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Sword World 2.0 - Age of Grimoire

This document introduces a supplement for the Sword World 2.0 RPG setting during the 'Age of Magic' period in its world's history. It provides new playable races, classes, items, and rules for campaigns involving magic-wielding aristocrats vying for power and engaging in court intrigue and warfare.

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0% found this document useful (0 votes)
59 views186 pages

Sword World 2.0 - Age of Grimoire

This document introduces a supplement for the Sword World 2.0 RPG setting during the 'Age of Magic' period in its world's history. It provides new playable races, classes, items, and rules for campaigns involving magic-wielding aristocrats vying for power and engaging in court intrigue and warfare.

Uploaded by

ramosjr1942
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/ 186

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Part 1 Characters

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Sword World 2.0 Supplement

Age of Grimoire
Content
Introduction ................................................................. 12 PC Position and Reputation ..................................... 110
The Age of Magic Civilization ..................................... 13 New Skill Check ........................................................ 112
Player Characters ......................................................... 14 Legion ........................................................................ 116

Part 1 Character................................................ 16 Part 4 World ................................................... 121


Player Characters ......................................................... 17 The Age of Magic Civilization .................................. 121
Noble Elf ...................................................................... 19 Noble Elves ............................................................... 130
Manaflare...................................................................... 21 Manaflares ................................................................. 132
List of Sample Characters ............................................ 23 Arcanist Major Wizard-type Class ........................ 134
Durandal Period Histories and Titles ......................... 25 Runesmith Minor Other-type Class ..................... 136
Quick Creation............................................................. 27 Aristocrat Minor Other-type Class ....................... 138
Normal Creation .......................................................... 32 Terastier Continent During The Period .................. 140
Additional Backgrounds of the Period ....................... 35 Representative Nations of the Continent ................. 143
Arcanist class (Wizard-Type Class) ............................. 37 Fendil Kingdom Magical Federation ........................ 143
Runesmith class (Other-Type Class) ........................... 43 Holy Great Yscaea Empire ....................................... 149
List of Runes ................................................................ 52
Aristocrat class (Other-Type Class) ............................. 57 Part 5 GMing and Scenarios ............................ 155
Adventures in the Durandal Period ......................... 156
Part 2 Items ...................................................... 66 Scenario ..................................................................... 160
Item Overview .............................................................. 67
Comprehensive List of Weapons................................ 68 Part 6 Monsters ............................................... 171
Comprehensive List of Armor .................................... 82 Monster Data ............................................................. 172
Detailed Data ............................................................... 97 Translator’s Annex (by Auquid) ............................... 183
Index .......................................................................... 184
Part 3 Rules .................................................... 109 Designer's Notebook ................................................. 185

ABOUT R EFERENCES
In this book, references to some terms are given in the form “BT”: “Barbarous Tales”
of (see XX, p. YY). These should be handled as follows. “WT”: “Wizards Tome”
(see p. YY): If there is no abbreviation and only the page is “CG”: “Cardia Grace”
indicated, it is a reference within this book. “IB”: “Ignis Blaze”
(see CR I/II/III, p. YY): See book “Core Rulebook I/II/III “LL”: Lumiere Legacy
Revised” “FC”: Fortuna Code
(see XX, p. YY): where XX might be an abbreviation for: “PH”: “Natural History of Feidan”
“EX”: Core Rulebook EX “PZ”: “Natural History of Zalts”
“BB”: Barbarous Book “PY”: “Natural History of Yulleria”
“RGB”: Raxia God Book “PSH”: “Procelsia, a Secret History”
“AW”: “Alchemist Works” “PDa”: “Natural History of Dagnia”
“PDi”: “Natural History of Dilfrum”

11
This book serves as a supplement for adventuring in the The “Part I Character” section lists the new races and
world of Sword World 2.0 (SW2.0) during the “Magic classes that have been added.
Civilization Period” in the history of Raxia. The new races added are Noble Elf and Manaflare, and
This period saw the departure of the gods from the the new classes are Arcanist, Runesmith, and Aristocrat
earth and the remaining Humanoids and Barbarous classes. These are races and classes that flourished during
surviving, fighting, and vying for dominion through the the Magic Civilization Period and did not appear in later
power of magic. It was also a time of great magical periods.
development. The “Part II Items” section contains a list of items that
can be included in the Magic Civilization Period and a list
of items that appear in the traditional rulebooks and
supplements but are not available for purchase in this
period.
“Part III Rules” contains special rules for playing in the
During the Magic Civilization Period, a group of people Magic Civilization Period.
with a special bloodline, known as “Blue Bloods“, were “Part IV World” introduces the values, customs, and
able to dominate others and rule over many. Among them, scenery of the Magic Civilization Period.
those with exceptional magical talents and mastery over “Part V GMing and Scenarios” introduces GMs to the
advanced magic called themselves “wizard-kings”, and they types of scenarios they should prepare and how they should
repeatedly waged wars for supremacy in the world. create them to play Magic Civilization Period adventures.
As the heir of the “Blue Bloods” bloodline, the players A sample scenario is also included here.
will take an active role in court intrigues, wars with other In “Part VI Monsters”, we provide data on dangerous
countries, and sometimes in resolving issues that arise in monsters that existed and raged during the Magic
the territory. Civilization Period.
“Blue Bloods” can dominate commoners regardless of
their level, offering a unique setting for players to enjoy, Dive into the captivating tale of the formidable Blue
different from the typical adventurer experience. Bloods, set against the enchanting backdrop of the Magic
Civilization of Durandal.

