, and together
with the mortals, they performed the necessary ritual.
175
The Animal Kings and the Hatred relation to the previous king, despite her magical ability
Although they had been like brothers, the ritual (though her training at the academy in Nostria, which
transformed the Aurochs King and the Crowned Stag King focuses on balance, and self-discipline, might also account
into mortal enemies, but they retained enough wisdom for a portion of this). As a result, the Hatred will either find
to avoid each other from then on. On the few occasions another outlet or one day consume the Crowned Stag King.
they accidentally met, the land endured terrible battles,
and their shouts of hatred echoed down through the The sumes’ influence in Andergast ensures that the rituals
centuries. Mortal peoples begged for peace by sacrificing continue to be performed in their original form. When
to the Animal Kings and eventually settled the mighty King Efferdan, the stranger, broke with old traditions, his
forest. After many centuries of calm, the hatred that had “politics of peace” almost destroyed the balance between
been gnawing at the Animal Kings became too great to the two lands, though he could hardly be blamed for not
contain, and they needed another outlet. To keep form knowing.
being overwhelmed, they sought to transfer a portion of
this hatred to new vessels. His successor, King Wendelmir, renewed and strengthened
his alliance with the Aurochs King, and now follows the
Battles between the peoples of the land grew more frequent advise of the sumes and his hatred for all that is Nostrian
but also became more focussed. No longer did small groups or different shows in his policies.
fight each other for myriad minor reasons. People under
the influence of the Aurochs King began unting against the Orcs and the Hatred
followers of the Crowned Stag King, and vice versa. Then, Even though they are the keepers of tradition and the
when humans began settling the land, the Animal Kings knowledge of their ancestors, few shamans of Tairach
chose to appear to them directly and entered into pacts to (and then only the most powerful ones) know the true
help them settle the land. Andergastan legends frequently background. Most orc tribes moved on to other lands
mention encounters with the Aurochs King. Nostrians when the Animal Kings began transfering their hatred into
have forgotten most of the old stories about the Crowned the peoples of the woods and steppes. The Aurochs King
Stag King, but the coat of arms of the royal house still survives in their legends, and since their god Brazoragh is
hints at their connection. This alliance between humans connected with blood buffaloes, the orc death god Tairach
and Animal Kings planted the seed of hatred in the is associated with aurochs. Many ancient shrines in the
humans’ hearts. Warring Kingdoms used to serve as orcish altars. Starting
in 300 b.FB, the orcs began returning to the land to re-
The Effects of the Hatred dedicate their altars, traveling even as far as the town of
Not everybody entering the Warring Kingdoms succumbs Andergast, where they made a new pact in 257 b.FB. The
to the influence of the Hatred, and it doesn’t affect all Orcs always wish to leave the “Land of Hatred,” as they
inhabitants in the same way. Those who have a stronger called it, as quickly as possible, and when allowed to pass
connection to the land often feel the effects more strongly unhindered, they refrained from murdering and pillaging
as well. Peasants, fishers, and woodcutters usually suffer (this may account for their extemely violent actions in the
the effect more than urban craftworkers. Spellcasters seem Middenrealm). Not all orc tribes have prudent shamans,
more susceptible, though mainly those whose rituals make though and some orc warriors enter the Warring Kingdoms
use of the connection to the land, such as in Andergast, intending to get drunk on the Hatred. Some families of orcs,
where these rites are part of the belief in Sumu. This is why as well as the yurach, the exiled orcs, choose to settle in the
Sumes and their most devout followers feel the influence Warring Kingdoms, but they limit their plundering mainly
of the Aurochs King most keenly. But their culture values to Teshkalia and areas south of the Stone Oak Forest.
self-control and willpower, which grants them some
degree of resistance to the influence. The passionate The Goblins and the Hatred
witches, however, find it more difficult to suppressing the Goblin sorceresses are torn between their fear of the
associated feelings. Hatred and their desire to stay close to the Animal Kings.
Some manage to resist the Hatred, but most succumb to
The Hatred and the Ruling Families it, and tribes still wage war on each other today. Certain
The pacts between the Animal Kings and the two leaders old goblin ritual sites seem to lessen the effects and allow
of those early settlements pass to succeeding generations a comparatively normal life, though the knowledge of this
via traditions associated more with their respective protection has been lost over the centuries.
coronation ceremonies rather than their true origins.
Nostria revised its coronation rituals when it became The Hatred and Heroes
an independent kingdom, unknowingly weakening the The influence of Hatred is insidious and usually only
Crowned Stag King’s influence. In addition, the pact does manifests after a long stay in the Warring Kingdoms, but
not affect Queen Yolande as strongly due to her distant it may manifest quickly if a person’s ancestors lived there
177
beings that look like a cross between wasp-like creatures,
spiders, and beetles adorn disturbing, nest-like structures. In fact, the heroes are not meant to solve this
The woods here teem with large beetles and ichneumons problem, as a permanent peace would have
that buzz angrily as they attack intruders to plant eggs far-reaching consequences for the setting. It is
in their bodies. A large colony of forest spiders inhabits a important to strike a balance between moderate
neighboring valley, and the whole area crawls with giant and aggressive influences. The sumes are correct
stag beetles and other huge insects. that the land must be kept in balance. The heroes
might find themselves fighting a desperate battle in
Furriers or prospectors sometimes speak of a forest region one place, and then negotiating a surprising truce
with many beetles, spiders, and vermin. But none who in another. Whenever the balance is threatened,
visit the Valley of Wasps has ever returned to tell the tale. the land needs heroes. Yehodan may often serve
Local goblin sorceresses declared the whole area “noornjas as a direct or indirect adversary, but he and his
blogai” (Goblinish: evil home range) and try to prevent all followers play an important role in keeping the
non-goblins from entering. If you don’t want the heroes to Hatred from devouring the land and its people.
rush off to this hostile place right away, feel free to sprinkle
your game with clues about this distant past. Deep in the
wilderness, they might find ancient caves with strangely
shaped walls but no sign of tools or artifice. The ground in
some caves is covered with countless remains of insects of
various size, while other caves are full of iridescent chitin Mysterious Gods
shells large enough to use as shields. “By Hesinde! I know I;ve seen this symbol somewhere… I just can’t
think of where, or what it means.”
