0% found this document useful (0 votes)
2K views194 pages

Warring Kingdoms Sourcebook

Uploaded by

kekoch
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
0% found this document useful (0 votes)
2K views194 pages

Warring Kingdoms Sourcebook

Uploaded by

kekoch
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
You are on page 1/ 194

The Warring Kingdoms

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

Authors English Version


Florian Don Schauen, Daniel Simon Richter; with Studio Director
additional material by Eevie Demirtel, Alex Spohr Timothy Brown

Copyeditor Managing Editor


Eevie Demirtel Kevin MacGregor

Art Director Editor


Nadine Schäkel Kevin MacGregor

Cover Illustration Copyeditor


Ben Maier Dana Hagengruber

Layout, Composition, and Design Translator


Thomas Michalski Daniel Mayer

Layout Design Layout


Patric Soeder Ben Acevedo, Emma Beltran

Interior Illustrations and Maps Copyright © 2017 by


Ulisses Spiele GmbH, Waldems.
DAEDALIC Entertainment GmbH, Hannah Böving, Sandra
Braun, Steffen Brand, Anja Di Paolo, Tristan Denecke, THE DARK EYE, AVENTURIA, DERE, MYRANOR, RIESLAND, THARUN,
Christof Grobelski, Regina Kallasch, Nele Klumpe, Djamila and UTHURIA are trademarks of Ulisses Spiele.
Knopf, Jennifer Lange, Annika Maar, Ben Maier, Julia
Metzger, Hannah Möllmann, Nikolai Ostertag, Nathaniel The title and contents of this book are protected under the
Park, Luisa Preissler, Diana Rahfoth, Janina Robben, copyright laws of the United States of America. No part of this
publication may be reproduced, stored in retrieval systems, or
Matthias Rothenaicher, Axel Sauerwald, Nadine Schäkel,
transmitted, in any form or by any means, whether electronic,
Fabian Schempp, Wiebke Scholz, Holger Schulz, Florian mechanical, photocopy, recording, or otherwise, without prior
Sitz, Sebastian Watzlawek, Fabrice Weiss, Rabea Wieneke, written consent by Ulisses Spiele GmbH, Waldems.
Karin Wittig, Malte Zirbel
With thanks to all who helped create Aventuria.
Table of Contents The Knightly Tournament 75
Preface 6 Crafts and Technology 82
Introduction 6 Art and Music 83
Chapter 1: The Warring Kingdoms 7 Chapter 4: Trade and Commerce 85
Overview of the Warring Kingdoms 8 Currency and Payment 86
Summary of the Kingdom of Nostria 9 Measurements and Weights 86
The Bombasties of Nostria 9 Trade and Services 87
Summary of the Kingdom of Andergast 10 Law and Order 88
The Baronies of Andergast 11 Price List 88
Legend 11 Taxes and Tolls 90
Media for Playing in the Warring Kingdoms 12
Geography 13
Chapter 5: Flora and Fauna 91
Flora and Fauna in the Warring Kingdoms 92
Climate and Weather 14
Bestiary of the Warring Kingdoms 93
The Course of the Year 14
Aurochs 94
The Weather 14
Cave Bear 94
Roads and Paths 14
Crowned Stag 95
Travel by Water 14
Dragonfly, Giant 95
Crossing Rivers 15
Emerald Adder 96
Land Travel 15
Forest Spider 97
Borders 15
Forest Wolf 98
Distances 16
Marwold 99
Chapter 2: Land and People 17 Skull Owl 100
The Lakeland 18 Stag Beetle, Giant 100
The Sevenwind Coast 20 Teshkaler 101
The Ingval Valley 21 Unicorn 101
The Forest Wilderness 23 Herbs of the Warring Kingdoms 102
The Frontiersmen 24 Hollberry 102
The Tommellands 25 Bladegrass 103
Thurania 26 Mibel Reed 103
The Stone Oak Forest 28 Tarnele 103
The Steppes of the East 30
Towns and Villages of the Warring Kingdoms 32
Chapter 6: Gods and Demons 104
Religion in the Warring Kingdoms 105
Andergast, Capital of Woodcutters 32
The Twelvegods in Andergast 106
Joborn, the Warring Kingdoms’ Bed of Unrest 38
The Twelvegods in Nostria 107
Nostria, Capital of Fishers 41
Local Saints and Other Mystical Figures 108
Salta and Salterhaven, the Secret Capital of Nostria 45
Faith in Everyday Life 108
Teshkal, Town of Steppe Horses 48
The Opponents 110
Elderdonk: A Typical Village in the Forest Wilderness 51
Churches and Cults 111
Important Locations 52
Nature Religions 112
Isayala the Nymph 54
Important NPCs (Nostria) 55 Chapter 7: Spellcraft and Sorcery 113
Important NPCs (Andergast) 56 Magic and Everyday Life 114
Magical Traditions 115
Chapter 3: Culture and Science 57
The Sumes of Andergast 115
Customs and Traditions 58
The Witches of Nostria 115
Languages and Writing Systems 59
Mada’s Children 116
Idioms and Superstition 61
The Mages of the Warring Kingdoms 116
Measurement of Time and the Course of the Year 62
Ancestor Glyphs 118
Society and Social Classes 63
An Overview of Forms of Address and Titles 68 Chapter 8: Fame and Infamy 120
The Council of Champions 69 Other NPCs 127
Clothes and Garb 70
Combat and Warfare 70 Chapter 9: Myths and History 130
Food and Drink 73 The History of the Warring Kingdoms 131
Games and Sports 74 Recorded History in Nostria and Andergast 131

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

Rules and Charts Maps


Distances and Travel Times 16 Overview 8
Courses of the Year and Holidays 63 Political Map 11
Tournament Competitions 78 Regions of the Warring Kingdoms 13
Price List 88 City Maps
Rulers of the Warring Kingdoms 131 Andergast 33
Wars between Nostria and Andergast 132 Joborn 39
Historical Chronology for the Warring Kingdoms 132 Nostria 43
Weapons and Armor 152 Salta and Salterhaven 47
Special Abilities 160 Teshkal 50
Generic NPCs 185 Elderdonk 53

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.

For bonus content,


including additional
professions tailored to the
Warring Kingdoms, please
visit the following link:

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.

We will not yield, and we will reclaim what those miserable


warmongers took from us! Our lord marches us to war with
righteous fury. The feud between our peoples is eternal, but right
is on our side! What cowards we would be if we let that scum go
unpunished! I fear that there will never be peace.

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.

8 Chapter 1: The Warring Kingdoms


Important Cities: Nostria (6,000), Salta and Salterhaven
What Do We Mean by Setting? (4,000), Lyckmoor (680), Trontsand (650), Oldhagen (540),
The setting is the main thematic component Arraned (500)
of this regional sourcebook. The heroes act in Population: about 40,000 humans, plus more than 1,000
front of this (usually) consistent backdrop and goblins and a few hundred orcs
encounter repeating themes. Adventures in Political Ties: independent kingdom, ruled by Queen
this region usually involve one or more of the Yolande II Kasmyrin
themes presented in this book, but note that the Form of Government: Monarchy with especially
heroes’ experiences in the Warring Kingdoms imaginative terms for nobles (they proudly call themselves
need not always deal with the conflict between bombasts and voivods).
Nostria and Andergast. An abundance of plot Influential Families: Kasmyrin (royal house), Salis,
elements ensures that the heroes can always find Ingvalsrohden, Hyttenhau, Sapstem, Thuranshag,
something to do, and neighboring areas exert a Ansfinion
strong influence on the region as well. In the case Veneration of Gods: Polytheism with strong connections
of the Warring Kingdoms, such influences mainly to the Twelvegods (mainly Efferd, Travia, and Boron);
stem from the Principality of Albernia, Thorwal, blends of various gods (syncretism); other gods and nature
and the Orclands. spirits are especially popular among the common folk,
with witches serving as intermediaries.
Trade Goods: Fish (mainly saltarels in various forms),
grain, wood, chalk, salt
Summary of the Kingdom of Nostria Real-world Inspirations: for the coastal region of Nostria,
use Northern Germany, the Netherlands, and parts of
the Lower Rhine during the early Middle Ages. Use the
“Finally, we have overcome the torpor that held us back conflicts between the Angles and the Saxons in post
for so long. Maybe all we needed was a sign from the gods Roman England, or the Hundred Years’ War in England
and a great deal of self sacrifice from the brave Nostrians.” and France. Use themes and stories from Grimm’s Fairy
—Rondriane of Sapstem, Marshal of the Nostrian Tales and Czech fairy tale films, where merciless nobles
Defense, modern exploit the common people, and every inch of land must
be wrenched from the ocean’s grasp via dikes and other
“Inconceivable! These simpletons remain so stubborn, even massive earthworks.
when they do ask the witches for advice. These backward Heroes from Nostria: An old-fashioned feudal knight, a
bumpkins see things only in terms of black and white, and witty mercenary, a mage from the Nostrian academy, a
their endless complaining about the Andergastans, their curious witch from the Tommel Meadows, a daring dike
ancestral enemy, is terribly annoying.” builder, or a fearless swamp walker.
—Mirhiban al’Orhima, Tulamydian fire mage Nostria in the Game: The conflict with Andergast shapes
the land and people just as much as the terrible plague
that ravaged the capital a few years ago. The connecting
element with Andergast is the Forest Wilderness, in which,
Borders: The Sea of Seven according to legend, two animal spirit kings, in the form
Winds in the west; Thorwal of a crowned stag and an aurochs, struggle for supremacy.
and Andergast to the north The Nostrians are pragmatic and know how to achieve
and east; the border runs along much with very little, a side effect of their eternal fight
the Ingval to Joborn, follows against the power of Efferd (the sea).
the Ornib and meanders from
the well of the Nib through the The Bombasties of Nostria
Forest Wilderness to Thuran Lake The Royal Land of Nostria (N01)
in the south. Nostria extends to Coat of Arms: White stag’s head on black
Tommeldomm by the Tommel in the Ruler: Queen Yolande II of Nostria
south, and the border with Albernia Important Cities: Nostria, Varnyth, Aspirg
runs through the Lakeland to the coast.
Geography: Coast with wide areas of mudflats and marshes, The Maritime County of Sevenwind (N02)
the swampy Lakeland, the northern Tommellands, Coat of Arms: Silver fishing boat on blue
the lower Ingval Valley, the Forest Wilderness, Ruler: Maritime Count Hupart Hyttenhau of Sevenwind
Southern Thurania. Important Settlements: Trontsand

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.

10 Chapter 1: The Warring Kingdoms


The Baronies of Andergast
The Barony of Andergast (A01) Legend
Coat of Arms: green oak branch on silver The Bombasties of Nostria
Ruler: King Wendelmir VII of Andergast N01  The Royal Land of Nostria
Important Cities: Andergast, Oakhaven N02  The Maritime County of Sevenwind
N03  The Noble County of Salta
The Barony of Andrafall (A02) N04  The Old County of Ingvalsrohden
Coat of Arms: split (half blue, half silver) N05  The Forest County of Joborn
Ruler: Baron Waldomir of Bearvalley N06  The Forest County of Thuranshag
Important Cities: Andrafall, Anderstone, nominally Angasal N07  The Border County of the Tommellands
(N08  The Noble County of Kendrar)
The Barony of Teshkalia (A03)
Coat of Arms: green horse head on black The Baronies of Andergast
Ruler: Baroness Ossyra Redtree of Teshkal A01  The Barony of Andergast
Important Cities: Teshkal A02  The Barony of Andrafall
A03  The Barony of Teshkalia
The Barony of Albumin (A04) A04  The Barony of Albumin
Coat of Arms: black gate on silver A05  The Barony of Thurana
Ruler: Baron Wenzeslaus the Older Zornbold of Andergast A06  The Barony of the Orniber Lands
and Albumin A07  The Barony of Joborn
Important Cities: Albumin

The Barony of Thurana (A05)


Coat of Arms: two jumping dolphins, one above the other, Feel free to invent smaller fiefdoms for your own
on blue game and place them within the larger baronies
Ruler: Baron Korwin Egelingsfenn of Thurana and bombasties.
Important Cities: Thurana, Egelingsfenn, Thuranx

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.

12 Chapter 1: The Warring Kingdoms


Geography
to overtop the earthworks and drown the land. Sharp
“Forest, forest, nothing but forest! You barely winds often blow in from the ocean, driving rain clouds
meet any people, and even if you walk all the before them.
way to the coast, you will not experience one
day with dry boots. Mud as far as you can see. The upper course of the Ingval is densely forested, and
One finds sure footing only by walking on the only the banks of the river have been cleared and are
dikes. This is not a good life, even though there is inhabited. Towards the east, the Ingval Valley slowly gives
good gold to be had from both sides.” way to the dense growth of the Forest Wilderness. Land is
—Geron Bladebreaker, Garetian mercenary very fertile along the riverbanks, where many people live
by agriculture and by what they can claim from nature.
The Warring Kingdoms cover a large area with many
different types of terrain. Nostria and Andergast are Like the Garetian Realmwood or the Blue Pine Forest
nestled between the Middenrealm province of Albernia in Weiden, the Forest Wilderness is a remnant of the
and the mountain range of the Stone Oak Forest. The Kosh gigantic Middle Forest that covered the heart of the
Mountains, the gloomy Dark Ridge, and the Bladegrass continent in ages past. Even the locals do not have a name
Steppes lie to the east, while the Sea of Seven Winds lies to for these hard-to-reach and largely unexplored areas. They
the west. The coastal region is so swampy that the stretch simply refer to it as “the forest.” In the south, the Forest
between the capital (Nostria) and Trontsand is called the Wilderness turns hilly, while in the north, it is rather flat.
Lakeland. As its name implies, this area is known for its The forest is dominated by old, primeval trees and travel is
lakes and creeks, and the landscape largely resembles that difficult. Wild creatures, goblins and roving gangs of orcs
of the lower Ingval Valley. make it hazardous. The river Ornib marks the real border
between Nostria and Andergast, but they fight constantly
The Sevenwind Coast, which runs as far north as Thorwal, over the source of the Ornib and ownership of the river,
is characterized by flat, wide mudflats. Miles of dikes hold and a particular realm’s claim changes from moment
back the wind-whipped ocean, which constantly threatens to moment.

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.

Climate and Weather


“That’s what they call weather? Bah! I call it constant rain. The thaw often leads to damaging floods. Rivers and creeks
Sometimes it only drizzles, but then it is as if Lord Efferd has become unpredictable and turn roads and paths into
opened all the gates. It’s rarely dry, and in summer, there’s barely muddy tracks or drown them completely, rendering them
enough sunshine to dry your shirt. No wonder that the people impassable for long periods of time.
here look so grumpy all the time …”
—Mirhiban al’Orhima, Tulamydian fire mage The Weather
The incessant winds blow from the sea and reach far inland,
The Course of the Year often driving rain clouds before them that spread Efferd’s
The summers in the region are usually short, but warm blessing everywhere. Thunderstorms with dramatic
and pleasant. Longer periods of sunshine are rare, though, displays of lighting are common, but rarely so strong that
especially at the coast, where the wind drives rain across they damage houses or even knock down trees. The rains
the land even on warmer days. This is when traveling is the often last for days, especially in spring and autumn, and
easiest, which leads many nobles to pursue their feuds in turn wide areas of land into squelching mud.
summer. This is when most work needs doing in the fields.
This weather makes travel challenging. The constant rain
Autumn is characterized by strong winds, much rain, brings diseases like dullskull or the feared blue wheeze,
and dense fog. If the sun shines, the autumn forests show which almost depopulated Nostria in 1027 FB (for more
an impressive play of colors, which the Nostrians and about these afflictions, see the Aventuria Almanac, page 162).
Andergastans both call “Sumu’s splendor.” The spring floods make it especially difficult to get around
because roads become so saturated that travelers sink knee
Winters are long, difficult, and bitterly cold. Snow begins deep in the mud or must lead their horses by the reins. The
to fall in quantity as early as the month of Boron. It lingers strong snowfalls in the winter can isolate whole parts of the
until late spring or until the wind from the ocean brings country, as paths become impassible or invisible under the
rain to melt the snow. white splendor. Ice forms under the snow on well-traveled
paths, creating a hazard for the unwary.

Roads and Paths


Traveling through the Warring Kingdoms isn’t easy. The Travel by Water
kingdoms’ largest settlements nestle by navigable bodies The two large rivers of the region, the Ingval and the
of water, following old explorers’ routes. Outside of these Tommel, serve as the lifeline of the region, and most long
natural pathways, few built-up roads exist. For these distance traffic moves upon their waters. The Tommel is
reasons, inhabitants of the Warring Kingdoms rarely travel navigable from its mouth to its fifth tributary (the Ambla),
alone. Only runaways or people seeking to conduct trade the Ingval as far up as the town of Andergast. Anyone who
or fight a battle will journey beyond sight of the place of wants to travel further needs a narrow raft or a small boat.
their birth.

14 Chapter 1: The Warring Kingdoms


Traveling on the river is slow and dangerous, especially Land Travel
as one nears the headwaters. There are rocks everywhere, Where there is no river, people must travel on foot. Only
threatening to tear open the hull of a boat, and hidden nobles and rich traders can afford mounts or draft animals,
shallows and dangerous currents can surprise even which is why people in rural areas often think every rider
experienced sailors. Like all great rivers of Aventuria, the they see is a knight. Carriages are almost unknown because
Ingval and the Tommel overflow their banks after the long few roads are passable for such vehicles.
rainy periods in spring and autumn, as well as during the
snow melt. Then they carry dangerous driftwood that often Most goods are transported on simple hand carts, and
remains hidden just beneath the surface, and many a solid panniers are a common sight. Panniers are people who
ship has been sunk by an unexpected impact. Rafts stick carry wares from marketplace to marketplace on wooden
mainly to the Ingval, and the logs that woodcutters float racks on their backs. Wealthy traders often use donkeys as
downriver frequently endanger ships. The Ingval wetlands beasts of burden. Oxcarts are much slower and usually only
are also hazardous because the river often finds a new used for especially heavy or cumbersome burdens.
riverbed when the flood has ended. Pilots and boatmen
must scout these new courses to map all the shallows and Only two built up roads in the Warring Kingdoms meet the
rock outcroppings. standard of Realm Roads, and they are in bad condition
(see Aventuria Almanac, page 20). Even on these roads, good
Crossing Rivers inns are rare. The Nostrian Coastal Road runs from Nostria
The inhabitants of the Warring Kingdoms build sturdy over Trontsand to Salta, while the Lord’s Way to Andergast
bridges and dikes, but in remote areas it is often too passes through Thurana on its way to Griffonsford.
expensive or difficult to maintain them. Waters from the Most other trails in the region are paths and simple cart
next thaw could wash or tear them away. Travelers who roads that wind their way over the landscape and take
must cross a river usually look for a ford and hope that there long detours around bodies of water, steep slopes, or
hasn’t been any strong, recent rainfall. Fords commonly dense forests. Nobody maintains these paths. Damage is
become impassable for several weeks, especially in winter. sometimes repaired, but only near villages or castles. Far
from settlements, where no carts travel, the paths often
Ferries abound in places where often used paths intersect aren’t even wide enough for two people to walk abreast.
larger rivers. The crossing cost usually depends on the
number of legs transported, which can become expensive Borders
if you travel with mounts. Not all ferries are stable or large The borders between the two kingdoms cannot be precisely
enough for carts, so they often only transport people and delimitated in many places, often not even by their own
animals. Ferries often won’t move if the current becomes provinces. Border stones or steles are often used to mark
too strong, out of caution.

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)

16 Chapter 1: The Warring Kingdoms


Chapter 2:
Land and People
“Nobody challenges us without paying for it! We came here
to defend the border, the king, and our own skin. Our armored
cavalry slew them like a peasant mows the straw with a scythe.
We scared them like a fox scares fowl in the yard, we did!

The enemy had two-to-one superior numbers over us? Ridiculous!


They are cowards who like nothing better than shooting at us from
a distance with their damned longbows. Miserable elf weapons.
Didn’t do them any good, though, did it? We are not that easy to
kill! Even without my brave destrier, I could defeat them. Sumu’s
power was with me! My squire handed me my Andergaster, and,
then, I showed them what’s what! As long as their witches don’t
curse me, I vow to bash the head of every Nostrian I see.”
—The Andergastan knight Orngal, as he was cut from his
dented armor after the Battle of Tarlyn’s Height

“These fools! Regardless of why they ambushed us, we will always


put these Andergastan bastards in their place. Countless troops
wanted to meet us in battle. Their army gathered on our lovely
land like blowflies. Again and again, they rode towards us, like
madmen. Our infantry suffered badly in the first clash, due to
their miserable cavalry. But we shot one of them after another
from their horses before they could reach our line of archers. Their
heavy destriers were too slow, which made them easy targets. We
had plenty of time to choose the most colorful coats of arms to fell!
And those ridiculous helmets!

The shield of this one knight was covered in arrows, and he


charged us like a madman after we had shot his horse out from
under him. I wanted him to taste my steel! Even after the damage
we inflicted, they kept on coming. My squire handed me my
Nostrianer, and, then, I showed them what’s what!”
—The Nostrian knight Erywyn, as she was cut from her
dented armor after the Battle of Tarlyn’s Height

Even though people speak of the Warring Kingdoms as two


sides of the same coin, the two regions differ quite a bit.

Where Nostria is characterized by its coastal mudflats


and marshes, Andergast consists mostly of woods and the
ridges of the Stone Oak Forest mountain range. Within the
two kingdoms, though, there are regions that differ from
the main land and really stick out, like the wide steppes of
Teshkalia.

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.

18 Chapter 2: Land and People


Inhabitants and Settlements: The villagers that live a complicated drainage system, and evaporated under the
in Lakeland are grumpy and aloof. They face a constant warm rays of the sun until it forms salt crystals. Salt is
struggle against Efferd’s power. Fishers and marsh farmers harvested from these large crystal ponds during a few short
argue over who is the “true master of the Lakeland.” Only weeks in summer. During ebb tide, seaweed collectors roam
in the harbor towns are people are a bit more tolerant the shore to harvest this excellent fuel, which also gives a
of strangers. Besides the gods, the Lakelanders honor unique flavor to smoked fish. Some types of seaweed find
many strange, ancient idols and fairy creatures. These their way into tasty salads. Far from shore, farmers cut
creatures are usually connected to water, or else live in it. peat for building material and fuel.
Settlements in the interior are usually located on small,
typically artificial hills called terps, and rarely consist of
more than a dozen houses, the largest being the residence
Beachcombers
of the local knight. Sometimes, the houses crowd around a
Some coastal inhabitants of the Lakeland and the
motte (a type of tower castle built on a hill) that looms over
Sevenwind Coast make a living as beachcombers,
the surrounding land.
especially in the Lakeland. Contrary to popular belief,
these are not necessarily pirates. Usually, they are
Trade and Commerce: The salty ground of the Lakeland
commonfolk hoping for extra income or who are simply
is ill suited to farming, so fishing is the most important
desperate. However, some villages on the Sevenwind
source of income. The area is well known for its saltarels,
Coast specialize in “stranding,” that is, luring foreign
a flatfish that only numerous enough around the Nostrian
ships close to shore with false beacons in order to
coast to be swept up by slow-moving trawling vessels
attack them.
common to the region. Elsewhere, people must use fishing
poles or spears to catch them, which is a lot of work. The
According to the common interpretation of the law,
bulk of the catch feeds the larger cities of the kingdom, but
jetsam belongs to whoever owns the land upon which it
many are salted and sold to the neighboring province of
appears. In the past, stranded ships have been declared
Albernia and even the rest of the world. This is the reason
jetsam to allow the nobles to seize the cargo or at least
the saltarel figures so prominently on the kingdom’s coat
demand a reward for recovering it. Besides having its
of arms.
cargo stolen, a stranded vessel is also often scavenged
for its valuable wood, which serves as building material
Little agriculture is practiced on the land stolen from the
and fuel. The law does not consider the coastal mudflats
ocean by the kingdom’s massive dikeworks. Farmers here
to be true land, and it can be highly risky to approach a
live mostly by sheep breeding, and Nostrian salted lamb
fishing boat moored there during low tide.
is a well-known delicacy. Sea water is collected along the
coast in large salt fields, channeled from field to field via

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..

Inhabitants and Settlements: The influence of the moody


god of the oceans has left the people of the Sevenwind
Coast grumpy and withdrawn. Near the Coastal Road,

20 Chapter 2: Land and People


farm with space for no more than 20 inhabitants. Fishers is why Nostria’s heraldic fish appears everywhere: smoked,
or yeomen live there despite the constant dangers posed fried, or as a hearty stew. Whaling is comparatively rare.
by storm floods, because, as inhabitants of the ocean, Whales migrate along the coast, but the neighboring
they are not subject to most taxes. Only the queen has Thorwalers threaten to punish all whalers – and their whole
the authority to command them, and they can even move village with them. It is said that many a village ruin results
their goods to Salterhaven or Nostria without paying tolls. from a Thorwaler punitive expedition, as they worship
The terp bombasts, as the few nobles here are called, are whales, the holy animals of Swafnir. A rare few Nostrians
convinced that they are the most important landholders in see this as another good reason to defy them and become
the kingdom. Nobody has yet been able to convince them whalers. Whaling villages usually lie hidden near craggy,
otherwise. barely accessible parts of the coast, and the Nostrians who
practice this trade are said to be especially daring, going
Trade and Commerce: Costal residents are fishers or marsh out to sea in small rowboats to harpoon one of the ocean
farmers. Both groups must struggle against Efferd’s powers giants. Another group, the fearless shark lancers, hunts that
in their own way and hope for his mercy. Saltarel fishing is infamous predator of the sea and sells their catch (shark
the most important source of income in the region, which meat and leather) all along the Sevenwind Coast.

The Ingval Valley   


Flora and Fauna: The river winds its way through the
Borders: Course and banks of the Ingval River dense oak or willow forests of the Forest Wilderness, whose
Population: 27,000 humans, plus several hundred branches lean far over the water. The meanders are often
goblins surrounded by dense rushes. Here, trout and sticklebacks
Important Cities: Oldhagen (540), Andergast live alongside frogs, toads, and water snakes. Some
(6,500), Oakhaven (800), Angasal (250), meanders are completely overgrown. Gnats and dragonflies
Ingfallspeugen (400), Joborn (1,000), Kalleth (450), buzz through the air over these putrid channels, which
Lyckmoor (680), Northdrakecastle (300), Nordvest often end in squelching pits of mud instead of returning to
(300), Salta and Salterhaven (4,000), Vardall (420) the main river. Many supernatural creatures, such as tree
Special: The Swamp of the Dead near Lyckmoor, dragons, nymphs, dryads, and rootbolds are said to leave
the Chalk Rocks of Hallerû here, and spooky stories tell of lost souls who haunt the
Trade Goods: Wood, meat, fur, and leather area.
products, honey, chalk, commerce, agriculture
Major Routes: Ingval, Sâlway, Ingvalsteps, Roads and Paths: Few people travel the river paths by
Teshkaler Way the Ingval’s lower reaches without a swamp walker by their
side. Swamp walkers serve as pilots for trade caravans and
are sometimes hired by ships to navigate the dangers of
Even though the Ingval runs through the mostly
the meanders. Many rafts and river boats became stuck in
unexplored Forest Wilderness, the river valley is one of the
the mud of the banks or never found their way out of the
most densely populated regions and one of the most
labyrinth of meanders and dead ends.
important lifelines of the Warring Kingdoms. It has been
the launching point of countless expeditions, and many
The best travel path inland is to follow the course of the
small villages and farmsteads along the river were able to
Ingval itself, which is rather quiet when it isn’t flooding.
save explorers who were down on their luck. At the upper
Near Angasal, by the dangerous Chalk Cliffs of Hallerû,
reaches, the river often finds a new bed. There are also
rapids obstruct travel on the water. Beyond Hallerû, most
many cut off meanders or lakes that once were fed by the
people go ashore or switch to smaller boats and rafts that
river. Downriver, the landscape looks more and more like
can deal with rapids and shallow water. People heading
that in the Lakeland. The hills from Rovamund on become
downriver can travel with the rafters who bring logs
more level, the Ingval gets wider, and its waters calmer,
from the forests to Salta. Most wood cut in Andergast is
until the water seems to almost stand still. This is deceiving,
transported downriver on the Ingval. The Andergastan
as many unwary travelers have learned the hard way, and
rafters, who float stone oak logs down the river in loose
the many meanders accompanying the river are
groups, are a very common sight.
treacherous traps for the ignorant. The lower Ingval valley
is covered by mud and treacherous swamps. Countless
The Sâlway follows the river through the Ingvaller Marshes,
lakes, ponds, creeks and the river’s many meanderings
but it is often damaged by the flood, even though the noble
form a labyrinth of open water, reeds, hills, and swamps
count of Salta maintains it well.
which are known only to locals. (  180)

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

Most villages formed around fortified mottes or farmsteads


of the local knights. Their quality of life, earned from and in the surrounding hills are protected with palisades,
trade, is better than that enjoyed by most other nobles of especially on the Nostrian side, as too often Andergastan
the Warring Kingdoms. Many settlements along the river forces have tried to use the river as a gateway for invasion.

22 Chapter 2: Land and People


The long-suffering Joborners have changed their rulers River pirates and other scallywags prowl the lower reaches
so often in history that they feel no particular loyalty to of the Ingval, attacking unwary travelers. Crumbling ruins
Andergast or Nostria. give silent testament to knights who tried to bring order to
the region but whose attempts failed in the face of Efferd’s
power or the dangers of the wilderness.

The Forest Wilderness   


millennia old are jealously guarded by giant bugbears
Borders: Lakeland, Thuran Lake, Stone Oak Forest that are probably not much younger. Ubiquitous mosses
mountains, and the Tommel River and beard lichen emphasize this feeling of great age.
Population: 5,000 humans, plus more than 1,000 Humans strongly fear various denizens of the woods.
goblins Tales of dryads and bugbears abound. Common folk fear
Important Cities: Axetown (390), Fiolbar (330), the Lonely Wanderer, a horrible figure that is said to steal
Mirdin (450), Nibwell (360) children at night and set bugbears and wolves to attack
Special: dense, unexplored forests with old goblin desperate forest farmers. Legends speak of a unicorn
sanctuaries and many other secrets. named Keldoran that is at war with the aurochs of the
Trade Goods: Wood forest, and people tell stories of an old pine tree called
Major Routes: mainly paths that follow the rivers; Nornim that patiently watches the doings of humans and
also the Thuran Steps, from Nibwell to Thuran animals. Some folk whisper greedily of the lost hoard
Lake; the Forest Road from Harmlyn to Fiolbar; the of the cave dragon Karmunir that is supposedly hidden
path through the Forest Wilderness, from Joborn to somewhere in the hedge.
Oldhagen, via Mirdin.
Many goblins live in the Forest Wilderness as well, defending
The forest. That’s what almost all locals from the Warring their holy cave sites in the hills near the Stone Oak Forest
Kingdoms call the dense and unbridled Forest Wilderness and near the headwaters of the Ornib. (  180)
that sits in the heart of this region. This area is considered
hostile to humans, but many maps show it only as a large Non-goblin travelers have much to fear here, as the goblins
forest. It is a remnant of the primeval Middle Forest, which of the Forest Wilderness are keepers of ancient traditions
once covered the center of the Aventurian continent. Only and are considered especially aggressive. (  176)
the most daring or desperate travel through its dark heart,
a fact that lends weight to the idea that its shadows conceal Roads and Paths: Whenever possible, travelers fall back
secrets that were not meant for the eyes of mortals. on the larger rivers, as no human has managed to cut a
Humans are spreading along the larger streams as they true road through the Forest Wilderness. The courses of
carve out fields and living spaces with their axes and saws, the Ornib and Urfan aren’t always easy to navigate, as
but even woodcutters and trappers, who live off the forest, both rivers become unruly near their headwaters and
prefer to stick to its edges. A common saying here is “Deep become dangerous during strong rains or snow melt.
in the forest, you die a lonely death.” The few attempts to create true paths through the Forest
Wilderness are barely visible today, as the rampant green
The southern Forest Wilderness is hilly and rocky. Smalls takes back all that was stolen. Travel is easiest by water.
creeks cut deep gorges in the ground, the undergrowth One good road is the narrow Forest Path from Joborn to
is almost impenetrable, and swampy ditches are hidden Mirdin via Oldhagen, but it is little more than a narrow,
everywhere. By comparison, the north is rather level and hard-packed path through the thicket, and visibility rarely
the woods are a bit less dense, but the undergrowth thrives extends beyond the next corner. The wilderness was
in wet ground and swamps abound. North of the Ingval, pushed back with axes, but the forest works tirelessly to
the land begins to rise slowly and becomes drier, but it is reclaim ground, and the many roots in the soil make for a
also crossed by deep furrows and steep walls of rock which rather bumpy ride.
grow more numerous as one gets closer to the slopes of
the Stone Oak Forest. This mountain range’s foothills are The Nostrian Forest Road, which leads from Harmlyn to
rocky and steep, and rockslides are common. The valleys Fiolbar, is very isolated. Its construction was accompanied
cut deep into the mountains, and caves and subterranean by many strange events, and superstitious locals still avoid
rivers are everywhere. the path, which is said to pass too close to the homes of
malicious forest spirits. Stories say that weird sacrifices
Flora and Fauna: The majority of the area is mixed were offered during the building of the Forest Road, and
deciduous forest with dense bushes and groundcover. many small altars still exist where travelers can leave
In some valleys of the Forest Wilderness, trees that are offerings to walk unhindered.

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.

24 Chapter 2: Land and People


The Lone Wanderer Borgast ignored him, and the axe blade cut deeply into the oak’s
“It’s bad luck to go out into the forest and cut trees as you like. bark. It cut so deeply into the tree that Borgast couldn’t pull it
Once there was a strong woodcutter named Borgast, who knew no back out again, try as he might. When he finally managed to
fear and paid no attention to warnings. One day he went out in wrench it free, the gap in the bark snapped shut on his beard. The
search of the most splendid oak in the forest, to cut it down and axe spun far away. There Borgast stood, unable to move because
sell for good money. his beard was stuck firmly in the wood.
When he found it and raised his axe for the first blow, a lone “I warned you,” the stranger murmured. “I hope you learn from
wanderer stepped out from the trees. This wander was slight of it. And next time, listen to me when I tell you something.” With
build, had no shoes, and wore only robes of rough, undyed linen. these words, he turned and walked away, heading back into the
His tangled hair grew down to his belt, and his beard reached to isolation of the woods.
his knees.
Borgast ranted and whined, but he was stuck. He had no means
“Borgast!” the old man shouted, and Borgast wondered how the to cut off his beard, as his knife lay with his other belongings
stranger knew his name. “Borgast, stop what you are doing. This out of reach. All he could do was rant and whine, and nobody
tree’s time hasn’t come.” heard him.
“Leave me alone,” Borgast said, thinking only of the money he Night came over the dark forest, and with it, wild beasts. A fox ate
could make from this tree. When he raised his axe again, the old his provisions, crows pecked at his ears, and spiders and insects
man shouted again, saying “Borgast, let it be. This tree is not crawled over his body. Then a huge bear walked up and would
meant to fall today!” have devoured him if not for the timely arrival of a group of brave
heroes who had been asked to search for him in the forest.
“Who’s going to stop me?” Borgast laughed mockingly. He raised
the axe for a third time. Ever since then, Borgast won’t cut a tree without asking the forest
for permission.”
And a third time, the lone wanderer said, “Borgast, heed my
—Legend of the Lone Wanderer from the Forest Wilderness
warning. This tree will not die today.”

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,

26 Chapter 2: Land and People


a brittle raft with room for only a handful of archers, Here people use everything the land offers to build their
patrols the lake. houses. Huts are often made of reeds or a mixture of peat,
and oak. Stone is usually only used far from the lakeshore.
After sundown, no local goes out on the river by choice.
Legends speak of restless dead in the dark waters, perhaps Thuranians on both side of the border are sad that the
victims of the countless battles on the shore. war between the kingdoms seems to be escalating in the
region, but they feel almost helpless to do anything about
Flora and Fauna: Thuran Lake is full of fish, and the reeds it. They look after their own and concentrate on survival.
are alive with buzzing, humming, and croaking. Gnats are Thuranians in the north have made new trade connections
a particular pest in summer, and the buzzing that heralds and work hard for a modicum of wealth. This gives them
the approach of giant dragonflies is feared by all. Some folk some hope and leaves them more open-minded.
whisper about demonic carpets of algae, which scholars
call ulchuchui, that lurk in the the river, waiting for prey. Trade and Commerce: In northern Thurania, which
There are also many spooky stories about the fen, the belongs to Andergast, at least some of the inhabitants enjoy a
muddy wetlands on the western shore. Anyone traveling modicum of wealth. This is mainly due to the presence of the
in the fen without a local guide or who does not stay on the Lord’s Road, which leads to the Margravate of Griffonsford.
walkway is as good as lost. Will o’ the wisps are considered It is one of the most important trade routes between the
especially dangerous, as their light often lures wanderers northern Middenrealm and the west coast of Aventuria.
to their deaths in the mud.
Around the shores of Thuran Lake, there are many
Roads and Paths: There are no fairies or regular shipping overgrown pastures. The land has barely been touched
between the villages around Thuran Lake. If you want to since the war drove everyone away. The inhabitants
cross the body of water, which has a size of about 50 on 30 around Thuran Lake usually live rather well from fishing
miles, you have to own a boat. Otherwise, you can only hope and gathering peat at the edges of the fen. On the northern
to find a fisher that will take you to your destination for a and western shores, people also grow flax, which they
reward. The Lord’s Road on the north shore leads through spin into Thuranian linen. This is a popular trade good in
Thurania and connects the region with the Andergastan almost every house. Sometimes, daring smugglers use the
Main Road in the West. In the east, it leads to Albumin. water to avoid the toll between Nostria and Andergast, but
A cart path in better shape, the Thuraner Boardwalk, runs the risk often outweighs the profit.
along the eastern shore and leads to the river Nabla in the
south. There it meets the Nabla Way, which leads down to In the southern, Nostrian portion of Thurania, especially
Albernian Winhall. in the valleys of the Nabla, people are bitterly poor. They
live from river fishing, cutting wood, char-burning, and
Inhabitants and Settlements: Many settlements around the breeding of pigs and sheep. Trade, when it exists, is
Thuran Lake are built on stilts, as they would otherwise drown conducted with Andergast.
in the mud of the shore or wash away during high water.

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,

28 Chapter 2: Land and People


The Stone Oaks and their Keepers
Nothing has done more to shape outsiders’ opinions of
Andergast like the majestic stone oak, which appears
on the kingdom’s coat of arms. Stone oaks are truly
magnificent trees, and large stands make onlookers
feel tiny and fleeting. Many of these trees have trunks
so wide that a dozen people can barely reach around
one. It isn’t hard to believe that the oldest stone
oaks were already growing when the great explorer,
Admiral Sanin, first stepped on these shores. Some
people believe stone oaks are immortal, even though
many of these trees are showing their age.

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.

In the religion of the Twelvegods, the stone oak is the


holy tree of the war goddess Rondra. The tough wood is
popular for mage’s staves, which are said to be resistant
to fire and even able to resist Rondra’s lightning. Stone
oak wood is Andergast’s most important export, but
cutting the trees is difficult work. Saws several yards
long are necessary to defeat the thick trunks, and the
tough wood can only be cut with heavy and hardened
axes. Then, the giant logs must be dragged to the river
by draft animals. The wood is precious and so it is
rarely used as building material by the locals.