This book introduces the historical background of the


Magic Civilization Period and adds game data for two races
and three classes that lived in this period and have been
lost. In addition, new magic and items are added along with
these classes, and common equipment and magic items
unique to the Magic Civilization Period are also included
in this book.
Such additional data is recommended to be used when
adventuring in the Magic Civilization Period but may be
used in other periods after consultation between the GM
and all players, with the following rationale: “This race
survived,” “Someone inherited knowledge of this class,”
“This item was found,” etc.

“Core Rulebook I-III Revised Editions” and “Core


Rulebook EX” are required to play Magic Civilization
Period adventures using this book.
If other supplements are available, they can be added
for a wider range of play. In particular, you should prepare
“Ignis Blaze,” which is a Combat Feat revision, since it is
required for the adventures from the 7th level onward.
However, the adventures in this book are set in the past.
Therefore, some races, classes, and items that appeared in
the Magitech Civilization Period or later may not be
available. Please refer to pages 32-34 for races and classes
available, and pages 66-107 for items.
This book consists of six parts.

12
believed that the wizard-king Durandal was a Noble Elf (see
p. 19).
Three thousand years ago, the world was ruled by the
ancient Magic Civilization, Durandal. This era, also known
as the Ancient Magic Civilization Period, was characterized
by the establishment of Magic as a powerful force, made Moreover, the wizard-king Durandal took in many
manifest through the Truespeech and Spiritualism Magic, disciples and continued to develop magic.
which utilized mana to achieve incredible feats. As a result, by the time of Durandal's reign, most magic
At the same time, powerful wizard-kings, who had systems had already been established. Among them, Arcane
mastered the most advanced forms of magic, waged war Magic was so powerful that only Durandal and a few of his
against each other, each vying for supremacy over the others. disciples could use it.
In the midst of that epic struggle, magic spread far and wide, Consequently, those who could use magic became a
developing into many different types of advanced magical privileged class, using their power to control and govern the
systems. people.
But what was the actual Magic Civilization Period like?

Amidst the shattered ruins of a civilization once guided When discussing the Magic Civilization Period, one topic
by the divine, a new era dawned. It was an age of chaos, cannot be ignored: the “Blue Bloods.”
wrought with strife and conflict. The War of the Gods had During the War of the Gods at the end of the Divine
left many deities slain, and the few that survived ascended to Civilization Period, the gods created not only Astrayed for
the heavens, leaving the Humanoids and Barbarous to fight battle but also bestowed a portion of their divine power upon
for its remains. select Humans.
In this tumultuous time, the Angels, once revered as This power, known as the “Dominion,” enabled them to
divine creatures, had been abandoned by their gods and unite the people and fight as a united group against their
driven to madness. These Astrayed, with power equivalent to enemies.
that of the Gods, sought only destruction and death. They This power, known as the “Dominion”, was so potent that
showed no mercy to the Humanoids, Barbarous, or any it could even compel suicidal orders.
other living creature that crossed their path. Those who possessed this mighty Dominion were left
But even in the face of such overwhelming despair, the behind on earth after the war, having lost their divine masters.
people refused to surrender to the darkness. In a desperate They then proclaimed themselves as the “Blue Bloods” and
bid for survival, they turned to the study of magic, seeking to used their power to become leaders of the survivors.
imitate the miracles once wielded by the gods. With mana In this book, the “Blue Bloods” who carry the blood of
overflowing throughout the land after the fall of the Third the rulers are the player characters (PCs).
Sword of Cardia, the Humanoids and Barbarous began to
delve deep into the mysteries of wizardry.
Though their magic proved futile against the Astrayed, it
was a small light in the darkness that allowed them to survive
in the midst of a world gone mad.

Astrayed, a disaster for Humanoid and Barbarous


loomed over the land.
But then, a hero emerged, wielding the power of magic.
This hero was none other than the sorcerer Durandal,
who would go on to become the first wizard-king. Through
his study and mastery of Truespeech Magic, Spiritualism,
and Deep Magic, which had been passed down through
generations, Durandal created a system of magic that would
endure through the ages.
With this magic, Durandal was able to face and defeat
Astrayed, showing that he was not one to cower or hide. He
was a charismatic and commanding leader, and many
surrendered to his superior rule and magical powers. Legend
has it that his reign lasted for 500 years. Therefore, it is widely