—Lyssandra della Pallyo, historian from the Nandus School
The Sumes’ Schism in Methumis, 1039 FB
“He does not accept the world as it is, he tries to change it! He does
not even see how much he hurts the land.” The images of many old and mysterious deities survive
—Yehodan in the Warring Kingdoms. One of the most well known
“He has lost his love for humanity. Now he wants to spread wars is the relief of the three-eyed war god wearing banded
and hatred. What have I done?” armor, found in the ancient chapel near Castle Harmlyn,
—Arbogast the Old the ancestral seat of the Sapstem family. Memebrs of that
family call him the Three-Eyed One, but nobody has yet
The sumes know about the pact between the royal family made the connection with the god Shinxir, the hornet-
and the Aurochs King, but only the wisest of them have shaped war god worshiped by the legions of Bosparan.
any clue to the root of the Hatred. The sumes disagree on a His blessings and tactical skill were said to have rendered
solution to the realm’s conflicts, but the majority of sumes, Bosparan’s forces unbeatable. Along the coast, there are
who side with Arbogast, believe that humans can live in rumors about caves occupied by decapusses and other
balance with Nature. tentacled creatures. Such places are sanctums of Karyba,
an ancient name for the archdemoness Charyptoroth. The
The Hatred is like a disease, and each member of the Lady of the Ghosts, Nehalennia, the Bone Man, and Thargûn
community must actively decide to resist it. Arbogast seeks are just aliases of the archdemoness Thargunitoth, even
a way to calm the rage of the Animal Kings and heal them though both cults share traits with the divine worship of
of this malice. the Twelvegods.
Yehodan and his followers do not support Arbogast’s ideas. Blood-smeared altars dedicated to the Aurochs King stand
They think the land’s suffering will only increase if the in the heart of the Forest Wilderness. The Aurochs King
Hatred remains suppressed for too long, and even though is sometimes called Zairak, and his cult shares similarities
they do not know enough about the underlying cause of with that of the orcish god Tairach.
the Hatred, they might be right. Few can imagine what true
peace would do to the Animal Kings, the brave entities that
have born the Hatred for many centuries. Yehodan thinks
humans should accept suffering, as he believes that only
the strong should prevail. He sees war as an appropriate
tool to channel the Hatred.
179
fact, his, but this is impossible to verify. Many impostors Other Secrets
claimed to be the lost prince to earn benefits or cause Not even the innkeeper in the Succulent Ham knows
unrest, but so far, much to Queen Yolande’s relief, all have that an old escape tunnel from the royal castle emerges
come from foreign lands. in his cellar.
Mysterious Places
The Lakes of the Lakeland of Thurgeth survived due to its powerful ancestor glyphs.
“Deep in the waters of the Lakeland, one can find hippocampii, People belive the moss-covered walls are cursed, and even
creatures that are neither fish nor horse. They have the head, though many magical secrets might lie here, apparitions of
neck, chest, and forelegs of a noble horse, and the hind-body and ghosts and elementals guarantee that nobody would even
tail of a powerful fish. Their eyes glow both red and blue, and enter the ruins, let alone the Keep.
their long teeth are as sharp as the talons of a bear.”
—Nostrian legend Until today, the Combat Seminar owes the sumes a favor
for their assistance, but a terrible evil must happen in the
People routinely disappear in Finbair Lake, lured by a land for them to claim it.
blue light, it is said, into the grotto of Luchargh, the most
powerful hippocampus known. Luchargh rules over many The Stone of Nosteria
strange animals in the lake, and it is said that he rises The Stone of Nosteria was standing long before the first
from the waters on nights of the full moon in the guise of human settlers arrived in the area. Scholars usually
a handsome man. Travelers are warned to avoid him, as interpret the images and signs on the stone as archaic
hippocampii hunger for human flesh. depictions of the first settlers, but similarities of style with
goblin rock images are noticable. The goblins originally
Weird creatures live in other lakes, too. One such creature created the ritual site to forge an alliance with the Animal
is the sea serpent, Yennalin. Another is the Storm Knight, King of saltarels. This ancient alliance is the reason for the
who rides across the waves on a hippocampus and drags region’s abundance of fish, though no human knows this.
the unwary to his watery realm. The pact renews each year during the annual celebration
serves to renew the pact. Centuries ago, it was common to
The Moors of the Ingval Valley sacrifice the fish queen herself.
The infamous Lycker Moor spreads across the land like a
dark cloak. Various races have used this place as a cemetery Goblin Sanctuaries at the Ornib
for centuries, and the place is haunted by crypt fogs, night The goblins venerate a series of caves near the source
devourers and ghouls. The moor is a source of treasures of the Ornib. These powerful ritual sites and sanctuaries
that were not crafted by human hands, and daring souls play an important role in the initiation of young goblin
come here in search of an old dwarf blade or an elven bow. sorceresses. The uppermost sanctuary, a cave known as
Similar tales are told about the Ingvaller Marsh and the Ruun suvii Urgutz , cannot be entered by the uninitiated,
Salter Mire, where not even Blessed Ones of Boron dare to and especially not by men. Countless traps and old
tread. magic protect these caverns, whose walls bear paintings
depicting elves, dwarves, trolls, treants, dragons, and two
The Ruins of Ysraeth Animal Kings (the Aurochs King and the Crowned Stag
One day’s travel east of Mirdin, on the road to Joborn, there King). These images hint at the source of the hatred that
stands the ruins of a huge fortress once known by the proud infected the hearts of the Animal Kings.