Defensive structures, such as mottes (wooden castles or


towers on defensible mounds, favored by knights and
barons) are traditionally built from stone oak wood.
The wood is most often sold or used to build sturdy
furniture, works of art, or weapons. Even treants are
said to be envious of the stone oak’s strength, and
some of those famous tree shepherds are so ancient
and large that they resemble stone oak trees, much to The Dragons of the Stone Oak Forest
a rogue woodcutter’s surprise… Flame Eye, a highly intelligent, ancient cave dragon,
rules the dragons of the Stone Oak Forest and hates
The strangest legends speak of the Oak King, the plant all warm-blooded creatures that walk on two legs. His
king of all oaks, who is said to have taken root hoard is thought to be hidden on the southern side of
somewhere in the Forest Wilderness or the Stone Oak the mountain range.
Forest. All stone oaks are said to have descended from Delafir lives in the forests north of Angasal. She seeks
him, and he can command them in times of need. But to usurp the rulership from Flame Eye and is deeply
there are also rumors that he grows in the Garetian envious of his status. Luckily for nearby humans, the two
Realmwood or even in the heart of the elves’ lands, the dragons rarely engage in open battle.
Salamander Stones, but these rumors carry little Even among dragons, Lepitopir is considered insane
weight in Andergast. (  174) and unpredictable. This ancient cave dragon has at least
three hoards, but folk believe he lives in a cave below
The sumes, the influential druids of Andergast, see Two Horns, a distinctive peak in the central Stone Oak
themselves as guardians of the forest. Woodcutters Forest. For many years, he held the legendary Cyclopean
must seek permission from a druid before felling a blade Gnorakir, also known as the Sword of Heroes, in his
stone oak. Except when it concerns stone oaks, the hoard, but it was stolen in 1014 FB by a daring hero who
sumes can calm treants and other creatures that would was blessed by the fox god Phex. Now Lepitopir hates
otherwise defend “their” forest without mercy. humans even more, and his rage is widely feared.

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

The Steppes of the East 


and traditions common in Andergast aren’t worth much in
Teshkalia. The land is even ruled by a woman, a fact that
Borders: expansive plains between the two Stone
angers many Andergastan nobles.
Oak Forests, Thash, and the Dark Ridge
Population: 3,100 humans, plus several hundred
Patriarchy, which is based on the sumes’ influence, never
goblins and orcs
took hold here because Teshkalians always followed the
Important Cities: Teshkal (930), Crowsloft
laws of the steppes instead of the laws of the capital. In
(forsaken fortress ruin)
fact, Teshkalia managed to declare independence from
Special: Bladegrass Steppes, no patriarchy, horse
Andergast several times over the centuries without much
breed Teshkaler
consequence, due to its remote location. However, the
Trade Goods: Horse, cattle, and sheep breeding,
threat from orcs and other dangers has forced them to
agriculture
rejoin the kingdom several times, the last being in 1010 FB.
Major Routes: Teshkaler Way, Northern Way,
Lialin’s Way, plus some paths through the steppes
Flora and Fauna: From Teshkal on, the steppe is
impassable, as it is overgrown by the bladegrass plant that
A wide plain stretches between the Stone Oak Forest, gave the steppe its name. This waist-high, yellow-green
Thash and Dark Ridge. A few groves and forests survive in grass has extremely sharp leaves (see page 103). During
the western portion. The ground is barren, stone dry, and summer months, red poppies interrupt the billowing,
dotted with the ruins of long-forsaken farmsteads. Humans yellow ocean of stalks, but the area supports some stout
find little of interest here, if anything at all. If anyone rules juniper bushes as well. Except for nimble rodents and
this barren land, it is the orcs and goblins. All who dwell several types of serpent, few animals can survive here,
here live by the law of the jungle. and there is not much to hunt. The one exception is the
powerful wartrhino, whose thick skin is impervious to the
The eastern half of the plain gives way to bladegrass, razor-sharp leaves, and it is a popular game animal.
making the region even more hostile. East of the town of
Teshkal, this razor-sharp plant grows so densely that the Every spring, the Theskalians must see to trimming back
locals call it the Bladegrass Steppes. The land claimed by the spread of bladegrass on their land, and the work is
Andergast ends here, as nobody can survive in this lethal difficult and dangerous. Military commanders dream of
terrain. Just traveling through the area is considered adapting the farmers’ long scythes for use in war. Burn
suicidal. clearance is frowned upon since fires can easily get out of
control (besides, bladegrass is strongly resistant to flame).
In reality, humans rule only only Teshkalia, as the
area surrounding Teshkal is called. The barony in the At the western and eastern edges of the steppes, smaller
easternmost portion of Teshkalia is the only region in forested areas become more common, especially closer to
Andergast that does not enforce a strict patriarchy. the mountains. The ground is just as dry and hard as the
Women here enjoy the same rights possessed by women in central plain, however, and robust steppe grass and tough
most other lands of Aventuria. That is why many customs bushes are the only other plants that survive here. Horned

30 Chapter 2: Land and People


dragons are often spotted above the steppes, and harpies Inhabitants and Settlements: The Teshkalians hate orcs but
sometimes circle the area, but they likely maintain their generally disregard the national enmity for Nostrians, which
hoards in Thash or the Dark Ridge. most Andergastans consider so important. Their greatest
passions are horses and storytelling. Strangers visiting the
With regular occurrence, orcs swarm over the northern area find it easier to make friends among the locals if they
Stone Oak Forest and sweep down through the steppes to praise their host’s horse or tell an exciting story.
Anderstone as far as the vicinity of Teshkal, where the
pickings are easy. Smaller groves are home to goblin Teshkalians worship the spirits of the steppes but still
families, which are led by powerful sorceresses and pray to place Rahja’s winged sky horses (Tharvun, the Stallion of
mighty steppe spirits in addition to their gods. (  176) Night, and Sulva, the Mare of Day) above all other spirits
on the wide steppes. Teshkal is the only large settlement in
Roads and Paths: Despite the isolation, a few tracks cross the area’s hostile eastern region. A famous ruin lies hidden
through the Bladegrass Steppes, but only the North Way withing the sea of bladegrass, jealously guarded by harpies.
cuts directly through areas covered by bladegrass. It leads Called Fortress Crowsloft, it was built for creatures that
north from Teshkal to the deep valleys of the Thash. High were much larger than humans.
in the mountains, in the ruins of the forsaken village of
Thashcrest, the barely navigable path splits in two different The few humans who live in the western reaches of the
directions. One path leads northwest, to the Orclands, while steppes have come to an arrangement with the orcs,
the northeast path leads through the Thash Gate to the though not always by choice. The inhabitants of several
Svellt Valley. The Orc Storm followed this route through small, well-fortified farmsteads in the area know how to
Andergast on its way to the Middenrealm in 1010 FB. fight orcs, but some villages have shrines dedicated to the
orc god Tairach, which must be blessed with blood every
Lialin’s Ways (also called Thash Way) runs east before year. Manners are rough, and people claim their right
reaching the mountains and crosses the bladegrass at only with fists and shouting. Everybody faces the dangers of
a few points. It winds through the foothills of the Thash, the wilderness and must know how to defend themselves.
passes the crumbling Lialin’s Tower (  180), continues Women are no exception to this rule.
through the Mourning Wood, past the fortress of
Griffonstone in the Thundermarches, and finally ends in Trade and Commerce: The few fields of the region barely
Yrramis in the Svellt Valley. yield enough to supply the local population and some of
its livestock, which usually includes only sheep and small
There are some paths in the Bladegrass Steppes, but they cattle. Some land around the town was (painfully) cleared
are recognizable only by small stone carvings. Since they of its bladegrass and is now cultivated. The Teshkalers
are rarely if ever used, they tend to become overgrown quite are especially proud of their centuries-old tradition of horse
quickly (losing one’s way in bladegrass quickly spells death). breeding, and these noble beasts freely graze around the
town. They are very expensive, and many nobles travel a great
distance to buy one of their carriage horses or destriers.

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

32 Chapter 2: Land and People


33
from burning peat or wood blends with a persistent smell The Royal Town (S01)
of refuse and hangs over the city like a pall. The air can The town wall is about 12’ tall. The city guards patrols the
become so acrid during the summer that people try hard walkway, which is crowned with battlements, and sees
not to breathe. that everything is in order. The four town gates sit open
during the day, while at night each portcullis is lowered,
Artful woodworking, pig farming, and trade take up the making the town inaccessible. The gate guards, which are
days of most townsfolk, who are much more urbane than members of the Royal Guard, check everyone who enters
the Andergastan peasants. Strangers nevertheless often and leaves, and are in charge of collecting tolls. Strangers
describe them as conservative and resistant to progress. must pay one haler per leg (paid for mounts as well as pack
and draft animals) to enter own, but townsfolk, locals, and
As the seat of the king, Andergast is technically under Andergastan nobles and their retinues can enter freely.
the direct rule of Wendelmir VI, but he cares little for People with “oversized weapons,” “poison” or other
bureaucracy and allows the town council to rule in his “dangerous items” are refused entry, although how these
stead. The council consists of the masters of the craft terms are defined depends greatly on the gate guard, and
guilds as well as representatives of important temples and often a small bribe can influence their decision.
the mage’s academy. The council meets once per week and
must present all decisions to the king for approval. The The King’s Castle (01) rises proudly above the confluence
council elects a new council spokesman every four years. of the Andra and the Ingval. By Middenrealmish standards,
Wendelmir sometimes grants an audience to all burghers it is only a medium-sized structure, but it is the largest
and free citizens who wish to petition the king. Women fortress in Andergast. The building’s pitch-black walls
need a male intercessor. clearly show their age—more than a thousand years. The
cellars are infamous for their constant clamminess, but
Sons of Andergastan burghers gain the rights of burghers the rest of the castle is cool and drafty. The castle wall
upon reaching their fourteenth year of life. Male surrounds a central building next to a a square courtyard
immigrants who own their own house and have lived in and several herb and vegetable patches.
town for 10 years may purchase a burgher’s letter for a
hefty 100 ducats. Only women who are are Blessed Ones or The castle is home to King Wendelmir, his family, and
mages can become burghers. In general, Blessed Ones and dozens of servants, including two dozen knights who
mages automatically become burghers the moment they always accompany the king when he travels. When not
become permanent residents in town. serving as escorts, the knights undertake special missions.

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.

34 Chapter 2: Land and People


Next to Market Place is the venerable Town Hall (04). The Weapons (mainly pikes and short bows) are stored in the
town council meets in this dark but richly ornamented city’s Armory (05) and handed out during attacks. The
building to deal with daily business. The building also armory is also home to the city guards’ main guardhouse,
houses a scriptorium, where customers can dictate letters, though the building’s first floor houses men-at-arms and
have letters read aloud, or have a contract drafted, all for a unmarried knights. Supplies for sieges are kept stockpiled
fee. A side door opens on stairs that lead to the Rathskeller in the building’s cool cellars.
(G01) (Q5/P4/B–), a tavern for wealthy patrons. Its walls
show scenes from the town’s history. Next door to the Town Each boat traveling on the Ingval River must berth at the
Hall is the Temple of Rondra (T02), a splendid stone oak Harbor (06) and pay a toll. Fishing boats sell their catch in
building. The split log exterior has a martial cast due to the the market but sometimes right from the boat. Next to the
countless iron nails and thorns placed there by believers as harbor, a small Shipyard (07) produces fishing boats and
gifts to the goddess. Inside, torn and bloodstained banners, river cargo boats. Nearby is the humble Temple of Travia
broken shields and broken weapons decorate the walls. The (T04), which houses the poor who work in the nearby
temple’s Blessed Ones are very patriotic, and their leader, sawmill.
Sword Brother Ulfried Zornbold, is a distant relative of the
royal family. He is always happy to discuss theology with Paying customers may stay in one of the city’s two,
scholars and knights. reasonably furnished, single-sex dormitories (Q3/P2/B20).

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

36 Chapter 2: Land and People


regions. The only obstacle is the waterfall, but by means of Egelingsfenn 
a weir and strong draft animals, the rafters manage to haul The small town of Egelingsfenn (INH 420) sits at the Lord’s
the precious wood over a winding path and back down to Road on the banks of Thuran Lake. Trade and fishing have
the water, and thence on to the harbor. brought the residents modest wealth. Castle Badgerstone, the
seat of the Baron of Thurana, dominates the area. (  181)
The town was built on a clearing beneath a 120’ tall cliff,
over which the Andra plunges to feed a large lake. Those
who worship Tsa think that the Andrafall is of great
Oakhaven 
The manners in Oakhaven (INH 800) are just as rough
importance due to the rainbows that can be seen above the
as strangers are common. The town is frequented by
lake when the sun is shining.
woodcutters, trappers, traders, and rafters, as well as
Thorwalers, Nostrians, and even emancipated women.
Andrafall is surrounded by a mighty palisade of stone
oak wood. Additional protection comes from the ancient
Besides the usually cramped inn, the town offers five
fortress that rises on a small hill in the middle of town and
taverns. Guests can sleep on one of the benches in the
serves as the seat of the barons of Andrafall.
taproom for a small fee. Prostitutes operate out of these
taverns as well.
By long-standing tradition, woodcutters attend a fair every
year in Andrafall during the month of Praios, where they
Temples of Firun and Efferd face each other across the
enjoy contests such as caber-tossing.
town center, while outside town, hidden in the forest, is
a formation of standing stones that serves as a sanctuary
Arraned  of Sumu.
Arraned (INH 500) is the largest Nostrian settlement in
Thurania. The town is quite dangerous due to its many In the forest north of Oakhaven, there are several hidden
bored mercenaries and poor peasants, who quickly reach castles owned by robber knights who sometimes stop
for clubs and knives to get their way. travelers and demand a toll.

A few miles north of the town, there is the fortress


Gordelyn, a strong castle that guards the route from Thuran
Elger 
The land surrounding Elger (INH 430) is fertile and
Lake to the south of Nostria. Known as the Blood Fortress,
beautiful. The little town is best known for its Lord Elger’s
it is infamous for its large dungeon, which for centuries
Gardens, which sit on a hill near the settlement. Lord
has served as a prison for disgraced Nostrian nobles. Many
Kasimir III’s plans to build a summer home here in 840 FB
inmates disappear without a trace, leading to rumors that
were abandoned soon after construction began, but the
the fortress is alive and kills traitors in cruel ways.
park, which was designed by his wife, Pearlminda, is still
recognizable today. The park’s otherworldly atmosphere
Axetown  leads many to believe that fairy creatures live within its
Axetown (INH 390), on the Ornib, has often been the boundaries. What is certain is that robbers and other
location of campaigns and battles, and frequently suffers sinister figures sometimes use the park as a hideout.
hunger and bitter poverty. The inhabitants of Axetown are
more aloof than others in the Forest Wilderness, and they
have little respect for strangers. The ruins of a battlement,
Angasal 
Angasal (INH 270), an unimportant settlement in the
walls, and trenches can still be seen around the village.
border region of Nostria and Andergast, has changed
The Axetowners did erect a palisade, but they maintain it
rulers numerous times. One day, tired of war, a mercenary
rather poorly. A thick bramble hedge growing on the old
leader named Garf (*983 FB; dark hair and eyes; deluded
village wall serves as a sturdy obstacle. On the west side
megalomaniac; usually drunk but in a good mood) declared
of the river, across the village, sits an ancient wall, all that
the settlement’s independence. He dubbed himself Duke
remains of a border fortress that was destroyed and burned
Garf I and moved into the local castle, but given Angasal’s
countless times. Two large shrines, one for Firun and one
location on steep cliffs and the fact that the town is difficult
for Tsatuara, are referred to as temples by the locals.
to reach, and since there were more pressing matters in
Andergast, nobody cared. When he was still a prince, King
Wendelmir and several companions visited the village
several times to relax.

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)

38 Chapter 2: Land and People


Atmosphere in Town: pragmatic and rather apolitical when more often than any other. To learn to live with this state,
asked about the Warring Kingdoms, proud of the return of the Joborners developed a surprising adaptability (or
the Church of Rahja to the town, slowly growing hope indifference) concerning their lord. Depending on which
side is in charge, citizens can be upright Andergastans or
The rulers of Joborn have switched allegiance from proud Nostrians. Currently they are Andergastans, and
Andergast to Nostria and back so many times over the their baron is painfully aware that he will not be able to
years that the residents are tired of the constant change. retain his land for long, as the husband of Nostria’s queen,
The leaders of the various Stone Oak Guilds (woodcutters the forest knight Eilert, has made it clear that he wants to
and rafters), the Ingval Guild (boatmen and fishers) and the claim his family’s ancestral seat.
Ingerimm Guild (craftworkers) struggle to maintain their
position in town, since they often have to deal with a new A Walk Around Town
baron and always need help with their many obligations Joborn was built on the slopes of the infamous Hill of Half,
(maintaining the harbor basin, the palisade, and public site of countless battles between the enemy kingdoms. At
buildings). its top sits Castle Joborn (01), an old motte that is home
to the baron and his family and servants. The Fortress
The town alderman, who is almost always appointed from Temple of Peraine and Travia (T01), often the last refuge
the Ingerimm Guild, enforces the market laws and settles of townsfolk against the cruelty of the invaders du jour,
differences, and often employs strangers in the interest of sits within the enclosure of the castle at the end of the path
neutrality. The baron knows only too well that he cannot leading up the hill. A watchman from town is always on
afford a Nostrian rebellion and thus rules with a firm hand. duty in front of the narrow Bell Tower (02), at the foot
Strife caused by agitators from both Andergast and Nostria of the path to the fortress, keeping an eye out for danger.
remain a constant thorn in the baron’s side.
Most houses in Joborn are half timbered, but there are also
Because it sits at the border of Andergast and Nostria, where simple wooden huts. Near the Market Place (03) in the
the Ornib meets the Ingval, Joborn is the most contested center of town opposite the Town Hall, stands Rathskeller
town in the Warring Kingdoms and has changed rulership (04) (Q3/P4/B–) and House Joborn (G01) (Q3/P4/B15),

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).

40 Chapter 2: Land and People


Nostria, Capital of Fishers  scarcity of goods. However, necessities pay smaller tolls.
“Our queen will restore our pride There is no toll for common luggage, but the toll collectors
of old. Long live Nostria!” decide which goods qualify as luggage and which as trade
—A Nostrian grand burgher, goods.
1038 FB
The city is still recovering from a terrible plague of the
“Behind the public splendor lies a blue wheeze, which killed a quarter of the population
deep-rooted insecurity and brewing in 1027 FB and hit the royal family especially hard.
schism. The nobility is estranged, The disease’s effects can still be felt, but ever since the
the queen hesitant, and the customs young and inexperienced mage Yolande ascended to the
are downright archaic.” throne, Nostrians have gone about their daily work with
—A Horasian scholar, 1039 FB enthusiasm. The aristocracy proudly refer to themselves
as bombasts. They strive to outdo each other in terms of
Region: Capital of the Kingdom of Nostria, pomp and showiness at court, but they regard even slow
Queen’s Land of Nostria progress with great suspicion.
Population: 6,000
Ruler: Queen Yolande II of Nostria, represented by a Queen Yolande II (see page 121) rules Nostria from here,
female town magistrate but she has appointed her former tutor, the one-armed
Temples: Boron, Efferd, Peraine, Rahja, Rondra, Travia, mage Satuwina Hyttenhau (see page 127) to serve as town
Tsa; numerous shrines, including a large shrine to Rondra magistrate. This unbribable but pedantic woman has
at the royal castle begun to challenge the criminal gangs that have secretly
Trade and Commerce: minor but growing sea trade, ruled many quarters for years. There aren’t enough city
fishing (mainly of the flounder-like salteral), ship building, guards to maintain order in town, and unfortunately some
numerous workshops, daily market in Freedom Square guards are on the payroll of gangs of thieves, fences, and
Special: Stone of Nostria in Freedom Square, spacious smugglers who desperately cling to their waning power.
royal castle with bewildering architecture; the Academy of The city magistrate may call upon only ten knights and
Light and Darkness (just outside of the city; mage, academy, twenty men-at-arms to guard the gates, chase thieves and
white, object); street after street of abandoned houses and smugglers, and settle disputes.
dilapidated mansions that once housed wealthy burghers.
Atmosphere in the City: Conservative and backward, A Walk Around Town
patriotic, newly hopeful after a long period of grim The Royal Castle (01) of the Nostrian ruling family is
decline; optimism as many things are repaired or restored built upon a steep, 120’ tall, white rock known as Harod’s
to working order. Rock, which rises above the town on the northern bank
The City in Play: The town is filled with a strange spirit of the Tommel. Fringlas Kasmyrin began construction
of optimism. Where there was resignation after the great on the original fortress shortly after the Tommel outlet
plague of 1027 FB, now much busy work is being done. The was explored, and subsequent rulers have expanded and
old wounds slowly heal, town repairs are underway, and remodeled the structure many times over the centuries.
people want to follow the young queen and her advisers. This strangely labyrinthine structure, which proves
But there are also those that dislike the changes. There difficult to navigate at the best of times, could have sprung
are shady characters that fear a loss of power, and some from the mind of a madman. The castle has two palaces, one
influential nobles see the development with distrust large and one small, surrounding several large and small
and try to stop it. The queen sends out expedition after inner courtyards on multiple levels, plus several servant
expedition to explore the country’s past and often receives residences, workshops, storage buildings, and towers, all
guests from afar. connected by lightless passages, steep staircases, narrow
alleys, and tunnels.
Nostria sits at the confluence of the Tommel River and
the Sea of Seven Winds. At first glance, it may look proud Today, much of the castle stands empty. Only the large
and affluent, but its gloriously decorated facades hide a palace on the main courtyard and its surrounding
city in decline. The city’s harbor, which for many years buildings are inhabited. Visitors can wander the castle’s
had been silting up, is once again becoming an important long corridors and musty halls for hours without meeting
transfer point for many kinds of wares. Reconstruction is anybody, watched only by stone statues and faded portraits
still ongoing in places, but the long-empty warehouses are of ancestors. Who knows what secrets might lie behind
beginning to fill again as trade with the interior increases. brittle tapestries, in cold chimneys and beyond doors that
Tolls are once again collected by the harbor and at the have not been unlocked in decades? Some rooms were
town gates, the exact amount depending on the value and walled up, and no doubt conceal forgotten secret passages.

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

42 Chapter 2: Land and People


43
feed the poorest Nostrians. He often works alone now in magistrate and the knights of the town guard. The Tower
his soup kitchen, which he operates from the temple. Watchwoman, whose duty is to warn of neighborhood fires
and approaching enemies, lives on the tower’s upper floor.
The Temple of Rahja (T06) is a unique combination of
brewery and bathhouse. Visitors who desire to enter the Harbor Island
sanctum must first bathe in the Bathhouse (Q4/P4), which The Harbor Island is separated from the town by a small
is operated by Rahja’s Blessed Ones. The bath house is open inlet. Two old stone bridges lead to the island, which holds
to all residents, and, as with other temples of Rahja, offers warehouses and the tiny huts of fishers and longshoremen.
the services of various male and female prostitutes. Conditions are improving here. The warehouses of the
Seven Wind Promenade (11), a narrow street on the west
Across the street, the Swift Flounder (G03) (Q3/P3/B8) side of the island, stood empty for many years but are now
offers a hearty meal. The Tommelstomp and Daughter (9) active once again as ships from foreign countries berth at
printing house, which occupies a half-timbered house near the quays. Sailors frequent a nearby dive called The Peg-
the channel, desperately tries to recreate the prosperity Leg (G05) (Q1/P2/B10).
of earlier years when they owned a printing press with
movable type. Since they must now rely on wooden type, The stout and well-fortified Toll Castle (12), with its six-
they can rarely print pamphlets such as the Nostrian War foot-thick exterior walls, is one of the oldest buildings in
Trumpet. Adventurers meet in the tavern Hill of Half (G04) town. The toll collectors set their own terms here for many
(Q3/P3/B–). years, but recently the town magistrate has been cracking
down on their corruption.
The Guard Tower rises up from the Lyngwyner Gate (10),
which is the town’s southern gate. At 60’ tall, the guard Business has also been picking up in the Wharf Quarter
tower is the tallest building in town and houses the town (13), on the south side of the island. Mages come and go

44 Chapter 2: Land and People


from their workshop in the southernmost building, and
watchful knights ensure that nobody enters without The Stone of Nosteria
permission, for this is where they are building the first “In the center of town sits an ancient stone covered with
fisher boat with ancestor glyphs. weird glyphs and images. The locals honor it as the Stone
of Nosteria. During the rule of the five mayors, the land of
About 500 years ago, a storm washed a ship onto the Nostria grew and flourished. But in the days of Kasparyn,
southern end of the Harbor Island. This ship was decorated a hard winter refused to let go and the people went hungry.
with images of aquatic creatures such as dolphins, whales, To help his people, Kasparyn sought advice from his wife
and mermaids, so the Nostrians converted the hull into Nosteria, as she was a powerful sorceress. She erected a
the city’s new Temple of Efferd (T07). The structure was large stone in town that was able to attract large schools of
expanded over the centuries, but the ship’s basic shape is saltarels at any time. Now, each year, in her honor, villagers
still discernible. choose a fisher queen who bathes in the salty waters by the
Stone of Nosteria, just as Nosteria once did herself. The people
Outside Town were so thankful to the mayor that they made him lord. All
A short distance outside town is the rather large Temple Nostrians gathered at the magic stone to cheer Kasparyn I
of Boron (T08). Around back sits a sedate Boron Yard and his wife Nosteria. That same day they swore never to
with many weathered gravestones from centuries of bow to the Emperor in the south again, and to remain the
interments. A mass grave was added just north of the proud and free people of Nostria. This event marked the
yard to accommodate victims of the plague who had to be founding of the realm of Nostria.
buried quickly, no matter how well respected or wealthy
they had been. Today, the area is surrounded by a hedge in Each year, on the first new moon in Efferd, locals who earn
the shape of a broken wheel. their living by fishing, and many others who desire luck,
throw a freshly caught, still-living saltarel into a large tub of
The Academy of Light and Darkness (14), Nostria’s mage salt water that is put up next to the Stone of Nosteria.
academy, lies about three miles upriver on the banks of Attendees choose a virgin to be fisher queen, who then
the Tommel. It introduces students to a clearly defined, bathes among the twitching fish. She then slaughters them
dualistic worldview of good and evil. The education is with a knife until the water turns a deep red color. Next she
strictly academic and scientific, which renders cooperation spills some of her own blood into the basin and rises, naked
with the influential witches impossible. A short while ago, as Tsa created her, covered in blood, and retraces the images
Queen Yolande issued an edict to concentrate on the study and glyphs on the stone in briny water, to the cheers of the
of archaic magic. Not all tutors agree, but nobody dares Nostrians. The celebration continues with a fair, and
openly disagree with the queen, who herself is an alumnus countless saltarels are consumed. Those who are especially
of this academy. lucky get to eat one of the fish slaughtered in the tub. The
locals view this ritual as a service to Efferd, but to me, it
Salta and Salterhaven, seems more like an archaic superstition.” (  180)
—The Legends and Traditions of the Stone of Nosteria,
the Secret Capital of Nostria 
excerpt from the Book of the Serpent, by Elderin of
“Progressive and open-minded
Lowangen, Blessed One of Hesinde, 901 FB
Salta is the true capital of the
land. But it is only important
because of Salterhaven.”
—a fisherman from Salta,
1038 FB Temples: Ingerimm, Travia, Hesinde in Salta; Efferd in
Salterhaven; many shrines in both towns
“The least backward town in Trade and Commerce: most important trade town at the
the Warring Kingdoms. It’s Nostrian coast, many firms working with stone oak wood,
bearable here.” flourishing sea trade, fishing, shipbuilding; Sancta Elida is
—A Horasian scholar, 1039 FB the honored town saint of Salterhaven
Special: Convents of the Anconites and the Draconites
Salta and Salterhaven outside of the town
Region: Nostria, Noble County of Salta Atmosphere in the City middle-class, rivalry with Nostria,
Population: 4,000 (about a third in Salterhaven) not as cosmopolitan as it claims to be; at least Salterhaven
Ruler: Noble Count Albio III Salis of Salta, represented by is as open-minded as Salta would like to be and has much
town magistrates in both towns contact with wealthy people from all over the world.

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

46 Chapter 2: Land and People


47
of Nostrian law, as Count Albio has granted absolute Lakemeadows 
autonomy to Thorwalers and Horasians alike (and earns a The northernmost settlement of Nostria, Lakemeadows
nice sum on the side by doing so). (INH 350) by Thuran Lake, was completely built on stilts
due to the muddy ground. The place has been often besieged
The town’s focus is Efferd Square, with the splendid but rarely conquered because of the difficult terrain. Many
Temple of Efferd (T04) at its center. Even though Efferd inhabitants are peat-cutters who sell most of this coveted
is typically worshiped as first among the gods in coastal fuel to Andergast. Even though an important trade route,
regions, the people of Salterhaven mainly adhere to the which connects Winhall with the Lord’s Road, runs right
views of the Twelvegods faith. The altar dedicated to past the place, the taciturn and eccentric Lakemeadowers
Saint Elida, patron saint of Salta and Salterhaven, is quite prefer to stay among themselves. The town’s only tavern
impressive and attracts pilgrims from many lands. The sits directly on the road and not in the town itself.
whale god Swafnir, worshiped mainly by Thorwalers, also
has its own altar. Around the temple, several taverns serve A bit north of Lakemeadows, two small border fortresses,
food and drink to the many sailors and longshoremen. The commonly referred to as the Cantankerous Ones, menace
neighborhood is a bit rough, but the prices are low. The each other across the moor. Their grumpy garrisons
tavern Great Whale (G04) (Q3/P3/B10) sits southwest of thoroughly check each traveler before letting them walk
Efferd Square, while the dive Red Haler (G05) (Q1/P2/B8) on, and trade goods must be declared at arbitrary prices.
is northeast. Nearby whorehouses add to the atmosphere, A small extra fee speeds up the process and renders the
marking this as a typical harbor town. Somewhat hidden search less thorough.
in a side-alley is the workshop of the famous tattoo artist
Bragan Vaermhager (10), a talented half elf who creates Often, the peat cutters find strange things in the moor:
tattoos of unique beauty and brilliance. Even Blessed Ones mummified bodies of various species, drowned buildings
of Rondra travel here from all over Aventuria when they or strangely well-preserved items. The superstitious
want to adorn their skin. Lakemeadowers take most things back, only a few precious
items are sold to the Nostrian mage’s academy or the
A Light Tower (11) watches over the mouth of the Ingval servants of the Nostrian royal family.
from the northern shore.

The queen’s knights and men-at-arms reside a mile outside


Teshkal, Town of Steppe Horses 
“We stand watch for the people of
town in the Salt Fortress (12), a small, shabby castle. They
the steppes. We know what we’re
are here to remind the locals of their true leader, but this
doing. The orcs fear our horses,
mission has met with little success so far.
as they should. This misogynistic
king in the south… I don’t care for
On the road to Kendrar lies a Monastery of the Anconites
him at all.”
(T05), an order of healing mages. Its main building, which
—a Teshkaler steppe guard,
is connected to the Temple of Hesinde, was built in the
1038 FB
Bosparanian style and is known for its impressive and
beautiful architecture. The Anconites are skilled healers,
“They worship strange idols and breed
but their services are expensive. The monastery also
exceptional horses, and you can always
operates a tavern, the Parlor of Wisdom (Q3/P3/B12),
trust a Teshkahler’s word.”
which is a favorite among scholars.
—Geron Bladebreaker, mercenary, 1039 FB
Further down the road, past some longhouses built in the
Region: Andergast, Barony of Teshkalia
Thorwalian style, sits the Convent of the Draconites (T06).
Population: 900
It is officially called the Arch-Hoard of the Westlands, but
Ruler: Baroness Ossyra Redtree of Teshkal (the only female
its inhabitants call it Vidagard. Its leader, Abbot Fabius
ruler in Andergast)
Toren, is a talented botanist. The convent is believed to
Temples: Rahja (Temple of the Divine Sky Horses), unified
be haunted, and even Thorwalers avoid the area. Due to
fortress temple of Rondra, Travia and Peraine; shrines to
its quiet, secluded location, the facility is often used for
Orvai and Tairach
secret negotiations between Count Albio and the Hetman
Trade and Commerce: Horse, cattle, and sheep breeding,
of Kendrar.
agriculture

48 Chapter 2: Land and People


Special: Baronial Stud Farm for the Teshkaler horse breed castles, dividing Teshkal into countless parcels of land.
Atmosphere in the Town always ready to defend The many orc attacks created the necessity of erecting an
themselves, emphasizing the independence of the culture especially robust palisade of stakes around the town.
of the steppes; growing displeasure about the new
Andergastan king’s patronizing attitude The town’s spirit is exemplified by the Baronial Motte
(01) on the hill. The building is surrounded by a moat and
Teshkal is a town in which Andergastan women can prove guarded day and night by an archer.
themselves, and the steppes give them many chances to
do so. Options include exploring the land, scouting out the The wide enclosures of the Baronial Stud Farm (02)
orcs, learning to wield weapons, and studying the trade of outside of town are visible for miles, and Teshkal is known
horse breeding. As the only town in the Bladegrass Steppe, mainly for its horse breeding (the horse breed being
Teshkal often sees traders who have come far and seek named after the town). This robust, shiny black draft horse
shelter before their return journey. Surprisingly, there is is strong and untiring, which is why Andergastan knights
little interfamily strife in town, but the old families (those are the breeders’ primary customers. The baroness has
from the steppes) are trying to shake off the yoke of the final say as to which animals are allowed to mate, and she
kings of Andergast. also sets the lowest sale price for the horses. Of course,
she receives a portion of the proceeds, and her husband’s
Teshkal lies southeast of the Stone Oak Forest in the middle grandmother is the most influential horse rancher in town.
of the Bladegrass Steppe, far from the heart of Andergast. Ancient copies of the Teshkaler Studbook provide the oldest
Some conservative knights doubt whether Teshkal is really known evidence of planned horse-breeding in Aventuria.
part of the kingdom, partly because its customs differ
so strongly from what is viewed as right and proper in A large Horse Market (03), held each year during Ingerimm
Andergast, but mainly because the town and barony are in the central square, draws many people from far and
ruled by a woman. wide, and visitors shelter in a tavern called The Bulwark
(G01) (Q4/P3/B20). The square also hosts a weekly market.
In general, women and men are considered equals in the Next to the square are a tavern called Rahja’s Honor (G02)
steppe, a practice which hardened Andergastans often (Q5/P4/B12) and the proud Temple of Sky Horses (T01),
condemn as a filthy Nostrian custom. It is no wonder that which is consecrated to Rahja. She is worshiped here as
Teshkal has gained its independence from the kingdom mother of Tharvun and Sulva, magnificent sky horses that
several times throughout the centuries. fly through the air on huge wings. The locals believe that
the stallion, Tharvun, rules the night, and the foam from
The constant threat posed by orcs (and the orcs’ pillaging his mouth after a long flight over the steppe is the source
of the area in 1010 FB) convinced the baroness to side with of morning dew. Sulva, it is said, brings the light of day.
the Andergastan Crown once again. During the reign of
King Efferdan, the relationship with the Crown seemed to The sky horses are both pursued by the Dragon of Yesterday,
relax, but since Wendelmir’s coronation, Baroness Ossyra which seeks to swallow the world. To do this, it must first
of Teshkal (see page 124) has been entertaining the idea defeat the sky horses, but they always manage to escape.
of breaking with Andergast again, despite the danger. As This chase is re-enacted by the priesthood each year on the
royal stablemaster, she sits on the Council of Champions summer solstice (the 1st of Praios), during which a chosen
(as the Champion of Rahja) and therefore has access to the local circles the town twelve times in the temple chariot.
king. This influence allows her to maintain her barony’s Many horse and cart races accompany this celebration. In
autonomy, so she has refrained from taking this drastic addition, the temple sponsors a wagon race from Lowangen
measure so far. or Joborn to Teshkal that runs from the end of Rahja to the
1st of Praios. Even though the race takes place during the
A Walk Around Town Nameless Days, many people participate because it is seen
The architecture of Teshkal is shaped by steppe tradition. as special test of faith.
Farmstead houses crowd around a central wooden tower,
which houses the head of the family. The grass roofs of The Fortress Temple of Rondra, Travia, and Peraine
these all-clay buildings hang almost down to the ground. (T02) is protected by the Blessed Ones of Rondra, who also
Round burial mounds often lie within these enclosures, help defend the Lowanger Gate (04) and the Andergaster
too, and generations of inhabitants are buried there. Small Gate (05) when orcs threaten the town. The head of the
palisades or fences surround each one of these family temple complex is a young, female Blessed One of Peraine
who already has a reputation as an excellent animal healer.

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.

50 Chapter 2: Land and People


The harbor and oceanfront sections are already finished, the forest. They hope that she will one day visit the willow
but completion of the landward fortifications won’t be and bless them.
completed for several years.
Townsfolk also worship Rahja and Satuaria together, and
Vardall  hold exuberant festivals in honor of both goddesses on the
Vardall (INH 420) is a small settlement on the Ingval. days before the solstices and the equinoxes.
The Sâl Way runs past its gates. The settlement, which
is protected by a robust palisade and a moat, often faces Yoledam 
attacks by Andergastans, orcs, and wild animals from the Until 1027 FB, the largest Boron temple of Nostria sat on a hill
forest. Unfortunately the moat is a breeding ground for in Yoledamm (INH 400), a simple fishing village. Then the
many buzzing, stinging, and biting insects, which plague sanctum was plundered and burned down by pirates from
the town in summer and autumn. Thorwal. Today the wind blows mournfully through the ruins
of this temple on the coast. It is said that the “Golden Ghoul,”
Varnyth  as the inhabitants called the leader of the Northerners,
Varnyth (INH 350) lies at the borders of the Lakeland. drowned when the god sank his ship for this blasphemy.
In its center is a dead Boron willow called Old Rysvik. During the attack, the village lost its library, which contained
For centuries, the tree was the home of a dryad named many records of Nostria’s history. All that survived was the
Varnyth, for whom the town was named. She is honored mighty basalt plate in the sanctum, upon which was carved
for offering protection to the first settlers. the names of the most important heroes since the time of
settlement. Year after year, in the month of Boron, young
When the ancient tree withered and died despite all men and women gather here to choose from their ranks a
attempts to save it, the dryad is said to have left her namekeeper for the following year. This namekeeper has the
ancestral home and relocated to the Farindel Forest. honored, and sometimes dangerous, task to maintain and
People here worship Varnyth at Old Rysvik, as a goddess of protect the ruins and the plate from all threats.

Elderdonk: A Typical Village in the Forest Wilderness   


Even though control of Elderdonk switches often Region: Forest Wilderness (border region near the
between Nostria and Andergast, as it sits on the Ornib)
border of the Warring Kingdoms, its description Population: about 100
does not change. To create the appropriate Ruler: Village Mayor Jindrich Applebrandter
Andergastan or Nostrian feeling, the GM need (Andergast)/Village Mayor Helasine Visserad
only choose the appropriate NPCs from the (Nostria)
descriptions for the taverns The White Sow Temples: shrines to Firun and Travia
(G01) and the Herb Hut (09) (see the GM text Trade and Commerce: Blacksmith, carpenter,
boxes in those entries). GMs should familiarize cabinetmaker
themselves with both taverns, as almost every Atmosphere in the Village: People are accustomed
character listed there can appear, with slight to the Forest Wilderness and have a steady income,
changes, in Elderdonk. though none can be called wealthy. Elderdonk has
often been the scene of battles between Nostrians
and Andergastans because it hasn’t had a noble
“The trouble all started when a broken-hearted knight named
landholder in centuries. Knights and barons from
Elderieth drowned in the water. Since then, everything has
surrounding lands often lay claim to the village.
changed, and we have become a plaything of kings and their
vassals.”
The inhabitants know many myths and legends
—An inhabitant of Elderdonk, modern
about the Forest Wilderness, especially ones
concerning the Lone Wanderer (see page 25).
Elderdonk sits near the Ornib, on a swampy and tree-
Many elderberries grow in the area, which is
covered plain next to a small lake that serves as the village
where the village got its name. The lake is home
pond and a source of fresh fish. A small, forested island
to a lonely nymph named Isayala whose mournful
rises from the lake, but the suspicious inhabitants avoid it,
singing lures young men to a watery grave at dawn.
as it is thought to be cursed by fairies or haunted by ghosts.
Many have drowned in the water while seeking
Townsfolk often claim that a nymph lives in the lake, and
this elusive maid.
that her sad songs can lure the unwary to a watery grave.