13
and Barbarous. When the Humanoid king was overthrown
by the “Blue Bloods” of the Barbarous, the commoners
In this Magic Civilization Period adventure, PCs will be under his rule suffered a miserable fate. Conversely, the
“Blue Bloods,” the ruling class, and “Silver Blades,” their Humanoid “Blue Bloods” did not like to use the Barbarous
equivalent. commoners and, in many cases, ordered them to kill or
The Blue Bloods basically have some territories and commit suicide immediately. Some Humanoid wizard-kings
some citizens ruled by their “Aristocratic Dominion” (of treated Barbarous as their vanguard, but they were extremely
course, you may create a wandering character with no rare.
territory and no citizens).
In the Magic Civilization Period, the PCs will engage in
various adventures to seek more power, resist attacks from
other realms, and protect themselves and their territories
from various calamities that may come their way. Two main types of adventures are characteristic of PCs in
To express this position, the book recommends starting the Magic Civilization Period.
with an average 5th-level character and, for this reason, also One involves the PCs as “Blue Bloods” in their own
includes “Quick Creation” rules to easily create a 5th-level territory or in the court of higher-ranking “Blue Bloods”
character (see p. 27). (often wizard-kings). These adventures are mostly urban and
Of course, if the player and GM want, they can play with involve human-related challenges, ranging from solving
the initially created characters or with characters of higher simple problems of the “Blue Bloods” to uncovering vast
levels. conspiracies.
The other type of adventure involves battles against
invaders from other countries. The Magic Civilization Period
was a time of warring nations, so it was common for soldiers
and armies from other powers to enter territories. Many
During the Magic Civilization Period, society was divided “Blue Bloods” took the lead in defending their lands and led
into three social classes based on bloodlines: “Blue Bloods“, their armies to intercept these invasions.
“Silver Blades”, and “Commoners”. This book provides rules for operating such armies led
The “Blue Bloods” were the most powerful class due to by “Blue Bloods” in a convenient way, and the PCs may be
their “Dominion” powers, which allowed them to command called upon to fight in such battles.
absolute obedience from most commoners, including the Of course, many other problems arise every day in the
power to order suicide. Blue Bloods were believed to be Magic Civilization Period, and the PCs can attempt to solve
descendants of the “Divine Warlords” chosen by the gods them. The game master (GM) may focus not only on
during the Divine Civilization Period. In the absence of the traditional monster extermination and dungeon exploration
gods, they were feared and respected as god-like beings. but also on smaller cases where the PCs solve petitions from
Many Blue Bloods were also skilled sorcerers, and those who commoners.
were called “wizard-kings” were considered to be “Blue In any case, a PC is a free entity that accepts no one's
Bloods” without exception. control. Therefore, they are ultimately free to embark on any
kind of adventure.
The “Silver Blades“ were second only to the “Blue
Bloods” in terms of social standing. Unlike Blue Bloods, they
did not have “Dominion” powers, but they were not
influenced by them either and could live independently. The most distinctive characteristic of the “Blue Bloods,”
Many Silver Blades served or were employed by Blue and especially of wizard-kings, is their “Dominion”.
Bloods, but some did not (or could not) use magic at all. Using this dominance, the “Blue Bloods” organized their
Players will choose to belong to either of the above two armies and manipulated them like their limbs. These entities
social classes. This means that they will not be dominated by were called Legions.
other Blue Bloods and will be free to explore the world. “Blue Bloods” PCs can have Legions. The size of the
Legion varies depending on the PC's abilities and growth
On the other hand, the “Commoners“ were the weakest tendencies, but in general, the Legion deals “support
and most one-sidedly ruled class. They were usually ruled by damage” to the enemy in battle or can take damage that was
the “Dominion” of the Blue Bloods kings and lords, which supposed to be dealt to the PC.
prevented them from being ruled by others. However, this Blue Bloods PCs can give suicidal orders to the Legion
also meant that the lords had the power of life and death over or use them as slaves. The existence of this Legion is the
the commoners, and if a lord was defeated by other “Blue symbol of Blue Bloods' Power and the main reason why they
Bloods”, their dominion would also be taken away. were feared by people.
Among the Barbarous were several with “Blue Bloods”
bloodlines, and their Dominion controlled both Humanoids

14
H OW TO CALL B LUE B LOODS
Blue Bloods refer to each other by the title of the highest
There were no Adventurers or Adventurer's Guilds in the rank held by the other. It was customary to address others by
Magic Civilization Period. However, it was common for the their title, which was often accompanied by a pseudonym or
Blue Bloods to have “salons” or meeting places with other the name of a domain associated with the title.
trusted friends to exchange information and build For example, Leanne Cliffburn, Viscount Cliffburn, is
friendships. These gatherings could include people of referred to as “Viscount Cliffburn”.
different ages, ranks, abilities, and strengths. Higher-ranking Blue Bloods, such as Counts or
Because PCs are either Blue Bloods or Silver Blades, Marquises, might be referred to as “Count of Rowen” or
they can freely enter these salons. The host of the salon can “Marquis of Palstre”.
be a PC, or an NPC prepared by the GM (the GM should Regardless of the specific title, it was also appropriate to
make the final decision according to the direction of the address a noble as “Lord” (as in “Lord Cliffburn” or “Lord
scenario or campaign). Lowen”).
A variety of topics are discussed in these salons, including Knights were addressed by adding “Sir” before their
information about problems that can only be solved by the name.
PCs themselves and events that could bring great When referring to the wizard-kings, “His/Her Majesty”
disadvantages if left unchecked. Based on this information, or “His/Her Excellency” was used.
the PCs will begin to take action to solve the case.
These salons are located all over the land, and in some When non-Blue Bloods call Blue Bloods, it is normal to
cases, some people have more than one salon. Salons may call them “His/Her Excellency” (“His Excellency Cliffburn”
be enemies of each other, and by making a name for or “His Excellency Lowen”).
themselves, they may be able to gain a strong influence.
Each salon has its own rules, which sometimes become In addition, addressing each other by first names implies
known as strange (always wear a green scarf, wear the emblem a very close relationship. Even in such cases, if the other
of the salon on your chest, always identify yourself when person is of a higher rank, “Lord” is often added.
fighting, do not talk to other members in public, etc.).
However, salons are places for like-minded people to These can be used during a session to easily create an
gather, and there are no strict rules or regulations (although atmosphere of Blue Bloods society. However, they should
there may be some). PCs should feel free to join a salon and be used to enhance the game without being too strict.
use it as a source of information and a gateway to adventure.