name of Ysraeth. Lady Lysiane II of Nostria built it on the
ruins of an even older edifice. In it’s day, it was considered Lialin’s Tower
unconquerable. The Andergastans laid siege to it in 615 FB, Not far off the Thash Way, on a steep hill grown over by
but after failing to seize the castle, they asked the combat purple plants, there stands an ancient and mysterious
mages of the Combat Seminar for help. These mages could stone tower that rises 120 feet into the air. Nobody knows
not defeat the ancestor glyphs that strengthened its high who built it, or when. Explorers identified the countless
walls. Mage allied with sume, and a never-before-seen engravings on its walls as Hjaldinger runes and other
army of spellcasters marched to Ysraeth. The wise men of ornaments that proove the Thorwalers sailed up the Ingval
the woods summoned hail, wind, and storms to assail the long before Admiral Sanin arrived. Many of these carvings
fortress. Lightning struck the battlements, and the earth are unreadable due to weathering, but magical analyses
shook until the walls fell down. Only the powerful Keep revealed traces of ancient protective magic emanating
It ends in a passage to a rocky tunnel encircling the top of Especially pious believers in Efferd have been searching the
the tower. Those making the climb enjoy a scenic view in all depths of the grotto for the Blue Staff of Algora. According
directions—west across the entire Bladegrass Steppe; south to legend, whoever finds it will raise the isle back to the
over the mysterious Mourning Forest to the mountains of surface and become the temple’s new priest.
the Southern Stone Oak Forest; east as far as the mountains
of the Dark Ridge; and north, deep into the Thash. The Mines of Albumin
South of Albumin, on the slopes of the Kosh Mountains,
The Pearlescent Temple the dark dwarves operate a rich copper mine where
A large island stood in the northernmost part of Thuran humans, some of whom are slaves, work under miserable
Lake, within view of Egelingsfenn, until 1026 FB. Belivers conditions. The miner’s homes are built on the steep slope
converted one of its splendid rock grottos into a Temple like swallow’s nests. Some rooms in these houses take
of Efferd, adorning its walls with splintered seashells. advantage of natural alcoves or are cut from the rock. The
Its shimmering interior was the source of the building’s dark dwarves sell this copper to the orcs, which is why the
name, the Pearlescent Temple. The temple’s Blessed One, orcs do not attack Albumin.
Alagora, had the gift of prophecy. As the time of her death
Character Secrets
seek advice and has been known to employ unconventional
Yolande II Kasmyrin, Queen of Nostria means to make decisions (she feels it is her responsibility
The young queen (*1008 FB; 5’8’’; brown eyes; braided,
to study the ancestor glyphs and the kingdom’s history to
nut-brown hair; petite and girlish; always thinks before
lead Nostria to a new and glorious future).
she speaks) is happy now that she rules by herself and is
determined to work for the good of her land and people.
Lady Rondriane of Sapstem, Nostrian Marshal
She gives much thought to decisions, and her growing The Noble Lady Rondriane (*981 FB; 6’; pale blue eyes;
experience in matters of rulership is building her graying black hair; accustomed to giving commands) was at
confidence. first affronted by the queen’s rebukes. Her inability to gain
control of the queen’s husband, Eilert, and his knights was
As a mage, she always tackles problems rationally, but she doubly hurtful, but Rondriane decided she had been wrong
allows herself a little weakness in the form of her husband and pledged to regain the queen’s trust with honest and
Eilert. The political marriage was a smart gambit to end the unwavering support. She undertook a secret mission for
Bombast Feud, but she was only listening to her heart. She Yolande, who asked her to distance herself publicly from
understands that she and her husband are very different the throne so she could infiltrate the Patriotic Alliance. She
people and might argue too much if forced to spend a has been slowy building a network of spies for the queen
great deal of time together, so she grudgingly accepts his to keep an eye on these rebellious Nostrian nobles. The
absences. experienced woman finds grim satisfaction in this task,
as it affords her the chance to hurt Noble Count Albio of
Yolande has few real confidants at court or in the kingdom Salta, whom she hates with a passion. She also has to admit
and often seeks validation for her ideas from scholars from grudgingly that she is getting too old for the battlefield
other lands. Sometimes she succumbs to bouts of deep and mayl one day have to step back and let the queen’s
insecurity and withdraws into seclusion, but she usually husband manage all affairs of war…but not yet.
returns from this self-imposed isolation after a few days of
meditation, refreshed and ready to get to work again. Noble Lady Rondriana in Play: The noble lady is
accustomed to command and power and often requires
Queen Yolande in Play: The queen is a calm and diligent free agents for especially delicate tasks. Secretly she
ruler who rarely leaps to conclusions, but she is quickly is once again working closely with the queen, though
overwhelmed in situations where she is not given time publicly she tries (not too obviously) to steer nobles away
to consider an issue from all angles. She does’t hesitate to from the queen’s chosen path. Sometimes she bumps heads
181
with Eilert concerning the disposition of troops, creating Karlitta of Lyckweiden, Beauty of the Night
opportunities for heroes to support one side or the other Karlitta (*987 FB; 5’8’’; hypnotic, black eyes; rust-red hair;
or act as mediators. obvious serpent tattoo on her chest; looks much younger
than she is; sometimes irritable) has in truth seen more than
Noble Count Albio III Salis of Salta, the Schemer 50 years. She is a vain person who likes to wear jewelry and
Albio (*977 FB; 5’9’’; blue-green eyes; gray, pageboy haircut) valuable but immodest clothes, and she loves expensive
lost his heir, many valuable resources; and much influence wines. Since she met her young lover, the serpent witch
in the Bombast Feud, and he still hasn’t fully recovered. This Ysolde (*1019; blond locks; petite; glasses; bookworm;
makes him even more dangerous, for he dreams of making serpent familiar named Ysra), she has grown into one of the
Salta a free city-state. To hurt the queen, he secretly spreads most open of Nostrian witches and supports the sharing
strife on the Thorwal border by instigating skirmishes of knowledge. She now often seeks conversation with the
with hetmen and pirates. He created the Patriotic Alliance queen. She hopes to one day become the sole high witch
(see page 179), nominally to unite the nobles and various of Hallerû and lead the Nostrian witches into an open and
malcontents affected by these so-called attacks , and he enlightened future.
still tries to undermine Yolande’s rule whenever given the
chance. Since the loss of his firstborn, Albio the Younger, The Witch Karlitta in Play: Karlitta is an excellent
the noble count has become more prudent, but also more alchemist. She demands a high price for her services, in
ruthless. He rushes to teach his second-born Prince Oldan coin or favors. If you need her services as a teacher or
(*1010 FB; 5’8’’; brown hair; blue-green eyes; chubby; her rejuvenation potions, you quickly find yourself on a
charismatic; well-read) the art of politics. research quest for her.