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

52 Chapter 2: Land and People


Forge (05) in a nice additional income
The forge sits close to the lake, partly to lessen the risk for them, but they have
Andergast:
of fire but mainly for the ease of access to clay from a reputation for being
The sume Ludewich lives
the ground, which is used for building ovens and for friendly with nymphs,
here (see page 56).
certain hardening processes during the forging process. which raises some
Nostria:
Elderdonk’s blacksmiths do not produce masterworks suspicion. It is said that
The witch Iringrath lives
weapons, but they can repair nearly anything. They are their daughters’ singing
here (see page 55).
considered excellent makers of arrow tips. skill and exceptional good
looks are due to some
Woodworker and Wood Storage (06) nymph blood in their veins.
The Haubeiler family built most of the houses in the village. The family sacrifices a silver coin in the ruins of Elderieth
Bogumil (*987 FB; 5’8’’; bald; strong and stout, with nimble Island each year to appease the spirits of the lake.
fingers and clear eyes; thoughtful craftworker), the oldest
and most experienced of Elderdonk’s carpenters, is known Fruit Grove (08)
throughout the river valley for his excellent carvings. This open grove boasts almost a dozen apple trees. The
innkeeper makes an excellent apple brandy from the
Fisher (07) harvest. A loud flock of geese can often be found here.
The Islavia family has been catching fish in the lake
for generations, and know of a hidden outlet used by Herb Hut (09)
woodcutters to bring their trunks to the Ornib and thus The people of Elderdonk often visit this plain and somewhat
to towns by the river. Serving as guides on the lake brings crooked hut, seeking advice and assistance. Next to the hut,

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

54 Chapter 2: Land and People


an impressive herb garden grows beneath a mighty elm menu. These birds, which spend
tree. The village children claim that this tree sometimes most of their time in the
takes a swipe at them. They are not lying, as the tree is fruit grove, are excellent
actually a marwold (see page 99), a tree inhabited by a guard animals that have
spirit. It sometimes becomes boisterous, and it defends the prevented quite a number
hut and herb garden from intruders. of attacks.

Elderieth Island (10) Helasine tries to be


The proud motte Elderieth has stood for centuries on the friendly to everybody
island. People still say that the ghosts of the fallen from a and gets angry only
large battle still haunt the place. This story has a kernel when someone
of truth: centuries ago, the baron of Elderieth made a deal disturbs the many
with dark powers to bend the power of the fairy Isayala to wild geese that
his will. He was an extremely jealous husband who kept his visit the lake in
wife locked in the highest tower of the fortress whenever winter. She is
he rode out. especially proud
of her youngest
The neighboring nobles envied the baron’s newfound daughter Franja,
power, which is said to have granted him eternal youth. In a 16; blond; brown eyes; tomboy; rarely without her snake),
the end, several knights joined forces, came to the island who manifested Mada’s Gift and now studies with Iringath,
and slew the baron and his men-at-arms, who fought to the daughter of Satuaria, in the herb hut. Her oldest son,
the death. They found his starving wife in her bower, the Jaromir (22; brown hair; a bit chubby; very quiet), who
whole room covered with strange symbols drawn in blood. assists Helasine in the tavern and will most likely inherit
Free from her chains, the nymph Isayala demanded an the establishment one day.
annual sacrifice in exchange for not punishing the people
of Elderdonk for the injustice she had suffered. The knights
burned down the motte and left behind a man-at-arms who
was a local to oversee the sacrifice. As the nymph didn’t Helasine Visserad (mid 50s; 5’9’’; brown braids;
seem to want to kill him, he settled in Elderdonk. He lived brown eyes; good-natured and open; Commerce 6
by fishing and founded the Islavia family. It is said that he (12/12/13), Prepare Food 9 (12/13/13), Plant Lore 6
spent several years in the otherworld with the nymph, but (12/13/13), Fast-Talk  6 (12/12/13), Willpower 4
nobody knows if this is true. The ghost of the baroness (12/12/13); SPI 1)
of Elderieth is said to haunt the isle to this day, seeking
revenge against the living. Some villagers think that dark,
arcane secrets of the baron still wait to be found in the
ruins, but nobody has found anything yet. Iringrath, Daughter of Satuaria
Iringrath is so old that most people in
Boron Yard (11) Elderdonk have called her “the old
Since Elderdonk was the location of several battles, a woman” since they were children.
large Boron yard sits on the north side of the palisade. A This quirky serpent witch likes to
tall weeping willow marks the entrance, and a large stone giggle, is well versed in herbs, and
plate carved with a raven marks the site as a place of calm. always carries her familiar, an adder
named Gray-Head, with her in a
Important NPCs (Nostria) padded basket.
Village Mayor Helasine Visserad
Helasine is the innkeep for the White Sow and, as an She brews many potions
acolyte of the goddess, tends to the shrine of Travia in and tinctures, which
the tavern. The stout, chubby-cheeked, well-respected even attract strangers
innkeeper cares for the village community. Her apple seeking to buy them.
brandy is popular throughout the region. The people of Just as well known are the
Elderdonk have learned to like her flock of geese, and not strange things Iringrath sometimes
only because the White Sow often has roast goose on the requests for payment. She is said to own

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))

Ludewich the Sume


Ludewich is so old that
most villagers have
Important NPCs (Andergast) known him since they
Village Mayor Jindrich Applebrandter were children. This
Jindrich is the wealthiest farmer in the village and a man quirky servant of Sumu
who likes to tackle problems head-on. He despises people keeps to himself but is
that sit around all day or waste their time with things that kindhearted. He is an
are of no use to the community. Jindrich’s hobbies include expert on the subject of
raising horse and training dogs, which he sells as hunting herbs and knows how to
or guard animals, and many roam around the village. His brew many potions and
animals are so prized that many nobles tinctures, which even
from the region buy entire litters, attract the business
and as a result, the great farmer of strangers. He is
enjoys something near the just as well known
respect of a noble in the other for the unusual things
villagers’ eyes. His youngest son, he sometimes requests as
 Holmar (16; brown hair; brown payment. For instance, he might ask for an insect collection
eyes; good natured; good sense of comprised entirely of head lice. He is rumored to have met
humor) is his pride and joy. Since the Aurochs King.
Holmar manifested Mada’s Gift,
he has become a student of
the sume, Ludewich,
and now lives near the
herb garden. Ludewich (84; 5’5’’; white hair; green eyes; slender;
agile, curious; Alchemy 10 (14/15/13), Fast-Talk 3
He is a bit worried (14/14/14), Magical Lore 8 (15/15/14), Plant Lore 7
about his oldest daughter (15/13/12), Treat Disease 8 (14/14/12), Treat Wounds 7
Rusena (22; blond hair; brown eyes; (15/13/13), Willpower 6 (14/14/14); Breathlessness 7
(15/14/12), Identify Pestilence 6 (14/15/14), Sumu’s
Elixirs 8 (15/14/14); SPI 2)

56 Chapter 2: Land and People


Chapter 3:
Culture and Science
“Finding the Warring Kingdoms is easy; just follow the rumors
of secrets and treasures. Warriors are always welcome because
war, destruction and contempt have ruled the day for ages. What
I cannot quite understand is the supposed difference between the
Warring Kingdoms, that is, where they differ as much as they
claim. Sure, women in Nostria enjoy the same rights as anywhere
else, except perhaps among the Novadi, that is. And yes, this is
certainly different in Andergast, where people think that men are
naturally superior to women, which is why women are excluded
from public life, at least where fighting and ruling are concerned.
But I cannot see where Nostria and Andergast differ otherwise, as
their views on traditional values are so similar. Both sides are just
as backwards, and neither accepts the innovations the gods gave
us. Both kingdoms worship nature spirits and weird idols, and
seek advice from spellcasters who follow Sumu or her daughter,
Satuaria.

Even their enmity towards each other, instilled in Nostrians and


Andergastans from birth, seems to unite them. The Animal Kings
of the impenetrable Forest Wilderness, the fluid border between
Andergast and Nostria, are said to be enemies, but I would have to
ask an expert in animal lore whether normal crowned stags and
aurochs hate each other. The longer I stay here, the more I believe
in the legendary root of their hatred, which people only mention
in whispers. However, as a foreigner, I should not interfere. As
long as you haven’t sworn allegiance to an enemy king or queen,
you won’t have too many problems, even if you’re female. Avoid
stating a position, whether good or bad, or you will face insults…
or much worse.” (  175)
—Excerpt from the Book of the Serpent, by Irian Nandurion
of Abilacht, Blessed One of Hesinde, 1037 FB

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,

58 Chapter 3: Culture and Science


is considered all-important. In Andergast, people mainly contrast, the sumes, who voluntarily remove themselves
petition druids, or sumes, as locals call them, to bring the to the isolation of the wilderness, enjoy fearful respect in
blessing of the spirits of the forest and the mighty earth Andergast. In Nostria, the Daughters of Satuaria enjoy the
mother, Sumu. same respect, and under similar circumstances, as they
like to keep to themselves, as well. “If you go out into the
People offer sacrifices to the Supernatural on small altars, world to seek adventure, it’s because you either don’t have
to ask for their benevolence or protection. These powerful enough to do, or you are not quite right in the head, or
creatures are not always gods, and often are creatures of you are suffering from an evil spell.” At least, that’s what
the river, lake, or forest. Many fairies, dryads, nymphs, and people here think.
treants receive a great worship.
This suspicion towards strangers also leads to a resistance
People in Andergast, mainly, believe that sacrifices must to change and new things, and this stubbornness is a
be made to the land itself. Sometimes this is a simple as part of peoples’ nature. They have often heard empty
pouring out a sip of beer, and sometimes villages decided promises that brought few if any changes to their way of
that one of the locals must die for the land every few life, and have rarely seen any true improvements. The last
decades. Such customs appear strange or downright Andergastan king, Efferdan I, a Horasian by birth, had to
criminal to foreigners, but an even weirder practice is learn this painful lesson the hard way.
the blending of the Twelvegod faith with local nature
religions (a practice called syncretism) or the inclusion of Efferdan I fought to introduce many reforms that were
completely foreign cults. For example, people here fear doubted or refused by the people and openly hindered
the orcish death god, Tairach, whom they call the Dark by the nobles from the outset. His successor, Wendelmir,
Man, since they believe he can take anybody during the suspended many of these decisions, earning the people’s
night. What appears at first to be a shrine to Firun might grudging respect for the first time, which is why they
once have been a holy site dedicated to the goblin’s god tolerate his somewhat harsh policies. The Nostrian queen
of the hunt, Kurim, a being the goblins ceased worshiping Yolande has proven more skillful thus far. She seems
centuries ago. capable of soothing the people’s anxieties and gently leads
them to new ideas by introducing subtle changes. But she
People in Nostria and Andergast are not only shaped by must also fight the conservative voices in the land who
their eternal strife and the everlasting struggle against envy her rule and influence and wish to see her put in her
the forces of nature, but also by their strong sense of place.
community. The village community is cherished for its
vital contributions to survival. Anyone who remains The inhabitants of the Warring Kingdoms are keenly aware
outside of such a group, whether willingly or no, is treated that other lands view them as backwards and primitive,
with suspicion. This is also true for traveling merchants, but they stay true to themselves and face this derision with
trappers, and charcoal burners, who are seen as shifty and all the disbelief, obstinance, and defiance they can muster.
unreliable or even suspected of hiding dark ambitions. In

Languages and Writing Systems


“They call this a language? No sane person the locals become increasingly difficult to understand the
could read this miserable scribbling with further one gets from the major trade routes.
its obscure jargon. And I know more than
five languages and at least eight scripts. A great deal of Thorwalian jargon has entered the language
It’s maddening!” on the Nostrian coast, near the border with Thorwal. To
—Nacladora Berlînghan, Blessed One of the south, the Albernian influence is obvious; and, in the
Hesinde Draconite, modern northern forests and steppes to the east, one can hear
sounds that hearken back to the orcish Ologhaijan tongue.
The language commonly used in the Warring Kingdoms is In some backward villages, scholars stumble across words
similar to Garethi. But as happened in many remote areas that stem from Bosparano and seem to have survived
of the former Bosparanian Empire, the language changed the ages with few changes. The courtly tongue of Nostria
over the years and now bears little resemblance to the still uses many Bosparanian words, which make it sound
scholarly High Garethi. Numerous dialects abound, and pretentious and stilted.

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.

60 Chapter 3: Culture and Science


Andergastan Names Mirn-, Ro(t)-, Ru-, Sil-, Sumu-, Trave-, Travi-, Va-, Wal(d)-,
Andergastans prefer old-fashioned names, especially Wende- // -ana, -ane, -dela, -eria, -gard(a), -gart, -gret(e),
names inherited from an ancestor. They use shortened -gund(e), -hild(e), -huta, -lieb, -lind(e), -line, -mila, -mine,
forms to differentiate between overly long names or -neld(a), -purga, -rada, -rella, -rena, -ria, -rike, -sena, -seni,
between living family members with the same name. -ta, -traud(e), -traut, -trud(e), -vana, -wena, -wid(e), -wiga,
-wige, -wind(e)
Male First Names Examples for Family Names: Bagger, Bodiak, Crutch,
Short Form: Alf, Brin, Cord, Detter, Dolf, Firunz, Fran, Dreub(n)er, Ewer, Fassbender, Funnel, Hatcheter, Joborner,
Gilm, Gwinnling, Havel, Holk, Jarl, Kalle, Menzl, Niffl, Ogo, Karden, Mildflock, Oakfeller, Peutler, Rafter, Wulfen
Rickl, Seff(e)l, Trauto, Ulf, Wenzl Possible Combinations: Alriks-, Bark-, Birgel-, Cow-,
Possible Combinations: Adal-, Al-, An(d)-, Ar(g)-, Arn-, Mare-, Oak-, Ox-, Pine-, Seff(e)l-, Segge(n)-, Wood- //
Bar(n)-, Bartis-, Bear-,Bins-, Bir(n)-, Biro-, Blat-, Blathis-, -brecht, -farmer, -grove, -gruber, -houser, -huber, -inger,
Bogu-, Bork-, Boro-, De-, Die(t)-, Edel-, El-, Emmer-, Earl-, -kop(p), -master, -mund, -tree, -wall
Firn-, Firunis-, Gas-, Ger-, Gilm-, Gis-, Gost-, Grove-, Hart-,
Hol-, Hos-, Jago(s)-, Jin(d)-, Jo-, Kru-, Ladis-, Leave-, Lude-, Insults
Mar-, Mis-, Oak-, Od(e)-, Odo-, Ol-, Olde-, Oldi-, Os-, Owl-, Each realm’s people have their own terms for the other
Se-, Stanis-, Stein(is)-, Sumu-, Tro-, Uhl-, Ul(l)-, Uri-, realm’s populace. Nostrians like to complain about “fickle
Urich(s)-, Wende(l)-, Wendo-, Wenge-, Wenze(s)-, Yarus- Joborners” or “Andergastan scum.” Inhabitants of the
// -bald, -beard, -bert, -bold, -bolf, -brand, -brecht, -erich, other kingdom are often called “Andergardeners,” “stone
-fing, -fr(i)ed, -gar, -gor, -gos, -ganz, -grimm, -grove, -hard, oak skulls,” “wooden heads,” “pig noses,” “acorn eaters,”
-helm, -laus, -lin, -lyn, -man, -mar, -mil, -mislaus, -pert, or even “forest barbarians.”
-pold, -ran, -rat, -r(a)us, -rich, -rik, -ring, -ruk, -sold, -ward,
-wine, -wich, -wulf Andergastans like to refer to Nostrians as “Nostriotes,”
“Nostriacks,” “fluke eaters,” “dike gazers,” “shovel heads,”
Female First Names “bog bodies,” or “miserable fish heads.” These animosities
Short Form: Albi, Andra, Bari, Birsel, Core, Eigi, Fira, Gine, have also had their effect on heraldry. Since the War
Gund(e)l, Hala, Hilda, Hilde, Ilme, Kari, Kosha, Larja, Lina, of Pride (713-735 FB), the coats of arms of Andergastan
Mi(n)a, Nia, Pia, Renzi, Rosi, Stine, Traute, Vera knights carry a mocking image of a saltarel skeleton, while
Possible Combinations: Adal-, Al-, A(r)n-, Doro-, Erd-, Nostrian soldiers wear the image of the stump of a stone
Earl-, Erm-, Far(n)-, Ger(s)-, Had-, Hild-, Hildi-, Hilm-, oak on their shields.
Hold-, Ifir(n)-, Ilda-, Immen-, In-, Inge-, Irmen-, Lud-, Kun-,

Idioms and Superstition


“What? I can’t slay two fish at once? I am For example:
a dwarf and my axe is up to the task, by “If you want to get ahead in life, don’t throw the
Angrosh’s forge fire! They can keep their saltarel at Gnitze, or you will have no fish soup at all.”
strange talk, which is as flimsy as the (Nostria)
smoke of Father Arombolosh’s pipe.” “A small acorn can produce a giant tree or fill a small
—Arbosh son of Angrax, forge dwarf pig’s belly.” (Andergast)
master smith
Many Nostrians wear amulets in fish or saltarel shape as a
talisman. So-called witch stones, river pebbles with a natural
In addition to the habit of insulting each other at every circular hole in their centers, are also commonly worn.
opportunity, Nostrians and Andergastans pepper their Andergastans prefer talismans shaped like an oak leaf,
speech with peculiar sayings and idioms that are heard and they sometimes adorn acorns with precious metals
only in the Warring Kingdoms. Nostrians often color their or fashion them into jewelry. Lucky pigs carved from wood
speech with mentions of the popular saltarel or the much- or cut from stone are also very popular. The fitting idiom
honored crowned stag. Andergastans prefer the aurochs, “You’re a lucky pig!” is commonly heard in other kingdoms
and often compare things to their imperishable stone oak. in Aventuria, too. In Andergast the phrase is said to harken
The meanings of such idioms are quite clear to the locals, back to a Nostrian attack during some previous war. Those
but for outsiders, they sound artificial or quite absurd. who managed to save their pigs were lucky, as they had
food enough to endure a siege.

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.

Measurement of Time and the Course of the Year


The most popular calender in Aventuria measures time Names of the Months
since the fall of Bosparan, the destruction of the capital of The Silam Horas Edict established the Twelvegods as the
the Bosparanian Empire marking Year Zero. As one might only true gods, but it has no authority in the Warring
expect, the calenders of independent realms reflect special Kingdoms, and thus Nostrians and Andergastans do not
events from their own history or else the date that they have a common naming convention for the months.
declared independence from Bosparan. This also is the case Scholars and people living
with Nostria and Andergast, both former vassal states of in towns commonly name
that mighty empire. the months after the For consistency, most
Twelvegods, beginning historical dates in this book
In both countries’ calendars, Year 0, the Year of with the summer month use the fall of Bosparan as
Independence, is the year 854 FB. To convert Warring of Praios, but they call year 0, although there are
Kingdoms dates to the standard Middenrealm calendar, them godweeks, not some exceptions.
use the following formula. months. Regional names
for months derive from
Year in the Warring Kingdoms’ reckoning + 854 = Year after local deities or weather
the Fall of Bosparan phenomena.

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

62 Chapter 3: Culture and Science


Hours and Days of the Week Efferd
The days are counted in weeks, but in many places, only 1st Queen’s Day in Nostria
the seventh day of the week actually has its own name. It is
called Sumuday, Praiosday, Efferdday, or often simply Day 1st New Moon Election of the Fisher Queen by the Stone
of Rest. of Nosteria
30th Fisher Festival (mainly in Salta and
In rural areas, separating the day into hours (let alone Salterhaven)
minutes) is unknown. People divide the day into morning, Boron
prenoon, noon, afternoon, evening, and night, and that is
22. Name Celebration in Nostria (Memorial
enough. In towns, where temple gongs or bells ring out
Day of Fallen Heroes)
the hours, people use the usual arrangement involving the
Twelvegods (see Aventuria Almanac, page 100). Firun
1st Winter Solstice, Day of the Hunt
The Course of the Year (Hanging of the Winter Fiend; nobles’
The course of the year roughly follows the one commonly winter hunt)
used in the lands of the Twelvegods and is based in part on 11th Day of the Crowned Stag in Nostria
those areas’ common holidays. The primary celebrations (often with bowyer’s celebration)
focus on the beginning of summer and winter.
Tsa
Many areas celebrate additional local festivals based on 1st full moon Day of Andra’s Sacrifice in Andergast
ancient customs and religious activities, but sometimes (Memorial Day in honor of Andrafall)
celebrate the change of the seasons, the wind and weather, Peraine
or, especially near the coast, the rise and fall of the tides. 1st Week Big Cattle Market in Andergast

Sumes, primarily, decide upon these dates and festivals in Ingerimm


Andergast. 1st Fullmoon Bukenbrinn (Sumu holiday, honoring
the sumes; watch against evil spirits)
Praios Horse Market in Teshkal
1st Summer solstice, King’s Day in Andergast, Rahja
horse and wagon race in Theskal
End Cart race from Lowangen to Teshkal
Early Woodcutter Games in Andrafall (until the 1st of Praios)
Rondra Nameless Days
13th/14th Royal Tournament in Andergast Storm Time Prayers to Elida, a saint of Efferd,
13th/14th Knightly tournament in Nostria especially in coastal regions and Salta

Society and Social Classes


In the Warring Kingdoms, as elsewhere, the land, all to fiefdoms are inheritable. Nobody can sell land because
treasures of the soil, and all that is upon it belongs to the all land belongs to the monarch. Legally, every building in
king or queen. The land is divided into fiefdoms granted every town belongs to the king, too, no matter who built it.
to the aristocracy, who in turn can grant portions of their
land to lesser nobles, who then lease it to peasants in The Status of a Nostrian
exchange for levies. Nostrians, nobles and commoners alike, are born into
their status and cannot usually break out of the structure
Each liege is obliged to obey their liege lord, bow to their all their life. In the eyes of the Nostrians, the gods have
judgment, accompany them to war, and pay annual levies. willed it to be so, and few Nostrians would even think of
Levies aren’t often monetary, but instead are paid in kind, questioning the status quo. Elevation to the nobility is
usually in the form of natural produce. usually not possible, and marriage between members of
various social strata is extremely rare.
Liege lords can’t take fiefdoms away from their lieges,
even if a liege is guilty of treason or other terrible crimes. Normally, people can only change position within their
The only punishment a liege lord can inflict is to force a own status level, and marriages between the children
liege to pass rulership to another family member. Titles of bombasts and the offspring of voivods are common.

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.

64 Chapter 3: Culture and Science


When compared to the gathering of bombasts, the weight
Examples of Nostrian Noble Titles of influence of the people’s gathering varies by area. At
(Arch) commander, arch noble, dike count/countess, certain gatherings, bombasts are not allowed to speak or
enormity, fish count/countess, forest captain, free must follow the decisions of the gathering, while at other
knight, junker, noble lord/lady, old count/countess, places, these gatherings serves more of a social function
noble count/countess, rondrast and a place to make arranged marriages.

Due to Horasian influences, titles like cavalier,


comptano, and marqueso have become popular, though
The Lower Classes in Nostria
mainly with knights from Salta and its surroundings.
Civil Service
Nobles and others with title aren’t the only people who
The Nostrian People’s Assembly hold important offices. While it is true that only nobles
In one aspect, Nostrian customs differ sharply from may hold certain positions, some are available to burghers
the common pattern of noble feudalism. Influenced by and other free citizens.
Thorwalan hjaldings and Albernian baihîrs, the idea of
the people’s assembly has spread: About twice a year, all The most well-known office is that of dike count, which is
inhabitants of a bombasty or voivody gather together to tasked by the king to build new dikes and maintain existing
discuss politics and rulings. The gathering place is usually a ones. This position of tremendous responsibility may only
village green, a courtyard with an oak tree, a stone circle, or be held by a noble.
some other traditional place. These gatherings are usually
led by an elder but sometimes by another respectable Some castles appoint a majordomo, who is responsible for
person, such as a Blessed Ones or an influential witch. the staff and housekeeping. Traditionally, this task falls
to the noble’s spouse, but sometimes nobles are unwed or
Judges settle conflicts and arguments held between those a spouse prefers other tasks, such as going to war. In such
who are gathered, and people may raise complaints and cases, the task is given to another member of the family or
suggestions, which are then passed to the bombasts. even an unrelated lesser noble. Majordomos hold several
Attendees vote on many decisions, but only the head of offices in some houses. Toran of the Light (see page 127),
each family or farmstead has a voice. Every free man and who serves at the Nostrian Royal Court, is one such example.
woman from the bombasty has the right to speak and make
complaints. People from other provinces and those who are Larger courts retain a herald who is knowledgable with the
unfree, however, need someone to speak on their behalf. coats of arms and family trees of all Nostrian nobles, and,
if possible, those of neighboring countries as well. Heralds

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.

Wealthier families can afford a court mage who serves as Burghers


a scholar and adviser to the family head and may hold the Burghers of the towns of Nostria, Salta, and Salterhaven
post of official as well. Some houses appoint a court priest enjoy special standing among free citizens. Wealthy
who sees to the salvation of the family’s souls, according traders and craftworkers in these towns have used their
to the god(s) worshipped by that house (priests of Satuaria economic power to gain autonomy from the nobles. They
are usually witches). No law states that a court priest must wielded their financial pressure to create town councils
be a Blessed One or even possess magical power. As with comprised of influential burghers. These individuals have
court mages, a court priest can also perform the duties of a say in decisions regarding their town’s well-being, and
the ufficial. the councils have complete control over the town’s affairs.
To become a burgher on one of these towns, a person must
As with the nobility, pretentious titles and forms of either be born there or pay a yearly fee of 10 ducats. Only
address are commonly used in association with scholars. burghers can become guild members. Priests and alumni
Terms such as Fantast, Your Fulminancy, Your Arcanality, of local mage’s academies automatically become burghers
Your Competency, Your (Arch)Evidence, and even Your and are exempt from paying the fee. Temples claim at least
Responsibility are known. one seat in their local town council. It is not possible to
become a burgher in any town besides these in Nostria.
Noble lords normally select magistrates, while the most
influential yeoman in the village usually becomes village The Status of an Andergastan
mayor by default. Typically, neither is a noble. Instead, In Andergast, where old traditions are cherished most of
these people are usually peasants. Villages without a all, nobles keep to themselves, yeomen are proud, and the
noble of their own choose a magistrate or mayor to act as unfree are loyal to their noble landowner. The estate-based
spokesperson and leader for the inhabitants and serve as society is just as rigid as in Nostria. The Andergastan love
their liaison to the regional noble lord. for tradition renders social ruin quite difficult, as nobles
can invoke the rights of their status when impoverished.
Free Some claim the opposite is true, however, as Andergastan
Those who are free have the right to choose their place of inheritance law does not focus solely on men.
residence and their spouse. Typically, the free lease land
from a landholder, usually the local knight. Unlike the Instead, upon getting married, a person gains the status
unfree, they have the legal right to break this lease. They of the higher-ranked partner and becomes part of their
must pay a yearly tithe to their lord, and must serve in the family. One especially prominent example is Efferdan,
lord’s army during times of war. Often, the free yeomen in who gained the crown by marrying Princess Varena. This
a village are their own faction. They choose spouses only explains why there are so few marriages between nobles
from within their ranks and view unfree peasants with and commoners—the nobles cherish their privilege and
contempt and arrogance. want to keep it among themselves. Influential upstarts
(so-called new nobles) from other lands are nonetheless
Unfree recognized in Andergast with all rights, unlike in Nostria.
Wards of the landholder are less lucky, as the noble decides
what land they may till, where they may build a house and

66 Chapter 3: Culture and Science


The Andergastan Noble Hierarchy House Redtree also are outsiders in the Andergastan
Even though titles might have different names in Andergast, nobility. It is an open secret that they bowed to the king only
its estate-based system works similarly to that in Nostria. to receive assistance fighting orcs, which often rampage
The king sits at the top of the noble pyramid. Beneath him through Teshkalia. It is just as well known that the kings
are the aristocracy, the lesser nobles, the officials, and the don’t think too highly of House Redtree due to its willingness
common folk. Sumes play a special role, as they have great to relax the rules of patriarchy for its own needs.
influence and do not belong to estates.
Lesser Nobles in Andergast
The King Approximately 40 noble families, all related to each other,
Only a man can rule Andergast. This has always been rank just below the aristocracy. Most rule little more than
the law. And ever since the land was founded by Argos a knight’s estate, even if they proudly refer to their land as
Zornbold, his descendants have ruled. Over the last few a barony. Unlike in Nostria, Andergast does not believe in
centuries, almost every ruler of House Zornbold married flowery titles. They have knights and barons. The title of
a noble woman from another realm, often from Albernia, knight, however, gives no indication as to whether the bearer
but also from other Middenrealmish provinces and the controls a fiefdom or in fact serves another knight or baron.
Horasian Empire. A reason for this could be the generous
dowry these women brought to the marriage, but the The Sumes
Zornbolds also hope for assistance in their foreign politics. Outsiders think that the sumes, as the Andergastan druids
call themselves, are nothing but quaint but uppity forest
The Andergastan Aristocracy wizards who claimto be priests of a weird Sumu cult.
In addition to the Zornbolds, the Andergastan aristocracy The sumes wield great influence in Andergastan society,
consists of the families of the barons. Many baronies are though much of it remains hidden behind the scenes. For
little larger than the size of a knight’s estate, but true power centuries, little has happened in Andergast without the
in Andergast is held by just a few families, and the rulers blessing or at least approval of the sumes. Nobles’ decisions
of these seven largest baronies wield the most influence. that do not have the approval of a sume are very unlikely
to be enforced. Most sumes have no interest in playing
Next to the royal family, House Egelings, the barons of a public role in politics and rulership, so disagreements
Thurana, are the largest and most powerful family in between nobles and sumes are rare. Most sumes dwell
Andergast. This tradition-loving and patriotic family, in remote areas in the forest and onluy directly address
among the strongest political opponents of King Efferdan, topics such as the clearing of forested areas, hunting, or
proudly support the new King Wendelmir. other encroachments into Sumu’s realm.

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.

An Overview of Forms of Address and Titles


“Praios forbid and Rondra help us! They can’t At the moment, there is only one noble count—the Count
be serious. Bombast? Who does that bumpkin of Salta—who ranks second only to the Nostrian queen.
think he is? The count of Mendena? I hope he’s Next come the old counts, the lake and forest counts, and
not the Lord Commander…” then the border counts. Dike counts hold special status,
—A mercenary serving in the Tobrian and some of them are ranked among the aristocracy. This
Axes, 1038 FB ranking leads to much controversy among the bombasts
and creates conflicts in the families of the aristocracy.
Where most realms have barons and counts, the Nostrian
nobles are divided into two camps: the low-ranked voivods Andergast uses few titles. Here the proud barons and their
and the high-ranked bombasts. Pretentious titles (see families are counted among the aristocracy, while knights
page 65) are common but usually reveal little about the are considered lesser nobles. Andergastans address
political status and level of influence held by their bearer. barons as Ethelborn and knights as Highborn. Each member
Bombasts are properly addressed as Ethelborn, while of the Council of Champions has a right to be addressed
voivods and knights are referred to as Highborn. as Excellency.

A Seat on the Council of Champions


Positions marked with an asterisk aren’t officially Feel free to award these titles to player characters who
claimed, and might appear in future publications as a make a contribution to the realm, or to NPCs with whom
pawn or knight (see the Aventuria Almanac, page 204). your players have a special relationship.

68 Chapter 3: Culture and Science


The Council of Champions Irinia Zornbold (see page 128), a Blessed One of Hesinde
The Council of Champions, which advises the king, and the aunt of the King, is the Champion of Hesinde, but
always has a special standing in Andergast. Nobles, Wendelmir rarely takes her advice. Ossyra of Teshkal (see
priests, and, contrary to the usual customs, commoners page 124), the Champion of Rahja, who oversees horse
can be members of this council. To become a champion, breeding, has similar problems. She was made the royal
one must have served the realm in some way and (more stablewoman by her predecessor to bind the baroness
or less) be the representative of a god. Each champion closer to the royal house. Because King Wendelmir needs
is said to be a paragon of the virtues of the immortal Teshkaler horses, he hasn’t removed her title.
in the commoners’ eyes. Which Supernaturals have
representation in the council has changed often over The Champion of Sumu plays a special role. Over the course
the years, depending on the king’s beliefs. of history, many influential sumes have claimed the title of
champion, but often the position remained vacant. Since
The Champions his surprising return, young Kusmin (see page 125) bears
The king himself is always the Champion of Praios, but this title, and due to his training by the sume Arbogast the
he rarely participates in council meetings. Normally Old he insists on having the last word in all decisions. He
gatherings are led by the Champion of Travia, who rarely uses this prerogative, and Wendelmir doesn’t have
for several decades has been the royal majordomo to fear for his position or his reputation as unrestricted
 Bogumislaus of Neuendorf. ruler. Instead, the king has used the establishment of the
Champion of Sumu to bolster his rule.
Being appointed the Champion of Rondra is a rather
dubious honor, as the spouse of Praios is said to be
both cantankerous as combative. The current Master
of the Army is Baron Wenzeslaus the Older Zornbold (see
page 32), who never had any ambitions for the throne
despite his noble birth. Baron Wenzeslaus rules the
town of Albumin and is King Wendelmir’s father.

The armorer of the king, who serves as Champion of


Ingerimm*, is cut from a different cloth and uses his
position to enhance his authority.

The Champion of Simia* is a commoner, the guild


master of the Andergastan smiths, who represents the
interests of all craft guilds in the council. The Champion
of Firun*, a spokesman of all lumberjacks and hunters,
but mostly wood traders, is also a commoner. He
is constantly at odds with the Champion of Sumu
(see below).

The Champion of Efferd* oversees all trade on the


Ingval and must settle disputes with the wood rafters.
Atheldan (see page 36), the venerable Warden of
the Land and the highest Blessed One of Peraine in
Andergast, represents the principles of faith. He has
been the Champion of Peraine for forty years and is
responsible for the infirmary and the town poorhouse.

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.

Combat and Warfare


Only the royal houses always have some men (and women,
“All the high-born tin cans tell us something in Nostria) under arms. The Nostrian Defense, commanded
about honor in war, but they have no more by Rondriane of Sapstem, suffered great losses during the
honor in their bones than an Al’Anfan harbor recent war and still hasn’t recovered from additional losses
thief. And they pay about as well as a harbor caused by the recent blue wheeze epidemic. In Andergast,
thief, too.” King Wendelmir recently reconstituted the long defunct
—Geron Bladebreaker, mercenary, modern Oak Guard, which relies on free men-at-arms, supplied by
his barons, to maintain its numbers. These soldiers serve
directly under the Crown and perform required tasks, but
Even though the history of the Warring Kingdoms is one of
the barons are not keen to follow
nearly constant war, neither Nostria or Andergast ever saw
the royal command, as the
the need for a permanent standing army.
less wealthy among them
are in need of people to
Most battles of yore were fought between noble knights
assist with their fields
and their lances (that is, their squires, armed followers,
or bolster their own
and advisers). Often these knights led men-at-arms and
forces. The barons
large groups of badly-equipped peasants who possessed
also do not like
no weapons training. Such forces usually marched to war
to see that much
wearing the national colors (blue or green) and often
power in the hand
wore their coat of arms on their chests, leading many
of a king who might
observers to conclude that each kingdom brought its own
interfere in their
guard troop. In fact, true soldiers or guards are rare in the
dealings…
Warring Kingdoms.

70 Chapter 3: Culture and Science


The Andergaster
The Andergaster is a huge two handed sword that is and weight, this sword can be put through some
almost 7’ long. It is often mockingly called the “three- surprising maneuvers. With one hand on the ricasso,
handed sword.” Scholars aren’t certain whether the the fighter can perform surprisingly fast and strong
weapon really was created to defend narrow thrusts and levers. When combined with wrestling
paths or bridges, as is claimed, but masters of the attacks, punches, and kicks, their fighting style
weapon know defense techniques that fighters with almost resembles that of certain traveling swords
shorter weapons have trouble bypassing. from other lands. It is no surprise, then, that the
Andergaster is most popular in foreign lands,
This powerful weapon is used only by specially especially among the Almadan and Horasian double-
trained fighters who command much more pay than mercenaries. This famous two-handed sword is also
common men-at-arms. It is they who are tasked with common in Nostria, but they call it a Nostrianer, a
stopping enemy knights, and they do so by smashing term that never became popular outside of Nostria.
their destriers’ legs. The use of such weapons
by men-at-arms is hated in regions that espouse Both realms also manufacture an oversized version
knightly or Rondrianic virtues, and even outside of of this weapon. The Nostrian Harmlyner and the
the Warring Kingdoms the Andergaster has a bad Oakhavener from Andergast are each about a foot
reputation. The fighting skill of a good Andergaster longer. For the stats of the Andergaster (Nostrianer),
fighter is impressive, though, and despite its length see page 153.

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.

72 Chapter 3: Culture and Science


Non-nobles aren’t allowed to wield weapons with blades Because yeomen pay a very high cost in blood, their morale
longer than a typical short sword’s. For this reason, bows rather low. Often men-at-arms are stationed behind ranks
are quite popular, as they is not restricted in any way and of yeomen in battle to prevent them running away.
can be used to hunt game. Weapons training for drafted
yeomen rarely last more than one or two days.

Food and Drink


“By Angrosh’s beard! Don’t you have anything Nostrian coast, people also eat eels, tuna and Olporter
but saltarel on your menu? It doesn’t have herring (from the ocean) and freshwater trout, pike, pike
to be a roast. At the moment I would even perch and gnitzes. Though this diet consists mainly of fish,
settle for a nice chunk of cheese.” it is rarely boring (except during winter). The rest of the
—Arbosh son of Angrax, forge dwarf year brings a variety of ingredients and herbs that can
master smith be used for seasoning. As with so many other pursuits,
Andergastans and Nostrians are very inventive and hav
learned to prepare many tasty dishes with few ingredients.
People in the Warring Kingdoms eat what they can wrest
from the land. This means that the menu in the region Delicacies
largely depends on the season. The Nostrian cuisine includes many fish dishes and about
217 ways to prepare the Nostrian saltarel—try it salted,
Preserving food is difficult and risky, which is why most or in beer-batter, or with various sauces or side dishes.
types of vegetable and fruit, as well as mushrooms, Cucumbers pickled in vinegar, also known as false saltarel,
are available only for short times. Exceptions include are also popular. Along the coast, people like to have a
sauerkraut and apples. Grain can be stored for a time, but Trontsander breakfast, which is a mush of chopped fish
ever since the blue wheeze swept through Nostria, people and onions. Across the region, rosprik is the general term
have been reluctant to do so (rats and mice attracted by the for somewhat tasty vegetable stews with many variants.
stored food can spread diseases). Food is sparse and bland
during winter, and expecially long or difficult winters can Popular spirits include juniper brandy and the biting Lyck
quickly result in famine among the common folk. Schnapps, which Andergastans claim Nostrians distill from
bog bodies. People in Nostria also brew a vegetable beer
Pig farming is common in Andergast, due to the abundance called knat from spinach, but few foreigners can stomach
of acorns with which to fatten them up. Many animals are it. Coastal communities brew a somewhat better drink
slaughtered and served up in large feasts held everywhere called Dune Brew.
in Andergast at the end of autumn, as people rarely have
enough supplies to feed all their animals through the People in Andergast like everything that results from pig
winter. While people dine on pork, bacon, blood pudding breeding. Ham made of pigs fattened with acorns and
and other delicacies for days during these feasts, most of countless varieties of lard, some with grapes, others with
the meat is dried or turne into smoked acon, crackling fat, apples, are as common in Andergast as blood sausage or
or hard cured sausage, in preparation for winter. blood pudding made with pearl barley and pig’s blood. Fine
bacon and pork roast are usually reserved for the tables of
Poultry, such as chickens and geese, are also popular. the nobles. You should avoid the Dragoncastle stonecake,
Peasants are usually more interested in the eggs these as it is dry as dust and very hard. But it keeps for quite a
creatures produce. Along the coast of Nostria and in the while and makes popular provisions for travel. It is suaully
Lakeland, people mainly eat fish. Fishing boats even work eaten with a quaffable malt beer or one of the many herbal
in winter, especially along the coast of the Sea of Seven infusions sold as bitter oak tea or elder tea. Oak beer, which
Winds and Thuran Lake. In addition to the famous saltarel, is actually made of acorns, has a strange but palatable taste.
a two-foot-long flatfish found in large schools along the

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.