15
Part 1 Character

Part 1 Character

16
Here are the rules for creating a character to adventure The “Quick Creation (see p. 27)” uses a method unique
during the Magic Civilization Period. to this book. You can create characters with an average 5th
There are three types of rules for character creation: adventure level in a short time.
“Easy Creation,” “Quick Creation,” and “Normal Creation.” The “Normal Creation (see p. 32)” is based on the
Easy Creation” is the same procedure as on page 28 of conventional creation method using “Core Rulebooks I-III
the Core Rulebook I. Copy the sample character sheet from Revised Editions” and “Core Rulebook EX”. It is suitable for
page 23 and use it as is for play. Then, after referring to those who want to take their time to create their own unique
“Deciding Blue Blood, Silver Blade, or Commoner”, decide characters.
on “Durandal Period Histories and Titles (see p. 25)” to Choose the method you prefer, depending on how long
complete the character. you want to play and how detailed you want to make your
characters.

The Magic Civilization Period PCs have several unique The Rider class cannot use magitech mounts because
elements that must be determined regardless of how the they also haven’t been invented.
character is created.
Check this section first to determine which restrictions
apply.
See page 32 for more information on non-available races
and classes.
The player should choose whether their character is a
Blue Blood or a Silver Blade. This choice can be made at the
player's discretion. It is possible to choose Commoner, but it
is not recommended.
Some races and classes cannot be selected because they If they choose to be a commoner, be sure to obtain the
have not yet appeared in the Magic Civilization Period. Here, consent of the GM and other players.
they are briefly presented. For a more detailed description,
see page 32.
B LUE B LOODS
In the future, when you will find races and classes that
PCs are Blue Bloods.
appeared during or after Magitech Civilization are added as
Blue Bloods has “Dominion” and can handle Legions.
supplements, etc., they should be handled in the same way.
Also, they themselves are immune to Dominion.
Runefolk, Grassrunners, Fey, Sentians, and Manaflare
U NAVAILABLE R ACES cannot become Blue Bloods.
Runefolk born during the Magitech Civilization Period,
after the Magic Civilization Period, cannot be selected.
SILVER B LADES
It is believed that Grassrunners and Newmen did not
They are equivalent to Blue Bloods.
exist during the early Magic Civilization Period. Therefore, if
They don’t have “Dominion” but are also immune to it.
you choose the early Magic Civilization Period as the stage
There are no restrictions on race that can become Silver
for your adventure, you cannot select the aforementioned
Blades.
two races either.
COMMONERS
U NAVAILABLE CLASSES
If a PC chooses to be a commoner, they must be ruled
The following classes cannot be learned because they do
by another PC's Blue Blood or by a higher-level Blue Blood
not exist in the Magic Civilization Period.
(NPC).
While controlled by Dominion, commoners cannot
Artificer class
resist suicidal commands. Therefore, it is not recommended
Alchemist class
that PCs choose to select this social class. Always ask
Tactician class
permission from the GM or other players.
Warlock class (possible from the mid-Magic Civilization
Note that Runefolk, Grassrunners, Fey, and Sentians
Period)
cannot be commoners.
R ESTRICTED CLASSES
There are no problems in acquiring the Priest class, but
there is a limit to the god one can believe in (see p. 33).
Marksman class cannot use crossbows and guns since
they haven’t been invented yet, so they cannot be bought or
used.

17
Part 1 Character

In the midst of flourishing prosperity and decadent


decline, the world of Blue Bloods was one of power and
The adventures in this book are intended for the late territorial disputes, love, art, balls, and night parties. Yet, the
Magic Civilization Period (circa AD 5400) (see p. 123). signs of impending doom loomed large on the horizon. This
The latter period of the Magic Civilization emerges as a was the era of the latter half of the Magic Civilization Period
time of relative peace. Surpassing the tumultuous Warring - a grand and decadent age.
States era, where wizard-kings ruled with an iron fist, this time
saw many nations rise to power by defeating or subjugating R ACES I MMUNE TO DOMINION
multiple wizard-kings. It was an era of diversity, with the It is said that there exist Humanoid races that are immune
flourishing of culture and art, yet also filled with tension to the Dominion power.
between nations. Grassrunners are a typical example.
The Blue Bloods of this time focused on increasing their They do not become Blue Bloods, and since Dominion
own power and military might to protect their vested does not extend to them, they are considered free folk or
interests. They adorned their palaces and mansions with Silver Blades.
lavish extravagance, creating a chasm between themselves Although unconfirmed, the same phenomenon has been
and the commoners. observed in Fey, perhaps even in Runefolk.
Yet, the PCs were born into this world amidst opulence Some have suggested that this is because they lack souls
and decadence. They, too, were Blue Bloods or the born in the pure world of Raxia, but the truth is not known.
equivalent Silver Blades, but their positions were not of high Fey is an elusive race, and in the late Magic Civilization
stature. They had to work together to overcome the many Period, Grassrunners were rarely seen. Their free-
obstacles that lay ahead of them. The Aristocrat class of Blue spiritedness and immunity to Dominion made them a
Bloods would play a crucial role in various situations. nuisance to the Blue Bloods. However, some wizard-kings
The Summoning Arts, established in the middle period allowed them to live in the royal palace as clowns.
and developed in the latter period, brought forth Daemons - Furthermore, Sentians also cannot use Dominion and
creatures that had never been seen before in the World of cannot be ruled by it. Some scholars speculate that this is
Raxia. However, the blood of Blue Bloods grew thinner, the evidence that the gods admit that they made a mistake in
birth rate decreased, and the “Noble Fever,” a curse that only bringing forth the Divine Warlords and leaving the existence
afflicted the Blue Bloods, brought about untimely deaths. of Blue Bloods. The truth, however, remains a mystery to
those who are not gods.