Noble Count Albio in Play: Albio is a cunning and devious Naringrath, Silent Sister
negotiator who puts his own goals above everything else. Naringrath (*997 FB; 5’9’’; light brown eyes; dark brown
He knows to beguile the Thorwalers and the border nobles hair woven in many braids; hard on herself and others) is
of Nostria, and is not afraid of using intrigue to ruin nobles the most well-known rival of Karlitta of Lyckweiden, whose
who have lost his favor. He often seeks discreet negotiators self-love and openness she feels are dangerous. She truly
or sellswords to perform his dirty work. want to protect the creatures of Nostria and has even made
pacts with some treants and dryads. She often wanders
Forest Count Eilert II Rheideryan of Mirdin, Prince through the woods, hunting those who hurt or disturb the
of Nostria forest, or ensuring that nobody learns the secrets of the
The forest count (*1000 FB; 6’3’’; icy-blue eyes; dark-blond witches. Her habit of speaking in riddles angers many of
hair; obvious scar; rarely smiles) is a man of action. He has her coven sisters, but as she is one of the few who knows
little love for life at court and little understanding of the how to create ancestor glyphs, her advice and actions are
queen’s research, even though he loves his wife deeply. He very popular.
is a traditionalist in his heart, and sometimes he hopes that
she would remember what matters most for the land. They Naringrath in Play: Weathered Naringrath is always
often argue when the topic is his ancestral seat Joborn, calm on the outside and likes her vengeance served cold.
which he desires to reclaim. He still fights for the causes She knows many secrets of the forest and its inhabitants,
of the forest counts, and rides in the name of the Crown to and her help can prove invaluable within its boundaries.
protect the borders. He prefers to be where he is needed Naringrath can be a very dangerous opponent to any
most. Since he was wounded in skirmishes several times, who would harm the witches or oppose her goals. But she
sometimes badly, he rides with trustworthy followers, never kills without warning and always gives her target a
even though he wishes he did not have to. chance to flee.
Forest Count Eilert in Play: Eilert does not like to leave King Wendelmir VI Zornbold of Andergast
a task unfinished, and even though he stands for knightly Wendelmir (*1006 FB; 6’3’’; blue eyes; dark blond hair;
ideals, he is quite capable of making and acting upon irascible) is a choleric and cruel king who takes little
difficult decisions. He aids Yolande’s plans by hiring interest in the well-being of his vassals or henchmen. Ever
skilled henchmen when he is able, but he sometimes works since the Aurochs King appeared to him, he has firmly
against her out of sheer desperation when he thinks one of believed in his fate and views himself as the rightful king,
her plans is too dangerous. even though he never had any hope of attaining the throne
before. After his coronation, Wendelmir quickly realized
that he could not act as freely as he would have liked,
183
though he often wears courtly clothes today. As highest- crimes. In Andergast, he goes by the name of Krusold of
ranked member in the Council of Champions, he mostly Barkwell, and he was made a baron as a part of his secret
keeps out of political matters, as long as he has the final deal with King Wendelmir. When he isn’t spreading chaos
say in matters concerning the sumes. Even though he was and unrest beyond the Nostrian border, he kills people at
taught differently by Arbogast, Kusmin has a strong love the behest of the king.
for humanity despite his calling as sume, which would
make him the ideal ruler. But maybe he can do more in this In his disguise as the Red Bull, he can let his violent streak
kingdom shaped by strife when he doesn’t rule. run free. He has little to fear if someone learns his secret,
for as a baron, he can have the witness killed at once. The
Kusmin Zornbold in Play: Kusmin rarely uses the power Red Bull has recently begun seeking a partner to continue
over the king granted to him by his ancestry. As the power his cruel work and share his identity. So far, all candidates
behind the throne, he knows well that he is a thorn in have proven bitter disappointments.
Wendelmir’s side.
The Red Bull in Play: The Red Bull, whose real identity
He feels it is his obligation to strengthen the king when is unknown within the Warring Kingdoms, is a typical
he does good, and to gently stop him if he hurts the land. antagonist for your heroes. He is almost impossible to
To advance the work of his mentor, or when life at court identify in his red armor. Also, he and his henchmen enjoy
becomes too much for him, he sometimes retreats into the the secret protection of the king. The Red Bull spreads
wilderness. He would be thankful if somebody managed strife wherever he can and especially enjoys killing
to cure his mother’s madness, or even tried to console the defenseless.
him a bit.
Secrets of the NPCs from Andergast
Yehodan, Augmenter of Power Sulvina Redtree of Teshkal (*1002 FB; 5’8’’; black eyes
Yehodan (*983 FB; 6’; dark-gray eyes; brown hair; beard) and hair; eloquent; skilled horse trainer; ambitious
once contacted Wendelmir and promised him to make him tournament rider) is not especially thrilled with the idea
king. He poanned to do this by killing King Efferdan, and of being married off for profit. She flirts with brave heroes
in return hoped to be named Highest Sume. Meanwhile, he until she meets Prince Arlan of Lionhead, whom she is
has distanced himself from his former school of thought, meant to marry, on a journey to the Thundermarches. But
and all that remains of his past admiration for his old when she learns that Princess Dana of Westak-Tiefhusen is
teacher is disgust. He thinks Arbogast is a madman who interested in the young duke’s son, she begins to compete
tries desperately to change the land and people and cannot with her. Their shared hatred for orcs will unite the three
accept that permeating hatred is part of the whole (see in the end.