74 Chapter 3: Culture and Science


The Knightly Tournament
“What splendor! All the nobles of the kingdom have donned The Warring Kingdoms have always allowed nobles from
their finest armor, chosen their best horses, and brought their enemy realms to enter their tournaments without fear
best weapons. The competition for the title of the best knight in of ambush. While traveling to the tournament, these
Andergast can begin, and I proudly proclaim that His Majesty, individuals receive the protection of the Crown after
Wendelmir VI, of the glorious house of Zornbold, will show his crossing the border (this is known as the King’s Peace),
mettle by competing. We can expect difficult struggles ahead, but and often they are met and accompanied by a herald who
the victor’s glory will live through the ages!” guarantees this protection. Even though they are protected
—The Andergastan tournament marshal and king of arms, from attack, nobody guarantees that they won’t be loudly
Wolorion of Kolburg, at the King’s Tournament, 1039 FB mocked by the audience during the tournament.

“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.

76 Chapter 3: Culture and Science


The tournament scribe treats everybody according to their The tournament marshal’s assistants check all weapons
standing. Knights from other lands usually are treated for suitability. Knights who are missing proper armor,
graciously, as they enhance the glory of the events. Only destrier, or weapons must borrow or rent equipment for
women from Teshkalia or abroad can participate in most a fee. When necessary, the organizer can usually supply
tournaments in patriarchal Andergast. All participants bows, arrows, or throwing axes.
must enroll during the registration period. Late registration
is permitted only with a convincing reason.

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).

78 Chapter 3: Culture and Science


Rules for the Contests Duel (One-Handed Weapon and Shield,
Use the following tournament rules for heroes who wich or Two-Handed Weapons)
to participate in competitions. Each includes prerequisites Participants: Noble (advantage Noble at least I), warrior’s
for participation, victory terms, suggestions for standard letter, man-at-arms serving a noble, or good reputation
participation fees, and the actual rules of the contest. (for example, a known hero)
The GM is free to set tournament prices, the duration Prerequisites: appropriate weapon and maybe shield; some
of a tournament, the maximum number or participants tournaments permit only certain types of weapons.
and other details. Most competitions place no limit on Participation Fee: 5 ducats
number of participants. Competitions that involve paired
opponents (such as man-to-man combat or joust) require Caber-Toss Rules
an even number of participants. Each participant gets one attempt. This toss decides
victory and defeat.
Tournament Disciplines To throw the caber as far as possible; make a check
Large tournaments usually offer many different using Feat of Strength (Lifting).
competitions, while small or regional events usually offer The contestant with the highest QL tossed the caber
only two or three. Almost all tournaments hold a joust, a furthest and therefore wins.
knightly and prestigious event. This section describes the A failed check means that the tree trunk wasn’t
best-known tournament disciplines. Some tournaments thrown far enough and the contestant has no chance
offer other events, such as daring cart races or challenging of winning.
cross-country runs. Those participating in duels with two- If two or more participants tie for the highest QL,
handed weapons can remove themselves from competition they make another Feat of Strength (Lifting) check and
at any time simply by surrendering. add the QL to their previous totals. If another tie
results, continue making checks until a clear winner is
Caber-Toss determined (in this case, the winner managed to toss
Participants: no restriction (uncommon for nobles) the caber mere inches further than the others).
Prerequisites: none
Participation Fee: 1 silverthaler Archery and Axe-Throwing Rules
Roll against RC stat for Bows or Thrown Weapons,
Archery and Axe-Throwing depending on the competition.
Participants: no restriction Apply modifiers for the range and size of the target.
Prerequisites: Bow or throwing hatchet Particpants make three sets of 3 shots/throws each.
Participation Fee: 1 ducat The first set is made at the close range category for that
weapon. For each successive set, the target is moved
Shield and Ring Tilt one category further away (close to medium, medium
Participants: no restriction to far). The target is small. For aiming purposes, the
Prerequisites: Horse, lance target’s center is a tiny target.
Participation Fee: 2 ducats Each hit is worth 1 point. Hitting the target’s center is
worth 2 points. A critical success always gains 1 bonus
Jousting point.
Participants: Knight (advantage Noble of at least level I) Targets move to the next range category after
Prerequisites: Horse, plate or tournament armor everybody has finished their set of shots.
(sometimes chainmail is allowed), shield and tournament The winner is the participant with the most points.
lance; special ability Mounted Combat, Tilt In cases of a draw, what happens depends on the
Participation Fee: 20 ducats tournament rules. Some tournaments award equal
prizes for a draw, while at others, tied participants
keep shooting or throwing until one participant
misses.

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.

80 Chapter 3: Culture and Science


The participant with the lower INI makes an attack, Important Dates
using the same steps. The two best-known tournaments in the Warring
Since both attacks occur siultaneously, it is possible for Kingdoms occur in mid-Rondra and are organized by the
both riders to be knocked from their horses. royal houses, as follows.
Repeat this process until one knight is dehorsed, is 13th-14th Rondra: Knightly tournament in Nostria
incapacitated, or gives up. 13th-14th Rondra: Royal Tournament in Andergast
The winner is the one who stays in the saddle the Other tournaments usually take place on festival days, or
longest. In cases of a tie, the joust usually continues else accompany marriages or funerals
until a clear winner emerges.

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.

82 Chapter 3: Culture and Science


Comparison with Earth
In a land with so many rivers and lakes, most ships are Andergast and Nostria have a technological level
also built to sail in shallow waters. Large ships that are comparable with Germany or the Netherlands during
also seaworthy are made only in Nostria or Salta. At the the Middle Ages. Some things, like modern dikes or the
queen’s command, mages have started experimenting draining and reclamation of whole regions by the sea,
with old magical glyphs in the capital, to see if it is possible were invented later in Europe, but they are facts of life
to strengthen the hull of a ship or improve its speed. in Aventuria.
Fishing with line, net, and weir was perfected long ago, and
people never lack for intelligent ideas. That the Nostrians Of course, the magic of sumes and witches, and the works
invented trawlers with heavy wooden edges to catch of the gods, makes quite a difference when shaping and
saltarels should surprise nobody. influencing land, weather, and other risk factors.

Art and Music


can thrill an audience. Some members of this profession
earn lasting fame.
“Alright, they don’t compare to the
opera in Vinsalt, but there is always at In Nostria, people still sing the songs of the bard Delusia
least one skilled minstrel around to sing Pernstone, who wrote such popular tunes as By the Stone of
you a song. And the best thing is that Nosteria, the cheerful The Happy Flounder Leaps, or the sad
they don’t expect a large tip! Usually, all ballad Once Held Firm the Ingval.
they want is enough to buy themselves a
drink.” In Andergast, people still sing the tunes of legendary
—Carolan Calavanti, Vinsaltan vagabond, modern composer Steinrich of the Hills, who lost his life in the 15th
War, during the Battle on Thuran Lake. People cherish his
patriotic songs, such as Ride On, O Knights, The Oak Never
People in the Warring Kingdoms usally have little time Falls, Sumu’s Children, and his early works, such as The Fall of
for leisure, but music and dancing are common and very Beautiful Lady Andra.
popular. The common instruments include flutes, drums,
and bagpipes. Stringed instruments are rare, but many
Andergastan noble ladies (and men in Nostria) know how The High Art of Minnesong
to play the harp. Lyre and lute are also popular. Dances are A very popular form of song is minnesong, wherein a lady is
simple, but cordial, as usually the people just enjoy being the target of lyrical adoration. Clad in verses and melody,
close to others in happy moments. such a performance not only adds to the
glory of the inamorata, but the wooer
Patriotic tunes, minnesong, and satirical earns respect as well. Some female
songs are very common in the Warring Nostrian knights have learned to play
Kingdoms. Few things create a stronger the lute so they can trill immortal
sense of community than taking a verses to the young men of their
jab at those you do not like. Satirical fancy. Sometimes, the inamorata
songs usually allow listeners to join in, grants more than her favor to the
and even though it is common to mock minnesinger for his persistent
unpopular nobles or enemies with whom wooing. The aristocracy’s high art
one is feuding, most songs of this type are of wooing is spreading to the lower
meant to insult an archenemy. classes, and sometimes merchants’
sons or the daughters of yeomen adore
Nobles also love the arts, and few hold the target of their love in a similar way.
celebrations that do not include music
and singing. Traveling bards and Marriage is not always the intended result
minstrels can earn good livings here, of minnesong. Rather, it is the highest
especially if they know their art and form of adoration, and this often public

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.

84 Chapter 3: Culture and Science


Chapter 4:
Trade and Commerce
“It’s not always easy to find exactly what you need, especially
outside of towns like Nostria, Salta, Joborn, or Andergast. Some
things that are common in Gareth or Khunchom are the greatest
challenge. And I’m not talking about exotic weapons, alchemical
potions, or magical fripperies.

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.

Never make the mistake of calling a thing by the wrong name!


In Andergast, a greatsword is called an Andergaster, but never
mention that word in Nostria where people refer to that oversized
tool of murder as a Nostrianer (and no, that is not the term for
locals, which are properly called Nostrians). The same goes for
the Nostrian longbow—be sure to call it an Andergastan longbow
in Andergast, or you will make an enemy.

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

Currency and Payment


“What’s that? You give me an andrathaler? mainly because they never tried making anything smaller
Are you kidding me? Our bet was for a gold than a crown or thaler.
coin! This means you give me a shiny ducat
with the face of the Horas or the Empress. Of course, travelers should avoid using the enemy’s
If you have nothing else, I’ll accept two currency in either realm. For that reason, the most
andrathalers. Always remember: You must common currency in the Warring Kingdoms is that of the
pay your gambling debt, by Phex!” Middenrealm and the Horasian Empire: one golden ducat
—Carolan Calavanti, Vinsaltan vagabond, modern is equal to 10 silverthalers, 100 bronze halers, or 1,000 iron
kreutzers. Traders and craftworkers usually accept the
coins of both great realms without question.
Coins are rare in many remote areas of the Warring
Kingdoms. Bartering is the norm, where one party offers
The practice of accepting hacksilver as currency has
something they have in excess, or else something the other
caught on due to the Warring Kingdoms’ proximity to
person needs badly. The kings and queens of the Warring
Thorwal. Silver is hacked into small bits, weighed, melted,
Kingdoms have often tried to mint their own currency. But
and formed into rings or bracelets marked off with set
gold coins like the andrathaler or the Nostrian crown
breaking points to obviate the need for scales later. Bills
have such a low gold content that they are worth only 5
of exchange, like those handed out by the Northland Bank,
silverthalers, even in their own countries. Outside of the
are almost unknown in the Warring Kingdoms. The only
Warring Kingdoms, these coins either aren’t accepted as
subsidiary of this famous Bornish bank is located in Salta,
payment or else trade at a terrible exchange rate. Both
but it deals only in promissory notes.
royal houses have stopped minting and circulating coins,

Measurements and Weights


“Yes, I understand. A Thuranian cubit is equal to 20 inches when the correct cubit, pound, or jug, though, as measurements
it is used for linen, and Thuranian cloth has an edge length of differ from region to region and village to village.
two cubits? Yes? Thank the gods! Now I can do my calculations
in square yards!” Thurnian cubits and Teshkaler cubits have a ratio of 1:3,
—A desperate trader from Griffonsford, 1039 FB which means that the Teshkaler cubit is 60 inches long.
The Nostrian jug was more than one third larger in the
The measurement reform instituted by Shepherd of the past, but the Church of Rahja has been carefully molding
Realm Rohal never really caught on here. Measurements in it to Middenrealm standards in an attempt by the Blessed
the Middenrealm and the Horasian Empire are determined Ones to gain harmony (arguments between local and
by Imperial decree, but in Andergast, every landholder can foreign traders were a serious problem). This change
decide on measurements and weights. Examples include benefits trade, especially in larger towns. Older Nostrians
the Mirdiner pound (which is only about 9 ounces), the sometimes still curse about the “half empty jug,” though
Thuranian cubit (20 inches, when applied to linen), and many of them mutter or are so drunk that it comes out
the Nostrian jug (about half a pint). It’s important to use sounding like “hempy jug.”

86 Chapter 4: Trade and Commerce


Rohal’s standard measures (the yard, the pound, and the towns, some scribes still sell expensive conversion tables
pint) are now widely accepted by craftworkers and long- to strangers, although these tables aren’t always correct,
distance traders in many large towns due to pressure and some even slightly favor local traders.
from foreign traders and travelers. Nevertheless, in larger

Trade and Services


This practice is rare in larger towns but still an everyday
“These longbows are excellent, considering occurrence in smaller villages. Everyday tools like dishes
that they were made by humans. Really (usually artfully decorated and made of wood or clay),
great work, even though you need immense simple tools (knives, axes, saws, and so on), ropes, candles,
strength to use this weapon to its fullest. I and backpacks, or hunting and fishing equipment such as
am always happy to visit my family, whose hunting knives, short bows, boar spears, or nets can be
bowyers possess much greater skill, but real found almost everywhere. In rural areas, prices for such
elven bows are rare. I heartily recommend goods are usually higher than in the towns.
Nostrian longbows to a strong human.”
—Layariel Treetopglint, elven wyldrunner, modern Uncommon regional tools, such as dike forks or raft hooks
(which also serve as improvised weapons) are available
in most large villages. The Warring Kingdoms mainly
Though scarce in rural areas, specialized craftworkers export wood and wood products. Special items made from
are somewhat common in towns. But the services of the wood of the stone oak, which is very popular for its
armorers, carpenters, alchemists and architects are often hardness, or the Nostrian maple, are favorites abroad.
very expensive. In the Warring Kingdoms, craftworkers
make clothes, most suits of armor, and, especially, The skill of Warring Kingdoms’ artificers shines especially
bladed weapons such as short swords or Andergasters, when they work with wood, as they are
only by request. Demand usually isn’t great enough capable of creating very sophisticated
to prepare them in advance. After all, who knows if carvings. Bow manufacture is very
certain sizes, colors, or shapes would ever sell? The advanced, especially in Nostria, whose
habit of decorating clothes with fine embroidery, bows are famous across the continent,
or tooling leather armor with artful embossing, and their weapons are sold in the
means craftworkers want to know their customers Middenrealm and across the
in advance rather than guess their preferences. north.

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

Law and Order


by the ruler carries similar weight. In larger towns, the
“A five silver fine just because I called him a lord of the town often appoints a knight to attend to these
pretentious show-off? You can’t be serious, duties. Such judges are usually nobles and officials who
you greedy money-grubber. No, no, here, report to the rulers.
take this gold coin, this andrathaler. I
want no trouble with you or your men-at- The sumes are above the law in Andergast and sometimes
arms, highborn.” act as judges, advisers, or jurors in a trial. Whenever
—Geron Bladebreaker, mercenary, modern someone is accused of a crime, the council of sumes is
asked to decide the punishment. Nostrian witches don’t
enjoy such privileges, but the judges tread lightly here,
Laws used in most other realms, such as the Codex Raulis,
too, as nobody wants to stir up permanent trouble with the
the Ius Concordia (which separates church and rulers) or
Daughters of Satuaria.
the Garethan Pamphlet (which prevents mages from ruling)
have no authority in the Warring Kingdoms. The nobles
Priests or Blessed Ones of the Twelvegods have no special
make judgments based on traditions and personal feelings.
legal standing, but often, their crimes are considered venial
This is why nobody ever felt it necessary to record laws,
(even their capital crimes, depending on severity). Mages
though there are a few exceptions.
live under the common law in Andergast, while Nostria
adheres to the Codex Albyricus, which protects guild mages.
The king or queen holds the highest authority in all matters
Representatives of the mage guilds often ask for especially
of law.
harsh punishments to avoid losing this privilege.
The ruler is chosen by the gods and best suited to decide
If the accused is a member of the aristocracy, or if the
between right or wrong. Only a judgment by nobles chosen
crime is High Treason or Rebellion, only the monarch has

88 Chapter 4: Trade and Commerce


the authority to conduct the trial and render judgment. Corporal punishment is performed publicly as a deterrent.
Unlike the Middenrealm, elves and dwarves in the This involves beatings with sticks, being submerged in a
Warring Kingdoms cannot fall back on the Tralloper Treaty river or lake, or presentation at the pillory. More extreme
or the Lex Dwarfia; instead, they are judged as humans. punishments include mutilation, branding, and blinding.
Thieves can expect to lose a hand, and frauds receive a
Crimes tattoo on their brow or cheek.
Depending on the type of the crime, judges pass sentence
immediately and without a trial for crimes like theft, Murderers, robbers, and traitors are executed, but only
robbery, slander, or fraud. Knights and noble officials can nobles have the right to be killed with an executioner’s
punish such crimes themselves. Capital crimes that fall sword. Most others go to the gallows, though impaling
under the high justice of the aristocracy are decided in an or breaking on the wheel are still common. Deserters
open trial. Such crimes include murder, treason, arson, and traitors may be drowned in a swamp, though this
forgery of seals, and desecration of temples. mainly employed in the Lakeland. Most of these souls
find no peace and return as undead. Usually, burning
Many areas forbid non-nobles from owning bladed at the stake is reserved for those who murder priests or
weapons longer than a short sword, but offenses are desecrate temples.
usually punished with a simple fee. In reality, though, this
ban has many exceptions. Peasants rightly say that their Trials by ordeal are common in both kingdoms. In addition
scythes and axes are tools, not weapons. However, men-at- to the common duels to the death, Nostria also employs
arms without a warrior’s letter or similar license can barely “sending” and “winding” (see below).
pursue their trade without their “tools,” and nobles usually
agree. Only nobles have the right to hunt big game, and In Andergast, the most common trial by ordeal, called
the pursuit and punishment of poachers differs by fiefdom. “chased into the woods,” involves dressing the accused
In general, sumes punish poaching and desecrations of in only a linen shirt and chasing them into the forest.
the forest, as they consider themselves the guardians of
Sumu’s body and all forest creatures. They have a different
sense of justice compared to the ruling nobility, and render
judgments based on the merciless laws of nature.

Judgment and Punishment


As with all official gatherings, only free locals are permitted
to speak at trial. All others need an intercessor or may
only speak when asked to. In Andergast, this also goes
for women, no matter their station. The only exception is
Blessed Ones and guild mages, who can speak freely.

The procedure of a trial is as simple as it is informal.


Accusers present their claim, and those accused answer.
Sometimes, witnesses are called to clarify a situation, or
evidence is presented. Then the judge confers with the
jury, if any, and passes judgment. If the verdict is guilty,
the judge announces a punishment.

Imprisonment is uncommon, as nobody wants to take care


of a convict. The exceptions are debtors, as it is hoped that
relatives or friends will buy their freedom—and also pay for
the cost of food and accommodation incurred during their
detention. In Nostria, traitorous nobles are incarcerated in
the Fortress of Gordelyn, where they languish until given a
chance to prove themselves in war.

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)

Taxes and Tolls


not even realize when they cross into the other realm. Even
“You want me to wrap my sword up and border steles or coats of arms are also rare in most places,
sling it over my back, and then pay you a and in the Warring Kingdoms, such information usually
silverthaler to let me keep it? What type of isn’t reliable anyway. Toll amounts range from 1 haler for
customs schedule is that? Why didn’t your a peasant, to 10 silverthalers for warriors and mercenaries,
colleague on the last bridge tell me this? to 5 ducats for guild mages and nobles from foreign lands.
Here, take this andrathaler, before your toll Blessed Ones and nobles traveling under the King’s Peace
fee doubles. It’s worth five silver.” are exempt from toll payments. Often, the Daughters of
—Geron Bladebreaker, mercenary, modern Satuaria (in Nostria) and druids (in Andergast) are also
exempt, if they can prove their status and residency.
Nobles have the right and obligation to decide the level of
taxes and tolls, how to collect them, and when. They also Merchants and traders must pay an import tax of about
decide which goods to tax at higher rates, and which goods 5% of the value of the goods they carry (this is rarely paid
to outlaw. further from the main trade routes, though). In rural areas,
local landholders or men-at-arms of the various noble
Usually the tax on a free citizen is about 10% of what they houses enforce the king’s tax, but some unscrupulous
earn for the year. This usually isn’t expected in money, landholders combine this duty with their right to set the
so most countryfolk pay in kind. Yeomen and burghers tax rate to fill their coffers, just like robber knights. Of
must pay in cash. Taxes are always paid to the landholder. course, this doesn’t stop true robber knights from posing
Inhabitants of the country usually pay a knight, who in as vassals of the legitimate ruler to wring some coin from
turn pays his baron. All barons must give part of their travelers. Border patrols are rare, and royal guards or
earnings to the ruler. The royal houses of both kingdoms knights make an appearance only when they wish to check
gain additional income through their personal estates. on activities of the enemy.

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.

Many people also pay a temple tithe, nominally to ask


for the assistance of the Supernatural. In the Warring
Kingdoms, this paid not just to the Twelvegods but also
to the priests of the various nature religions. The borders
of the Warring Kingdoms are long and lonely, and border
control is rare. Royal toll houses and border guard huts are
only present on main trade routes, and most travelers do

90 Chapter 4: Trade and Commerce


Chapter 5:
Flora and Fauna
“It’s the plan of Sumu’s world that we must care for the beasts
and plants whose voices do not reach the ears of most humans.
True, not many of them speak to us, but we have an idea what the
forest needs, what a tree needs. And we can see what helps and
hurts an animal. Sumu herself tasked the first of our kind with the
protection of these special forests. But it is not only up to us, for
there are other and much older powers also protecting the forest.
Just think of the various tree shepherds, usually called treants. It
is our duty to be mediators between them and humans, as humans
could never win a battle with these primal forces. In the end, even
burghers in their towns are nothing but children of Sumu. Here
in the Forest Wilderness, the eternal combat of the realms is plain
to see, my young student. Learn from the most noble inhabitants
of the wilderness, the immortal kings of Aurochs and Crowned
Stag, whose feud is as old as that between Andergast and Nostria.
Learn also from the treants, but do not think that all of them are
alike. Their moods are as numerous as the shapes of trees, and
there is a reason they are called tree shepherds.

Angering a treant is foolish, but I will teach you how to placate


these creatures. Then you will learn from them how to tell which
woodsman can receive your blessing and which cannot, which
tree can be cut down, and which may never fall. And, before you
ask, even I have not learned whether marwolds, the trees-with-
souls, were created by the treants. Sometimes I suspect that the
souls of the dead are drawn to these forests, and the same goes for
dark fairies and the spirits of Humus. I must continue to ponder
this, and, I think, so should you.”
—Arbogast the Older, sume, to his student Kusmin
Zornbold, 1034 FB

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

Flora and Fauna in the Warring Kingdoms


“The Old Man from the Mountain does not care if my spear claims to the primal forests of the Forest Wilderness. Oaks,
stag or aurochs. The sumes can talk as much they want, they especially the mighty stone oak, whose wood is extremely
don’t understand everything. I hunt because it’s the way of the durable, are very common here. Copper beech, Nostrian
world, and in the end, it will be me who survives.” maple, and horse chestnut are often felled here, too. Silver
—Kurwamir, Blessed One of Firun, modern fir and Thuran spruce are less common. Deep in the forest’s
interior, the trees become even more impressive and awe-
The Warring Kingdoms are fairly remote region, and inspiring, and the undergrowth is so dense that travelers
in the primal forests and isolated bodies of water hold must force their way through.
many animals and creatures that are rarely seen in more
populated areas of Aventuria. Quite a lot of them pose a Groves of thousand-year-old trees, guarded jealously by
true danger for travelers. treants that are not much younger, grow in places in the
Forest Wilderness. Theya re covered in mosses and beard
The Seven Winds Ocean is full of fish. Saltarels, Olporter lichen that make them appear even older. Jorunga and
herring, cod, sprat, and haddock are common. Saltarels, lulany grow at the forest’s edge. In addition to the usual
flatfish that live on the ocean floor, can be caught with game, like deer, crowned stags, aurochs, boars, and rabbits,
slow trawlers. Whales are uncommon in the region, but these woods contain dangers such as forest spiders, tree
Olport whales, sperm whales, mink whales, and green dragons, forest wolves, wild cats, and several types of bear.
whales are sometimes seen. Whaling as a profession is Goblin families dwell here as well, nominally to escape
rare in the region, due to the proximity to Thorwal, where human encroachment, though they often conduct stealthy
people worship the whale god Swafnir. Hammerhead raids on human settlements.
sharks and tiger sharks are hunted by brave shark lancers.
One sometimes sees dolphins, the holy animals of Efferd, At the edge of the Forest Wilderness, travelers might meet a
as well as krakennewts, impressive decapusses, and even noble hunting party seeking a splendid stag or bear. It is said
frightening sea serpents. At the coast, there are also many that two powerful nature spirits, animal kings known as
birds, such as blue gulls, spoon gulls, skuas, fish thieves, Crowned Stag and Aurochs, also live in the Forest Wilderness,
swoopers, and storm birds thrive on the coast, along with and that they hate each other with as much animosity as
the rare great albatrosses and small golden plovers. that shared between Andergast and Nostria. Deep in the
wilderness, south of Nibwell, there is a noticeable and
Animals abound in the sparsely wooded foothills and the unexplained abundance of giant stag beetles, shoving
omnipresent swamps and bodies of water of the Lakeland. beetles, and other insects, as well as crypt louses. (  177)
Pika, redtuft, goose lynx, yellow fox, partridge, bustard,
and wild cat are at home here. In the swamps, there is The Forest Wilderness is said to be home to scary trees,
always the chance of attack from creatures like swamp which people fearfully call marwolds. They are thought to
krakennewts, morfus, or jumping leeches. Encounters with be possessed by spirits, fairies, or the ghosts of the dead.
will o’ the wisps often end badly for the traveler. Grasses They strike out at careless travelers with their branches.
like fescue, foxtail, and pin rush, and weird herbs like mibel
reed and hollberry grow here in abundance. Above the tree line of the Stone Oak Forest mountains, the
barren land is home to stone oak chamois, mountain goats,
The forests consist mostly of birch, alder, willow, elm, and and marmots. Mountain eagles circle in the air, and there
Nostrian maple tree. Pine trees grow where the ground are even some west wind dragons, harpies, hippogriffs, and
becomes sandy. even real griffons. Lower on the mountainsides, the slopes
and valleys are covered with dense deciduous forests. The
The inland waters are full of fish as well as otter, beaver, most famous are the stone oak forests, which in part are
Ferdoker trout, water wolf, Angbarer Rondra pike, redfin made up of huge, primeval trees. Grimwolves, mountain
perch, angbass, and carp, and they are hunted by humans lions, cave bears, and tatzelwurms live here, and cave
with net and spear. spiders have settled in the many caverns. A tree known as
the King of Oaks, an ancient tree with a soul, is said to grow
Deciduous forests, whose branches stick out far over the in the heart of the ancient forest and rule all life in the
water, are common on the Ingval and Tommel. The light region as the king of the forests.
green of willows, alder, and elm trees slowly gives way

92 Chapter 5: Flora and Fauna


The Steppes of the East, often In the western area of the steppe, there are small forested
called the Bladegrass Steppe, areas, but usually the ground is so dry that only tough
spread out south of the Stone steppe grass and bushes can survive here. In addition
Oak Forest. West of Teshkal, there to small herds of karans and Halmaran antelopes, there
are only patches of the eponymous are hares and rabbits, which are hunted by
grass, but this waist-high, yellow- wolves, foxes, and lynx. Bark bears and
green plant covers a large area in Orcland bears also live here, as well
the east as far as the Dark Ridge and Tash as wartrhinos or woolly rhinos,
mountain ranges. The steppes are dotted with or the very rare horned dragon.
red poppy and elder bushes, and few animals Andergastan pigs are a popular
can live here. The eastern part of the steppe livestock animal, but Teshkaler
from Teshkal on is almost impassable, as the horses are the area’s best known
robust leaves of bladegrass can easily cut through export. Teshkalers, a cross bewteen
sturdy materials such as leather. Svellt Valley horses and robust
Travelers are advised to plan their Orcland ponies, are draft horses
route through this little explored with shiny black fur. They are
area, to avoid stumbling into a bred in the steppes of eastern
lethal dead end. Orcs are a major Andergast to serve as reliable
threat here, as they frequently mounts and excellent cart horses.
range south through the Northern They sometimes even serve as
Stone Oak Forest. destriers in the Warring Kingdoms.

Bestiary of the Warring Kingdoms


“Strange beasts they got here. Ligorns* and
Additional Information about Creatures
other crawlers, stag beetles, dragonflies, Special Ability: Tradition (Unicorn)
and big spiders… You should always have Unicorns do not need to make gestures or speak during
your axe ready.” spellcasting.
—Arbosh son of Angrax, forge dwarf Only unicorns can learn this Tradition. Unicorns
master smith cannot learn spells from other Traditions.
Unicorns halve all penalties for spell modifications.
Unicorns receive a bonus of 1 to spells with the
This section gathers monsters and animals the heroes might properties Healing and/or Clairvoyance.
meet in Andergast and Nostria. Some of these creatures are Unicorns cannot learn spell with the property
also common in other regions, where they can also make Demonic.
life difficult for the heroes. This chapter does not discuss The primary attribute of this Tradition is Intuition.
goblins and orcs (for more info on these creatures, see the Prerequisites: Spellcaster must be a unicorn.
Aventuria Almanac, pages 150 and 154, respectively). AP Value: 120 adventure points

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.

Aurochs Cave Bear


Size: 6’ to 7’ long (without tail); Size: 11 to 13 feet at the shoulder
6’2’’ to 7’4’’ (with tail); 5’ to 7’ tall Weight: 1,200 to 1,500 pounds
at the shoulder COU 14 SGC 12 (a) INT 12 CHA 12
Weight: 1,600 to 2,000 pounds DEX 11 AGI 11 CON 20 STR 23
COU 12 SGC 9 (a) INT 12 CHA 12 LP 80 AE – KP – INI 13+1D6
DEX 10 AGI 12 CON 18 STR 23 DE 6 SPI 0 TOU 6 MOV 10
LP 80 AE – KP – INI 12+1D6 Paw: AT 12 DP 1D6+6 RE medium
DE 6 SPI -4 TOU 4 MOV 9 Bite: AT 10 DP 2D6+3 RE short
Horn Thrust (Bull): AT 9 DP 1D6+6 RE short PRO/ENC: 1/0
Horn Thrust (Cow): AT 9 DP 1D6+4 RE short Actions: 2 (at most 1 x Bite)
Trample: AT 8 DP 2D6+5 RE short Advantages/Disadvantages: Darksight II, Exceptional
PRO/ENC: 0/0 Sense (Smell)/Negative Trait (Curiosity), Susceptible
Actions: 1 to Light
Special Abilities: Takedown (Horn Thrust), Trample Special Abilities: Forceful Blow (Bite, Paw), Takedown
(Trample) (Paw)
Skills: Body Control 4 (12/12/18), Climbing (no check Skills: Body Control 4 (11/11/20), Climbing 7 (14/11/23),
allowed, aurochs cannot climb), Feat of Strength 12 Feat of Strength 13 (20/23/23), Intimidation 11
(18/23/23), Intimidation 8 (12/12/12), Perception 6 (14/12/12), Perception 8 (12/12/12), Self-Control 13
(9/12/12), Swimming 6 (12/12/23), Self-Control 6 (14/14/20), Swimming 7 (11/20/23), Stealth 2
(12/12/18), Stealth 2 (12/12/12), Willpower 12 (14/12/11), Willpower 5 (14/12/12)
(12/12/12) Number: 1
Number: 1 bull +1D3+1 cows (maybe 1D3 calves) Size Category: large
Size Category: large Type: Animal, non-humanoid
Type: Animal, non-humanoid Loot: 150 rations of meat, fur (25 silverthalers), trophy
Loot: 450 rations of meat, fur (2 silverthalers), trophy (teeth and claws, 15 silverthalers)
(horns, 2 silverthalers) Combat Behavior: When provoked or attacked, they
Combat Behavior: Aurochs try to trample humans, but stand up on their hind legs, attack with their paws,
after one attack, they allow the target time to get up and try to bite their opponent.
and run away. Escape: Loss of 50% LP; when berserk (under the
Escape: Loss of 50% LP influence of bloodlust), bears fight to the death.
Hunt: -1 Hunt: -3
Animal Lore (Wild Animals) Animal Lore (Wild Animals)
QL 1: Aurochs don’t usually perceive humans as QL 1: Cave bears smell their prey from afar. You can
threats, but do sometimes attack people that enter avoid them by staying downind.
their territory. QL 2: They can become berserk* when injured or
QL 2: Their attacks are aggressive and involve little when their young are threatened.
planning. Sometimes they fight like demons one QL 3+: Cave bears’s eyes are light sensitive. They
moment and then sit peacefully the next. don’t like fighting in sunlight, which blinds them.
QL 3+: Aurochs hate unicorns and chase them for Special Rules
great distances. *Berserk: Each time something threatens a bear’s young
Special Rules or the bear receives a level of Pain, it must make a
Hatred for Unicorns: Aurochs feel strong hatred for Willpower check. If the check fails, the bear gains the
unicorns. When a unicorn comes into sight, aurochs state bloodlust. This state ends with the opponent’s
attack with the intent to kill. death or after one hour.
Pack Mule: Aurochs can carry loads of up to 440 pounds. Pain +1 at: 60 LP, 40 LP, 20 LP, and 5 LP or less
Pain +1 at: 60 LP, 40 LP, 20 LP, and 5 LP or less

94 Chapter 5: Flora and Fauna


Crowned Stag Dragonfly, Giant
Crowned stags have light brown fur, long hair on their “These creatures, which can grow up to almost two feet long,
necks, long beards on their chin, and splendid antlers. The attack humans and cattle in swarms during summer months, and
does live in small groups with their young, while the males even wild animals are not safe from them. They are nicknamed
are loners. The crowned stag is well respected in Nostria. fireflies with good reason, for their bite is as painful as a serious
Its speed and endurance led to its early adoption as the burn, and their wings seem to flicker and glow like flames when
heraldic animal of the Nostrian Crown. they rise up to slake their thirst for blood.”
—Haldoryn Salis, master of the hunt for the noble count of
Salta, 1039 FB

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

96 Chapter 5: Flora and Fauna


Forest Spider
“About forest spiders: These creatures sometimes cooperate to
Forest Spider
ensare prey. Their tangle of nets and trip-lines is barely visible
Size: 1 to 2 feet high;
in the undergrowth. The equally well-hidden forest spiders
3 to 4 feet long
attack from ambush and cut prey to pieces with their powerful
Weight: 40 to 60 pounds
mandibles. Anyone traveling through the forests of Nostria and
COU 11 SGC 9 (a) INT 14 CHA 8
Andergast would be wise to keep a sharp lookout for their webs.”
DEX 12 AGI 15 CON 12 STR 14
—From Prem’s Animal Life, Revised Edition, 923 FB
LP 26 AE – KP – INI 13+2D6
DE 5 SPI 1 TOU 0 MOV 8
Forest spiders are covered in dense, black fur and grow
Bite: AT 13 DP 1D6+2 RE short
about 3 feet long (not including their legs). Their poison is
PRO/ENC: 2/0
not lethal, but they spin strong webs and trip-lines. They
Actions: 1
kill prey quickly only if it fights back, quickly dismembering
Advantages/Disadvantages: Darksight I, Exceptional
it with their powerful mandibles. Forest spiders are adept
Sense (Touch)
at using their legs to hold prey immobile.
Special Abilities: None
Skills: Body Control 12 (15/15/12), Climbing 16
These creatures live in the remote forests of northern
(11/15/14), Feat of Strength 7 (12/14/14),
Aventuria, and are especially common in the Forest
Intimidation 7 (11/14/8), Perception 12 (9/14/14),
Wilderness that straddles the border between Nostria
Swimming 2 (15/12/14), Self-Control 10 (11/11/12),
and Andergast. Their favorite prey includes rabbit, deer,
Stealth 14 (11/14/15), Willpower 5 (11/14/8)
and similar animals, and they are large enough to pose a
Number: 1D6 (spider nest)
risk to humans and even bigger animals that get caught
Size Category: medium
in their webs. Forest spiders are usually solitary, but in
Type: Animal, non-numanoid
some areas, they cooperate to build far-reaching tangles of
Loot: 25 portions of guts (inedible)
webs, trip-lines, and signal lines. Anything caught in these
Combat Behavior: Forest spiders lurk in trees,
large snares must fend off multiple forest spiders. Scout
waiting for prey to stumble into their webs. Forest
spiders keep watch and warn other spiders of approaching
spiders also fight on the ground if approached too
dangers. Aventurian scholars know that these efficient
closely. They prey on creatures up to human size or
predators communicate across long distances, possibly by
even larger.
spinning specialized, barely-visible talking strands or by
Escape: Loss of 50% LP
using some kind of telepathy, but nobody knows for sure.
Hunt: -2
Animal Lore (Monsters or Wild Animals)
QL 1: Forest spiders weave webs that can even
catch humans.
QL 2: They do attack humans, but luckily, their
venom is not dangerous.
QL 3+: Forest spiders sometimes link two or three
spiders’ webs together, creating a large snare that
spans several trees.
Special Rules
Web: The spider’s web can catch human-sized prey.
Spotting a web requires a Perception (Spot) check
with a penalty of 1. If successful, the web may be
avoided. Anything trapped in a web gains the state
bound. Escaping from a web requires a cumulative
check using Body Control (Squirm) (10 QL, interval
1 CR, 7 attempts). If this check fails, escape is no
longer possible without outside assistance.
Pain +1 with: 20 LP, 13 LP, 7 LP, and 5 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

98 Chapter 5: Flora and Fauna


Marwold
“The Marwold, or spirit wood, is a malicious creature, a blend Marwolds resemble common trees but are usually a bit
of a tree and a being from another Sphere. It is unclear whether larger and have more branches. Marwold forests have a
marwolds are possessed by minor spirits, demons, fairies, or magical aura which stems from the creatures that merged
even ghosts. The sumes of Andergast do not appear to know with the trees to create marwolds.
whether marwolds were created by treants or some other arcane
phenomena, such as the planting of a tree on a magical ley line of Contray to popular belief, trees inhabited by dryads are not
power. I have been told that sumes and a few witches in Nostria the same thing as marwolds. Marwolds are created when
are able to control these creatures via a complicated ritual. A minor spirits, demons, elemental spirits, and ghosts merge
marwold stays rooted to the ground and cannot move about, but with a tree, making it into what peasants call an evil tree.
blows from their branches can be very damaging.” Elms and blood elms seem to be the species most often
—Nacladora Berlînghan, Order of Draconites, Blessed One possessed and turned into marwolds.
of Hesinde, 1036 FB
Marwolds hate all other living creatures and strike at
Marwolds are trees that are possessed by creatures from humans and animals that come within range of their
another Sphere. They live in many Aventurian forests and branches. Some folk believe that treants, powerful druids,
are quite capable of attacking anything within reach of or ruthless witches can create and dominate such creatures
their branches and roots. They are especially common in via lengthy rituals to use them as guardians.
the Warring Kingdoms, but alos in the former heptarchies
in the Shadowlands.

Marwold Combat Behavior: Individual


Size: 9 to 18 feet tall Escape: Marwolds are immobile and
Weight: 800 to 4,000 pounds cannot flee.
COU 15 SGC 10 INT 11 CHA 11 Plant Lore
DEX 11 AGI 11 CON 28 STR 28 QL 1: Marwolds look remarkably
LP 160 AE – KP – INI 12+1D6 similar to trees or treants. They
DE 6 SPI 1 TOU 10 MOV 0 are common in Nostria, Andergast, and in
Punch: AT 14 DP 2D6+4 RE long the Shadowlands.
Kick: AT 12 DP 3D6+6 RE medium QL 2: Marwolds are susceptible to fire. Since they are
PRO/ENC: 4/0 rooted and cannot flee, this is a quick way to defeat
Advantages/Disadvantages: Afraid of Fire III them.
Actions: 1 QL 3+: Some scholars believe marwolds are possessed
Special Abilities: Forceful Blow I (Punch, Kick), Powerful by beings from other Spheres, but whether by fairy
Blows (Punch), Shield-Splitter (Punch, Kick), Takedown creatures, demons, or something else entirely still
(Punch, Kick) isn’t clear.
Skills: Body Control 2 (11/11/28), Climbing 4 (15/11/28), Special Rules
Empathy 3 (10/11/11), Feat of Strength 11 (28/28/28), Susceptible to Fire: Marwolds take double damage from fire.
Intimidation 12 (15/11/11), Perception 7 (10/11/11), Concealment: When standing motionless in a forest,
Swimming 9 (11/28/28), Self-Control 12 (15/15/28), Stealth 7 marwolds are almost indistinguishable from trees. They
(15/11/11), Willpower 7 (15/11/11) receive a bonus of 3 to Stealth (Hide).
Number: 1 or 1D6+1 (grove) Walking Marwold: A rarer type of marwold can move
Size Category: huge about like a treant, but very slowly (MOV 4).
Type: Supernatural Creature, non-humanoid Pain +1 at: 120 LP, 80 LP, 40 LP, and 5 LP or less
Loot: Wood (1 to 30 silverthalers, depending on type)

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.