18
Racial Abilities
[Darkvision]: Noble Elves can see in the darkness as well as
Noble Elves are considered to be superior to Elves. They they can during daytime.
share many of the same characteristics but are distinguished [Sword’s Grace/Water’s Child]: Noble Elves can move as
in several ways. freely underwater as on land. Also, while underwater, they
First of all, they are even more beautiful in appearance. can hold their breath for up to one hour (outside of water,
While they share the same fair skin and gold or silver hair as their breathing rate is the same as other races). After spending
elves, Noble Elves have a pale glow when exposed to light. 1 hour submerged, they must spend one-minute breathing
Noble Elves, on the other hand, have a distinctly different normally. Noble Elves can also speak normally while
atmosphere. underwater. They can also walk on water and snow just as
They also share many of the same racial traits as elves. they would on dry land. They can choose whether or not to
However, unlike the Elf's [Sword’s Grace/Gentle Water], the dive underwater (they cannot dive into the snow, however).
Noble Elf's [Sword’s Grace/Water’s Child] not only allows [Charisma]: Noble Elves gain a +2 bonus to all Spirit-based
them to move freely in water but also allows them to stand on action checks.
the surface of the water or snow. [Pain Sensitivity]: Noble Elves have a low pain threshold.
The ability score is also excellent in general, especially in When they take physical damage, the damage applied is
Intelligence and Spirit, and both Dexterity and Agility are increased by +2.
high. On the other hand, Strength and Vitality are low, as is
the case with Elf. Enhanced Racial Abilities
Most importantly, all Noble Elves are born as Blue [Sword’s Grace/Water’s Child] will be enhanced.
Bloods. Perhaps because of this, they have excellent 6th Level: Noble Elf can survive on the land for 1 hour
charisma and can gain bonus modifiers to action checks (see without needing to breathe and gains a +4 bonus to fortitude
EX, p. 49) based on spirit. and willpower checks against poison and disease.
However, due to their physical fragility and the extra 11th Level: Noble Elf can grant the effects of [Sword’s
damage they take against physical attacks, they are extremely Grace/Water’s Child] to an ally, as long as they are holding
unsuited for close combat. hands with them.
At the age of 20, Noble Elves have reached physical 16th Level: The Noble Elf can now succeed in resistance
maturity and are able to go on adventures. However, they are checks against poison and disease automatically.
not considered adults until they are 100 years old. Their
lifespan is unclear, but they are believed to be immortal. Ability Scores
A: 2d B: 2d C: 1d D: 2d E: 2d F: 2d
Starting Languages: Noble Elves can read and write Elven
and Arcana (since people then were speaking Arcana instead
of Trade Common).
Restricted Classes: None

Noble Elf Background A


2d Background Starting Classes Skill/Body/Mind Experience
2-4 Fairy Envoy Fairy Tamer & Aristocrat 10/5/13 1500
5-6 High Priest Priest & Aristocrat 10/6/12 1500
7 Arcanist Arcanist 11/3/14 2000
8-9 Esteemed Scholar Sage & Aristocrat 10/4/14 2000
10-12 Wandering Noble Ranger & Aristocrat 12/6/10 2000

Noble Elf Background B


2d Background Starting Classes Skill/Body/Mind Experience
2-4 Spy Master Scout & Aristocrat 13/5/10 2000
5-6 Witchlord Warlock & Aristocrat 10/3/15 1500
7 Scholar Sage 11/6/11 2500
8-9 Master Magician Sorcerer & Conjurer & Aristocrat 9/4/15 500
10-12 Agile Warrior Fencer & Runesmith & Aristocrat 12/5/11 1500

19
Part 1 Character

CHARACTER COMMENTARY
This Noble Elf has mastered the Arcanist class, which was
systematized during the Magic Civilization Period. Arcane Magic
is an easy-to-use magic system with many powerful and simple
spells. Although the number of available spells is fewer than in
other Wizard-Type Classes, you can choose the order in which
you want to learn them.
This character has also acquired the Aristocrat class, which
allows the character to obtain information from others through
Impression checks and to lead an army called the “Legion” that
follows them. Legion can protect the PC, the commander on the
battlefield, and also attack enemies.
Fight as a noble to protect your people with powerful magic
and legions!