The Sumes’ Schism on page 178). The intensification of the
conflict between the realms has given Yehodan hope that Wolorion of Kolburg (*972 FB; 6’; blue eyes; thin, brown-
he will soon have the king back under his control. gray hair; angular, bony face; passion for heraldry) wasn’t
happy when his second-born son, Oakward (*1004 FB; 6’3’’;
He has the support of his best student, Melanor, whos dark brown hair, tightly braided; steely blue eyes; adept
ahres his conviction that only strength can prevail in the in the OGS) was born with Mada’s Gift. Nevertheless, he
end, and both men view humans as little more than pieces follows his son’s career very closely and hopes that the
on a game board. glory he receives as a spellcaster will outshine any stain
he may accrue from other sources. If the heroes have a
Yehodan in Play: Yehodan usually only serves as an writ of escort by Oakward, who often travels for his Order,
unpredictable power in the background. He is a merciless Wolorion will push away any snobbery and help them as
and uncompromising man who often manages to involve his conscience allows.
innocent bystanders in his plans. He walks his path boldly
and without regard for consequences. He is a classic Irinia Zornbold (*1003 FB; 5’8’’; brown eyes; nut-brown
archvillain who unknowingly finds a solution to the hair; smart; very religious) serves on the Council of
problem, but pursues it by absolutely the wrong means. Champions as the Champion of Hesinde, but her word
carries little weight (if Wendelmir even allows the “writing
The Red Bull, Robber Knight flunky” to attend sessions, that is). Sometimes she seeks
The knight known as the Red Bull (*996 FB; 6’7’’; blue eyes; the help of adventurers with a love of Hesinde to follow
black goatee; physically intimidating; red-laquered armor) her girls in secret. Her liberal nature, gained from her
is secretly Akorius of Lnygwyn, the cruel bastard son of the time spent abroad in the Horasian Empire, makes life in
baron of Westgate in Albernia. This infamous robber knight Andergast difficult for her, and only her faith in Hesinde
had to flee the Middenrealm to escape punishment for his staves off her despair.
Generic NPCs
In the Warring Kingdoms, the enemies that heroes Knight of the Warring Kingdoms
encounter are most likely to be human. This section Knights in Andergast and Nostria are lesser nobles,
describes three enemies you can use for random encounters but they are the local leaders heroes will most likely
or as antagonists. Their experience level is Experienced. encounter. An Andergastan knight might be an opponent
As with all intelligent enemies, we include stats for the in a tournament, a Nostrian knight might be a cruel despot
experience levels of Competent and Masterly. Use these who tortures her serfs. Knights might serve as the rescuing
stats in place of the standard or base stats when facing cavalry when the heroes need to escape from orcs or a
these enemies. wild boar, or they might threaten the heroes with horrible
punishment for a (made-up?) crime, or even demand a
road toll like a robber knight. Knights are always prideful
and ruled by strong prejudices, and almost always enemies
with the other realm.
185
Knight of the Warring Kingdoms Tournament Sword
(Experienced/Competent/Masterly) AT 12/14/16 PA 7/8/9
COU 13/14/15 SGC 12/12/12 INT 13/14/15 CHA 12/12/12 DP 1D6+1/1D6+1/1D6+1 RE medium
DEX 11/11/11 AGI 13/14/15 CON 14/15/16 STR 14/15/16 Tournament Lance: AT 11
LP 33/36/39 AE – KP – INI 12/13/14+1D6 DP 1D6+8 RE medium
SPI 1/2/2 TOU 2/3/3 DO 6/6/7 MOV 8 PRO/ENC 4/1 (chainmail)
Unarmed: AT 12/14/16 PA 7/8/9 (includes armor modifiers)
DP 1D6/1D6+1/1D6+2 RE short Advantages/Disadvantages: individual, typical are
Longsword: AT 12/14/16 PA 7/8/9 Negative Trait (Arrogance, Vanity)
DP 1D6+4/1D6+4/1D6+5 RE medium Special Abilities: Inured to Encumbrance I, Mounted
Longsword with Wooden Shield: AT 12/14/16 Combat I, Tilt, Forceful Blow I/Feint I, Forceful Blow II/
PA 10/10/11 DP 1D6+4/1D6+4/1D6+5 RE medium Charge, Onslaught
Mace/Battle Axe: AT 12/14/16 PA 6/7/8 Skills: Body Control 6/8/10, Feat of Strength 7/9/11,
DP 1D6+4/1D6+5/1D6+6 RE medium Intimidation 5/7/9, Perception 5/7/9, Riding 10/12/14, Self-
Mace/Battle Axe with Wooden Shield: AT 12/14/16 Control 10/12/14, Stealth 0/0/0, Willpower 3/5/7
PA 10/10/11 DP 1D6+4/1D6+5/1D6+6 RE medium Combat Behavior: individual
Andergaster/Nostrianer: AT 12/14/16 PA 3/4/5 Escape: Loss of 50% LP.
DP 2D6+5/2D6+6/2D6+7 RE medium Pain +1 at: 25 LP, 17 LP, 8 LP, 5 LP or less/27 LP, 18 LP, 9 LP,
Great Sword: AT 12/14/16 PA 4/5/6 5 LP or less/29 LP, 20 LP, 10 LP, 5 LP or less
DP 2D6+4/2D6+4/2D6+5 RE medium
Bandit/Man-at-Arms
In a poor region like the Warring Kingdoms, some people for a noble or the royal house and still own their leather
must survive by ambushing travelers and taking their armor, battle axe, and short bow or short sword, and have
coins and other precious goods. Here, though, these more than pasing familiarity with these weapons. These
highwaymen aren’t always inexperienced peasants, stats also represent the men-at-arms that make up the
fishers, or woodsmen. Many once served as men-at-arms retinue of a knight.
187
New Bonds the Crown from gaining more power. Saboteurs target the
The increased presence of the orcs means that the shipyard, the research, and the spellcasters’ experiments
Teshkalers are seeking new allies. Maybe the heroes before the first ship is even completed. The heroes can
can negotiate an alliance between the baroness and the assist the queen by using their knowledge to make sure
Rondranians of the Thundermarches that would prove the prototype isn’t damaged (see The Power of the Ancestor
reliable and effective against orc intrusions. Glyphs, on page 179).