Giant Stag Beetle


Size: 8 to 9 feet long
Skull Owl Weight: 100 to 140 pounds
Size: 2 to 3 feet tall; 9 to 11 feet COU 15 SGC 9 (a) INT 11 CHA 8
wingspan DEX 13 AGI 13 CON 16 STR 14
Weight: 16 to 20 pounds LP 40 AE – KP –
COU 12 SGC 14 (a) INT 14 CHA 13 INI 12+1D6
DEX 12 AGI 13 CON 12 STR 12 DE 7 SPI 0 TOU 2 MOV 3
LP 22 AE – KP – INI 13+1D6 Bite: AT 16 DP 1D6+2 RE short
DE 7 SPI 0 TOU 0 MOV 1/15 Mandibles: AT 12 DP 1D6+4 RE medium
(on ground/in the air) PRO/ENC 5/0
Beak and Claws: AT 12 DP 1D6+2 RE short Actions: 1
PRO/ENC 0/0 Special Abilities: Forceful Blow I (Bite, Mandibles),
Actions: 1 Locked Jaws (Bite)
Advantages/Disadvantages: Darksight II, Exceptional Skills: Body Control 4 (13/13/16), Climbing 4 (15/13/16),
Sense (Sight) Feat of Strength 7 (16/14/14), Intimidation 6 (15/11/8),
Special Abilities: Attack Weak Spot, Flying Attack Perception 7 (9/11/11), Swimming (no check allowed; giant
Skills: Body Control 5 (13/13/12), Feat of Strength 4 stag beetles cannot swim), Self-Control 12 (15/15/16),
(12/12/12), Flying 7 (12/14/13), Intimidation 6 Stealth 7 (15/11/13), Willpower 8 (15/11/8)
(12/14/13), Perception 12 (14/14/14), Self-Control 4 Number: 1, or 2 (when mating)
(12/12/12), Stealth 12 (12/14/13), Willpower 4 Size Category: medium
(12/14/13) Type: Animal, non-humanoid
Number: 1 or 2 Loot: 40 rations of meat, trophy (mandibles, 15
Size Category: small silverthalers)
Type: Animal, non-humanoid Combat Behavior: Giant stag beetles usually avoid
Loot: 4 rations of meat, trophy (feathers, 7 silverthalers) humans, but attack viciously when surprised and fight
Combat Behavior: Skull owls attack larger animals, until badly injured.
including humans, at night, pecking a chunk of meat Escape: Loss of 75% LP
out of their body before retreating. Hunt: –
Escape: Loss of 50 % LP Animal Lore (Monsters or Wild Animals)
Hunt: +1 QL 1: Giant stag beetles view human-sized targets
Animal Lore (Wild Animals) not as prey, but as threats, and attack whenever
QL 1: The mere sight of a skull owl can frighten they meet.
humans. QL 2: Their armor is much weaker on their underbelly.
QL 2: The skull owl is a nocturnal hunter. It is not QL 3+: Young giant stag beetles can be trained and
very active during the day. led around on a leash (this is especially common in
QL 3+: Skull owls can attack human-sized targets, Gareth). They are also sometimes used as guard dogs.
but do so only at night. Special Rules
Special Rules Weak Spot: Giant stag beetles have PRO 2 on their
Intimidating Appearance: Anyone seeing a skull owl for underbellies and PRO 0 on the joints at the base of
the first time must make a Willpower (Resist Threats) their legs. For more information about targeting these
check or suffer the disadvantage Afraid of… (Skull areas, see the Level I Focus Rules for Hit Zones, in the
Owls) I, for one day. The disadvantage subsides when Aventurian
the owl is chased off or killed. Compendium. Otherwise, just attack with a penalty of 2 or
Pain +1 at: 17 LP, 11 LP, 6 LP, and 5 LP or less 4, respectively.
Pack Mule: Giant stag beetles can carry a weight of up to
80 pounds.
Pain +1 at: 30 LP, 20 LP, 10 LP, and 5 LP or less

100 Chapter 5: Flora and Fauna


Teshkaler Unicorn
Teshkaler horses are strong and fast, but stubborn. Even “This proud horse with snow-white fur, long mane, silky tail,
so, they are popular as carriage horses. These shiny black and golden, twice-wreathed horn on its brow is a wondersome
creatures are slender and muscular, and their manes, tails, creature from another age, curious and shy at the same time.
and fetlock hair are long and dense. True Teshkalers have Unicorn is only the common term for this creature. Scholars call
a special brand on their right thigh in the shape of a curved it a unicornu. The Angroshim call it a ligorn, and the elves refer
T next to a royal crown. to it as a valdra. Unicorns are intelligent, even though they do not
communicate with words, and many believe them to be blessed by
the gods. It is also said that these immortal creatures love nothing
more than purity, and hate nothing more than aurochs and orcs.”
Horse (Teshkaler) —From the Great Aventurian Almanac, Vinsalt Edition,
Size: 7 to 9 feet long; 5 to 6 feet tall 998 FB
at the shoulder
Weight: 800 to 1,200 pounds Most of these rare and shy animals use magic similar to
COU 10 SGC 9 (a) INT 12 CHA 12 that of the elves, though normally only spells with the
DEX 8 AGI 14 CON 23 STR 25 properties Clairvoyance, Influence, or Illusion. Unicorns
LP 80 AE – KP – INI 13+1D6 read thoughts and communicate images and feelings by
DE 7 SPI 0 TOU 0 MOV 12 projecting them directly into the recipient’s mind, and
Bite: AT 12 DP 1D6+1 RE short can travel to and from the fairy realms without restriction,
Kick: AT 15 DP 1D6+5 RE medium which allows them to appear and disappear without a
Trample: AT 14 DP 2D6+4 RE medium trace.
PRO/ENC 0/0
Actions: 1 The alicorne, or horn, on their brow is the focus of their
Advantages/Disadvantages: none magic. Mages and alchemists consider these horns a potent
Special Abilities: Powerful BlowsAAL149 (Kick) ingredient.
Skills: Body Control 4 (14/14/23), Climbing (no check
allowed; horses cannot climb), Feat of Strength 8 Unicorns are encountered everywhere in Aventuria but
(23/25/25), Intimidation 2 (10/12/12), Perception 4 prefer the remoteness of wild and untouched nature. They
(9/12/12), Swimming 4 (14/23/25), Self-Control 4 are most common in northern forests inhabited by elves
(10/10/23), Stealth 2 (10/12/14), Willpower 3 and fairies. All unicorns are loners, and as far as anyone
(10/12/12) can tell, all seem to be male, which is why people believe
Number: 1 or 3D20 (herd) they are immortal.
Size Category: large
Type: Animal, non-humanoid Unicorns usually avoid conflicts but are quite capable of
Loot: 300 rations of meat, fur (20 silverthalers) defending themselves, especially against an aurochs or
Combat Behavior: Theskaler horses always try to orc, which they attack with unexplained ferocity.
flee. If they cannot flee or are startled too often,
they kick to the front or back. Some horses have a Unicorns symbolize Nandus in the mythology of the
bad habit of biting humans. Twelvegods, but the extremely rare black variant is seen
Escape: See Combat Behavior as a harbinger of the Demon Master, Borbarad.
Hunt: -2
Animal Lore (Domesticated Animals)
QL 1: Horses are skittish animals by nature. You
should be careful when approaching them from
behind.
QL 2: Oats are a good concentrated food for horses.
When working hard, they need up to 10 pounds of
oats per day.
QL 3+: Beechnuts, chestnuts, and ivy are poisonous
to horses.
Special Rules
Pack Mule: Teshkaler horses can carry loads of up to
400 pounds.
Pain +1 at: 60 LP, 40 LP, 20 LP, and 5 LP or less
Note: A Teshkaler is worth about 1,000 silverthalers.

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

Herbs of the Warring Kingdoms


“Of course, Mistress Peraine keeps a watchful eye on Nostria
and Andergast, as the people here already endure enough. Thus Hollberries have both poisonous and healing parts,
plants and animals flourish here. Peraine has given the people and preparing each requires a different application
many growing things to calm them and cure their wounds. Such of Plant Lore. Those seeking hollberries must decide
things might not be easy to find, but Mistress Peraine values whether they want the emetic berries (Poisonous
initiative and work, as is proper.” Plant) or regenerative leaves (Healing Plant).
—From the Tome of Herbal Lore, collected and compiled by
the Sisterhood of Mada, Grangor, 1005 FB

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

102 Chapter 5: Flora and Fauna


Phase (apply the better result).
Smaller Doses
Price: 4/8 silverthalers
A dose of healing herbs has no effect when divided
into smaller parts. For example, a hero must drink the
Hollberry Emetic
whole dose of mibel reed tea to enjoy its effect.
The hollberry’s poison causes nausea. Victims suffer
extended bouts of vomiting and recover slowly.
leaves. Mibel reed grows along the west
Poision Level: 4
coast of Aventuria, between Salta and
Type: Ingestion Poison, Plant Poison
Mengbilla. It is especially common in the
Resistance: Toughness
Warring Kingdoms on lakeshores and in
Effect: Bouts of vomiting, no nightly Regeneration Phase/
meadows and swamps. A tea made from
bouts of vomiting.
mibel reed gives clarity and agility,
Start: 1 minute
but consuming it in high doses or too
Duration: 5 minutes (vomiting), until the end of that
often can lead to addiction.
night’s Regeneration Phase
Cost: 100 silverthalers
Search Difficulty: -3
Identification Difficulty: -2
Bladegrass Uses: 1/1/2/2/2/3
The much-feared bladegrass plant can grow over 3 feet Effect: Crush both cob and stalk,
tall and has yellowish-green leaves that are tough as iron and boil. The patient must drink one full dose of tea, and it
blades. Anyone lost in a field of bladegrass is as good takes effect after 5 minutes. The tea grants a bonus of +1 to
as dead. It avoids water, so it grows mostly in the first partial check of a skill check using the attributes
the dry steppes between Riva and Mengbilla. of SGC or DEX. The effects last 2D6 minutes.
It is especially common in the eponymous Price: 12/24 silverthalers
Bladegrass Steppe west of Thash and the
Dark Ridge, but also in the highlands and
Tarnele
the fringes of the Khôm Desert. The grass
The stalks of the dandelion-like tarnele are bright red and
is resistant to fire, including raging
grow up to two feet tall. The stalk itself remains bare of
wildfires, which actually helps it spread
leaves, but a cluster of foot-long, dull green leaves covered
even further. Few animals can survive
in tiny hairs grows in a circle from the base of the stalk.
in its presence. Some rodents and serpents
When crushed or made into a salve, it alleviates pain and
eat the grass, and wartrhinos are protected
promotes healing. The tarnele thrives
from it by their thick skin. The only
in dark places and can be found
plant that can grow alongside the
growing between Gerasim and
plant’s hard stalks is poppy. Orcs
Mengbilla, mostly among thick
and goblins make fire-resistant
grass and in boggy meadows. It
mats from bladegrass, and denizens of
also grows in forests,
the steppes often cover palisades with the hard leaves to
swamps, and, rarely,
form an insurmountable barrier.
in the highlands.
Search Difficulty: -2
Search Difficulty: 2
Identification Difficulty: 0
Identification
Uses: –
Difficulty: 0
Effect: Touching the sharp edge of a bladegrass leaf causes
Uses: 1/1/2/2/3/3
between 1D6-1 and 1D6+1 DP. Travelers usually try to
Effect: When applied to a
skirt around areas of bladegrass to avoid these dangerous
wound, the tarnele grants +1 LP during
plants. For each mile walked through knife, victims suffer
the night-time Regeneration Phase.
1D6+3 DP, but a successful Body Control (Acrobatics, Balancing,
Whether made into a long-lasting tarnele salve or used as
or Jumping) checks reduces this damage by 1 Dp per QL.
fresh pulp, both work eually well when applied to wounds.
Bladegrass cannot be used as weapon.
Multiple uses at the same time have no additional effect.
Price: –
Tarnele also suppresses the effect of one level of Pain for
one hour, but only if the patient has no more than one
Mibel Reed level of Pain. On patients with two or more levels of Pain, it
Mibel reed grows among common reeds along lakeshores has no painkilling effect at all.
and in swamps. The plant has pale, cob-shaped flowers with Price: 3/6 silverthalers
pale violet and white stripes, and is protected by pointed

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.

One aspect of life in the Warring Kingdoms that still troubles


me is the locals’ veneration of spirits of the forest. They offer
sacrifices to standing stones, pour silverthalers in the bog by the
handful, and hang votives and trinkets all over their seemingly
endless forest. This isn’t right! And they way they speak of the
Supernaturals! As if the good gods could or should be lumped
together with creatures such as fairies! I suspect it will be difficult
to show them thei error of their ways. I now understand why you
sent me here, eminence, for I can detect echoes here of the call of
Pandlaril, the fairy-like mistress of lake and river from my home
in Weiden. Who can hear aching call of that beauty and not be
deeply moved, even if such cannot inflame heart and soul as much
as the grace of Mistress Travia? My understanding of Pandlaril
will no doubt aid my attempts to appeal to the human inhabitants
of the forest, for they too share an abiding love of lakes and rivers.

We serve the Mistress of the Hearthfire, first and foremost! The


family spirit of the congregation is eternal. Travia’s hospitality
will ensure that we find followers here. Your trust in me is well
founded.”
—Letter by Avonella, young Blessed One of Travia, to the
head of the Temple of Travia in Baliho, 1039 FB

104 Chapter 6: Gods and Demons


Few of the so-called Temples of the Twelvegods in the chapels, though a few can be found in houses, taverns, or
Warring Kingdoms really deserve to be called such, and inns within settlements.
these are found only in larger towns. On the other hand, the
numerous shrines and sacred places for gods, demigods, Many such shrines, especially those dedicated to fairies,
and saints rarely that rarely follow the pure teaching of forest spirits, nymphs and other creatures of the forests
the Twelve. Most sit at the edges of villages or in castle and lakes, are located by springs, on hills, at crossroads and
other special places.

Religion in the Warring Kingdoms


“They are so divided that they do not even view the Twelve as gods often of no importance to (and not even easily recognized
in the way we do. Andergastans primarily worship the Old Man by) commoners and nobles alike. Many priests of cults
of the Mountain, benign Peraine, and the divine lioness, while and faiths outside the Twelvegods are actually magical
Nostrians pray mainly to moody Efferd and silent Boron. Both dilettantes who can produce impressive effects that are
kingdoms seem to share the worship of the primal earth goddess hard to differentiate from divine miracles or liturgical
Sumu, whether they are led to do so by the sumes, as druids are chants. Such individuals often cannot tell the difference
called in Andergast, or the Daughters of Satuaria, in Nostria. between magic and liturgical powers themselves, but they
Lovely Rahja receives more worship in Nostria than Andergast, believe that their (magical) gift comes from their god.
which outlawed her harmonious Church by royal decree many
centuries ago. Mistress Hesinde be with us!” Many Blessed Ones from central Aventuria find this
—Nacladora Berlînghan, Blessed One of Hesinde Draconite, syncretic worship of the gods irritating or even insulting.
1038 FB In contrast, some Blessed Ones resent the growing
influence of the Twelvegods in the Warring Kingdoms,
When Silem-Horas’ Twelvegods Edict of 98 FB established and thus they find themselves estranged from their own
the Twelvegods as the official gods of the empire, Churches. Which gods receive worship, and in which way,
Nostria and Andergast had already become independent can differ quite a lot between the Warring Kingdoms.
principalities, and thus the edict never took effect here. People rarely use the term gods, and instead usually talk of
Andergastan kings such as Efferdan I tried vainly to the Supernatural, which includes not just the Twelve, but
establish the dominance of the Twelvegods faith, but all also any other creature said to have the power to influence
attemopts failed due to the popularity of old superstitions, the fate of humankind. Rahja is honored in Nostria as the
the nobles’ adherence to tradition, and the intervention of mistress of beer, but Andergast outlawed her church long
the sumes. ago, even though she is still worshiped there, in Teshkal,
as the mother of horses. Both of these cults have little
Local rulers accept the worship of almost any being that in common with the pleasure-focused cult so familiar to
promises salvation or protection to humankind, as long other regions of Aventuria.
as such belief poses no threat to the nobility—and is not
seen as a god of the enemy. Thus, the belief in many old Often, the Supernaturals aren’t worshiped in temples, but
and forgotten gods survives here, and many new gods have in springs, hidden forest ponds, at stone circles or strange
been born out of a blending of divine beings with similar rock formations or old trees. This isn’t unknown in the
aspects. This style of worship, called syncretism, is best Middenrealm, like in the shape of the River Father in the
illustrated by the Warring Kingdoms’ version of Mother Great Lake of Albernia or the Lady of the Nine-Eye Lake in
Earth, usually an aspect of Sumu who is often called Weiden, Pandlaril.
Peraisumu or Tsatuara, and sometimes as primal mother of
all life, sometimes as goddess of fertility. Another example Since the Twelvegods aren’t the focus of life in the Warring
is Firun, the Old Man of the Mountain, who is sometimes Kingdoms, ancient and sometimes crude beliefs, forgotten
mixed with the goblin god Orvai Kurim and worshiped as elsewhere since the fall of the Bosparanian Empire, survive
Kurim the Hunter. and flourish in Nostria and Andergast. Even Dualism, as
practiced in Lowangen, is popular here. Dualism groups
Many Blessed Ones do not tend to their own temples. Rather the gods in two categories—Supernaturals that give, and
they travel between various places of worship, where they those that take. Thus, Praios, bringer of light and god of
organize services on a semi-regular basis. They pray for the sun, is opposed to Boron, god of death and night, but
the blessing of their gods for the sake of the community, both are worshiped equally as lords of the gods. All other
usually to mark marriages, births, and deaths. Whether a gods are considered vassals of these two opposites. This
priest is actually A Blessed One gifted with karmic pwers is dualistic way of thinking suits the black-and-white way

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

106 Chapter 6: Gods and Demons


For that reason, the sumes, the druidic servants of Sumu, Rahja’s family relations usually remain unexplained. Her
are also highly respected in Andergast. Instead of temples, Church was outlawed in Andergast until 20 years ago, and
they use stone circles, trees, and springs as holy sites, she is slowly finding her way back into the hearts of the
where they can perform their mysterious miracles. people. In Teshkal, she continued to be worshiped as the
mother of the divine horses Tharvun and Sulva after her
In the Andergastan worldview, Sumu is assisted by the cult was forbidden, but this was based on a much older
Sons of Sumu, who each have various tasks to perform, tradition. In Joborn, she is worshiped as the goddess of
aided by their priests. It’s quite obvious to outsiders that horses, geniality, and beer.
these gods are simple translations of the Twelvegods, even
if sometimes different names are used. Sumu’s first-born The Twelvegods in Nostria
son Praios (often Brajan) embodies the aspects of sun, Along the coasts, Efferd (or Ephard) is worshiped as lord
rulership, and long-established law. The aspects of Boron, of the gods, who punishes humans without mercy with his
her second-born, are night, death, and dreams. He is also storms and lightning. He must be placated to avoid death.
known as Bruun, but under this name he is the lord of Many shrines that appear dedicated to Efferd actually
back luck and the bringer of calamity. Phex, is the third- honor the winds in Efferd’s retinue (steady Beleman, which
born, represents cunning, mockery, and adventurousness. almost always blows over the coast; the calm fog-bringer,
Fourth-born Firun, also known as the Old Man of the Nuianna; and the boisterous and angry Rondrikan, which
Mountain or the lord of ice, embodies cold and and ice, as many Nostrians view as either a vassal of Efferd or familiar
well as the hunt. As a hunting god, he is often depicted with of Rondra).
antlers but if so, he is called Kurim the Hunter, or simply
Orvai. Fifth-born Efferd (or Ephar) is the lord of water and Peraine is worshiped as wife of Efferd and caring twin
wind and is said to have a large retinue of nymphs and sister of the grim ice lord, Firun. Her aspects mainly focus
sylphs. The aspects of Ingerimm (also called Angrosh), the on fertility and healing. Rondra is Efferd’s younger sister,
sixth-born, are craftwork and mining. an untamed and brave mistress of battle.

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.

Faith in Everyday Life


“Spill some of my good beer on the ground? By the dragon, are Great temples employing lots of Blessed Ones and novices
you mad? This is what’s supposed to placate the spirits of the are rare in the Warring Kingdoms. Instead, people usually
forest? By Angrosh’s hammer, you can’t be serious!” build small shrines for one or more gods. Some mixed
—Arbosh son of Angrax, forge dwarf master smith temples, maintained by two or more Churches, exist as

108 Chapter 6: Gods and Demons


well. Examples include the fortress temples of Peraine, of honor and battles. She is often seen as related to Praios
Travia, and Rondra. in Andergast, and people watch to make sure that women
do not pay too much attention to this special combative
Traveling heroes face strange forms of worship in the role or try to assume it themselves.
Warring Kingdoms. Visiting a temple and dropping some
coins in the offering box is rarely sufficient, and the No Andergastan noble makes an important decision
Blessed Ones in Nostria and Andergast have often removed without seeking the advice of the sumes. Many Nostrian
themselves quite a way from the teachings of their Church nobles consult a witch to make sure that they will succeed.
in other realms. They might worship the deity under In general, people in the Warring Kingdoms pay close
different aspects or even with a completely different rite. attention to their surroundings, meaning nature with all
its spirits. People have handed down some cruel judgments
Some of the religious traditions common in these lands because they believed the land wanted a blood sacrifice.
survive from antiquity. In some areas, it is the landholder’s
duty to unite with a priest or priestess of a life-giving It’s also important which patron deity a family has chosen
goddess each spring, to awaken the fertility of the land. In and how long they have been worshiping that deity. The
some regions of Andergast, Andra’s sacrifice is celebrated Sapstem family, in Nostria, is known for the shrine of the
via the death of a woman who represents the primal three-eyed war god, a relic of ancient times, in their castle’s
goddess Sumu. Surprisingly, volunteers accept this fate chapel. (  178)
for the good of the world. Usually, these are older women
who have had several children, but young girls sometimes Such ancient and strange beliefs rendered marriage of
volunteer, too. Andergastan or Nostrian nobles and members of Horasian
or Middenrealmish families impossible.
In Nostria, criminals are often handed over to Blessed Ones
to be given to the swamp (that is, sacrificed by being tossed in The Faith of the Commoners
a bog). This ensures that the blessings of the Supernaturals The commoners know many beings that must be placated
are upon them, and that their vengeful spirits never escape or asked for assistance. Travia and Peraine are the most
and remain bound forever. popular among the Twelve, even if they are worshiped in
strange forms, such as Trabina, in the shape of a female
The Faith of the Nobles eagle carrying the sun, or as Peraisumu, the all-embracing
Traditionally, the nobles insist on being appointed by the giver of life.
Supernaturals, and therefore see their power as divinely
granted. For that reason, two gods from the pantheon of The belief that Sumu’s body is the world is firmly
the Twelve are especially popular among nobles: Praios, established. That is why people ask Sumu and her
the sun god and patron of rulers, and Rondra, the goddess representatives for advice. The common folk turn to
sumes (in Andergast) or witches (in Nostria) for assistance
with the big and small problems of everyday life.

This does not mean that the Twelvegods are unknown.


Boron, the lord of death, is known to almost everybody.
Hesinde, the patron of knowledge, is much less well known
outside of the circles of mages and scholars. Firun is
worshiped in various guises in almost every forest region.
Sometimes he is the Old Man of the Mountain, sometimes
Orvai or Kurim, depending on how many goblins live in the
area. He usually takes the form of a merciless huntsman
with antlers. Efferd is worshiped mainly in Nostria. As
lord of water and wind, he is viewed as the creator of
the world who stands above all other gods, but he is not
believed to have a shape. Instead he is seen as primal
force that must be placated.

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.

“It doesn’t matter if they bow to the orcish bull or


the goblin boar, or whether they fear fairies or
worship giants. We will pluck them like ripe fruit places, the worship of these two deities has blended, or
when the time is right. Once we defeat the Blessed else Firun has been completely pushed aside. Even the
Ones of the twelve false gods, everything else will dangerous conflation of Firun the icy hunter with the
fall into our laps! Sumes and Daughters of Satuaria archdemon Nagrach has gained much ground in some
are no danger for us, for we alone serve the true lord.” areas, and believers are none the wiser. The Blessed Ones
—Arraloth Westfal, Hand of the Nameless God, 1038 FB of the Churches of Firun and Ifirn work hard to expose this
deceit, but they have had little success so far.

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,

110 Chapter 6: Gods and Demons


Thargûn and the water-woman, ignorance of orc rites. Altars that
Karyba—who would otherwise recruit survive from the time when orcs
these spirits into their retinue. (  178) ruled this land depict the black bull
of death (Tairach) or the golden bull
The worship of the Aurochs King in of the sun (Brazoragh), which today
Andergast does not arise solely from are usually interpreted as depictions
the will of the sumes. Bull cults, of the Aurochs King. Followers of
which are common in some regions, the Twelvegods might be worried
share aspects with the beliefs of the to learn that they are sometimes
orcs, though these similarities are washed with blood to avert the gaze
unclear to most humans due to their of the Supernaturals or placate them.

Churches and Cults


“By Rondra’s thunder! These madmen won’t bless my weapon the Warring Kingdoms and welcomed everywhere. Here,
because I am not a burgher of their kingdom. I curse them to the Tsa is usually worshiped in her aspect of a transformer of
bone. If I survive this campaign, I swear that I will report this to things, but many Blessed Ones still have problems asserting
the Lion Castle in Perricum, as Blood-drinker Kor is my witness!” the goddess’ teachings beyond the belief in Ingval. Phex
—Thalevia of Uhdenberg, double mercenary, 1010 FB is barely recognized as a god of trade outside the larger
towns, and his Church acts only in the shadows.
The cultural influence of the Horasian Empire and the
Middenrealm has been slowly strengthening the Churches Praios and Boron are often worshiped as divine adversaries,
of the Twelvegods in the Warring Kingdoms. Time and much as is taught in Lowanger Dualism. Praios is seen as
again Blessed Ones are sent to bring the true faith to the the god of light and life, Boron as the god of death and
inhabitants of these backward countries. The greater the darkness—a classification that pleases neither of the two
locals’ contact to strangers, the more their faith in the churches, incidentally. The ancient elemental gods, Efferd
Twelvegods begins to resemble that practiced in the (as god of water, wind, and fishing), Ingerimm (as god of
Horasian Empire and the Middenrealm. Various churches fire and crafts), and Firun (as god of ice and the hunt), are
increasingly establish and fund temples that teach rather well respected. Their churches are open enough to accept
orthodox views on the Twelve. most types or worship. Recently, the Church of Ifirn has
begun to maintain the temples and shrines of Firun.
Besides that, most Churches and cults in the Warring
Kingdoms work a little differently than in other regions At some places, the elemental gods and their followers
of Aventuria. The exceptions are the great Orders that (things like wind, tides, or forests) are so powerful that
have settled here, though they have not yet gained much people offer them human sacrifices—a practice forbidden
importance or popularity. The Draconites, members of in most other realms. Rondra, the goddess of courage,
the Hesindan Order of Knowledge, and the Anconites, honor, luck in battle, and honorable combat, is often
members of the magical healing order, are the only two invoked as a protector, and her Blessed Ones are usually
that have managed to become well established here. welcomed everywhere, but in Andergast, women are
thought incapable of fighting and the goddess is often
The Draconites, who have sworn allegiance to the goddess depicted as a mere addition to her father or husband Praois,
of knowledge and own a large estate near Salta, know these which causes much consternation within the Church.
problems very well, as Hesinde is barely worshiped outside
of scholarly circles. Only the Church of Rahja, which assigned one of its
Metropolites to Joborn, accepts the deviations in the
Some temples of the Twelve are lavishly furnished, while Warring Kingdoms with stoic calm. Whether the Warring
those in other places barely have a small shrine. Their Kingdoms worship the divine horses Tharvun and Sulva,
influence depends on whether the landholder endorses or Rahja is seen as giver of beer and geniality, is of little
and supports their worship. Only the widespread worship consequence in Horasian Belhanka, site of the Church’s
of Travia and Peraine exists in a form and function close to main temple. Of prime importance to Church leaders is
the ideals of their respective Church leaders in Rommilys the lifting of the ban against Rahja. Outlawed in Andergast
and Ilsur. Blessed Ones of both Churches are well liked in until 1022 FB, its changing influence on politics began with
the Joborn Friendship (see page 40).

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)

112 Chapter 6: Gods and Demons


Chapter 7:
Spellcraft and Sorcery
“Of course some spellcasters, you might call them mages, insist
that all magical work must be shaped by the mind and all spells
must be understood inside and out. They use gestures and
incantations to give form to Mada’s power.

Such nonsense! They forget that passion is sometimes necessary to


ignite the first spark of magic! These mages are not unlike sumes
in their stubborn and exclusive worldview. Like mages, druids also
think that they are destined for greater things, even though they,
too, only use magic. And they always act in secret, as if planning
to unleash all the power of the moon on an unsuspecting world.
Granted, they can be passionate, but I’ve seen mages cry over
books. And accurate observation is not unknown to me, either.

We fly around on staves, barrels, and brooms treated with flying


balm, while sumes have their stone daggers and wax dolls, which
they are very powerful. What a load of bull! Mages have staves,
too, and some even have a crystal ball. Oh, if they only knew to use
their tools better! But where mages get distracted by Hesinde’s
sheer might, sumes get caught up in their beliefs. And that is
where they go wrong. Her body does not need protection. Sumu
just needs to be brought back to life! Satuaria knows this, which is
why she chose us. Mada’s power lets us do things few others can.
But does that make us forget who we are? Is that what Satuaria
wants for us?

No, our familiars prevent that, and I swear that sometimes my


faithful Farlion knows better than me what the wind whispers
and the water murmurs. And when I am angry, he brings doom
on silent wings. I will not have my secrets stolen and written down
in a dusty tome for some city child to read in a fairy tale! I won’t,
I tell you!”
—Naringrath, Silent Sister from the Inner Circle of the
witches of Hallerû, 1039 FB

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

Magic and Everyday Life


Many beings in forests, rivers, lakes, ponds, and oceans can forest and all that lives therein. Not even a conservative
use magic. Beings like dryads, nymphs, or marwolds often Andergastan noble would dare send woodcutters into the
are the source of fear and superstition, and humans stick forest without first asking for the blessing of the sumes.
to their fields and well-worn paths. Treants and unicorns Nobles also seek the advice of a wise man from the woods
aren’t just legendary figures; they can have an impact on in important matters.
everyday survival. Many woodcutters who tried to cut
down the wrong tree were beaten to death by a marwold, Witches enjoy a similar level of respect in Nostria, where
and many fishers were lured to a watery grave by a nymph. people call them the Daughters of Satuaria and seek their
There are countless myths and legends about tragic events advice in many matters, and they are often viewed as
involving supernatural creatures. Nobody wants to get healers and wise teachers.
caught between an aurochs and a crowned stag, or stumble
into the path of the unicorn Keldoran as he hunts aurochs Guild mages, who enjoy great respect as scholars in other
in the Forest Wilderness. And the Oak King is said to have realms, here receive little respect because people view
little tolerance for insults. education as a useless waste of time, and magical power
is viewed with more suspicion than awe. Guild mages are
For many Nostrians and Andergastans, faith and magic rather rare in the Warring Kingdoms (the only academies
are the same thing. People make sacrifices to many are located in the two capitals), and children with magical
dryads at small altars to prevent attacks by treants on talents are often given to the local sume or Daughter of
the woodcutters. In Nostria, people often throw coins Satuaria, instead, for training. Nevertheless, spellcasters
into lakes and rivers to placate local nymphs or receive a from other regions of Aventuria sometimes retreat to the
bounty of fish. solitude of the Warring Kingdoms, either to investigate its
mysteries or to conceal their activities from others.
So it is certainly no surprise that the simple folk of the
Warring Kingdoms have great respect for those that use There are many magical dilettantes in the Warring
their magic for the good of the people, or for those who Kingdoms, called Mada’s children. They are people with a
try to alleviate the malicious actions of dryads, nymphs, magical gift which has never been developed. This might
and other nature spirits. Since few of the inhabitants of the be for a minor talent, or because there hasn’t been a
Warring Kingdoms can read or write, stories of salvation teacher, or maybe the power has been suppressed due to
and horror are twisted by word of mouth. Even scholars fear or superstition for so long that it can’t reach its full
cannot tell which entity might have been the inspiration potential anymore. Some of them are highly
for a particular story. Swamps, where malicious regarded, maybe because their magic flows
spellcasters are buried, teem with countless ghosts into the things they craft, they mysteriously
and ghouls. always find the right paths through the
wilderness, know how to placate angry nature
Andergastan druids call themselves sumes self- spirits, and can interpret the mysterious
appointed priests of the primal goddess. They ancestor glyphs that promise protection
feel responsible for the balance of the world, from many dangers. (  179)
and act as mediators between humans and the

114 Chapter 7: Spellcraft and Sorcery


Magical Traditions
“Yes, they have goblin sorceresses and orc priests here, but you The common folk of Andergast refer to sumes with awe,
needn’t fear. They are nothing steel can’t handle. The sumes and whether they serve Sumu or belong to another druid school
Daughters of Satuaria are more worrisome, if you ask me. The of thought, and augmenters of power and grove druids are
people and even the nobles respect them too much, so you cannot all sometimes called sumes. Not all Andergastan sumes
just slay one that is up to no good.” follow the same teachings. Yehodan (see page 126) is an
—A Koshan knight to his squire, 1037 FB augmenter of power, and Arbogast the Old (see page 125)
is a servant of Sumu.
The Sumes of Andergast
The magic of the sumes is very primal and reflects the The Council of Sumes
forces of nature. Legends say that the sumes stopped The Council of Sumes has an ancient tradition. The five
Nostrian spellcasters who crossed into Andergast with (or, depending on the story, three or even seven) most
demon allies during the War of Trees. Sumes are said to powerful druids are seen as the spokesmen of the aurochs,
have destroyed the unconquerable fortress Ysraeth with the envoy of Sumu. This council determines the goals of
an earthquake (  180), and it is said that they made the sume community.
Castle Dragonstone disappear. Even an Andergastan lord is
said to have suffered their wrath for trying to pollute the It is unknown how often and where this council meets.
Ingval and create a famine (see page 136). Most outsiders have no idea that it even exists. Members
are not elected. Instead, they undertake magical tasks to
In the philosophy of the sumes, humans are only a small prove their understanding of the nature of Sumu. Arbogast
part of creation and in no way above it. Sumes feel it is the Old and his former master student Yehodan are current
their responsibility to keep or create a balance between members of the council, and they embody two very
humans and nature (as well as between various aspects of divergent schools of thought. The other council members
nature). This means that sometimes they aren’t especially move between these two positions. (  178)
friendly to humans and aren’t necessarily on the side of the
weak. In their worldview, it’s normal and proper that the The Witches of Nostria
wolf kills the sheep, or that the taller tree shields the light Many Notrian commoners worship Satuaria. Witches, the
from the smaller one. Sometimes people claim that they representatives of this first and most important daughter
have no pity, like the forces of nature they represent. of Sumu, are considered prudent advisers in all matters,
and many villages are home to a Daughter of the Earth, a
Sumes usually live somewhere near every estate owned by Seer of Today and Tomorrow, or a Silent Sister. Owl witches
the aristocracy, as nobles like to ask for the sumes’ blessing often serve as priestesses of Satuaria.
in many matters of nature, especially hunting or cutting
wood. But many sumes are hermits who avoid contact with Witches of the Sisterhood of the Knowing, who research
other people and retreat far into the wilderness. and gather knowledge about magic and often keep serpents
as familiars, are also common here. They are often seen as
All sumes are male, which might be the result of their mediators to the moon goddess Mada. Fishers and sailors,
origins in patriarchal Andergast. By longstanding tradition, especially, seek their council to learn the best times to go to
only boys with the gift of magic receive training as a sume. sea. The Sisterhood of Knowing forms the core of Nostrian
At irregular intervals, sumes meet at a hidden place in the scholarship, as they maintain records of the traditions and
foothills of the Stone Oak Forest to exchange knowledge, stories of the land and people.
confer, and to confirm or rearrange hierarchies. Druids of
other schools often attend these gatherings* and take part Several witches of the Beauties of the Night dwell in
in the time-intensive rituals that are said to create great the towns of Salta and Nostria. Sadly, rumors persist
power. The extremely rare female druids are also allowed of a community of evil
to visit these gatherings. witches that choose to live
somewhere in the Forest
Wilderness to avoid contact For more information
with the other sisterhoods. about sisterhoods and
The schools of thought of the druids are similar to the
other covens of witches,
covens of witches in that they serve to unite kindred
Twice each year, on the see the Core Rules or the
spirits. For more information, see the Aventuria
equinoxes, the Nostrian Aventuria Almanac.
Almanac, page 195.
Daughters of Satuaria meet

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).

116 Chapter 7: Spellcraft and Sorcery


Students have many opportunities to prove their skill with
this weapon, not just during training, but when fighting Overview: The Combat
Nostrians, outlaws, goblins, or wild animals. Seminar
Official Name: Royal
Large parts of the education take place in the wilderness Andergastan Academy of
and accompanied by various nobles’ men-at-arms, who Arcane Combat for Defense
show the students how to best use their abilities in combat. against Nostria
Most alumni are physically quite robust and know how to Location: City of Andergast,
identify many plants and animals of the forest. in the Kingdom of Andergast
Guild: Great Gray Guild of the Mind
The education in theoretical knowledge suffers somewhat Specialty: Combat Magic
from this focus on practical skills, but experience in Preferred Properties: Elemental, Influence,
heraldry is important, especially in the borderlands, where Transformation
recognizing friend from foe can be critical. Dean: Aljawa Walsareffnaja
Professional Reputation: The alumni of the academy
Dean Aljawa Walsareffnaja  (*989 FB; 6 feet tall; bluish- are tough combat mages with a large repertoire of
black hair; tan; pointed ears), a half elf with Norbard roots, damaging spells. Most Andergastan mages enter the
is said know the wilderness very well. She finished her service of the nobility or the guild, but some seek new
education while still very young, and opened the academy challenges on adventurous travels.
to women, which made her friends in more places than
just Andergast.
Asmodeus of Andergast, the bastard brother of King
Accordng to legend, sumes and Bosparanian mages Wendolyn, is one of the school’s most infamous alums. He
cooperated to found the magical school, and it is said that fought on the side the Demon Master, Borbarad, during
the school is still in contact with those wise men of the the war, and entered into a pact with the archdemon
woods today. Some even think that the academy has owed Lolgramoth. Before his death at the hands of heroes, he
a great favor to the highest-ranking sume since the fall of cursed Rohaja, the Empress of the Middenrealm, with his
Fortress Ysraeth in 615 FB. (  180) While neither of last breath.
these legends can be proven beyond a doubt, it is true that
several druidic artifacts are kept locked away in the
school’s lead-lined vaults.

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.