20
N OTES ON [MANA H AND]
The third arm or hand that can be handled by [Mana
When the third sword, Cardia, was shattered and the Hand] is treated as if it has the same Strength as a normal
world was filled with mana, Manaflares were said to have arm. However, it cannot be made to act independently and
been born under its influence. does not increase the number of sections or Major Actions.
Their basic physique and body shape are the same as It is possible to use three items with “Stance: 1H” at the same
those of humans. However, the flames of mana emanating time or one item with “Stance: 2H” and one with “Stance:
from their entire body distinguish them from humans. 1H”.
Manaflares have powerful mana inside their bodies, If the [Dual Wielding] Combat Feat is acquired, it is
which constantly pours out from their joints, eyes, ears, and possible to select two of the weapons in any hand and attack
other parts of their bodies in the form of flames. Its color with each of them once.
varies from individual to individual, although it is mostly blue Note that Mana Hands can hold items but cannot be
or green. equipped with Accessories.
Their heat is the same as their body temperature, and
they emit very little light, so they cannot illuminate dark areas Enhanced Racial Abilities
(since they are not a light source, they cannot improve [Mana Hand] will be enhanced.
visibility, but they are also not visible to third parties). 6th Level: Third hand can now extend to 10 meters and can
Manaflares can manipulate this mana flame to hold and be treated as “Range: Touch” up to 10 meters, allowing to
handle things at will. For this reason, this flame is also called perform melee attacks, among other things. When
the “Mana Hand” or the “Third Hand” and can be used to performing a ranged attack or thrown weapon attack, the
handle weapons and shields. range is treated as if it had been extended by the amount of
They can also pass MP to the person they touch with this the hand from the character's coordinates.
“Mana Hand,” which can help your friends in times of need. 11th Level: Once every 10 seconds (1 round), the Manaflare
However, the Manaflare is unable to control its can transfer MP with a Minor Action, but it costs 5 extra MP
enormous amount of mana and cannot learn any Wizard- (their MP is reduced by 2d+5 points, and the person
type Classes. In addition, Blue Bloods are not born from receiving MP is restored by 2d points). If they use this ability
Manaflare, and “Silver Blades” are born only rarely, so in a Minor Action, they can still use it in their Major Action
Manaflares are often forced to live ruled by someone. in the same round.
Manaflares are physically gifted and are often valued by 16th Level: The Manaflare can transfer 2d+10 MP at a time.
the Blue Bloods as protectors and soldiers. If the current MP value is lower than 2d+10 (2d+15 for
Manaflare are considered adults at the age of 15 and have Minor Action), nothing happens.
a lifespan of about 100 years.
Ability Scores
Starting Languages: Manaflare can read and write regional A: 2d B: 1d+6 C: 2d+6 D: 2d E: 2d F: 1d+6
languages and Arcana (since people then were speaking
Arcana instead of Trade Common).
Manaflare Background A
Restricted Classes: All Wizard Classes (Sorcerer, Conjurer,
Starting
Priest, Fairy Tamer, Artificer, Warlock, Arcanist) 2d Background Skill/Body/Mind Experience
Classes
Agile
Racial Abilities 2-4
Warrior
Fencer 9/4/5 2500
[Overflowing Mana]: Manaflare's MP increases as their 5-6 Brawler Grappler 8/7/3 2000
Adventurer Level increases. The formula for calculating MP 7 Warrior Fighter 8/8/2 2000
is “Adventurer Level x 3 + Spirit”. 8-9 Archer Marksman 8/6/4 2500
[Mana Hand]: Manaflare can use the mana overflowing from 10-
their entire body to touch and grasp things, and they can Vagabond Ranger 7/5/6 2500
12
handle them as if they were their hands. The character is
treated as if they have three hands.
They can also transfer their MP to another character by Manaflare Background B
touching them with their mana hand. With Major Action, Starting
2d Background Skill/Body/Mind Experience
reduce your MP by 2d points and restore the MP of a target Classes
within “Range: Touch” by the same amount. The MP 2-4 Spy Scout 9/6/3 2500
reduced by this effect cannot be substituted by mako stones. 5-6 Minstrel Bard 6/5/7 2500
If the current MP is lower than the “2d” value, the effect will 7 Enchanter Runesmith 7/7/4 2500
not work. 8-9 Commander Aristocrat 6/7/5 2500
10-
Diviner Mystic 8/4/6 2500
12

21
Part 1 Character

CHARACTER COMMENTARY
Manaflare was a race that existed in large numbers during the
Magic Civilization Period but became extinct with its demise.
Although they cannot use magic, Manaflare can use their
abundant MP for their own purposes or share it with other
sorcerers.
The most distinctive feature of Manaflare is the [Mana Hand],
which is an embodied mana that can be handled like one's own
arm. It can be used for various purposes as if the Manaflare had
three arms.
The Runesmith class handles magical weapons and
accessories called “Arcane Vessels”. An Arcane Vessel has no
power until it is activated with MP. Once activated, the user can
temporarily imbue it with power equivalent to a magical armor or
powerful magic item.
With plenty of mana, you can use many powerful Arcane
Vessels and become a unique magic warrior.