189
Index Boar Spear (weapon)
Bogumil of Langenmar
Bogumislaus of Neuendorf
152
128
69
Dike Yeomen, The
Distance (Overview)
Domination Rituals
18
16
169
Bombast Feud 122, 132, 138, 140, 181–182, 185 Dorlen, Saint 38
Abort Spell (special abilities) 156 Bombast(ies)9, 64, 68 Downfall, The 135
Abundant Catch (Ancestor Glyphs) 172 Bonderik (Dwarf King) 32 Draconites111, 119
Agony (spell) 161 Borbarad137 Dragonfly, Giant (stats) 95
Albernian Road 25 Boron107, 109, 111, 180 Dragons29
Albio III Salis of Salta 122 Bowyer (Profession 142 Dragonstone (Castle) 28, 115
Albumin32 Bragan Vaermhager 48 Druid See Sume
Albumin (Barony) 11 Brajos/Brajan See Praios Druid Dagger (weapon) 152, 159
All-Out War 136 Brazoragh111, 129 Druid Vengeance (special abilities) 156
Alrigio Son of Alrigio 108 Breathlessness (spell) 162 Dryad59, 99, 114
Andergast (Barony) 11 Bruun See Boron Dualism111
Andergasten Combat Mage 144 Bull cults 111 Dueling (Tournament Rules) 81
Andergaster (weapon)71, 152, See also Nostrianer Bumpkin (Personality Trait) 155, 156 Ease Fears (spell) 163
Andergast (Kingdom) 10 Caber tossing (Tournament Rules) 79 Ecliptifactus (spell) 163
Andergast (Town) 32 Caibre Arnstätter 118 Efferd58, 107, 109, 111
Andrafall (Barony) 10–11, 11, 28, 134 Caldofrigo (ritual) 168 Efferdan of Hussbek-Galahan,
Andrafall (Town) 36 Calendar and Course of the Year 62 King of Andergast 137
Andrathaler86 Calm (Personality Trait) 155 Egelings (Family) 67
Andraval10 Cantrips159 Egelingsfenn37
Andra Zornbold, Saint 108 Cantrips Summary 161 Eilert II Rheideryan of Mirdin 122, 182
Angasal37 Causeway18 Elderdonk (Dorf) 51
Animal Kings 24, 92, 108, 112, 149 Cave Bear (stats) 94 Eldgrimm Oriksson 136
Ansfinion (Family) 64 Chalk Cliffs of Hallerû 21, 22, 40, 116, 129 Elger37
Aquatic (Advantage) 54 Childhood (Background) 151 Elida, Saint 46, 48, 108
Arbogast the Old 115, 125 Chronicle of the Warring Elysthea of Sapstem and the Tommellands 10
Arcane Meditation (special abilities) 156 Kingdoms (Overview) 132 Emerald Adder (stats) 96
Archery (Tournament Rules) 79 Claudibus (spell) 162 Emmerfried71
Argos IV of Andergast (the Blasphemer) 131 Clean Weapon (cantrip) 160 Enmity with Andergast (Personality Trait) 155
Argos Zornbold 28, 67 Climate14 Enmity with Nostria (Personality Trait) 154
Armor154 Clothes and Garb 70 Ephard See Efferd
Arraned37 Coastal Road 15, 18 Exposami (spell) 163
Art and Music 83 Codex Albyricus88, 114, 116, 145 Fairngrove25
Asmodette Tryming 128 Combat and Warfare 70 Figurine of Pain (Domination Ritual) 169
Asmodeus of Andergast 117, 137 Combat Seminar, The (stats) 117 Finest Leather (Ancestor Glyphs) 172
Aspirg9 Cone Marble 74 Fiolbar10, 16, 23, 64
Asquenzio, Saint 108 Conrad of Pawgrove 12 First War 134
Atheldan36 Corpofrigo (spell) 162 Firun107, 109, 111
Attack Weak Spot (Special Maneuver) 93 Council of Champions, The 69 Fish Expert (Personality Trait) 154
Attributo (Strength) (spell) 162 Council of Sumes, The 88, 115 Flora and Fauna 91
Augmenter of Power (Equipment and Garb) 148 Counting of the Wars See Wars (Overview) Food and Drink 73
Augmenter of Power (Profession) 148 Course of the Year 14, 63 Foramen (spell) 164
Aurochs King 106, 111, 124 Coven of Hallerû 116, 123, 149 Forced Dance (spell) 164
Aurochs (stats) 94 Crafts and Technology 82 Forest Path 22, 23
Axetown37 Crimes See Punishment Forest Spider (stats) 97
Background for PCs 149 Crowned Stag King (Animal King) 56, 123 Forest Wilderness 13, 23, 114, 115, 136
Bandit (stats) 186 Crowned Stag (stats) 95 Forest Wolf (stats) 98
Baronies11 Culture and Science 57 Fortifex (spell) 164
Battle of Tarlynsheight 132, 135 Currency86 Fringlas Kasmyrin 41, 134
Battles132 Curse of Pestilence (Domination Ritual) 169 Frontiersmen24
Beachcombers19 Curse of Sleeplessness (Domination Ritual) 169 Games and Sports 74
Beard Growth (cantrip) 159 Customs and Traditions 58 Garadan System 140
Bearvalley (Family) 10, 67 Dagger Apportation (Ritual) 159 Garf I of Engasal 37
Believes in Fairies (Personality Trait) 155 Dagger Rituals 158 General Magical Special Abilities 156
Berries and Nuts (cantrip) 159 Dairon of Grywhick 129 Gevinsbar10
Bestiary93 Darislaus42 Gloria Kasmyria 131
Big Talker (personality trait) 154 Dark dwarves 32 Glyph of Fear (Ancestor Glyphs) 172
Bilwis110 Darkness (spell) 162 Gnorakir (sword) 29
Binding of the Dagger (Ritual) 158 Dark Ridge 13, 30 Gods106
Binula of Cres 40 Dark Times, The 135 Goldencomb110
Bishdariel108 Days of the Week 63 Gordelyn (Fortress) 64, 127, 138, 185
Black War, The 134 demons99, 106 Gray Mage from the Combat
Bladegrass103 Demons104 Seminar of Andergast (Profession) 144
Bladegrass Steppe 49, 93, 103, 181 Dike Builder (Personality Trait) 155 Great Confusion (spell) 164