118 Chapter 7: Spellcraft and Sorcery


Lady Hesinde protect us! We are dispatching heroes to find more A knowledgable user can weave ancestor glyphs into cloth,
of these ancestor glyphs and gather knowledge, but we need your bind them into baskets, or even cut them into stone with
assistance.” a chisel. This may explain why they remained lost for so
—Correspondence from Nostria’s Queen Yolande II long, hidden in plain sight, as they were, in decorative
Kasmyrin to the Draconite Arch-Abbot of the North, patterns, scrolls, and banding.
Wulfhelm Tannhauser, 1037 FB
While working ancestor glyphs still exist on old heirlooms
In Nostria these magical symbols are called ancestor glyphs. and can in theory be reactivated, nobody alive knows the
Thorwalers call them runes, Norbards call them spell signs special command words. Nobles use such symbols on their
and mages refer to them as arcanoglyphs. All of these have heraldic shields, armor, and tapestries out of a sense of
one thing in common, namely, that if their creator is gifted tradition, but these are mere copies that do not hold any
by Mada and knows the right techniques or rituals for their magical power.
creation, they can unleash powerful magical effects.
An expedition of Draconites sent by Queen Yolande made
Aventurian scholars still debate the first discovery of ancient glyphs on old ruins. They script
the origin of the first magical appears to combine elements of Bosparano, Alhanian, and
We are talking about the signs. Almost every tradition Hjlaldingsh. Their meaning has mostly eluded scholars,
special ability Magical Signs employs similar signs for things one major barrier being that much old knowledge can only
(see Core Rules, page 285). such as warding and protective be found in the traditions of the common folk, sources that
circles. There is even evidence are considered unscientific at best.
that dragons worked their will in
magical symbols in ages past to Progress
protect their fortresses and hoards. The crystalomancers No other traces of these magical symbols have been found.
of the lizards are said to have learned this ability from the Since the Alhanian-Norbard heritage of Nostria is largely
dragons, but trolls are also thought to use such signs in lost to history, Queen Yolande has had to start at the
their complicated, three-dimensional writing. beginning. She has funded numerous heroes and several
scholarly expeditions to pursue any new clues. Study
Some of the fine ornamentation and embroidery of proceeds apace, and most letters of the old alphabet have
the elves have magical effects. Tulamydian mages and, been deciphered, but not all of them can be enchanted
intriguingly, the ancestors of the Norbards were skilled by themselves. Some appear to require whole words or
wielders of magical glyphs. Legends say that the goddess ligatures, or merge several letters together. Few Nostrians
Hesinde appeared to the tribal leaders of the Al’Hani and even know how to write, so expeditions often only
the Beni Nurbad, the ancestors of modern Norbards. On recover everyday items bearing one or two faint symbols.
Mount Ashub, she gave them magical writing, supposedly Researchers are studying the technique whereby these
the first human written language. For that reason, symbols were applied to decipher their meaning and uses.
Norbard zibiljas can create effective magical signs, as
they are known among the Thorwaler rune-cutters, the So far, researchers have successfully analyzed only one
Transysilian warding signs, or the mages of the Lands of ancestor glyph: the Windcatcher. Since then, the queen
the Tulamydes. Unlike most traditions that still use this has been directing Mada’s Children in the best weaving
art, Nostrian ancestor glyphs have been almost completely mills in the land to weave this glyph into large sails. The
forgotten. Few spellcasters, among them witches and idea is to have these sails catch wind spirits known as
Mada’s Children living in remote villages, still know how to sylphs to allow ships to sail along the coast with great
use the old art to create effective warding circles or imbue speed. However, several challenges remain to be overcome,
an object with magic. as not one of the text vessels has survived its maiden
voyage. (  179)
Contrary to common belief, these magical signs do not
always have to be painted on the item to takes effect. For more about ancestor glyphs, see page 172.

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.

The Zornbolds do not merely rule the region. Theyreceived their


power from gods and spirits, and thus it is right that they are the
chosen ones of the aurochs, the beast they use in their heraldry.
The family tree of the royal house has many branches besides
that of the king. It includes the lords of Albumin as well as the
head of the alchemists of the Alliance of the Red Salamander.

Four other families of the Andergastan aristocracy enjoy the


king’s special favor. The Egelings are the barons of Thurana.
They are the second most powerful family. Then, there are the the
Bearvalleys, the barons of Andrafall.

The Pawgroves, barons of the Ornib Lands, rule the oldest


settlement in the kingdom, and the Longfords have the honorable
and notoriously difficult task of holding Joborn. The Redtrees, who
control Teshkal, must be mentioned, too, as they allow women to
rule. No doubt you have already heard of Baroness Ossyra, the
Champion of Rahja…

It’s also important that you recognize our opponents, especially


House Kasmyrin, which produced the queen of Nostria, who has
the gift of Mada. She isn’t a Daughter of Satuaria, as one might
expect, but rather a mage with the seal of the white guild. This
means that she can be very dangerous!”
—Arbogast the Old to Kusmin, his best student, 1037 FB

120 Chapter 8: Fame and Infamy


Yolande II Kasmyrin Lady Rondriane of Sapstem
Queen of Nostria Nostrian Marshal

“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.”

124 Chapter 8: Fame and Infamy


Arbogast the Old Kusmin
Spokesman of the Council of Sumes Student of Arbogast and Champion of Sumu

“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)

The People’s Voice: The People’s Voice:


+ “The sume is right! The Nostriacks should die! They don’t + “He kills anyone who refuses to join him or gest in his way. And
deserve the land!” I say good thing, too. Tthis is the route we should have taken a
– “Even his teacher has no interest in his animosities. He would long time ago.”
be better off listening to the spirits of the land instead of pursuing – “Such a cruel lord, this can’t work out for long. He has killed so
his vain longing for power.” many barons and bombasts that surely the nobles won’t let it go
on for much longer.”

126 Chapter 8: Fame and Infamy


Other NPCs
The short and very formal Toran of the Light  (*989 FB;
5’2’’; white whiskers) is an experienced courtier whose
“It’s not always the great folk of the realm whole family was taken by the blue wheeze. Where he
that call the tune. Sometimes it takes small was diligent before, he only lives for his office now. As
hands to do what is needed.” majordomo he is the leader of the uffice, the Nostrian
—Brother Hilbert of Auen, Blessed bureaucracy. He leads a retinue of countless clerical
One of Peraine scribes, excisemen and tollkeepers, which the common
folk call the greedy hundred. He had to get used to the rule
of such an inexperienced queen, but now, he cherishes
This section includes a variety of NPCs to use for your
Yolande’s acumen and patience.
own adventures.
Lyssandra della Pallyo  (*1005 FB; 5’7’’; light-brown
NPCs from Nostria hair; gray eyes), a Horasian scholar from the University
The old but fun-loving and always well-dressed countess of Methumis, is traveling through the Warring Kingdoms
Melanoth of Ingvalsrohden  (*1004 FB; 5’10’’; green at the behest of Queen Yolande to research old relics and
eyes; red hair) always had to deal with envious people who writing. She has strong ties to the Draconites in Salta,
believed that she could never rule a traditional bombasty. where she often goes to catalog and store her findings,
Her reputation began to recover, however, when she such as bronze weapons or stone idols. She was caught in
married the landless but respected Noble Count Muragio the webs of forest spiders a few too many times, and has
Ansfinion of Kendrar. They both fought in the Siege of Salta even been abducted by goblins, so now she always hires
in 1036 FB to stop Noble Count Albio’s plans, but her husband heroes as escorts. She often gets into trouble in Andergast
was convicted of a murder conspiracy and incarcerated in because she is a woman, especially when she isn’t lucky
Fortress Gordelyn, the infamous Blood Fortress. Despite his enough to be mistaken for a foreign noble due to her exotic
imprisonment, she tries to maintain good relations with name.
the queen. Some of the voivods of Ingvalsrohden claim
that she no longer trusts in the protection of the Crown Noble Princess Lise of Sapstem  (*865 FB; 5’10’’; green
and relies instead only on the strength of her forest eyes; red hair), who comes from a side branch of the
knights. Melanoth’s pride and joy is her Sapstem family, has lived in the court of the border counts
oldest daughter, Silaleth, who shall for almost 150 years, where she
become ruler of Ingvalsrohden helped advance her family’s
and, hopefully, the occupied political ambitions and
Kendrar, one day. their standing with the
Nostrian witches (she is
The one-armed mage an influential Daughter
Satuwina Hyttenhau  (*991 FB; of Satuaria herself). Even
6’4’’; brown eyes; graying blond though she still appears to
hair) is the town magistrate of be in her early 30s, people refer
Nostria. As the third daughter to this ageless, egg-born witch only as
of an unimportant side branch of the old woman, a fact that she notes with a
the family, she attended the Nostrian sardonic smile. People have great respect
mage’s academy. She lost her left arm in for this powerful witch, and many react
a battle with Andergast and later returned to her with superstitious fear. Lise accepts
to the school as a teacher, where she taught the both, and seems to enjoy the mystical aura it
young Yolande, who later appointed her town grants her.
magistrate. The ambitious Satuwina is as pedantic
as she is unbribable. As an upstanding Notrian, she Dike Count Haldur Vesselbek  (*996 FB; 5’10’’; bare
cherishes chivalric virtues and is a loyal follower of the scalp; brown eyes) comes from the Horasian Empire and is
queen. She shares an intense love-hate relationship with of low birth. When King Kasimir approved the marriage of
Majordomo Toran of the Light, with whom she vies for the the young son of a famous dike builder to the noble count
queen’s attention and favor. of Kendrar, Haldur was elevated to the aristocracy. Now

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.

128 Chapter 8: Fame and Infamy


Silvana of Gnitzenbach  (*1015  FB; flaxen hair; blue remains active, but his recent moves seem to indicate that
eyes), the daughter of a robber knight, is a lesser noble of he wants the orcs to rule Andergast and punish Teshkalia.
Andergast. This moody beauty was Wendelmir’s lover up It is even said that he worships the orc idols of Tairach and
until his coronation, and rumors at court hint that she is Brazoragh. Others say that Dairon is loyal only to himself.
the mother of the boy Argos, whom Wendelmir is educating His lover, Caldre  (*1005 FB; 5’9”; brown eyes and hair)
at the royal castle. She hasn’t been seen at court for years was captured by the orcs and only mangaed to save herself
and her previous encounters with the king were often by agreeing to act as their scout. A large bounty has been
marked by mutual contempt. Some think she died, issued for Dairon’s and Caldre’s heads, but so far,
but others whisper that Silvana’s deep hatred nobody has managed to collect it.
for the king has led her to become a spy for
the Nostrians. (  185) The strikingly beautiful Hulda of
Thurana  (*1012 FB; 5’9’’; blue eyes;
Melanor  (*1018 FB; 5’10’’; brown eyes; golden-blond hair) is an Andergastan
ashen hair; wiry build) once aspired to be noblewoman who gets into trouble
the student of Arbogast the Old. Today, with alarming frequency. She often
this merciless and calculating man calls needs rescuing from one of her many
Yehodan master. The young but husbands or from goblins, orcs, or even
surprisingly powerful druid, who seems to the attentions of a love-crazed Nostrian
have no scruples, sees people only as tools to knight. She has always managed to escape
enforce Sumus’ will. (  185) Even other with her skin intact and start a new life, but
sumes refer to him as friendless, but his teacher who knows how long her luck will last.
respects him very much. Currently Melanor is researching
the Starfall, which he interprets as a disturbing sign of Ulward Dreubner  (*1009 FB; 5’8’’; dark red hair; light
things to come. blue eyes) is a rafter on the Ingval who knows all the tricks
in the book. He is one of the few who has sailed the Ingval’s
Dairon of Grywhick  (*985 FB; 6’; brown eyes; black entire length. This seasoned Andergastan from Oakhaven
hair), a controversial knight from the north of Andergast, knows the river and its meadows and inflows like the back
has changed sides several times during battles against the of his hand and he has even survived the rapids beneath
orcs. Sometimes he cooperated with the orcs, at other times the Chalk Cliffs of Hallerû. He is said to have visited the
he fought them bitterly. Strangely, it was he who helped Witches’ Night there several times. He has won the
uncover a plot against King Efferdan, an act that earned lumberjack games in Andrafall several times and is a feared
him the king’s favor. Dairon, who was long believed dead, and respected opponent.

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.

Shoddy efforts like the Andergastan Almanac or the Gloria


Kasmyria are not to be trusted, and even if I travel to see written
records maintained in castles, it will be difficult. The barons and
bombasts are not interested in the truth. They seek only to earn
glory and laud the deeds of their ancestors. How could I separate
exaggeration or outright fabrication from fact? How often did
I find, upon visiting a castle, that the lord did not even keep
accurate tax records?

The larger towns have chroniclers that appear to be somewhat


reliable, but the many temples in the land are usually too small to
support a proper temple library. Need I mention that there is only
one site of worship for Hesinde in the entire region? It’s in Salta.
And the only chapel in Andergast is in the royal castle! When it
comes to history, I’m quite sure that the records of even the mage
academies are tinged by their politics. They are so involved in
the strife that separates Nostrians and Andergastans that I don’t
believe any claims to the contrary. Mistress Hesinde be with me!”
—Lyssandra della Pallyo, historian from the Nandus School
in Methumis, 1039 FB

The history of the Warring Kingdoms is shaped by eternal


conflict, by countless battles and skirmishes, and by the
unfettered hatred felt by the inhabitants of Nostria and
Andergast for each other. For that reason, many events
are hazy to the inhabitants of the Warring Kingdoms. The
tales about most battles are treated like legends in both
lands, where few people seem interested in preserving
historical facts.

130 Chapter 9: Myths and History


The History of the Warring Kingdoms
Recorded History in author’s. Myths and legends about famous heroes of the
past are very widespread, but they rarely mention when
Nostria and Andergast those heroes lived or if they even existed at all. They are
probably meant to strengthen hope and show that the
The history of the lands of Ingval and Ornib is older than
actions of one individual can decide a battle. This might be
that of the Warring Kingdoms.
true for heroes, but for the common folk, they are mostly
traditional calls for perseverance.
Little has been researched, as the regular wars in the
region have left little time for historical studies, which are
The Rulers of Nostria
perceived as useless ways to spend one’s time. This is why
In Nostria, the Kasmyrin family line has ruled for almost
there is little to find today. Expeditions funded by Kuslik’s
2,000 years.
Temple of Hesinde, which followed the tracks of Admiral
About 859 b.FB Mayour Fringlas Kasmyrin
Sanin, found strange stone idols in the forests, bronze
854 b.FB Lord Fringlas Kasmyrin
weapons in the river sand, and large foundations of round
From 703 b.FB Lord Kasparyn I
towers in the steppes. The Bosparanians certainly weren’t
229 FB Lord Andaryn II; after that,
the first settlers. Maybe goblins, orcs, or trolls could reveal
Elysmine under the same name
something about the time before human records.
From 291 FB Lord Kasimir I, “the Great”
From 431 FB Lady Yasminas II, “the Lenient”
For many centuries, humans have shaped the fate of the
From 600 FB Lady Lysiane II
land. The rulers of Andergast and Nostria do not really care
Undated Lord Kasparbald, “the Short”
for documenting history. The few records that do exist are
Undated Kasimir II, “the Fat”
usually pure propaganda, the kind one would hear in a
Around 735 FB Lady Yasemin
tavern or among fellow warriors after a battle. Everybody
Around 840 FB Lord Kasimir III, “the Wise”
tries to outdo each other, and there are countless
962 FB-999 FB Lord Kasimir IV
insults against the enemy. The deeds of individuals are
999 FB-1027 FB King Kasimir IV
exaggerated to the extent that one might think they fought
From 1027 FB Queen Yolande II Kasmyrin
the Nameless God himself. Since most inhabitants of the
Warring Kingdoms cannot read and have no appreciation
The Rulers of Andergast
for the worth of the written word anyway, most do not find
The Zornbold dynasty has ruled Andergast for almost
this fact very troubling.
2,000 years.
About 859 b.FB Mayor Argos Zornbold
The largest historical documents in the region are the
854 b.FB Lord Argos Zornbold
Andergastan Almanac and the Gloria Kasmyria, both of which
Around 363 b.FB Lord Wendolyn I, “the Grand”
were written in 1001 FB after Kendrar fell to the Thorwalers.
Around 133 FB Lord Wendelmir V
Both works have been redacted and whitewashed by the
Around 480 FB Lord Wendolyn III, “the Sad”
scribes of their respective lords and now have little factual
715 FB-717 FB Lord Argos IV, “the Blasphemer”
value. It’s similar with the chronicles of individual castles,
From 717 FB Lord Bogumil I
left to rot away in moist cellars or drafty towers.
Until 994 FB Lord Wendolyn VI
994 FB-999 FB Lord Wendolyn VII
The only somewhat-accurate records are the temple
999 FB-1021 FB King Wendolyn VII
annals, mostly those from the Temple of Hesinde in Salta.
1021 FB King Wenzeslaus the Younger
But even there, one must know that the information
1022 FB-1036 FB King Efferdan I
can be inaccurate and the interpretation of the events
From 1036 FB King Wendelmir VI
depends as much on the reader’s point of view as on the

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

132 Chapter 9: Myths and History


Zornbold. Kusmin, the heir of Efferdan who At some inaccessible places in the depths of the Stone
had been presumed dead, returns to court Oak Forest, there are piles of mossy rocks, which an
as a sume and is appointed the Champion experienced observer can identify as the remains of giant
of Sumu. buildings. Nobody knows who worked these rocks a long
1037 
FB Wendelmir VI reverses many of his time ago, and only one who has visited the mysterious
predecessor’s innovative policies in favor troll forests can see similarities. Strange, weirdly shaped
of a return to traditional ideals. stone statues are scattered throughout the forest. They
1038 FB Queen Yolande II promotes education and may once have depicted old deities, or might only have
research throughout the land. Many of served as border stones or milestones. Their facial features
her policies fail due to opposition from the and tusks strongly imply that they were erected by orcs or
conservative bombasts. goblins, but some resemble small, stout humans.
1039 FB Nostrian Queen Yolande marries Forest
Count Eilert Peasants living near Thuran Lake sometimes find items
with unknown origins while tilling their fields. These are
The Early Days (until about 900 b.FB) most likely relics of an ancient battle, but the weapons
Little is known of what transpired between Lakeland and and arrow tips are weirdly shaped and often are not made
the Stone Oak Forest before the members of Admiral of unknown materials instead of metal. Nobody knows
Sanin’s first expedition settled here. What is known to a who fought whom here. Old bronze weapons that do not
few scholars and educated people in Aventuria, however, seem to be made for human proportions are sometimes
is the fact that other creatures ruled the world before the recovered from the river mud of the Ingval. Deep in the
age of humans. This knowledge survives in Andergast only Stone Oak Forest, explorers find old caves whose floors are
in the form of legends. Nevertheless, long before the first covered in dead insects.
humans set foot here, towns and fortresses already existed,
and their citizens sometimes fought horrific wars. Rumors hint that these caves not only reminded the
explorers of gigantic insect hives, but allegedly the remains
Anyone researching the legends and traditions of the of six-legged creatures as large as trolls were discovered in
trolls, elves, orcs, and goblins soon finds stories that all their depths. (  177)
these peoples settled here a long time ago. But wars and
other adverse conditions forced them to move and settle In the steppes of the east, some round stone towers have
elsewhere through the years, even before the first settlers resisted the millennia; of others, only foundations remain.
from Bosparan arrived and claimed the land. Their unmortared stone walls resemble the troll fortresses
at first glance, but the size and shape of windows and doors
makes human sized builders the most likely explanation.

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

134 Chapter 9: Myths and History


when orc occupiers were chased from Albernia, and this, too, and increased their raids starting around 300
the survivors fled north into Nostrian and Andergastan b.FB. Few settlements were spared their bloody attacks. In
territory. Despite their mutual enmity, Nostrians and 257 b.FB, a large army of orcs reached Castle Andergast.
Andergastans fought side by side to repel the invaders. The besieged lord knew that its walls wouldn’t survive
After the orcs were scattered and driven away, the their attack for long, so he reluctantly agree to an alliance
humans fought a battle over the spoils, as the orcs had with the orcs and promised payments of tribute in the
been carrying many fine treasures stolen from Albernia. form of weapons and tools. He was also forced to concede
The Black War, as it is now called, was the first large-scale trading rights and make guarantees of freedom of travel.
destructive conflict between Nostria and Andergast, as the Rested and well-equipped, the orcs left Andergast and
soldiers were still armed. The war lasted a year and a half moved east to pillage Baliho. (  176)
and resulted in hundreds of deaths (a significant number
in those days) and many times that number in casualties. The Downfall (133-630 FB)
The Andergastan lord moved his capital from Andrafall to Little remained of the modest wealth produced during the
the fortress of Andergast a short time later, and that city early years of settlement. The more the people suffered,
has remained the capital of the kingdom ever since. the greater their hatred for the other kingdom became.
The lords often called their subjects to arms, regardless of
The Dark Times (504-257 b.FB) the need to plant or harvest crops, and this led to terrible
The next war, the War of Tears, began in 504 b.FB after famines. As a result, many people left the land for good.
a misunderstanding regarding payment for a shipment of
wood. Angered over the Andergastan’s apparent breaking No lord wanted to admit to causing this tragedy, and much
of a contract, the Nostrians moved along the Ingval, claimed time and energy was wasted maintaining the illusion of
the estuarial area of the Ornib and erected a small wooden power in remembrance of former times. More bloody
fortresss there. The Andergastans contested the claim by confrontations erupted, but the time between the wars
laying siege to the fortress to starev out the Nostrians. grew longer. Occasional efforts to put an end to this eternal
Then they roasted meat and held feasts outside the wall to enmity always ended in failure.
break the Nostrians’ morale, and the fortress surrendered.
Their commanders were executed, but the soldiers were The most famous example of this was the incident known
sent home without their equipment and weapons. Only as the Joborn Friendship: When Dorlen, a Blessed One of
a third of them survived the difficult trek through the Rahja, witnessed a brutal battle for the border village of
wilderness. The Andergastans expanded the fortress, and Joborn in 133 FB, she prayed to her goddess for assistance.
settled soldiers nearby, creating the town of Joborn. Rahja asnwered by blessing a clay lamp, which is now
known as the Love Light of Rahja. When Dorlen lit the
Nostrian chroniclers are strangley silent on this matter. lamp and cast its glow onto the battlefield, all the soldiers
Instead of the year 350 oI, they record the year 530 oI as suddenly forgot their hatred and their orders, lowered
the year of the war. When Middenrealmish scholars tried their weapons, and embraced each other in fellowship.
to create their first chronicle of the Warring Kingdoms in The small village then held a great celebration in praise
500 FB, this and other differences became immediately of Rahja.
apparen, but instead of dismissing it as a mistake, they
incorrectly assumed the War of Tears was fought for 180 Nostrian history barely mentions this event, but Lord
years. In their reckoning, the conflict lasted from 504 to Wendelmir V of Andergast was so enraged by this turn
324 b.FB, dates which are considered fact by Aventurian that he outlawed the worship of Rahja. This rash decision
scholars as well as in both Andergast and Nostria. had the effect of strengthening the cult of the sky horses in
Teshkal, which had formerly belonged to Andergast.
Many skirmishes and other confrontations occurred during
this time, but one of note was the Battle of Tarlynsheight, Another example is that of the young Nostrian Lord
in 330 b.FB. It claimed many lives, including those of both Andaryn II, who was overthrown in 229 FB by his own
lords. sister just for making vague suggestions that a permanent
peace with the neighbors might be possible. From her
For a time after that, the land enjoyed something of a point of view, thoughts of peace were high treason,
peace, as both sides had been weakened. The orcs noticed and a majority of Nostrian nobles agreed. Even though

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

136 Chapter 9: Myths and History


turned their attention to their archenemy. Strangely, local his uncle, a Borbaradian named Asmodeus of Andergast,
chroniclers called this confrontation (1006 FB) on the to murder his own brother and father. He died when
waters of Thuran Lake a maritime battle, even though the righteous heroes brought his reign to a bloody end.
so-called warships were mainly hastily-
built rafts and rowboats, and the To the consternation of the traditional
ships’ armament consisted only of Andergastans, the Crown went to the
longbows and javelins. Horasian noble Efferdan of Hussbek-
Galahan, the wife of Wenzeslaus’
This time, peace lasted just four oldest sister, Varena, in 1022 FB.
years. Fighting started again when
the Thorwalers moved against Salta Efferdan I had much trouble fulfilling
in 1010 FB, conquering the town at the the duties of his new office, especially
mouth of the Ingval as well as the Nostrian because he was trying to lead Andergast out of its
coastal regions as far as Trontsand. Again, Andergast dark, backward ways and into a new era of progress. He
took advantage of the distraction to conquer Joborn lifted the centuries-old prohibition against the Church of
and southern Thurania. Nostria stopped their advance Rahja in 1022 FB and began promoting the Twelvegods.
at Harmlyn, but only through the efforts of the knights Many saw him as a weak king, and his decision in 1026 FB
and peasant army of the Nostrian Marshal Rondriane to allow an orc army to move through Andergast and
of Sapstem, who, in the following months, pushed the attack Weiden and Albernia still leaves many historians
Andergastans all the way back to Thuran Lake. Unwilling scratching their heads. Some believe this decision arose
to invest in a permanent presence in the conquered areas, out of the kingdom’s old pact with the orcs. (  176)
the Thorwalers withdrew, the marshal restored law and
order in Nostria. Only Salta remained under Thorwalan The Year of Calamities (1027 FB)
control. King Efferdan suffered a string of horrible calamities in
1027 FB, starting when his youngest son died of a fever. As
The Third Orc Storm began later that same year, but the his wife Varena sank deeper into depression, he suddenly
orcs largely avoided the Warring Kingdoms on their way to lost his heir. Crown Prince Kusmin was drowned in the
attack the Middenrealm. Only the free town of Teshkal was raging waters of the Ingval in a boating accident. Searchers
raided by the orcs, leaving its burghers no choice other tha didn’t find his body, but the boy was declared dead soon
to kneel to the Andergastan Crown once again. Andergast after. That same year, the blue wheeze epidemic killed one
welcomed the errant city back into the fold, but it came out of four people in Nostria. The Nostrian royal household
with a price, as the people had to accept a baroness, Ossyra barred themselves in the royal castle, but the disease was
Redtree of Teshkal, something they thought they would already within the walls, and nearly the entirety of the
never see. aristocracy died within a week. When the king and his sons
were found dead, a young woman from an unimportant
Borbarad’s Return (1015-1021 FB) side branch was chosen as heiress. (  182)
Nobody in Nostria or Andergast suspected that the
Demon Master Borbarad had returned to Aventuria in Yolande Kasmyrin was attending classes at the mage’s
1015 FB. Hauntings in Salta and a strange, terrible storm academy outside of town when the disease struck,
over Thuran Lake went unexplained. The superstitious which probably saved her life. She had no prior political
Thorwalers decided it was as good a time as any to end experience, and for many years after her coronation, the
their occupation of Salta, and they retreated to Kendrar. Nostrian nobles refused to take the young queen seriously.
The year 1021 FB proved the most disastrous in the recent Count Albio of Salta seized upon this chance to put his
history of the Andergastan royal house. Events began when plans for Salta’s independence in motion, but he had to be
Prince Wendolyn the Older, who had been considering patient, as Marshal Rondriane of Sapstem took the young
peace with Nostria for many years, was declared insane by mage under her wing and began training her in the art of
the king and banished from the capital. A short time later, ruling. Yolande’s coronation was seen as a good omen by
he was murdered in Oakhaven. the common folk, since women blessed with Mada’s Gift
are thought to be skilled rulers in Nostria. For almost ten
Then, King Wendolyn and three Blessed Ones of Praios were years, Yolande II left many decisions to the marshal and
murdered in Andergast, all in the same night. Half a year was ruler only in name.
after the coronation of Wenzeslaus the Younger, evidence
emerged that showed the king himself had conspired with

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)

138 Chapter 9: Myths and History


The new ruler Wendelmir VI was a wastrel when he was a reappeared. He now serves the land and people as a sume,
young prince and had little chance of gaining the Throne. thanks to Arbogast, who arranged to have him appointed
His actions seem more prudent now, but he rules with as court adviser.
an iron fist and has revoked many of his predecessors’
hard-won innovations in favor of old traditions. He sees Currently, the Warring Kingdoms and their rulers have
the Twelvegods as the enforcers of Sumu’s will, and only almost nothing in common: One monarch is an educated
the sumes are said to exert any influence on him. When mage who wants to protect her realm and lead it to a
he gained the Throne, he was never far from his advisor modern age, while the other is a traditional, irascible king
Yehodan, but today, only the young sume Kusmin is by his who feels he rules by divine right. Whether peace is now
side. Kusmin, the heir of King Efferdan, was long presumed possible, or whether the realms are simply headed for the
dead and renounced his claim to the Throne after he next bloody confrontation, remains to be seen.

What Does My Character Know About the Warring Kingdoms?


Many of the topics introduced in this book are known QL 2: Both lands are considered conservative and
to PCs from the Warring Kingdoms. A Nostrian will view backwards, and their populations are very superstitious.
some things differently than will an Andergastan, and an Lumberjacks harvest prized stone oak logs in Andergast,
inhabitant of the Forest Wilderness probably knows more while Nostrians are known for their famous saltarels, a
about sumes than does a Lakelander, but locals of both popular type of flatfish. The border between Nostria and
realms receive a bonus of 3 for the checks listed below. Andergast runs roughly through the impenetrable Forest
Players should discuss their characters’ level of knowledge Wilderness, along the rivers Ingval and Ornib.
with the GM. Foreign heroes use the check modifiers QL 3+: The border often shifts due to the region’s many wars,
stated below. and villages sometimes change hands from one kingdom to
the other with alarming regularity. The Warring Kingdoms
Check using Religions are bordered by Thorwal to the north and northwest, the
QL 1: The Twelvegods are less important outside of towns. Middenrealm to the south and east, and the Orclands and
Faith in the country mainly takes the form of old cults and Svellt Valley to the north and northeast.
the worship of the earth mother, Sumu.
QL 2: In Andergast, people consult sumes, as druids are Check using Etiquette (Rumors)
called here, in all matters of faith. In Nostria, people QL 1: Nostrian nobles are called voivods (lesser nobility) and
seek advice from the Daughters of Satuaria, witches who bombasts (aristocracy). Knights, which sit just below the
live openly. Sumes and witches are seen as wise healers, powerful barons, comprise the lesser nobility in Andergast,
seers, and intercessors to the Supernatural, as gods and and women have fewer rights than men there, due to its
spirits are known here. Many knights follow Rondranian strong patriarchy.
ideals. Efferd and Boron are worshiped along the Nostrian QL 2: Nostrian Queen Yolande Kasmyrin ruled only in
coast. In many places in Andergast, the Twelvegods are name until she married Forest Count Eilert. Her marshal,
subordinate to the earth goddess Sumu. Rondriane of Sapstem, was formerly the true power behind
QL 3+: The Silem-Horas Edict, which established the the throne. The Andergastan King Wendelmir Zornbold is
official worship of the Twelvegods, does not apply here. In a tough and irascible ruler. He abolished many innovations
Andergast, the Church of Rahja was outlawed for centuries. set in place by his predecessor, King Efferdan.
The gods are sometimes blended together (a practice called QL 3+: Wendelmir VII is not interested in the advice of the
syncretism). Fairy creatures, nature spirits, and beings such Twelvegods but leads the Council of Champions as the
as nymphs or treants are worshiped and placated with Champion of Praios. He greatly strengthened the influence
sacrifices at altars. of the sumes. The true heir of King Efferdan serves as a
sume at his court. Yolande II sees education as the way to
Check using Geography (Nostria or Andergast) move to a new and better future, but she must fight the
QL 1: Nostria and Andergast are independent kingdoms resistance of the bombasts, who fear her growing power.
(formerly principalities) in the north of Aventuria that She receives the strongest resistance from Noble Count
have been warring for centuries. Nostria sits on the Sea of Albio of Salta, who periodically agitates for independence
Seven Winds, while forested Andergast lies inland. for his town.

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.

140 Chapter 9: Myths and History


Chapter 10: Heroes from
the Warring Kingdoms
“The inhabitants of the Warring Kingdoms? Ah, you shouldn’t
make generalizations. Of course, we imagine that every
Andergastan is a daring lumberjack and every Nostrian is a stoic
fisherman, but that is only partly true. Nostrian knights from
the Forest Wilderness have more in common with Andergastan
knights from the same region than they do with dike builders
from the coast. A swamp walker from the Lakeland has a very
different viewpoint than a cloth maker from the town of Nostria.
A steppe guard from Theskalia has little in common with an
Andergastan blacksmith. Sumes and witches are completely
different, obviously. Mages from the Warring Kingdoms are also
very different. We have students of Rohal in Nostria and robust
battle mages in Andergast. Do not underestimate the subtle
differences between these regions. A deep, dark forest produces
a different kind of person than does a wide mudflat by the ocean.
Beliefs can also differ greatly. Yes, people fear dryads, but they
must also deal with the powers of Efferd. Dangerous swamps come
with problems that differ from those that come with bladegrass.

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

This chapter introduces everything you need to tailor


existing characters to the setting or create new characters
from the Warring Kingdoms. Sections cover new profession
packages and character backgrounds, as well as new
weapons, armor, and equipment, new special abilities, and
exciting new spells and rituals.

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

142 Chapter 10: Heroes from the Warring Kingdoms


ensure that fields and houses remain dry when Efferd is Lumberjack
in a bad mood. Dike builders build summer, winter, and One of the most important building materials in Aventuria
emergency dikes and protect coastal communities from is wood. Whether spruce, beech, or stone oak, wood
the dangers of floods. For some jobs, piling up a simple can be used to build structures, weapons, and ships.
earth wall is enough, but creating a secure dike to hold Without wood, people would freeze to death in winter.
back the sea requires a good understanding of the tides, a Nevertheless, the profession of the lumberjack often is not
true dike builder, and the centuries-old traditions of their well-respected outside of Andergast, even though their
art. Nostrian legends speak of dike builders who found work often involves a certain degree of risk, especially
treasures or encountered a fairy creature while working, in the wilderness. Goblins and robbers roam the woods,
and some of these fairy tales contain a kernel of truth. Dike and even wild animals can pose a danger. Monsters and
builders rarely choose a life of adventuring, but some may magical creatures frequent areas with the best trees.
travel as journeymen and some may be driven out into Lumberjacks must always be on their guard, especially in
the world by fate or a judgment of Lord Efferd. Either way, remote and deserted areas like the Stone Oak Forest. Their
heroes soon learn to cherish their practical natures. survival depends upon teamwork, and many lumberjacks
are superstitious and suspicious of strangers. Once given, a
lumberjack’s friendship is solid and dependable when the
Equipment and Garb going gets tough.
Dike builders are not warriors. They usually are
free craftworkers who sometimes work at the
dike only when there is an emergency. They carry
Equipment and Garb
a punt axe and a dike fork, which they can use
Anyone who can fell a tree can also fell a person.
as improvised weapons, but they are not really
Lumberjacks know how to fight with axes, as they
trained for combat. Most never wear armor, as
often must fend off wild animals, robbers, and even
armor can be dangerous to its wearer on a mudflat
orcs in the forest. Some know how to use other
or in water. On the other hand, dike builders come
weapons, such as crossbows or short swords, as well.
with a lot of equipment: spades, hammers, and
They don’t like armor, which is too expensive and too
nails can be quite useful on an adventure.
cumbersome for the job anyway. Instead, they wear
simple, sturdy clothing made of wool or leather.

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.

144 Chapter 10: Heroes from the Warring Kingdoms


Gray Mage
Where Do I Enlist?
(Combat Seminar of Andergast) It is common for alumni to spend a few years serving
Profession Package the Crown or a noble as either magical fighters, healers,
or court mages. This is not expected from graduates
AP Value: 368 adventure points of the gray guild or students from other realms,
Prerequisites: Advantage Spellcaster (25 AP), although such service is very much appreciated.
Special Ability Tradition (Guild Mage) (155 AP) Some foreigners have become passionate patriots
Special Abilities: 10 AP for Languages and Scripts, after their time studying in Andergast.
Binding of the Staff
Combat Techniques: Brawling 10, Daggers 8, Instead of playing a recent graduate, ask the GM if
Polearms 11, Swords 8 you can play a veteran with a long history of service
Skills: to a lord. If yes, choose a higher experience level
Physical: Carousing 2, Climbing 4, Body Control 5, during character creation and spend the required
Perception 3, Self-Control 4, Stealth 1, Swimming 3 AP to get higher attributes, skills, or spells befitting
Social: Empathy 2, Etiquette 3, Willpower 3 your character’s status, position, and experiences.
Nature: Animal Lore 4, Orienting 3, Plant Lore 4,
Survival 2 Note: Women who express an interest in
Knowledge: Geography 1, History 2, Magical Lore 5, military careers often meet with shock and
Math 4, Myths & Legends 4, Religions 3, Warfare 6 incomprehension, but not rejection. Andergast
Craft: Alchemy 1, Artistic Ability 2, Clothworking 2, needs everyone, even if the enlistee is female.
Leatherworking 2, Treat Wounds 2, Woodworking 3
Spells: one cantrip from the following list: Clean
Weapon, Firefinger, Lucky Hand, Armatrutz  5,
Attributo (Strength) 4, Balsam 4, Blinding Flash 6,
White Mage of the Academy of
Duplicatus 5, Fulminictus (Elves) 4, Ignisphaero 6 Light and Darkness in Nostria
Suggested Advantages: Direction Sense, Improved The only mage’s academy in the kingdom of Nostria lies
Regeneration (Arcane Energy), Increased Spirit, not far from the town of Nostria. The Academy of Light
Range Sense, Rugged Fighter and Darkness offers a pragmatic curriculum. Students
Suggested Disadvantages: Negative Trait (Curiosity), must take classes in various crafts in addition to the usual
Personality Flaw (Prejudice, mostly against magical training, and thus Nostrian mages graduate with
Nostrians and Women; Unwordly), Obligations II skill in tools, but their understanding of magical theory
(Academy, Guild, Kingdom of Andergast) suffers somewhat as a result.
Inappropriate Advantages: none
Inappropriate Disadvantages: Decreased The academy does not focus on research, except regarding
Regeneration (Arcane Energy), Decreased Spirit, the recently discovered ancestor glyphs, but the
Frenzy Nostrians adhere to the rules of the white guild without
interpreting them too strictly. The academy specializes
in the transformation of objects, as well as spells dealing
with light and darkness. They try not to get involved
with the war between Nostria and Andergast, but are not
always successful, and sometimes their efforts anger the
Equipment and Garb Nostrian nobility.
Due to the risks asscociated with daily life, a
mage from Andergast usually owns a gambeson
in addition to a staff, stag-catcher, and mage’s
robe. The Andergastans may be combat mages, but
like other guild mages, they do not carry heavy Equipment and Garb
weapons without obtaining the required license. Almost every mage from Nostria obeys the clothing
Such licenses are rarely approved, even when restrictions listed in the Codex Albyricus. These mages
mages join the army (mages do not need mundane own a simple white gown, a mage’s staff, and a mage’s
weapons to inspire fear on the battlefield). hat. Some carry a dagger, but they do not carry other
weapons. Armor is also out of the question, but they
do sometimes wear gambesons when traveling in the
wild Nostrian wilderness.

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.

146 Chapter 10: Heroes from the Warring Kingdoms


Serpent Witch Serpent Witch
The Sisters of Knowledge, as the serpent witches call
themselves, constantly strive to deepen and expand their (Sisterhood: Sisterhood of Knowledge)
magical skills. Unlike many witches, they try to maintain Profession Package
good relations with spellcasters of other traditions and
some Hesinden orders, like the Sisterhood of Mada. AP Value: 351 adventure points
Prerequisites: Advantage Spellcaster (25 AP),
Even though few serpent witches would willingly reveal Special Ability Tradition (Witch) (135 AP)
the secret spells and rituals of the Daughters of Satuaria Special Abilities: 10 AP for Languages and Scripts,
to outsiders, their openness is often a source of strife with 10 AP for Curses, Flying Balm, Familiar Bond
other sisterhoods, whose members sometimes suspect Combat Techniques: Daggers 8
serpent witches of being too careless with secret witch Skills:
knowledge or even accuse them of treason. Serpent Physical: Dancing 3, Flying 4, Stealth
witches are the most knowledge-hungry and scholarly of Social: Empathy 6, Etiquette 2, Fast-Talk 4, Seduction 2,
their kind, and their scientific curiosity approaches that of Willpower 4
a mage. They tend to prefer summoning spells, but also use Nature. Animal Lore 3, Orienting 3, Plant Lore 3
anti-magic and classic witch spells of transformation and Knowledge: Astrology 4, Geography 3, History 4,
control. They do not like the loneliness of the wilderness Magical Lore 6, Math 3, Myths & Legends 5, Religions 4
and prefer to live in human cities, which offer more Craft: Alchemy 3, Artistic Ability 4, Clothworking 2,
opportunities for research. Prepare Food 2
Spells: one cantrip from the following list: Fragrance,
Witch’s Gaze, Siren Call, Sweeping Broom; Ease Fears 4,
Gaze into the Mind 6, Disruptivo 4, Harmless Shape 5,
Witch’s Knot 4, Serpent Call 6, Viper’s Gaze 5
Suggested Advantages: Resistant to Aging (only
for Egg-Born), Hidden Aura
Suggested Disadvantages: No Flying Balm, No
Familiar, Negative Trait (Curiosity, Short Temper,
Vengeance)
Inappropriate Advantages: none
Inappropriate Disadvantages: Afraid of…(Snakes)

Equipment and Garb


Like most witches, serpent witches have a flying
instrument and a familiar (such as an emerald adder).
They do not usually carry weapons, as they have little
skill for physical confrontations.