22
Here are 3 characters created by Quick Creation (see p. N IGHTMARE B OXER
27). Together with the sample characters of the new races, Selected “1) Warrior/Boxer Type (see p. 28)” and
Noble Elves and Manaflares, up to 5 people can play the changed the Ranger class to the Scout class. In addition, the
scenarios in this book immediately. Scout's Tools were purchased.
If the number of players is small, remove “Nightmare
Boxer” if there are 4 players, and remove “Newman's Priest” N EWMAN P RIEST
if there are 3 players. Selected “4) Sorcerer Type (see p. 28)” and changed
Noblesse of Aristocrat class to those of Courtly Types.

CHARACTER SHEET F ROM QUICK CREATION


When a character is created by “Quick Creation”, the
“Skill”, “Body”, and “Mind” columns of the ability scores,
H UMAN F AIRY WARRIOR
the “A to F” columns, and the “Growth” columns on the
Selected “3) Magic Warrior/Paladin Type (see p. 28)”
character sheet will be left blank.
and selected Fairy Magic, which follows the rules outlined in
“Core Rulebook I”. Additionally, they used their remaining
XP to acquire the Enhancer and Aristocrat classes, each at
1st level.

23
Part 1 Character

24
PC’S ORIGIN
This is where you decide the origin of your PC. Please
Here you can find a new history table of PCs living during note that the titles listed in this table are those of parents and
the Magic Civilization Period. guardians and have nothing to do with the titles of the PCs
The history table in “Core Rulebook I Revised Edition themselves. Additionally, it does not have any bearing on the
(see CR I, p. 57) can be used at the same time. This history advantages or disadvantages of the game (GMs may use it as
table contains items related to the Magitech Civilization a hook for scenario creation or create advantages and
Period and after, so if you want to Core Rulebook histories, disadvantages for the convenience of the scenario).
either do not use them or arrange them to fit your needs.
Table for Determining PC’s Origin (2d)
Durandal Period History Table (Determined by 2d Origin
Rolling 1d twice) 2 Born and raised in the wilderness and mountain rivers.
Roll Personal Experience 3 Abandoned child, doesn’t know their parents.
1–1 You were loved and nurtured 4 Born into a Commoner's family.
1–2 You were alone 5 Born into a family of Silver Blades.
1–3 Strictly trained as Blue Bloods 6 Born into a family of knights.
1–4 You have been imprisoned 7 The family is a barony, but the family is weak.
1–5 Your mother was a Silver Blade/Commoner 8 The family is a barony.
1–6 Your father was a Silver Blade/Commoner 9 The family is a viscountcy, but the family is weak.
2–1 You were taught that the Blue Bloods are the chosen ones 10 The family is a viscountcy
2–2 You never been away from your parents 11 The family is a countess.
2–3 You are living alone The family is a family of upper Blue Bloods (1-3
12
2–4 You have received a medal of honor from wizard-king marquises/4-5 dukes/6 wizard-kings)
2–5 You have been reprimanded by wizard-king
2–6 You've heard rumors at court PC’S R ANKS
3–1 You've had an accident in court PCs who are Blue Bloods have a rank and a title
You have turned down a marriage proposal with an associated with it.
3–2
unwanted partner
In the Magic Civilization Period, in addition to the
The person you wanted has been in a relationship with
3–3
someone else
“traditional titles”, there were also “territorial titles”.
3–4 You got along well with the commoners Therefore, there are many Blue Bloods with multiple titles.
3–5 You thought (or think) commoners were (are) slaves However, as a rule, PCs do not have a “traditional title”;
3–6 You were raised to be an heir at the character creation stage and cannot be more than a
4–1 You like to rule the commoners baron using titles presented here.
4–2 You are not good at ruling the commoners As a rule, a PC's title does not affect the advantage or
4–3 You like to study magic disadvantage in-game. Even if you own a territory, any
4–4 You are not good at studying magic income from it will be offset by expenses and will not give
4–5 You have faith in gods you any rewards in money. Please use it only as a guideline
4–6 You think gods are old-fashioned for your role-playing.
5–1 You had a pet Please choose one of the following. The chosen
5–2 There is (was) the Blue Bloods/Wizard-King you admire preference will increase the total Reputation (the current
5–3 You like to practice swordsmanship Reputation will not be increased).
5–4 You like to cook
5–5 You are good at baking sweets
No Title (Reputation 0)
5–6 You had a large portrait of yourself painted
6–1 You have traveled to foreign countries
The PC has no domain and no citizens; they earn their
6–2 You have been involved in a major battle living by some means, but their lives are always on the edge.
6–3 You are (were) interested in the life of commoners
6–4 You have fallen in love with a commoner
6–5 You have been kidnapped/abducted Knight (Total Reputation +100)
6–6 You’ve had a terrible experience with magic It is a nominal rank, and PC has no domain and no
citizens. The wizard-king and the Blue Bloods of the higher
ranks guarantee the living expenses of the PCs, and they can
live comfortable life.
The PCs are all Blue Bloods or Silver Blades, but their
origins and backgrounds vary. Baron (Total Reputation +200)
This section determines the “PC’s Origin” and the “PC’s It is the lowest rank. PC has about 100 vassals and
Rank”. You may either roll the dice and refer to the table or subjects and enough land to support them. The PCs' living
choose one arbitrarily.