Blessed Ones 88, 90, 105 Dike Builder (Profession) 142 Griffonhall (Family) 67
Blood Fortress See Gordelyn (Fortress) Dike Builder (special abilities) 156 Grumpy Fellow (Personality Trait) 155
Blue Wheeze 14, 41–42, 73, 121–122, Dike Fork (tool) 18 Haldur Vesselbek 127
127, 132, 136, 137, 150–151 Dike Fork (weapon) 152 Hardened Core (Ancestor Glyphs) 172
Boar-catcher (weapon) 152 Dikes (overview) 156 Harmlyn38
190 Index
Hatchet Throwing (Tournament Rules) 79 Love Light of Joborn, The 38, 108 Orc Storm 31, 137
Heather Steps 22 Ludewich the Sume 56 Ornib8
Helasine Visserad 55 Lumberjack (Personality Trait) 155 Orniber Lands (Barony) 12
Hesinde107, 111 Lumberjack (Profession) 143 Ornibian (Family) 64
High Three, The 116 Lycker Moor 40 Orvai Kurim 105, 110
Hill of Half 44 Lyckmoor40 Ossyra Redtree of Teshkal 11, 48, 124, 137, 183
Hollberry (plant) 102 Lysiane II of Nostria 180 Outbreak of Suppressed
Home Sense (Personality Trait) 155 Lyssandra della Pallyo 127, 130, 141 Emotions (Domination Ritual) 170
Horse Expert (Personality Trait) 155 Mada107 Owl Witch (Profession) 146
Hulda of Thurana 129 Mada’s Children 114, 116 Pawgrove (Family) 67
Hunting Knife (weapon) 152 Mages of the Warring Kingdoms 116 People’s Gathering 65
Hupart Hyttenhau of Sevenwind 9 Magical Dilletante See Mada’s child Peraine107, 109, 111
Hyttenhau (Family) 64 Magical Mind Barrier (special abilities) 157 Peraisumu109
Identify Pestilence (spell) 165 Magical Regeneration I (special abilities) 157 Personality Traits (Rules) 154
Idioms and Superstition 61 Magical Signs 119, 171 Phex107, 111
Ifirn 110–111, 111 Majordomo65 Plant Empathy (cantrip) 160
Ignisphaero (spell) 165 Man-at-Arms (stats) 186 Power over Sleepwalkers (Domination Ritual) 170
Improvised Ritual (special abilities) 157 Marwold (stats) 99 Praios107, 109, 111
Independence134 Measurements and Weights 86 Praiost Marshpadder 38
Ingerimm107, 111 Media12 Price List 88
Ingfallspeugen38 Melanor129 Protection from Arrow Rain (Ancestor Glyphs)172
Ingval108 Melanoth of Ingvalsrohden 40, 127, 138, 185 Punt Axe (weapon) 152
Ingval (River) 14, 21 Memorans (spell) 166 Queen of Nostria See Yolande II
Ingvalsrohden (Family) 64 Mibel Reed 103 Rafter (Personality Trait) 155
Ingvalsrohden (Old County) 10 Minnesong83 Rahja107, 111
Ingval Steps 22 Mirdin40 Raitjan Angmund 40
Ingval Valley 13, 21 Mirdiner pound 86 Ranged Spellcasting (special abilities) 157
Insults61 Mithrida (shield) 108 Rastullah40
Iringrath55 Motivation (Background) 149 Reading Lamp (cantrip) 160
Irinia Zornbold 69, 128, 184 Mourning Forest 181 Red Bull, The 126
Isayala the Nymph 54 Mudflat Walker 20 Redtree (Family) 67
Jindrich Applebrandter 56 Muragio Ansfinion of Kendrar 127 Rethon108
Joborn (Barony) 12 Nabla27 Rheideryans (Family) 64
Joborn (Forest Country) 10 Nabla Way 27, 50 Ribbons of Favor 77
Joborn Friendship 40, 111, 132 Nagrach110 Ritual Preparation (Domination Rituals) 168
Joborn (Town) 38 Named Bow (Ancestor Glyphs) 172 River Lord 108
Jousting (Tournament Rules) 80 Nameless God 106, 110, 118, 131, 163 Rondra107, 109, 111
Judgment and Punishment 89 Names60 Rondriane of Sapstem 121
Kalking10, 22, 38 Naringrath123 Roswilden32
Kalleth40 Nature Religions 112 Rote Spell Repetition (special abilities) 157
Karlitta of Lyckweiden 123 Nehalennia110 Rough Manners (Personality Trait) 155
Karyba111 Nia Firkober 71 Royal Guard 34
Kasimir III 37, 131 Nibwell12 Rulers of Andergast (Overview) 131
Kasimir IV Kasmyrin of Nostria 136 Nihilogravo (ritual) 168 Rulers of Nostria (Overview) 131
Kasmyrin (Family) 64 Noble Hierarchy (Andergastan) 67 Salis (Family) 64
Keldoran (Unicorn) 23, 112, 114 Noble Hierarchy (Nostrain) 64 Salta (County) 10
Kendrar (Noble County) 10 Nordvest40 Saltarel21
Kingdoms, The 136 Nornim23 Salta (Town) 45
King of Andergast See Wendelmir VI Northdragonburg40 Salterhaven45
Klarum Purum (spell) 165 Northern Way 30 Salt Specialist (personality trait) 155
Knights of the Warring Kingdoms (Profession)144 Nostria41 Sâl Way 32, 51
Kor108 Nostria (Kingdom) 9 Sanin, Admiral See Admiral Sanin
Korwin Egelingsfenn of Thurana 11 Nostrian Crown 86 Sapstems (Family) 64
Crowsloft (Ruins) 30–31 Nostrian Defense 70–71 Satuaria106–107
Kusmin125 Nostrianer (weapon) 71, 153 Satuwina Hyttenhau 41, 127
Kusmin (Sume) 125–126 Nostrian Longbow (weapon) 153 Science57
Lakeland13, 92 Nostrian People’s Assembly, The 65 Scripts See Languages and Scripts
Lakemeadows48 Numbed Tongue (spell) 166 Scythe (weapon) 152
Languages and Scripts 59 Nutcracker, Nostrian 82 Sea of Seven Winds 9, 13, 18, 20, 41, 139
Law and Order 88 Nymph (stats) 54 Sensibar (spell) 166
Lialin’s Tower 31, 180, 188 Oak Guard 70, 71 Serpent Call (spell) 166