Their clothes and equipment fit the roles they choose


in society. If their vocation is healing, they dress like a
medica, and if a scholar, they wear, for example, the gown
of an astrologer. Outside the Warring Kingdoms and in
parts of Andergast, their society role also often serves as
their cover identity (witches enjoy much more respect in
Nostria than they do in other regions of Aventuria).

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

Druid (School of Thought: Augmenter of Power)


AP Value: 343 adventure points
Druid (School of Thought:
Prerequisites: Advantage Spellcaster (25 AP), Servant of Sumu)
Special Ability Tradition (Druid) (125 AP) Profession Package
Special Abilities: 4 AP for Languages and Scripts,
Binding of the Dagger Druid (School of Thought: Servant of Sumu)
Combat Techniques: Brawling 8, Daggers 8 AP Value: 330 adventure points
Skills: Prerequisites: Advantage Spellcaster (25 AP),
Physical: Perception 4, Self-Control 4 Special Ability Tradition (Druid) (125 AP)
Social: Disguise 5, Empathy 5, Intimidation 5, Fast- Special Abilities: 4 AP for Languages and Scripts,
Talk 2, Willpower 5 Binding of the Dagger
Nature: Animal Lore 4, Plant Lore 4, Survival 3 Combat Techniques: Daggers 8
Knowledge: Astrology 3, Geography 3, History 5, Law 4, Skills:
Magical Lore 5, Math 4, Myths & Legends 4, Religions 4 Physical: Perception 3, Self-Control 4
Craft: Alchemy 3, Earthencraft 6, Treat Disease 3, Treat Social: Empathy 4, Fast-Talk 4, Persuasion 4, Willpower 5
Soul 5, Woodworking 3 Nature: Animal Lore 6, Plant Lore 6, Survival 5
Spells: one cantrip from the following list: Beard Knowledge: Astrology 5, History 5, Magical Lore 5,
Growth, Signature, Stay Dry; Forced Dance 4, Great Law 6, Math 3, Myths & Legends 5, Religions 4
Confusion 6, Horriphobus 6, Odem 4, Numbed Craft: Alchemy 3, Earthencraft 6, Treat Disease 4, Treat
Tongue 5, Respondami 5, Sensibar 4 Soul 2, Woodworking 3
Suggested Advantages: Direction Sense, Improved Spells: one cantrip from the following list: Beard
Regeneration (Arcane Energy), Increased Spirit, Growth, Berries and Nuts, Siren Call, Stay Dry;
Resistant to Disease Breathlessness 5, Elemental Servant 6, Identify
Suggested Disadvantages: Negative Trait Pestilence 4, Lord of Animals 6, Numbed Tongue 5,
(Curiosity) Manifesto 10, Sumu’s Elixirs 4
Inappropriate Advantages: Iron-Attuned Aura Suggested Advantages: Direction Sense, Improved
Inappropriate Disadvantages: Weak Regeneration Regeneration (Arcane Energy), Increased Spirit,
(Arcane Energy), Decreased Spirit, Frenzy Resistant to Disease

148 Chapter 10: Heroes from the Warring Kingdoms


They love nature and humans equally, and they strive to
bring them into balance. The servants of Sumu have close
connections to their homeland, but some undertake a long
journey through Aventuria in their youth to acquire more
wisdom, explore the miracles of Sumu, or study the magic
of the elements.

They listen to the voices and creatures of the forest, but


they worship Sumu above all. Even though they use spells,
it is not unusual for people to consider them her priests in
the Warring Kingdoms.

Equipment and Garb


The clothes of a servant of Sumu adhere to most
Aventurians’ stereotype for druids: a simple robe of
linen or wool that extends down to the knee, plus
a hood to protect against the rain and give their
appearance some mystery. The druid dagger in
Andergast is usually made of flint due to the lack
of obsidian, but some are made from other tough
types of rock. No servant of Sumu wears metal
items willingly. They round out their equipment
with pouches and a collection of assorted herbs.

Background for PCs from the Warring Kingdoms


Motivation knowledge about the ancestor glyphs but soon
“Why do I travel? Isn’t Aves’ call reason enough? Just look at the develops a curiosity for the rest of the world.
world around you. There is so much to find, so much to do, and so A sume travels to learn about other forests or contact
much immortal glory to be won.” other Animal Kings, such as the Owl King, Oropheïa,
—An unknown adventurer from the Nostrian Lakeland, who lives in the Duchy of Weiden in the Middenrealm,
modern and discovers that druids are not as well respected
elsewhere as they are in Andergast. This creates a
There are many reasons for a hero from the Warring desire to travel through Aventuria and teach other
Kingdoms to venture out into the world, not the least of peoples and cultures the respect for Sumu’s gifts.
which is a love of adventure. Poverty or war-weariness Witches from all sisterhoods know stories of other
can drive people to leave their homes and try their luck powerful covens. A hopeful young witch sets out
elsewhere. This section presents suggested reasons for to gather foreign experience and learn from other
taking up a heroic life. witches, and maybe one day earn a spot among the
High Three in the Coven of Hallerû. Notables to visit
A knight from Nostria or Andergast sends his child to include powerful witches like Raxan Shadow-wing
an allied noble in a neighboring county to become a from the Realmwood (see the Aventuria Almanac,
squire. The child gets a look at the outside world for page 210), or the Thorwaler witch, Tula of Skerdu.
the first time and has many adventures as a traveling A lumberjack or dike builder is exiled from the
knight before returning home. community due to dark omens, old superstitions,
A mage from the Combat Seminar of Andergast enlists or simply for thinking thoughts that are considered
in the gray-magic Order of Gray Staves (also known outside the norm, and now must find a way to earn
as the ODL), is sent to another land on an important a living. Even though they might not provide much
mission, and soon develops a liking for travel and conversation on the road, they should have no problem
facing the challenges of Aventuria. An adept from fitting in, as they work hard and know how to defend
Nostria travels to a foreign academy in search of themselves.

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.

150 Chapter 10: Heroes from the Warring Kingdoms


Childhood (Roll 1D20) 4 A famous knight, sume, or witch notices the young
1 The child encounters an Animal King (in Andergast, hero’s special abilities and makes the PC a student;
the Aurochs; in Nostria, the Crowned Stag). or the character receives a scholarship from one of
2-3 Due to its special talents or preferences, a the two mage’s academies.
grown-up adopts and educates the child. 5-6 The young hero meets a famous person (see Ch. 8:
This mentor is... (roll 1D6) Fame and Infamy, on page 120) and is impressed.
1 a sume or witch. 7-9 The young hero falls in love… (roll 2D6)
2-3 a man-at-arms. 2-3 but the couple’s difference in social standing is
4-5 a rafter, woodcutter, fisher, or ranger. too great.
6 a Blessed One or mage 4-7 but the feelings are not mutual.
4 The child meets a dryad (Andergast) or nymph 8-11 and the feeling is mutual.
(Nostria) near home… (roll 1D6): 12 but the object of this crush comes from the
1-2 and is afraid of the creature (suggested enemy kingdom.
disadvantage: Afraid of… Level I). 10 The young hero develops a special passion for a
3-4 The encounter becomes an anecdote without craft, such as carving, embroidery, bowmaking, or
consequences. instrument making… (roll 1D6)
5-6 and becomes friends with the creature, which 1-3 and still pursues it as a hobby.
appeared at the most impossible of moments. 4-6 but stopped pursuing it years ago.
5 The landholder rewards the PC’s parents for a 11-12 The young hero plans to hang images of insulting
special deed (Suggested advantage: Noble). coats of arms (saltarel bones or tree stumps) in a
6 The family is ambushed by a robber knight and left neighboring border village, but... (roll 1D6)
destitute (suggested disadvantage: Poor). 1-2 fails and is severely punished.
7-9 An old fighter teaches the child to read and write 3-4 fails, but gets away.
(suggested special ability: Script I). 5-6 is successful and celebrated.
10-13 An old man-at-arms tells a tale of adventure and 13 A friend or family member is executed for treason
heroic deeds. The child is impressed and tries to by the enemy in an especially brutal manner. The
follow the same example. young hero witnesses the execution and is haunted
13-15 Orcs (Andergast), Thorwalers (Nostria), by the experience.
or the archenemy du jour plunder the 14-15 An ancestor that dies in the war appears to the
PC’s home settlement. Roll 1D6: on a 1-2, a young hero and… (roll 1D6)
family member dies during the event. 1 stares accusingly.
The victim is ... (roll 1D6) 2-4 warns of great and imminent danger.
1 the father. 5 almost scares the hero to death.
2 the mother. 6 introduces the hero to a cruel family secret.
3-6 a brother or sister. 16-17 The young hero has a rival. The rival…(roll 1D6)
16-17 The child falls out with a family member (see chart 1-2 is an old enemy of the family’s.
under 13-15). 3-4 envies the young hero.
18 The child is punished for something but is innocent. 5-6 was formerly the hero’s good friend.
The judge…(roll 1D6) 18 The hero witnesses the annual knight’s tournament
1-4 shows mercy due to an intercession by a sume in Andergast or Nostria and becomes very patriotic.
or witch. 19 The young hero is supposed to be married off, but
5-6 makes a difficult judgment due to the advice of does not like the future spouse and…(roll 1D6)
a sume or witch. 1-2 unwillingly agrees to the marriage.
19 The child loses the way in the Forest Wilderness or 3-4 severs all ties with the family and runs away.
the swamps of the Lakeland. The child survives, but 4-6 prevents the marriage, but make several
is baldy hurt. enemies.
20 A family member dies (chart under 13-15) from a bad 20 Parents and siblings die during an attack by orcs
disease, such as the blue wheeze. On a roll of 1-2 on and goblins (Andergast), Thorwalers (Nostria), or
1D6, the child catches the disease, too, but survives. the archenemy. The hero… (roll 1D6)
1-3 tries to survive alone.
Youth (Roll 1D20) 4 lives with friends.
1-3 The youthful hero experiences a phase of piousness 5 finds shelter with a sume or witch.
and wants to be near sumes, witches, or Blessed 6 seeks lodging with the local landholder.
Ones. After this time… (roll 1D6)
1-3 the character remains a stubborn follower of
the faith.
4-6 the character turns away from the faith.

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.

152 Chapter 10: Heroes from the Warring Kingdoms


Combat Technique Daggers
Weapon DP P+T AT/PA Mod RE Weight Length Cost
Druid Dagger 1D6+1 AGI 15 –1/0 short 1 pound 12 inches 60 silverthalers
Boar-Catcher 1D6+2 AGI 14 0/-1 short 2 pounds 16 inches 60 silverthalers
Hunting Knife 1D6+1 AGI 14 0/-2 short 0.5 pound 12 inches 50 silverthalers

Combat Technique Impact Weapons


Weapon DP P+T AT/PA Mod RE Weight Length Cost Notes
Dike Fork 1D6+2 STR 15 -1/–2 medium 1 pound 2 feet 30 silverthalers improvised

Combat Technique Lances


Note These two weapons can only be used during a tilt.
Weapon DP P+T AT/PA Mod RE Weight Length Cost Notes
War Lance 2D6+6 – – – 7.5 pounds 10 feet 100 silverthalers –
Tournament 1D6+8 – – – 6 pounds 10 feet 30 silverthalers breaks when dealing 11+
Lance DP in one attack

Combat Technique Swords


Weapon DP P+T AT/PA Mod RE Weight Length Cost Notes
Stag-Catcher 1D6+2 AGI/STR 14 0/-1 short 2 pounds 2 feet 100 silverthalers –
Tournament 1D6+1 – – – 2 pounds 3 feet 20 silverthalers breaks when dealing
Sword 7+ DP in one attack

Combat Technique Polearms


Weapon DP P+T AT/PA Mod RE Weight Length Cost Notes
War Flail (2H) 1D6+4 AGI/STR 15 -1/-1 long 4 pounds 7 feet 50 silverthalers –
Boar Spear 1D6+5 AGI/STR 15 0/–1 long 3.5 pounds 7 feet 100 silverthalers –
Scythe (2H) 1D6+3 AGI/STR 16 –2/–1 long 7 pounds 7 feet 40 silverthalers improvised
War Scythe 1D6+5 AGI/STR 16 –1/–1 long 3.5 pounds 7 feet 60 silverthalers –

Combat Technique Two-Handed Impact Weapons


Weapon DP P+T AT/PA Mod RE Weight Length Cost Notes
Woodsman’s Axe (2H) 2D6+1 STR 13 0/–4 medium 8 pounds 4 feet 80 silverthalers improvised
Punt Axe (2H) 1D6+4 STR 13 0/–2 medium 6 pounds 3 feet 40 silverthalers improvised

Combat Technique Two-Handed Swords


Weapon DP P+T AT/PA Mod RE Weight Length Cost Notes
Andergaster/ 2D6+5 STR 14 0/-4 medium 6.5 pounds 7 feet 400 silverthalers –
Nostrianer (2H)
Tournament 1D6+3 AGI/STR 16 0/–2 medium 4.5 pounds 5 feet 40 silverthalers breaks when
Great Sword dealing 9+ DP in
one attack

Combat Technique Bows


Weapon DP RT RA Ammunition Type Weight Length Cost Notes
Nostrian 1D6+8 2 actions 20/120/180 arrows 2 pounds 7 feet 100 silverthalers Prerequisite:
Longbow STR 14

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.

Big Talker: Nostrians like to use complicated wording in


everyday conversation, and they often exaggerate. As a
result, Nostrians usually take twice as long as other people

154 Chapter 10: Heroes from the Warring Kingdoms


to deliver reports and tell stories. For suitable cumulative grants a +1 PA bonus in their hands.
checks, the GM can increase the time interval by up to 10%, Bumpkin: There are no large settlements in the Stone Oak
as the Typical Nostrian loses time talking. Forest. If an inhabitant of the Stone Oak Forest must make
a check using Streetwise (Asking Around or Judging Location)
Enmity with Andergast: in a settlement with more than 300 inhabitants, they suffer
This additional time is Nostrians suffer a penalty a penalty of 1 for the first partial check using INT.
not invoked with every of 1 to the first partial CHA Can be combined with: Level I Typical Andergastan
cumulative check. Some check when making social
actions can be performed checks (with the exception Steppes of the East (Level II)
without speaking, and of Intimidation, Empathy, and
Horse Expert: The horse is the transportation of choice in
Nostrians don’t speak Willpower) for dealing with
the eastern steppes. Somebody from the steppes making
constantly. Andergastans.
an Animal Lore check regarding the breeding and care of
Prerequisites: The hero
horses receives a bonus of 1 to the partial check using CHA.
belongs to the culture Nostria.
Rough Manners: The inhabitants of the eastern steppes
have lived in close contact with orcs for many years and
Ingval Valley (Level II) have an arrangement. But this also means that their
Rafter: Inhabitants of the Ingval Valley know their rafts. manners are rather rough. Sombody from the steppes
When making Sailing checks, the partial check using AGI making an Etiquette (Manners) check suffers a penalty of 1
receives a bonus of 1 when it concerns controlling a raft. to the partial check using INT.
Obedient Subject: The inhabitants of the Ingval Valley Can be combined with: Level I Typical Andergastan
are accustomed to being ruled by those of higher station
or those who are stronger. With successful competitive Thurania (Level II)
checks using Intimidation (Threats or Interrogation) their
Open to… Andergast/Nostria: The Thuranians are rather
opponents receive +1 SP.
open compared to typical inhabitants of the region. They
Can be combined with: Level I: Typical Nostrian or Typical
receive no penalties when dealing with members of the
Andergastan
neighboring kingdoms of Andergast or Nostria arising
from those realms’ different cultures or their old enmity.
Nostrian Lakeland (Level II) War-Weary: Few regions in the Warring Kingdoms
Dike Builder: The Lakeland often floods, and each have experienced as many skirmishes as Thurania. The
Lakelander knows how to build a dike. A Lakelander who Thuranian are war-weary and do not look forward to
supports the creation or maintenance of a dike using another war. If a Thuranian is involved, checks with
Earthencraft (Dike Building) receives a bonus of +1 to the first Warfare or Fast-Talk, which normally give advantages in
partial check with DEX. fights, battles, and skirmishes, instead give a penalty of 1,
Grumpy Fellow: Lakelanders are a grumpy sort. If a no matter who actually makes the check.
competitive check using Fast-Talk (Manipulate) results in a Can be combined with: Level I Typical Nostrian or Typical
draw, their check counts as a success. Andergastan
Can be combined with: Level I Typical Nostrian
Tommellands (Level II)
Nostrian Sevenwind Coast (Level II) Calm: Even though they dwell in the Warring Kingdoms,
Salt Specialist: The inhabitants of the coast are masters of people from Tommelland are a calm and peaceful sort.
salting food. When an inhabitant of the coast with Prepare When making a check with Intimidation (Threats or
Food wants to find out what type of salt was used in a dish, Provocation) against this character, the player can force
the partial check with INT receives a bonus of 1. This a reroll of the opponent’s partial check with COU. The
person is also experienced in using salt, giving +1 QL for opponent must keep the second result.
checks with Prepare Food (Conservation) to improve the shelf Believes in Fairies: The Tommellanders worship many
life of salted food. fairies in addition to the gods and thus are more easily
Grumpy Fellow: Coastdwellers are a grumpy sort. If a influenced by such creatures. Fairies receive +1 QL with
competitive check using Fast-Talk (Manipulate) results in a successful social checks against Tommellanders.
draw, their check counts as a success. Can be combined with: Level I Typical Nostrian
Can be combined with: Level I Typical Nostrian
Forest Wilderness (Level II)
Stone Oak Forest (Level II) Home Sense: Many people easily lose their way in the
Lumberjack: Few grow up in the Stone Oak Forest without Forest Wilderness, but the locals can find their way home
ever felling a tree. These folk know how to use an axe to with surprising ease. When within 10 miles of their home
defend against robbers, orcs, and trolls. A woodman’s axe village, they automatically find their way back. This ability

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

New Special Abilities


General Special Abilities
Types of Dikes
The winter dike protects against especially high waves
Dike Builder (summertime usually sees smaller waves, so shorter
Dikes are a common sight along the coasts of Nostria, as dikes are called summer dikes). Water dikes, which
the earth walls offer protection against regular floods. are built along the coast, are difficult to construct
Rules: This special ability grants the new application Dike but protect especially well. Interior dikes sit a little
Building for the skill Earthenworks. It can be used to build in from the coast and leave a large part of the beach
dikes. Some dikes are complex and therefore require a unprotected. Emergency dikes are usually built when it’s
trade secret. almost too late to do so, as the name implies. They are
Prerequisites: Earthenworks 4 rarely permanent and often don’t last long anyway due
AP Value: 2 adventure points to their method of construction.
Complexity of Dikes
General Magical Special Abilities
Type of Dike Complexity
Abort Spell Emergency Dike Simple
It’s not always desirable to have a spell remain in effect for Interior Dike Simple
its entire duration. Some spellcasters develop the ability to Summer Dike Simple
bring a spell to an end prematurely.
Rules: The spellcaster may end an active spell at any time Water Dike Complex
and does not have to wait for the duration to run out. Winter Dike Complex
Aborting a spell requires 1 free action.
Trade Secrets
Prerequisites: Advantage Spellcaster, tradition’s primary
attribute 15 Trade Secret Prerequisites AP Value
AP Value: 12 adventure points Water Dike Mechanics 4, 2 adventure points
Earthencraft 8
Arcane Meditation Winter Dike Earthencraft 8 1 adventure point
The spellcaster can use this technique to convert life force
into arcane energy.
Rules: A spellcaster with Arcane Meditation can convert LP
into AE. The caster must be in a quiet location (such as in a
remote part of the forest, or a quiet room), meditate for at
least 5 minutes, and make a Self-Control (Ignore Distractions) Druid Vengeance
check. This converts a maximum of QL x 3 LP to AE. At the This druidic ability allows the user to focus all his power,
end of the meditation period, the caster loses an additional cast spells more easily and tap every last ounce of energy.
1D3 LP, whether the Arcane Meditation succeeded or not. Unfortunately, this also kills the druid.
Prerequisites: Advantage Spellcaster, tradition’s primary Rules: The druid stands for a minute with legs and arms
attribute 13 spread wide, looking east. He then says farewell to the
AP Value: 15 adventure points world, as he has at most one more hour to live, but he gaisn
the following benefits. First, the druid receives additional
AE equal to his primary attribute. Also, the druid can use
his LP to cast spells by converting remaining LP to AE at
a ratio of 1 to 1, with no limit, and the druid can increase
his AE above the normal maximum value. Finally, all spells
cast during this time receive a bonus of 3, and the QL of

156 Chapter 10: Heroes from the Warring Kingdoms


all successful spells increases by 1 (maximum 6). After this Ranged Spellcasting
time, the druid dies. His body crumbles to dust or ashes, Spells normally have limited
and he cannot be revived. range, but some spellcasters
Prerequisites: Advantage Spellcaster, Special Ability develop a technique to This SA can be
Tradition (Druid), COU 15, tradition’s primary attribute 15 extend this range. used only with spells,
AP Value: 10 adventure points Rules: After applying the not rituals.
spell modification Increase
Improvised Ritual Range, the spellcaster may
The conditions for rituals aren’t always ideal, but extend a spell’s range by up
spellcasters with experience can ignore certain adverse to 50%. Ranged spellcasting must be announced prior to
conditions. casting the spell. The basis for calculating the final range is
Rules: The spellcaster reduces the penalty from 3 to 2 for the range of the spell after the spell modification Increase
unsuitable ritual spaces (see Core Rules, page 260). Range is applied. For example, if a spell has a range of 16
Prerequisites: Advantage Spellcaster, INT 13, tradition’s yards after applying Increase Range, then the new range
primary attribute 13 after applying Ranged Spellcasting is 24 yards. The spell
AP Value: 5 adventure points costs 50% more AE.

Magical Mind Barrier Prerequisites: Advantage Spellcaster, SGC 15, tradition’s


primary attribute 13
Spellcasters can shield their mind from control and
AP Value: 15 adventure points
clairvoyance magic by concentrating, but the effort is
exhausting.
Rules: The spellcaster spends a free action and gains a Rote Spell Repetition
bonus of 1 to Spirit vs. spells with the property Influence Irritation arising from failing to cast a spell can make another
and Clairvoyance. All of the spellcaster’s other checks casting attempt more difficult. Spellcasters who develop a
suffer a penalty of 1. The mind barrier remains in effect casting routine find this irritiation easier to deal with.
as long as the spellcaster continues to concentrate. When Rules: The spellcaster ignores the penalty of 1 for the first
in doubt, make a Self-Control (Ignore Distractions) check. The attempt at retrying a failed spell. If the spell fails yet again,
mind barrier ends when the spellcaster falls asleep, suffers the caster may retry again, as usual, but this time with a
the state unconscious, or voluntarily ceases to concentrate. penalty of 1, and so on (see Simple Checks, in the Core Rules,
After the barrier falls, the spellcaster suffers a level of page 25).
Stupor due to exhaustion. Prerequisites: Advantage Spellcaster, SGC 13, tradition’s
Prerequisites: Advantage Spellcaster, COU 13, tradition’s primary attribute 13
primary attribute 13 AP Value: 10 adventure points
AP Value: 10 adventure points
Strong Concentration
Magical Regeneration I Distractions can cause a spell to fail. Various techniques
With special techniques, concentration exercises, or an allow spellcasters to remained focused.
attunement to power flows in the area, some spellcasters Rules: When casting spells, the spellcaster receives a
can quickly refresh their arcane energy. bonus of 1 for checks using Self-Control (Ignore Distractions).
Rules: The spellcaster regenerates 1 additional AE per Prerequisites: Advantage Spellcaster, COU 13, tradition’s
Regeneration Phase. primary attribute 13
Prerequisites: Advantage Spellcaster, tradition’s primary AP Value: 8 adventure points
attribute 15
AP Value: 12 adventure points Tradition (Druid)
A spell of the druidic tradition requires magical
gestures and a line of sight to the target, but not
spoken words.
This bonus is cumulative
Druids receive a bonus of 2 instead of 1 when they use
with the advantage
the modification Force Spell.
Improved Regeneration
Strong Iron Ban: Physical contact with smelted metals
(Arcane Energy).
has a negative effect on a Druid’s regeneration of AE
and the casting of spells. Every two pounds of smelted
metal the druid wears or is in contact with incurs a

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.

Dagger rituals count as special abilities and are acquired


as such. Activating a dagger ritual takes 1 action if it is the
kind that does not remain permanently in effect. Some
dagger rituals cost AE to activate. For purposes of anti-
magic, magical analysis, and similar effects, treat dagger
rituals as spells with QL 2 and apply the given property
as usual regarding anti-magical countermeasures. The
druid can end the effect of a dagger ritual at any time by
spending a free action.

158 Chapter 10: Heroes from the Warring Kingdoms


Dagger Apportation Strength from the Earth
Effect: The druid calls the dagger to himself, and it flies Effect: The druid sticks his dagger into the ground for 5
via the shortest route with MOV 15, avoiding obstacles. minutes. When he pulls it out, he can choose between the
Windows do not stop the dagger’s progress, but walls of two following benefits: the life force of the earth flows
wood or stone do. The druid need not see his dagger to through the dagger, restoring 1D6 LP to the druid at once,
call it. or the druid can remove 1 level of any condition (with the
Prerequisites: Binding of the Dagger exception of Encumbrance).
Volume: 3 points Prerequisites: Binding of the Dagger
AE Cost: 1 AE Volume: 5 points
Property: Telekinesis AE Cost: 4 AE
AP Value: 15 adventure points Property: Healing
AP Value: 10 adventure points
Sight in Darkness
Effect: The druid cuts himself, preferably on the brow, Wayfinder
which costs 1 LP. This allows him to see in darkness as if it Effect: Hang the dagger by a string or place it on a
were day, ignoring all visibility modifiers due to darkness. horizontal plane, and it immediately points towards the
Other visibility modifiers, such as for fog, still apply. The place where it received its Binding of the Dagger ritual. The
ritual works against magical darkness as well, but does druid’s subsequent Orienting check receives a bonus of 3.
not work against darkness created by liturgical chants or Prerequisites: Binding of the Dagger
ceremonies. Volume: 3 points
Prerequisites: Binding of the Dagger AE Cost: 1 AE
Volume: 4 points Property: Telekinesis
AE Cost: 4 AE (activation) + 2 AE per 5 minutes AP Value: 5 adventure points
Property: Transformation
AP Value: 10 adventure points

Combat Technique Daggers


Weapon DP P+T AT/PA Mod RE Weight Length Cost
Druid Dagger 1D6+1 AGI 15 -1/0 short 1 pound 1 foot 60 silverthalers

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

Special Ability Requirement Volume AP Value


Dagger Rituals
Binding of the Dagger none 0 points 10 adventure points (or 14 AP without permanent
AE cost during character creation)
Dagger Apportation Binding of the Dagger 3 points 15 adventure points
Sight in Darkness Binding of the Dagger 4 points 10 adventure points
Strength from the Earth Binding of the Dagger 5 points 10 adventure points
Wayfinder Binding of the Dagger 3 points 5 adventure points

Clean Weapon Reading Lamp


This cantrip cleans a weapon completely, removing things A weak light shines from the mage’s right index finger. The
like rust, blood, and dirt. light is not bright enough to change visibility modifiers, but
Range: Touch is sufficient to allow a person to read a book in darkness.
Duration: immediate Range: 3’
Target Category: Object Weapon Duration: 30 minutes
Property: Object Target Category: Intelligent Creatures
Note: Guild Mage Property: Elemental
Note: Guild Mage
Plant Empathy
By touching a plant and casting this cantrip, the druid gains
an idea of its health and learns if it is plagued by vermin or
has been poisoned, and so on.
Range: Touch
Duration: immediate
Target Category: Plants
Property: Clairvoyance
Note: Druids

160 Chapter 10: Heroes from the Warring Kingdoms


Spice small and larger. The cantrip ends when someone touches
The witch can use this cantrip to season a simple dish, the broom.
like soup, when necessary spices like salt and pepper are Range: 24’
unavailable. Whether the seasoning turns out just right or, Duration: 30 minutes
for example, overdone, depends on the caster’s cooking Target Category: Object (broom)
skills. This cantrip can create only the tastes of spices Property: Telekinesis
known to the caster. Note: Witch
Range: 3’
Duration: immediate Witch’s Gaze
Target Category: Object (food) This cantrip allows a witch to determine if the target
Property: Illusion person also knows Tradition (Witch). If so, the target’s eyes
Note: Witch briefly glow purple. This glow is visible only to the caster.
Range: 24’
Sweeping Broom Duration: immediate
The witch can command a broom in range to sweep the Target Category: Intelligent Creatures
floor in an area with a radius of 24’. The broom dodges Property: Clairvoyance
obstacles and tries to avoid creatures of size category Note: Witch (may only be learned by witches)

Cantrips Summary
Cantrip Range Duration Target Category Property Note

Beard Growth self immediate Intelligent Creature Transformation Druids


Berries and Nuts 64 yards immediate Animals Influence Druids
Clean Weapon Touch immediate Object (Weapon) Object Guild Mage
Plant Empathy Touch immediate Plants Clairvoyance Druids Druids
Reading Lamp 3’ 30 minutes Intelligent Creature Elemental Guild Mage
Spice 3’ immediate Object (Good) Illusion Witch
Sweeping Broom 24’ 30 minutes Object (Broom) Telekinesis Witch
Witch’s Gaze 24’ immediate Intelligent Creatures Clairvoyance Witch (no other
traditions)

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

162 Chapter 10: Heroes from the Warring Kingdoms


Ease Fears
Witches know a spell that can remove fear from a person’s Shadow
heart. It cannot cure phobias, but it can restore courage COU 15 SGC 12 INT 13 CHA 12
temporarily. DEX 12 AGI 13 CON 13 STR 14
Check: COU/INT/CHA LP 25 AE – KP – INI 14+1D6
Effect: Depending on QL, this spell removes levels of Fear DO 7 SPI 3 TOU 1 MOV 8
immediately. The effects do not stack. Use the effects of Attack*: AT 13 PA 8 DP 1D6+3
the highest QL. RE medium
QL 1: 1 level of Fear PRO/ENC 2/0
QL 2: 1 level of Fear, +1 COU for 1 minute Actions: 1
QL 3: 2 levels of Fear, +1 COU for 1 minute Special Abilities: None
QL 4: 3 levels of Fear, +1 COU for 1 minute Skills: Body Control 7, Climbing 6, Feat of Strength 7,
QL 5: 4 levels of Fear, +1 COU for 1 minute Intimidation 10, Perception 7, Self-Control 10, Stealth 12,
QL 6: 4 levels of Fear, +2 COU for 1 minute Willpower 7
Casting Time: 4 actions Size Category: medium
AE Cost: 8 AE Type: Supernatural Creature, humanoid
Range: Touch Combat Behavior: The shadow defends the spellcaster
Duration: immediate to the best of its ability. If the spellcaster is not
Target Category: Intelligent Creatures being attacked, the shadow either attacks potential
Property: Influence opponents or quietly follows along behind the
Tradition: Witch spellcaster. The spellcaster cannot issue commands
Improvement Cost: B to a shadow. The shadow tries to remain within 13
yards of the spellcaster. If any actions force it out of
Ecliptifactus this area, it tries to return as soon as possible.
Escape: The shadow never flees.
This spell grants demonic life to the spellcaster’s shadow,
*) An animated shadow uses these stats, plus bonuses
which takes physical shape and fights at the spellcaster’s
due to QL listed in the description for Ecliptifactus,
side.
regardless of the weapon(s) it wields.
Check: COU/INT/CHA
Effect: The spellcaster’s shadow comes to life and fights as
an ally. This spell summons only one shadow, and the caster
must wait for the spell to end before summoning another.
people worship the Twelvegods) and viewed as possible
For a shadow’s stats, see the Shadow sidebar. The shadow’s
demon worshipers or Blessed Ones of the Nameless God.
stats receive bonuses based on the spell’s QL, as follows.
Casting Time: 2 actions
QL 1: No bonus.
AE Cost: 4 AE (activating the spell) + 2 AE per CR
QL 2: +1 AT, +5 LP, +1 SPI
Range: self
QL 3: +1 AT, +1 PA, +1 DO, +1 DP, +5 LP, +1 SPI, Feint I
Duration: sustain
QL 4: +2 AT, +1 PA, +1 DO, +1 DP, +1 PRO, +10 LP, +1 SPI, Feint I
Target Category: Living Creatures
QL 5: +2 AT, +2 PA, +2 DO, +1 DP, +1 PRO, +10 LP, +2 SPI, Feint I
Property: Demonic
QL 6+: +3 AT, +2 PA, +2 DO, +2 DP, +1 PRO, +15 LP, +2 SPI,
Tradition: Guild Mage
Feint I+II
Improvement Cost: C
Spells must have the property Anti-Magic to affect the
shadow. Shadows are not affected by conditions. If the
shadow’s LP drop to 0, the Exposami
spellcaster loses all remaining This clairvoyance spell locates living creatures nearby, and
The shadow can use AE at once (2 points are lost can even find hidden or invisible characters.
Feint I and Feint II even permanently). The shadow Check: SGC/INT/CHA
if it does not meet the takes 7 weeks to grow back, Effect: This spell can detect all living creatures in the area
Prerequisites. during which time the of effect, as long as they are at least as large as a rat. The
spellcaster has no shadow, spellcaster perceives their auras as green, shimmering
cannot cast this spell, and spots. Sight is not necessary to detect living creatures. The
suffers the disadvantage Stigma spell does not detect plants, fungi, and creatures smaller
until their shadow returns (see Core Rules, page 177). People than a rat. Structures made from the elements of Ore and
without a shadow are stigmatized (mainly in lands where Ice block the spell’s effect. The spellcaster cannot detect

163
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

164 Chapter 10: Heroes from the Warring Kingdoms


QL 1: 1 level of Confusion, but only for 2 CR upon hitting a target
QL 2: 1 level of Confusion or any large, durable Other opponents
QL 3: 2 levels of Confusion obstacle (like a wall or cannot make an attack of
QL 4: 3 levels of Confusion a shield). If the fireball opportunity against the
QL 5: 4 levels of Confusion leaves the spellcaster’s defending target, as they
QL 6: 4 levels of Confusion, but double duration sight without hitting have their own problems
Casting Time: 2 actions a target, it dissipates. dealing with the explosion.
AE Cost: 16 AE Ignisphaero has a radius This rule does not apply
Range: 8 yards of 5 yards and may to creatures that are
Duration: QL x 3 combat rounds hit the spellcaster’s impervious to fire.
Target Category: Living Creatures allies. The spell inflicts
Property: Influence 2D6+(QL x 3) DP within
Tradition: Druids 1 yard of the piont of
Improvement Cost: C impact, to both animate
and inanimate objects. Reduce the damage by 3 DP for
Identify Pestilence each additional yard of distance from the point of impact.
If the target does not try to defend itself, the fireball hits
People say that druids send horrible diseases to punish
automatically. To avaoid the fireball, the target must make
those who blaspheme against the forests. They also say
a defense and a Body Control (Combat Maneuvers) check.,
that druids are skillful healers who can diagnose patients
the target manages to move 1 yard from the center of the
by simple observation.
explosion per QL.
Check: COU/SGC/INT
Targets struck by Ignisphaero may apply their PRO.
Effect: The spellcaster can tell whether someone has a
Flammable targets catch fire on a 1-3 on 1D6.
disease, and may even be able to identify it. The higher the
Casting Time: 4 actions
QL, the more information the spellcaster receives about the
AE Cost: 32 AE (cost cannot be modified)
disease, as indicated below. This spell also grants a bonus
Range: 32 yards
of QL/2 to Treat Disease checks when treating a patient.
Duration: immediate
QL 1: Reveals if the patient has the state diseased.
Target Category: Zone
QL 2: Reveals the disease’s level, and whether the patient
Property: Elemental
has infected anybody else.
Tradition: Guild Mage
QL 3: Reveals the disease’s name, and whether the target
Improvement Cost: D
ever suffered from the disease before.
QL 4: Reveals the treatment for the disease.
QL 5: Reveals the cure for the disease. Klarum Purum
QL 6: Reveals if there is anything unusual about this disease This spell can neutralize poisons.
(for example, whether it is a magical disease) Check: SGC/INT/CHA
Casting Time: 4 actions Effect: The spell cancels the effects of poison. If the target
AE Cost: 8 AE poison’s level is higher than the QL, the spell has no effect.
Range: 1 yard Casting Time: 4 actions
Duration: immediate AE Cost: 3 AE per poison level (you cannot apply a
Target Category: Intelligent Creatures modification to this spell’s cost)
Property: Clairvoyance Range: 4 yards
Tradition: Druids Duration: immediate
Improvement Cost: A Target Category: Living Creatures
Property: Healing
Ignisphaero Tradition: general
Improvement Cost: B
A fireball forms in the spellcaster’s hand, flies towards the
target with great speed, and then explodes.
Check: COU/SGC/CON Lord of Animals
Effect: A ball of fire flies in a straight line from the Druids are masters of the magic of domination. They can
spellcaster’s hands towards the target. The fireball strikes control humans and animals with their spells. Many druids
at the end of the casting time. This does not require an use this power to dominate a bear or wolf and use it as a
additional action from the spellcaster. The fireball explodes guard or protector, or for other tasks.
Check: COU/INT/CHA (modified by SPI)

165
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

166 Chapter 10: Heroes from the Warring Kingdoms


Sumu’s Elixirs Witch’s Knot
This spell aids in the preservation of alchemical ingredients Some Daughters of Satuaria know this powerful mental
(such as herbs) and elixirs. This spell also improves the manipulation, which creates a seemingly impassable
preparation of ingredients for elixirs, which results in a barrier. It derives its strength from the target’s unconscious
better quality for brewing. fears, and exists only in the target’s mind.
Check: SGC/INT/INT Check: COU/INT/CHA
Effect: The druid channels AE into alchemical ingredients, Effect: Witch’s Knot creates an imaginary barrier for all
improving the preservability of ingredients and/or intelligent creatures that come within 48 feet of the barrier.
alchemical potions. Also, the druid receives a bonus of 1 on Each target perceives the barrier differently (for example,
the Alchemy check to create an elixir. as a chasm or a wall of fire). Targets that realize the barrier
Casting Time: 4 actions is a spell cannot simply overcome the obstacle. The caster
AE Cost: 8 AE chooses a focus point within the range of the spell. The
Range: Touch barrier must touch this point and runs in a straight line
Duration: QL in years for QL x 6 feet. The caster also decides which part of the
Target Category: Objects (ingredients for alchemical barrier touches the focus point.
substances) Anyone trying to get past
Property: Object the Witch’s Knot barrier
Tradition: Druids must make a Willpower The barrier always
Improvement Cost: A (Resist Threats) check runs in a straight line
with a penalty of 2 + QL. and cannot bend or go
Viper’s Gaze If successful, the barrier around a corner.
stops affecting them
This spell allows witches to paralyze an opponent by
for the duration of the
staring at them without blinking.
spell. If the check fails,
Check: COU/COU/CHA (modified by SPI)
the Witch’s Knot remains
Effect: An opponent remains paralyzed a long as the caster
an impassable obstacle. Attempts to overcome the barrier
stares at the target. The target suffers effects based on the
require one action. Heroes may make more than one
spell’s QL. Effects from multiple spells are not cumulative;
attempt to succeed.
use only the highest QL obtained.
Casting Time: 4 actions
QL 1: State of bound
AE Cost: 16 AE
QL 2: 1 level of Paralysis, state of bound
Range: 16 yards
QL 3: 2 levels of Paralysis, state of bound
Duration: QL x 10 combat rounds
QL 4: 3 levels of Paralysis, state of bound
Target Category: Zone
QL 5: 4 levels of Paralysis, state of bound
Property: Influence
QL 6: 4 levels of Paralysis, state of incapacitated
Tradition: Witch
For this spell to work, the witch must be able to stare into
Improvement Cost: C
the target’s eyes, during which time, all the witch’s other
checks suffer a penalty of 2. The spell ends when the target
suffers damage or moves (or is moved) from its spot, the Witchwood
caster looks away or moves out of spell range, or if the Witches know a specialized form of the spell Motoricus that
caster shuts both eyes. If visual contact is interrupted has greater range and can be cast more quickly but only
(somebody runs past, the lights go out, or somebody covers affects items made out of wood.
the caster’s eyes), the caster must make a Self-Control Check: SGC/DEX/STR
(Ignore Disturbances) check to sustain the spell. If visual Effect: This spell lifts and moves a wooden item through
contact is interrupted for more than 2 CR, the spell ends the air. The target can be made of several materials besides
automatically. The target may not break eye contact. As wood as long as its total weight is no more than QL x 40
long as the spell persists, the target may not make close pounds. It moves at a maximum speed of QL +2 yards per
combat attacks or ranged attacks, or attempt defenses. action. The spellcaster must spend 1 AE per 10 pounds of
Casting Time: 4 actions weight. Items piled onto the target add their weight for
AE Cost: 8 AE + 4 per 5 combat rounds purposes of calculating total weight. The target moves
Range: 8 yards sluggishly and cannot be used to attack or parry. Anyone
Duration: Sustained, at most 50 CR attempting to stop a moving item, such as by grabbing it
Target Category: Intelligent Creatures or pulling on it, must make a Feat of Strength (Dragging and
Property: Influence Pulling) check with a penalty equal to the spell’s QL.
Tradition: Witch
Improvement Cost: C

167
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

168 Chapter 10: Heroes from the Warring Kingdoms


has its own skill value, and all rules for skills apply. The Curse of Pestilence
effect ends when the duration passes, when the druid Check: COU/SGC/CHA (modified by SPI)
spends 3 AE to end the ritual, or when the druid dies. Anti- Effect: The victim contracts a disease known to the druid,
magic and liturgical chants protect against domination with the exception of the magical disease, duglum’s plague.
rituals, as well. The disease’s level cannot be higher than the caster’s SR
in the ritual. The disease runs its course as usual but isn’t
Examples of Dominion Rituals contagious.
AE Cost: 8 AE
Duration: Until the disease runs its course, but no more
Figurine of Pain than QL x 3 days
Check: COU/INT/CHA (modified by SPI) Property: Influence
Effect: The druid creates a figurine of wax, wood, or other
non-metallic material, embedding the physical component
Curse of Sleeplessness
from the chosen target. Once cast, the druid stabs the
figurine with a druid dagger, holds it over fire, or otherwise Check: SGC/INT/CHA (modified by SPI)
damages it to cause the victim to suffer pain. The target Effect: Whenever the victim falls asleep for at least a
suffers 1 level of Pain for 24 hours for every 5 full minutes few seconds, nightmares wake them up again, and they
the druid damages the figurine. The ritual cannot cause cannot benefit from Regeneration Phases. The loss of
more than one level of Pain. If the druid does not torture sleep makes them nervous and irascible, and they suffer
the figurine, nothing happens, but the magical connection from hallucinations. Per two days without sleep, the target
remains in effect for the duration of the ritual. The pain suffers one level of Confusion for every two days without
fades within one hour of the duration’s end. sleep. This condition fades only when sleep is possible
AE Cost: 8 AE again.
Duration: QL/2 days AE Cost: 8 AE
Property: Influence Duration: QL x 2 days
Property: Influence

169
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

Power over Sleepwalkers


Check: COU/SGC/INT (modified by SPI)
Effect: The druid burns a pile of mistletoe plucked by the
druid’s own hand, and adds a physical component from
the victim to the fire. When the target next falls asleep,
the druid makes the target sleepwalk. The druid sees what
the target sees and has full control over the target’s body.
The sleepwalker becomes slow (half MOV) and clumsy (-1
to all skill checks; -2 AT; -1 PA; -1 DO). The physical skills, The GM has the final
attributes, and combat stats of the target apply. For all word here: No otherwise
other skills and mental attributes, use the druid’s own stats. healthy person would
The druid cannot cast spells or liturgical chants through jump off a cliff while
the target. If the target suffers damage, the domination under mental control,
ends. Targets that are ordered to hurt themselves or break and a peaceful man
their principles may make a Willpower check to ignore the would not assassinate his
command. The GM can award a modifier to the check. companions. A hero with
While using this ritual, the caster suffers the state immobile. applicable Principles as
AE Cost: 32 AE a disadvantage gains a
Duration: QL hours bonus to the Willpower
Property: Influence check to throw off the
druid’s control.