Lialin’s Ways 31 Oakhaven37 Serpent Witch (Equipment and Garb) 147
Light as a Feather (Ancestor Glyphs) 172 Oak King (Plant King) 112 Serpent Witch (Profession) 147
Lise of Sapstem 127 Obedient Subject (Personality Trait) 155 Servant of Sumu (Equipment and Garb) 149
Living History 140 ODL… See Gray Staves (Ordo Defensores Lecturia) Servant of Sumu (Profession) 148
Lonely Wanderer 23 Oldhagen32 Services52
Lone Wanderer 25 Oldhagener Sisters 32 Sevenwind Coast 13
Longbow (weapon) 152 Old Nostria 42 Sevenwind Coast (Personality Trait) 155
Longford (Family) 67 Old Rysvik 51 Sevenwind (County) 9
Lord of Animals (spell) 165 Open to… (Personality Trait) 155 Sexual Inequality 68
Lord’s Road 27 Orc Hoard (Fortified Farmstead) 28 Shadow (stats) 163
191
Shark Lancers 21, 92 Teshkaler (stats) 101 Typical Andergastan (Personality Trait) 154
Sight in Darkness (Ritual) 159 Teshkaler Way 21, 30 Typical Nostrian (Personality Trait) 154
Silaleth Ansfinion 10 Teshkalia10–11 Ukoring108
Silem-Horas Edict See Twelvegods Edict Teshkalia (Barony) 11 Ulward Dreubner 129
Silia Ornibian of Thuranshag 10 Teshkal (Town) 48 Unicorn (stats) 101
Silvana of Gnitzenbach 129 Thargûn111 Unicorn (Tradition) 93
Sisterhoods115 Tharvun See Syk Horses Urfan23
Skull Owl (stats) 100 Thash Way See Lialin‘s Ways Vardall51
Sky Horses 31, 48, 49 Thief-Fright (Ancestor Glyphs) 172 Varena II Zornbold 128
Smaller Doses 103 Threebirches22 Varnyth51
Society and Social Classes 63 Thundermarches31 Viper‘s Gaze (spell) 167
Sok(r)amor (weapon) 108 Thurana (Barony) 11 Voivod122
Sons of Sumu 107 Thurana (Town) 50 Waldomir of Bearvalley 11
Special Abilities, General 156 Thuraner Boardwalk 26, 27 Warfare70
Special Abilities, Magical 156 Thurania14, 26 War Flail (weapon) 152
Special Abilities (Overview) 160 Thuran Lake 14, 26 War Lance (weapon) 152
Special Abilities (Rules) 156 Thuranshag (Forest Count) 10 War of Pride 136
Special Birth Events (Background) 150 Thuranx50 War of Tears, The 135
Spellcraft and Sorcery 113 Tilt at the Ring (Tournament Rules) 80 Wars (Overview) 132
Spells161 Tilt at the Shield (Tournament Rules) 80 War-Weary (Personality Trait) 155
Spice (cantrip) 161 Tolls See Taxes and Tolls Wayfinder (Ritual) 159
Stag Beetle, Giant (stats) 100 Tommeldomm9, 25, 26 Weakened Spell (special abilities) 158
Stag-catcher (weapon) 152 Tommellands14, 25 Weapons152
Status (Andergastan) 66 Tommellands (Border County) 10 Weather14
Status (Nostrian) 63 Tommellands (Personality Trait) 155 Wendelmir VI Zornbold 124
Steppes of the East 14, 30 Tommel (River) 14 Wendelmir V of Andergast 135
Stone Oak Fores 28 Tommel Way 18 Wenzeslausia Zornbold of Joborn 128
Stone Oak Forest 14 Toran of the Light 42, 65, 127 Wenzeslaus the Older Zornbold 11, 32, 69
Stone Oak Forest Mountains 92 Tournament Disciplines 79 Wenzeslaus the Younger 137
Stone of Nosteria 45 Tournament (Enrollment) 76 Wermynhus42
Storm Scythe (weapon) 152 Tournament (Gear) 77 White Mage (Academy of Light and
Strength from the Earth (Ritual) 159 Tournament Greatsword (weapon) 152 Darkness in Nostria) (Profession) 146
Strong Concentration (special abilities) 157 Tournament Lance (weapon) 152 Windcatcher (Ancestor Glyphs) 172
Stubborn (Personality Trait) 154 Tournament (Organization) 75 Witches of Hallerû 112
Sulva See Sky Horses Tournament (Prizes) 81 Witches of Nostria, The 115
Sumes88 Tournament (Rules) 79 Witch Gaze (cantrip) 161
Sumes of Andergast,The 115 Tournaments75 Witch‘s Coven 32, 40
Sumu106, 109 Tournament Sword (weapon) 152 Witch’s Knot (spell) 167
Sumu’s Elixirs (spell) 167 Trabi(n)a See Travia Witchwood (spell) 167
Supernatural26, 59, 60, 90, Trabina109 Wolorion of Kolburg 184
99, 105, 108, 110, 139, 163 Trade and Services 87 Wolorion of Kollburg 128
Superstition (Negative Trait) 143, 144, 186, 187 Tradition (Druid) (special abilities) 157 Woodsman’s Axe (weapon) 152
Swafnir21, 48, 70, 92, 106 Tralloper Treaty 89 Year of Calamities, The 137
Swamp of the Dead 21 Trample (Special Maneuver) 93 Yehodan (Sume) 126
Sweeping Broom (cantrip) 161 Travia107, 109, 111 Yeoman Draft 72
Syncretism9, 10, 59, 105, 139 Tree Lover (Personality Trait) 154 Yolande II Kasmyrin 121, 181
Taia Marnion 38 Trial by Ordeal 89 Yoledam51
Tairach31, 48, 50, 59, 111, 129 Trontsand50 Yosulinhome32
Tarnele103 Tsa107, 111 Youth (Background) 151
Taxes and Tolls 90 Tsatuara See Tsa Ysraeth (Fortress) 115, 117, 136
Temple Tithe 90 Twelvegods Edict 58, 105, 114 Zornbold (Family) 32, 67
Terps19–20
192 Index
The Warring Kingdoms
Nostria and Andergast
by Florian Don-Schauen and Daniel Simon Richter
Additional material by Eevie Demirtel and Alex Spohr
UlissesNorthAmerica.com
Recommended for 1 GM
and 3–6 players, ages 14+