Domination Ritual Check AE Duration Property


Figurine of Pain COU/INT/CHA (modified by SPI) 8 AE QL/2 days Influence
Curse of Pestilence COU/SGC/CHA (modified by SPI) 8 AE til the disease Influence
runs its course,
but no more than
QL x 3 days
Curse of Sleeplessness COU/INT/CHA (modified by SPI) 8 AE QL x 2 days Influence
Outbreak of Suppressed Emotions COU/INT/CHA (modified by SPI) 8 AE QL days Influence
Power over Sleepwalkers COU/SGC/CHA (modified by SPI) 32 AE QL hours Influence

170 Chapter 10: Heroes from the Warring Kingdoms


Ancestor Glyphs
Nostrian ancestor glyphs are a type of magical sign, and all
spellcasters with the magical special ability Magical Signs
(see Core Rules, page 285) can learn to use them. Currently,
they are common only in Nostria. Each ancestor glyph
counts as a separate special ability. These glyphs all use
the same rules as warding and protection circles (See Core
Rules, page 265).

Currently, the ancestor glyphs Hardened Core


and Abundant Catch (see page 172) work only on
small objects and in specific locations. This might
change with future research.

To use a glyph, one must know the glyph, have the


advantage Spellcaster, and make the appropriate
check(s). A glyph can be activated by someone other
than the person who created it.
Applying an ancestor glyph to an object requires a
check using Artistic Ability (Magical Signs), and usually
takes 15 minutes.
Not all ancestor glyphs are painted onto the object.
They may also be carved into wood, woven into cloth, or
chiseled into stone. This requires a preliminary sketch
and a successful check with Artistic Ability and either
Earthencraft, Clothworking, or Woodworking, depending on
the object. Modifiers apply, such as when the substance
is especially difficult to work, or when trying to render
the glyph less visible. If either of the two checks fails,
the ancestor glyph fails to activate. Depending on the
material, no further attempt may be possible, and all
time invested in its creation may be lost. The advantage
of using carved, woven, or chiseled glyphs is their
durability (they last longer than painted glyphs).
To activate an ancestor glyph, the spellcaster must
have the special ability Magic Signs and must spend 5
minutes performing a short ritual. The spellcaster does
not need to know the ancestor glyph in question, but
cannot be further than 24’ away. Then the spellcaster
must spend the required AE.
When activated, all ancestor glyphs operate for one
day. A glyph’s effect ends if the glyph is destroyed, at
which point it cannot be activated again.
An item can never be affected by two or more identical
ancestor glyphs at the same time. An item can have
more than one glyph, but only one can be active.
A hero cannot, for example, apply two Named Bow
glyphs to a single bow to gain twice the effect.

171
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

172 Chapter 10: Heroes from the Warring Kingdoms


Chapter 11:
Mysteries and Arcana
“Slow down, you jumpy whippersnapper. Don’t rush an old tree.
Sit down, so we can think. Time reveals all, as those whom you
call sumes would say. The sumes are skilled, true, but they are
often as restless as you. Ah, you had a question, am I right? You
wanted to know about the Aurochs King and the Crowned Stag
King? Hmm... You chose a difficult topic. Their story will take a
very long time to tell, for they entered the world before I was even
a seed. I cannot tell you about their origins. Even if I could, I would
not tell, for they are immortal. One learns over the course of a long
life that it is best not to interfere with immortals. They are rather
peculiar in their ways.”
—Nornim, the old pine of the Forest Wilderness, modern

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.

This chapter is intended for GMs only, as it contains


secrets the GM can use to create adventures in the Warring
Kingdoms. It includes details about the NPCs and locations
presented in this book, current (and future) events in
both realms, and the enduring hatred that separates
Nostrians and Andergastans. This chapter also contains
adventure seeds, new locations, stats for generic enemies,
and play tips.

173
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.

Secrets of the Warring Kingdoms


The Animal Kings that Sumu birthed them from her body. In truth, they were
“When Los mourned Sumu’s death, his tears fell on her body. From born of the actions of two other immortals. The skywolf
these places grew the first living creatures, the animal kings. And Ripgrief created the animals kings. The creative goddess
all of these animal kings are immortal and friends of life.” Tsatuara awoke the plant kings and gave both eternal life.
—folklorist rendition of a passage from Annals of the Divine Age
Two of these kings protect the Warring Kingdoms directly.
The kings of animals and plants are held to be first of their The wise and brave Crowned Stag King is said to be very
species and immortal beings of great power. It is said they skittish. This sublime 36-pointer, the patron of Nostria, lives
know all languages and can peer effortlessly into the hearts deep in the heart of the forest. The irascible Aurochs King, a
and minds of men—at least according to those who claim muscular, majestic beast that is the embodiment of strength
to have met one and survived. Scholars disagree about to Andergastans, roams through the thicket of the Forest
their origins. The animal and plant kings have existed at Wilderness. There is conflict whenever the two meet, as the
least since the 3rd Age, and even the oldest living dragons two realms that worship them are archenemies. It is said the
learned about them in the days of their youth. Some land was shaped by their past battles (see also The Root of
legends tell how they were created by Los, while others say Hatred and The Animal Kings and the Hatred on page 176).

174 Chapter 11: Mysteries and Arcana


The Saltarel King is thought to bless the coast with good The Root of Hatred
fishing, and the Nostrians hold a big feast in his honor “If not for this eternal strife, this revulsion, they could achieve
every year at the Stone of Nosteria, where they elect a amazing things. The hatred is so deeply rooted in their souls of
young woman to be the fish queen. Andergastans swear Andergastans and Nostrians that they cannot keep a cool head
that the mighty Oak King plants his roots in the foothills for long. Sometimes, I am very thankful for the hatred that
of the Stone Oak Forest. Nobody has found him so far, and divides them. War means business is booming!”
it’s possible that he actually lives in the Salamander Stones —Anonymous weapons trader, modern
or the Realmwood, instead.
Peoples of other lands often believe the conflict between
Tales say that animal kings appear in times of great need the Warring Kingdoms is due either to a lack of diplomacy
to give humans courage and hope, and protect and guide or simply their inhabitants’ irascible and obstinate natures.
them. Standing in the presence of such a powerful creature The region’s countless battles for supremacy are seen as
is said to be an almost religious experience, one that little more than a flagrant example of the vanity of warrior
reminds of one’s mortality. They reveal themselves to few, academies and cadet schools, and the unending hatred
and those chosen individuals come away from the event that Andergastans and Nostrians hold for each other only
either agitated and shocked or strengthened and inspired. fosters further misunderstandings.

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….

The entity’s power was greatest during the Seventh Age,


the Age of Insects and the Many-Legged, but after the
turning of Ages, its strength faded quickly, and it fell into
a deep sleep. It dreams swirl with rage over the decline
of its power and its own failure, and it seethes with
hatred. These emotions boil over into the real world and
spread throughout the land like a malevolent spiderweb,
spreading hatred for all soft-skinned creatures.

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

176 Chapter 11: Mysteries and Arcana


for generations and thus took the Hatred into its bloodline. Animosity
People merely passing through the Warring Kingdoms do Animosity Effect
not suffer its effects, though they might notice that even Level
educated, intelligent locals exhibit an inexplicable rage for
their enemies, which they back up with faulty arguments. Level I Suffer the negative trait Enmity
Visitors who appear to take the side of one faction might towards Andergastans/Nostrians and
be met with the same prejudices and even open hostility. actively insult, bully, or even attack
Some underestimate the strength of the locals’ reactions the target of their enmity. Willpower
and must quickly leave or else risk being killed. checks to resist this enmity suffer a
penalty of 1.
Rules for the Hatred Level II Willpower checks to resist the enmity
The Hatred acts like a disease that causes the new suffer a penalty of 1.
condition Animosity. If not treated, it can make even an Level III Willpower checks to resist the enmity
otherwise friendly or prudent person hate somebody from suffer a penalty of 3
the opposing kingdom. Hatred manifests in different ways.
Level IV Receive the advantage Hatred for
Some people begin planning for a war that may still be
Andergastans/Nostrians. Willpower
years off, while others start taking immediate action.
checks to resist the enmity fail
automatically.
Townsfolk and Blessed Ones rarely suffer from this
Animosity. A stronger effect is felt by magic users,
inhabitants of border regions, and people who live near the
Animal Kings or the valley that is the secret resting place Advantage:
of the creature responsible for the Hatred. The Hatred’s Hatred for Andergastans/Nostrians
influence cannot be detected with magic or liturgical Hatred can be a source of strength. Nostrians and
chants. Like the Animal Kings themselves, it has become Andergastans are well known for their brutality when
too much of a part of the land through the centuries. fighing each other.
Rules: Due to each culture’s extreme hatred for the other,
The GM decides whether and how often somebody suffers this character’s close combat attacks against inhabitants of
a level of the condition Animosity. Most strangers passing the named culture receive a bonus of +1 DP. Characters with
through the land rarely suffer even one level. It mainly this advantage must be aware of their target’s nationality.
affects Nostrians and Andergastans who have lived here Prerequisites: Animosity level IV
all their lives and their Hatred always focuses on the AP Value: 5 AP
inhabitants of the neighboring realm. The Hatred usually
takes many years to manifest. On the rare occasions when
an outsider suffers a level of Animosity, the focus of their
The Valley of Hatred
A long-forgotten valley lies hidden in the heart of the
hatred depends on the local Animal King, which means
forest, where humans rarely tread. Several millennia ago,
they usually begin to hate the inhabitants of the land they
a long-forgotten race of many-legged creatures worshiped
are not in now.
the being that still sleeps
under that valley. Its
Animosity does not disappear by itself, and usually only
insatiable hatred is the
increases in intensity. Animosity is counteracted only
source of the violent rift Base the cost of this
by certain spells or liturgical chants, or the skill Treat
between the peoples of the advantage on the needs of
Soul. Also, affected individuals lose one level of Animosity
Warring Kingdoms. Clues to the group and the setting.
after spending at least four weeks outside of Nostria and
the nature of this ancient It should cost more if the
Andergast, and lose another level for each successive month
being survive only in the campaign takes place in
spent away. This does not mean that they automatically
stories and myths of the Andergast or Nostria,
stop hating their archenemy, but at least their minds clear
orcs, goblins, and trolls. where people from these
and they gain the ability to decide for themselves.
cultures are encountered
Shattered, overgrown often. Such encounters
A successful check with Treat Soul removes one level of
remains of strange buildings would be rare in a
Animosity, though only one such check is allowed per week.
hint that something once campaign set in the Khôm
Someone with Animosity level IV can only be treated by
lived and ruled in this eerie Desert, so the cost should
powerful magic or the will of the gods.
place. Weathered images be lower.
of huge, many-legged

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.

178 Chapter 11: Mysteries and Arcana


The Power of the Ancestor Glyphs continuing dominance of Nostria’s sea trade is in doubt.
While studying at the Academy of Light and Darkness, Noble Count Albio of Salta is unhappy at this turn of events
Yolande came across records of an ancient magical and plots to halt further progress.
tradition and now strives to research this ancient magic
for the benefit of her realm and people. Yolande’s research Heroes may also play a significant role in reseaching a
focuses on ancestor glyphs, symbols used by the Al’Hani glyph used in ages past to strengthen walls and dikes. The
people who left traces in Nostria while looking for a new queen’s mages would be very interested in learning about
home. Some Beni Nurbad settled in the region a long experiments related to applying this ancestor glyph to
time ago. Among them were powerful sorceresses who other items. Other promising research involves creating
worshiped the divine serpent. Most of the Beni Nurbad transport boxes that effectively reduce the weight of their
eventually continued north, but ruins and old mounds contents, or cooling boxes that keep food fresh for long
speak of their presence. periods. Only time will tell whether someone will learn how
to make the ancestor glyph Abundant Catch available to all.
Traces of their old magic and their ancestor glyphs have
survived in some villages, where peasants and fishers The Patriotic Alliance
perform strange rituals whose full meaning is lost. The “Whatever may happen, we are the true heirs of tradition and
queen sponsors expeditions to retrieve relics and artifacts, thus the true and only heirs of Nostria!”
and hires many researchers to study the old magic. Her —Comment by an anonymous voivod from the Patriotic
alma mater, the Academy of Light and Darkness, always Alliance, 1039 FB
assists her endeavor.
Noble Count Albio of Salta created the Patriotic Alliance in
Attempts to use the ancestor glyphs have been less than 1038 FB to act secretly against Queen Yolande’s research
successful. The first ship’s sail to receive the Windcatcher and attempts at modernization. This alliance of bombasts
glyph was ripped apart by the power of the sylphs. The and voivods was originally just a means to an end for its
second attempt shattered planks, snapped ropes, and founder and self-proclaimed leader, Albio. Over time,
capsized the ship, drowning all aboard. his creation slipped from his fingers. Instead of clearing
the way for Salta’s independence, as Albio had hoped,
Researchers predict it will be many years before ancestor the Patriotic Alliance soon cared only for sowing unrest
glyphs can be used safely. Nevertheless, research continues along the borders, insulting the Andergastan enemy,
apace. After several years of failure, attempted sabotage, and reinforcing its members’ own arrogance. Alliance
and disappointment, a special trade ship nears completion membership grows daily from the influx of nobles who
in the shipyards of Nostria. Its sails bear the glyph of the disagree with Yolande’s decisions. Gatherings are rare and
Windcatcher, and, maybe with the help of brave heroes, it always held in secret, and communication between groups
will finally set sail on its maiden voyage… If it does, Salta’s is carried out mainly via messenger pigeons and envoys.
So far, nobody has openly proclaimed their membership
because nobody wants trouble with the queen.
Anyone suspected of being a member would face
charges up to and including High Treason.

Acting under top-secret orders from the queen,


Rondriane of Sapstem has spent several months
trying to infiltrate the Alliance. She has made little
progress thus far, mainly because Albio, her old
archenemy, doesn’t trust her.

The Lost Prince


It is unclear whether beloved Crown Prince Ingvalion
Kasparbald Kasmyrin was home when the blue wheeze
epidemic struck. Young Kasparbald was a daring sailor
who led a hate-free life of adventure abroad. He traveled
many lands and was often seen on the island of Maraskan,
which he dearly loved. Some whisper that he still lives,
believing that he was away from home or else used the
plague as pretense to feign his own death and finally be
free of all responsibility. The body in his grave was not, in

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

180 Chapter 11: Mysteries and Arcana


from some of the runes. It does not look as if the tower was drew near, she grew more and more despaired. Despite all
built to have a ceiling or roof, but a steep staircase made her endeavors, she had not yet found a successor for her
of stones jutting from the walls climbs to the narrow top remote temple, and so she asked Efferd for help. The god
of the tower. responded by sinking the temple in the waves.

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,

182 Chapter 11: Mysteries and Arcana


and would often have to bow to the will of the sumes. He is a woman, and often draws her sword when provoked.
fears that Kusmin will one day try to claim the throne. But She is considering marrying her daughter to Prince Arlan
Wendelmir is not ruthless enough (yet) to have him killed. of Lionhead from Weiden, to create and secure a lasting
Wendelmir does not know what to do with his bastard independence for Teshkalia.
son Argos, who is cared for by nurses in the castle. So far,
he has only used him as leverage over his former lover, Baroness Ossyra in Play: Ossyra tries to clear the path for
Silvana. The time will come when he must decide for or her daughter in various ways. The baroness speaks plainly
against his firstborn. and is a tough but cordial negotiator. She often needs
knowledgeable heroes to assist her with rooting out orc
The fact that Yehodan has told him that a sacrifice of royal gangs, catching horse thieves, or transporting a valuable
blood would be positive for the land does not make the stud horse from a distant knight’s land.
decision any easier. Wendelmir has likely fathered more
sons, as well.  Arbogast the Old, Spokesman of the Council of Sumes
Arbogast (*955 FB; 5’8’’; half-blind eyes; long, white beard;
proud bearing; showing his age) usually acts as a friend
Efferdan’s Death of humanity but can be merciless when somebody breaks
Wendelmir tolerates Kusmin at court only because the unwritten laws of the forest. He is the most powerful
he promised that he wouldn’t lay claim to the throne. sume in Andergast and knows how to get respect in his old
After Wendelmir’s coronation, Arbogast appeared age. Throughout his entire life, he has tried to maintain
and mentioned that he knew the true circumstances the balance between humanity and nature and tried to
of King Efferdan’s death. Efferdan was struck dead lessen the hatred between the realms, which he believes is
by a falling stone oak, a fate that was heavy with damaging. Unlike many sumes, Arbogast does not blindly
symbolism, but only Wendelmir and Yehodan know serve the aurochs. He was one of only a few who were
that it was Wendelmir who directed the king to permitted to see the Crowned Stag King and survive the
Eagle’s Castle—the hill where Yehodan murdered encounter. Since then, he has been convinced that peace
him, thus clearing the way for his ally’s ascension. is possible, and he devotes all of his strength and power
Wendelmir now regrets his deed, which is why his to see this come true (see The Sumes’ Schism on page 178).
relationship with Yehodan suffered, but he does
not want the truth to come to light. Nevertheless, He sees a dark power behind the eternal strife, but can only
Wendelmir and Yehodan are the only ones that guess at its identity. His former student Yehodan’s betrayal
know of the true circumstances of Efferdan’s death. cost him much, and the two are now bitter enemies. He
Arbogast was only bluffing, but he is quite sure in his has put all of his hope in young Kusmin, who will hopefully
presumption. Kusmin is unaware of all of this. stop Yehodan’s plans if Arbogast fails.

Arbogast in Play: Arbogast is a wise adviser who has


people out searching for clues about the Animal kings and
King Wendelmir in Play: Wendelmir is a warmonger who the Plant King in the hopes of learning how to deal with
aggressively defends all that is his. As a ruler, he rewards the disease that infects his land and its inhabitants. He is
those who follow him absolutely. He mercilessly punishes unaware that what he seeks is the root of hatred. The sume
those who disappoint him or disagree with him once too is a brilliant mentor and expert on animals, whose advice
often. Sometimes he sends the Red Bull out on brutal is often sought by the nobles of Andergast. He can decide
assignments, and sometimes he hires reliable heroes for which game may be hunted and which trees may be felled.
delicate tasks, usually acting via his bastard half-brother,
Bogumil of Langenmar.  Kusmin, Student of Arbogast and Champion of Sumu
Kusmin Zornbold (*1018 FB; 6’; green eyes; dark-blond
 Ossyra Redtree of Teshkal, Baroness of Teshkalia, hair; pointed face) is in truth the oldest son of King
Champion of Rahja Efferdan. After the attack on his life in 1027 FB, disguised
Ossyra (*981 FB; 5’7’’; black eyes; gray hair; energetic but as an accident by the sume Yehodan, he was saved by
rough voice; horse expert) is feeling her age. She wants Arbogast, who trained his magical talent. His return to
to pass on her knowledge to her daughter Sulvina (see Andergast soon was noticed, as Kusmin looks too similar to
page 184) before it is too late. The manners and customs his father. King Wendelmir could prevent a greater uproar,
of the steppe are more important to the old baroness but he was forced to make Kusmin the Champion of Sumu
than the male-dominated smalltalk at court. She is less for his refusal of the throne. The training with Arbogast
interested now in accepting insolence just because she has estranged Kusmin from the world of nobles, even

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.

184 Chapter 11: Mysteries and Arcana


Rufus Longford of Joborn (*988 FB, 6’10’’, red hair and is in line to inherit, but she must first liberate occupied
green eyes) isn’t confident or smart enough to resist the Kendrar to do so. Before that, Melanoth must secure the
influence of his wife Wenzeslausia. He would never admit borders of Ingvalsrohden, and she often baits the forest
it, but most of his actions are decided by his wife. To the counts to follow her. She despises Albio for his selfish
outside, he presents himself as a stern lord protector and striving for independence and is grateful to anybody who
keeper of royal power. hurts him. Those wishing to curry her favor need only offer
to smuggle a letter to her husband in the Blood Fortress
Many in the kingdom already suspect that Argos (*1036 FB; Gordelyn or secure an opportunity for her to visit him.
ashen-blond hair; deep blue eyes) is Wendelmir’s firstborn
bastard. Argos’ mother, Silvana of Gnitzenbach (*1015 FB; Haldur Vesselbek (*996 FB; 5’9’’; bare scalp; brown eyes;
flaxen hair; blue eyes; moody; excellent liar) survived the appears solidly rational on the outside but is actually
rage of the sume Melanor, and is now forced to work as superstitious) only pretends to be ignorant of local
a spy for Wendelmir to protect her son’s life. She takes traditions. He is secretly convinced that every dam must
any chance she gets to hurt the Andergastan king, at least contain the ghost of a person who worked on it, or else
indirectly, and as long as her actions cannot be traced back Efferd will not leave it standing. He sees himself as the
to her. Despite all of her reservations, she even works for enforcer of divine will and ensures that human remains
the Nostrians sometimes. Heroes can meet her anywhere wind up in the foundations of his projects. These so-called
in the Warring Kingdoms as she pursues various agendas. accident victims are mourned as sad examples of the wrath
of the moody god. Haldur is neither a demon worshiper
Ulward Dreubner (*1009 FB; 5’7’’; dark-red hair; bright nor a Blessed One of the Nameless God, but simply a fearful
blue eyes; wiry; bowlegged; likes to smoke a pipe) seems man following ancient customs of the kind that weren’t
to have magic in his loins, for he is very proud of having uncommon in the days of Bosparan.
fathered two daughters and a son, all magically gifted.
Until recently, his daughters lived happily with the witches Asmodette Tryming (*1011 FB; 6’; dark brown, braided
and his son lived with some women down the river. But hair; weathered skin) has hired many ships and experienced
then his son was kidnapped by a sume. Ulward is proud of countless terrors at sea. She hates Middenrealmers for
his Mada’s Children, but he is becoming depressed as his keelhauling her father in front of her, just for saving his
children grow increasingly distant from him. ship rations for his hungry family. Even though aspects
of her attacks resemble those used by archdemoness
Secrets of the NPCs from Nostria Charyptoroth (signs smeared in blood, an octopus impaled
Melanoth of Ingvalsrohden  (*1004 FB; 5’10’’; green on a stick, seaweed covered in alchemical substances
eyes; red hair) has always fought for the unity of Nostria. tha glow in the dark), this is only a distraction. In truth,
Her husband’s murder conviction in the Bombast Feud she believes in Efferd. Where many pirates succumb to
has left her deeply shocked, but she still loves him and the temptations of a demon pact, she is one of the most
continues pursuing his goals in his absence. Her daughter passionate enemies of Karyba and the cults of Charyptoroth.

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.

Bandit/Man-at-Arms (Experienced/Competent/Masterly) PRO/ENC 3/1 (leather armor)


COU 14/15/16  SGC 11/11/11  INT 13/13/13  CHA 10/10/10 (includes armor modifiers)
DEX 13/13/13  AGI 13/13/14  CON 13/13/13  STR 13/14/15 Advantages/Disadvantages:
LP 31/33/35 AE– KP – INI 12/12/13+1D6 individual, typical is Negative Trait
SPI 1/2/2   TOU 2/2/2   DO 6/6/6   MOV 6 (Superstition, Short Temper)
Unarmed: AT 10/11/12 PA 5/6/7 Special Abilities: Forceful Blow I/Feint I,
DP 1D6/1D6+1/1D6+1 RE short Precise Throw/Shot I/Forceful Blow II
Club: AT 10/11/12 PA 4/5/6 Skills: Body Control 4/6/8, Feat of Strength 4/6/8,
DP 1D6+3/1D6+3/1D6+4  RE medium Intimidation 4/6/8, Perception 3/5/7, Self-Control 3/5/7,
Battle Axe: AT 10/11/12 PA 4/5/6 Stealth 4/6/8, Willpower 2/4/6
DP 1D6+4/1D6+4/1D6+5  RE medium Combat Behavior: per individual
Short Sword: AT 10/11/12 PA 5/6/7 Escape: Loss of 50% LP.
DP 1D6+2/1D6+2/1D6+2  RE short Pain +1 at: 23 LP, 16 LP, 8 LP, 5 LP or less/25 LP, 17 LP, 8 LP,
Short Bow: RC 10/11/12  RT 1 DP 1D6+4 5 LP or less/26 LP, 18 LP, 9 LP, 5 LP or less
RA 10/50/80 Notes:
Nostrian Longbow*: RC 10/11/12 RT 2 DP 1D6+8 *) The use of the Nostrian longbow requires STR 14
RA 20/120/180 or more.

186 Chapter 11: Mysteries and Arcana


Lumberjack
Wherever there is a forest, people fell trees. Lumberjacks is an insult to all, for they depend on each other for survival
are a rough sort, direct but rarely talkative. They often in the woods and in town. A brawl can quickly turn lethal,
carry what little money they possess to taverns and inns, as they know how to use axes. They can forget their anger
where they like to gamble or arm-wrestle. An insult to one just as quickly as they got angry—if you buy them a beer.

Woodcutter (Experienced/Competent/Masterly) Special Abilities: Forceful Blow I/Shield-


COU 12/12/12  SGC 10/10/10  INT 12/12/12  CHA 10/10/10 Splitter, Forceful Blow II/Onslaught
DEX 13/13/13  AGI 13/13/14  CON 14/15/16  STR 14/15/16 Skills: Body Control 4/6/8, Feat of
LP 33/37/40 AP – KP – INI 12/12/12+1D6 Strength 7/9/12, Intimidation 4/6/8,
DO 7/7/7   SPI 1/1/1   TOU 2/3/3   MOV 8 Perception 3/4/5, Self-Control 4/6/8,
Unarmed: AT 11/12/13 PA 7/8/8 Stealth 3/3/5, Willpower 3/5/7
DP 1D6/1D6+1/1D6+2 RE short Combat Behavior: per individual
Woodsman’s Axe: AT 9/11/13 PA 2/3/4 Escape: one level of Pain
DP 2D6+2/2D6+3/2D6+4 RE medium Pain +1 at: 25 LP, 17 LP, 8 LP, 5 LP or less/28 LP, 19 LP, 9 LP,
PRO/ENC 0/0 5 LP or less/30 LP, 20 LP, 10 LP, 5 LP or less
Advantages/Disadvantages: individual, typical are
Negative Trait (Superstition, Submissive to Authorities)

Adventures in the Warring Kingdoms


Heroes’ Works in Andergast seeks to kill the king’s heir “for the good of the kingdom.”
Yehodan, who already tried to kill Kusmin once, might try
The Battle of the Sumes more brutal methods if the young sume continues to resist
There is often the need to mediate between the schools of his influence. The heroes must save Kusmin’s life and may
thought of the sumes and prevent the worst. Depending also have to protect the stability of the realm if the murder
on which side the heroes support, either knowingly or plot comes to light.
unknowingly, they can bring an end to conflicts (Arbogast)
or promote them (Yehodan), especially when it serves The Root of All Evil
their own political goals or those of an ally or employer. Arbogast the Old often sends heroes to explore old ruins
and dark caverns in the Forest Wilderness. He hopes they’ll
The King and the Sume find clues about old myths of the hatred between the
A baron or even the sume Yehodan plots to create a realms, the strife of the animal kings, and the mysterious
conflict between King Wendelmir and the sume Kusmin, or evil that moves in the background. He also often requires
perhaps worsen the conflict with Nostria. Wendelmir and knowledge or rare herbs and ingredients for his rituals
Kusmin sometimes work against each other unknowingly, to heal the land. The heroes might even meet one of the
as the king is too stubborn to admit he was drawn into a legendary Animal Kings while they search.
plot, and Kusmin is too unworldly to recognize a plot in
the making. The heroes need special negotiations skills in Old Rites
court, where, oddly enough, diplomacy isn’t very common. Orcs have begun to push further into the Forest Wilderness,
looking for an important but forgotten shrine of Tairach. It
Death to the Heir is rumored to be the resting site of the “Scourge of Rage,” a
Kusmin is well respected, but not everybody cherishes his powerful artifact sought by both a shaman of Tairach from
influence over the king. The heroes might have to prevent the Dark Ridge named Greyhair, and the Aikar Brazoragh
an assassination plot hatched by an unhappy baron who himself, who currently resides in Khezzara.

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).

Dragon on the Battlements Stolen Scholar


Some dragons from the Stone Oak Forest are interested in Since Thorwalers jealously guard the secret of their rune
finding a piece of meteoritic iron that fell from the sky, but magic, Yolande has a scholar kidnapped for her research.
the local knight plans to use it to make a new suit of armor. The queen knows about the risk, but she is careful to
He would never imagine that one of these scaly beasts remain out of sight of the prisoner and denies all guilt if
would terrorize his subjects just to get a lump of iron. If confronted by the Northerners. Heroes might perform the
he can’t be convinced to hire dragon hunters in time, the abduction, rescue the victim, or mediate in a complicated
dragon might even lay siege to his castle. situation where they might accidentally learn the queen
is actually the mastermind. Alternatively, instead of the
Heroes’ Works in Nostria queen, the mastermind could be a mage of the academy
or a scholar who wanted to expedite their own academic
Looking for Ancestor Glyphs promotion using the new knowledge.
The heroes might go look for ancestor glyphs for the
Nostrian mage’s academy or the queen (see The Power of the Lost Dike Builder
Ancestor Glyphs, on page 179): A desperate townsman hasn’t heard from his son for
Sections of the Nostrian royal castle haven’t been months. Last he knew, his son worked as a dike builder
visited for centuries. Besides some restless souls, there for Haldur Vesselbek. Does he lie buried beneath one of
might be ancient knowledge waiting to be found in its the dikes as a sacrifice to Efferd? Or did his love for a sea
labyrinthine tunnels. nymph cost him his life?
Conducting an investigation among the witches is
difficult, not merely because of the battle for dominance False Knight
within the High Three. Karlitta of Lyckweiden shares Somebody suspects a treasonous plot, and the heroes must
here knowledge but rarely does so for free. Mysterious watch a suspicious knight at the Andergastan tournament.
Naringrath seems to know more, but stays silent as the But the knight’s need for secrecy is due to an unrelated
grave. Can the heroes convince Naringrath to open up reason: she is a noblewoman who loves tournaments and
by helping her to win over Karlitta? is riding in disguise. Does she intend to launch a rebellion
In Oldhagen, there are doll makers that can give against patriarchy, or fight for the honor of her family
magical life to their dolls. Some magical dilettantes because her brother was injured in a skirmish, or does she
among them even know how to recharge ancestor simply love the idea of riding in a joust?
glyphs and make them work again, or even create new
ones. They will hand over this trade secret, but only Robber Knights
for a price. When a Nostrian robber knight ambushes traveling
Goblin spellcasters protect their tribal caves with merchants, she obtains an incriminating document that
magical cave paintings from which living creatures she uses to blackmail a member of the Patriotic Alliance.
can step. The queen has heard about it and wants to Fearing for his life, the bombast hires the heroes to catch
learn more, but the goblins do not want to hand over the outlaw and prevent her from exposing his identity to
their magic. Blood will flow if the heroes aren’t careful. the queen.
Lialin’s Tower on the slopes of the Thash (see
page 180) might hide a fabulous treasure, but finding Rites of Water
the right symbols among the many Alhanian and The morning after the celebration, the newly elected Fish
Hjaldinger signs can be difficult. Queen is discovered missing, and the Stone of Nosteria is
drenched in blood. Did some misguided cultist sacrifice the
Trial and Error young woman? Did she fake her death to elope with her
Queen Yolande needs able-bodied heroes to protect her Andergastan lover? Or was she silenced after learning too
research on ancestor glyphs and guard a wind sailer that much about Count Albio’s plans while having a fling with
is under construction. Not all bombasts support these his son, Prince Oldan of Salta?
endeavors, and Count Albio, especially, wishes to prevent

188 Chapter 11: Mysteries and Arcana


Thorwaler Diplomacy To the Tournament
Friends of the Thorwalers might attempt to reduce Noble Heroes have many opportunities to prove themselves
Count Albio of Salta’s influence over the Northerners. Even during royal tournaments, and not just in the competitions.
though he has made allies of some hetmen via money and Besides having a chance to meet rulers or other prospective
secret oaths, others are forced to serve him. He might employers, the heroes might put the Red Bull in his place
threaten them with his men-at-arms or take their sons and when he threatens the tournament peace. Maybe they can
daughters hostage. unite a tragic pair of lovers, silence an instigator, or help
an old friend survive a feud.
Albio’s Intrigues
The heroes work for the cause of the count and help move Curses!
Salta further along the path to independence. Maybe the A witch needs a lock of hair or some blood from an
count hasn’t been honest with them, and the heroes must unwelcome noble to curse him. Her familiar is sick, and
make a difficult decision when they learn the truth. Do they she needs a cure from a sume with whom she is currently
foil his plans, or do they fear gaining a powerful enemy? feuding or else somebody to get the item for her. The
Perhaps, under secret orders from Ossyra of Teshkal, they heroes might prove to be a great help in this situation.
try to infiltrate his Patriotic Alliance, or maybe they work
for the Andergastans, who would profit greatly from a Rites of the Forest
strong Salta. The heroes are asked to escort the daughter of a townsman
who has come into some money, but she has disappeared,
Adventure Seeds in Both Realms and nobody in the little village in the Forest Wilderness
seems to know anything. Everybody is a suspect. Then the
Peace Negotiations heroes find out that the villagers abandoned her in the
The heroes must quell a border conflict before it escalates, forest last week as a kind of sacrifice. The powerful treant
or strengthen one side to prevent the opponent from with whom she now lives does not want to let her go.
seizing land.
Starfall
Stolen Children Due to the Starfall (see the Aventuria Almanac, pages 104
Sumes and witches usually aren’t particular and sometimes and 238) a meteorite impact dried up the lake of a nymph.
resort to kidnapping prospective students with talent, If there is no way to refill her home, she must be brought
causing much grief for the parents. Maybe the kidnapped to a fairy gate, or she will not survive the disaster. If
child is the only heir of a noble, which makes the situation the heroes are not present when the lake empties, an
even more complicated. angry treant or worried villager could point them towards
the problem.
The Red Bull
Nostria continues to suffer the depredations of the infamous The Evil Forest
robber knight. The heroes might hinder his plans, save an Since a heavenly body came down in the Forest Wilderness,
abducted noble from a cruel death, or act as go-betweens the local sumes have been extremely worried. They
to deliver ransom money. Maybe they even learn his secret feel that something has awoken an old creature that is
and manage to suspend the protection of the Andergastan responsible for the hatred. The forest animals have been
king, forcing the Red Bull to be more careful. unusually aggressive, and nobody has reached the impact
site so far. Some lumberjacks have even been attacked by
marwolds. Can the heroes locate the palm-sized piece of
meteoritic iron and take it away?

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

The grudge between the Warring Kingdoms of Nostria and


Andergast has burned for almost two millennia.

This regional sourcebook provides detailed background


information on these hostile realms and their combative
inhabitants in northwestern Aventuria. Explore the hazardous
Forest Wilderness, the deadly Bladegrass Steppes in the east, and
the rough shores of the Lakelands. Uncover hidden secrets of sumes
(druids) and witches, and pit your heroes against new creatures, such as
evil marwolds and predatory giant dragonflies.

The Warring Kingdoms includes the


following.
  11 new regional professions, such
as Andergastan knights, Nostrian dike
builders, all-knowing serpent witches,
and mysterious druids
  An example Forest Wilderness village
that can be placed anywhere in Nostria
or Andergast
  Details on knightly traditions and
royal tournaments
  New armor and weapons, including the
famous two-handed Andergaster sword and
the Nostrian longbow
  Focus rules for character traits, to give
your hero regional flair
  New special abilities, spells, rituals, and
the enigmatic ancestor glyphs
  Mysteries and adventure hooks for use by
the GM
  A poster map of the region, plus city maps
of Andergast, Nostria, Joborn, Salta and
Salterhaven, and Teshkal

UlissesNorthAmerica.com

Recommended for 1 GM
and 3–6 players, ages 14+

You might also like