25
Part 1 Character

expenses are guaranteed, and they can lead a slightly affluent L OYALTY TO THE UPPER B LUE B LOODS/WIZARD-K INGS
life. Choose arbitrarily or roll two dice to decide.

R ANKING OF T ITLES Loyalty


The ranking of the Blue Bloods is as follows: 2d Loyalty
2 You don't hide the fact that they have no loyalty
Knight: nominal title, one-time only, not hereditary. It is the 3 You have no loyalty
highest rank granted to Silver Blades. Blue Bloods and Silver 4 Pretending to be loyal
Blades can attain knighthood by swearing loyalty to a wizard- 5 – 7 Formal allegiance
king or a superior Blue Blood. In rare cases, it may also be 8 – 9 Common loyalty
conferred on outstanding commoners. 10 – 11 You are wholeheartedly loyal
12 You’re enthralled
Baron: The lowest rank. It is the lowest-ranked title, and it
gives you the least amount of land and settled life.
F EELINGS TOWARDS UPPER B LUE B LOODS/WIZARD-
Viscount: A mid-level baronetcy with 500 people and a K INGS
domain. Blue Bloods can obtain this title through hard work. Choose arbitrarily or roll one die twice to decide.

Count: This is a title of higher rank with a domain and a Roll 1–3 4–6
population of more than 1,000 people. It is a title bestowed 1 Respect Admiration
by the wizard-king at the time of the founding of the kingdom, 2 Trust Aiming To Raise Above
and it is extremely difficult to obtain it by any means other 3 Hidden Hatred Special Feelings
than hereditary succession. 4 Enemy Contempt
5 Disrespect Don’t Want to See
Marquis: a prestigious title with more than three hundred 6 Affinity Feeling Pressure
citizens and a domain. A marquis is a powerful person who
owns a large city and has power comparable to that of a small
country. It is conferred by the wizard-king at the time of the
founding of the kingdom and cannot be acquired except by The PCs will basically be friends who belong to the same
hereditary succession. salon and are well acquainted with each other.
However, inside of them, there may be various
Dukes: second only to wizard-kings. These are influential complicated emotions. The PC should decide 0 to 2 feelings
Blue Bloods with large estates and territories and can only be toward the PC to their left from the table below (feelings are
acquired by a wizard-king's relatives. They are often given decided in the clockwise direction).
independent states such as duchies and may succeed the You may choose arbitrarily, or you may roll dice. You
wizard-king when the wizard-king dies. may also choose at random only from the “Positive” list.

T ABLE OF E MOTIONS FOR P EERS


Choose arbitrarily or roll one die twice to decide.

The Blue Bloods and Silver Blades of the Magic Positive


Civilization Period were not independent of the higher Blue 1d 1 2 3 4 5 6
Bloods and wizard-kings. 1 – 3 Friendship Love Trust Respect Family Kindness
In particular, Blue Bloods PCs were basically swearing Master or
4 – 6 Comrade Security Vision Aspiration Intimacy
loyalty to higher-ranking Blue Bloods and wizard-kings Servant
(otherwise, they would have been destroyed). Here we
determine how they really feel toward person they swear Negative
allegiance to. 1d 1 2 3 4 5 6
The GM may designate NPCs or PCs of the pledge of 1–
Jealousy Distrust Weakness Disrespect Inferiority Pity
3
allegiance, or the players may consult with the GM to
4 – Resent- Discom-
determine the subject of the pledge. Alienation Impatience Irritation Hindrance
6 ment fort
This is for characterization purposes only and does not
limit the player's actions or choices. Use it for roleplaying and
Other
to understand your character better. These can be 1d 1 2 3 4 5 6
determined by rolling dice or arbitrarily. Source
Comp- Fate/
1–3 Curiosity Sympathy of Rival
licated Destiny
Money
4 – 6 Anxiety Legend Emotionless Moody Stress Pressure

26
This section introduces a procedure to easily create a Ability Scores Distribution Table
character in the level range recommended in this manual, Race ① ② ③ ④ ⑤ ⑥
with about the 5th adventurer level. The characters created Human 21 18 18 15 12 12
in this “Quick Creation” section will have the same Elf 24 24 18 15 12 10
experience points and money as the sample characters in this Dwarf 24 21 18 12 12 12
book, so you can immediately play a scenario in this book Tabbit 27 18 15 12 10 10
with recommended levels by combining characters created Runefolk 21 21 18 15 12 12
by these two methods. Nightmare 21 21 18 18 15 14
Shadow 24 21 18 16 12 11
Lildraken 27 24 18 12 12 10
Grassrunner 27 27 24 15 12 4
Newman 21 21 15 15 12 10
Valkyrie 24 21 18 15 15 11
Quick creation proceeds as follows. Fey 27 24 21 12 12 10
Fluorite 27 18 18 15 12 11
Miakis 27 24 18 12 12 10
Soleil 27 24 21 15 9 6
Leprechaun 24 21 15 15 12 10
Sentian (1st Sword) 24 18 18 15 12 12
Sentian (2nd Sword) 24 21 18 15 15 12
Sentian (3rd Sword) 21 21 18 15 15 11
Noble Elf 27 24 21 18 12 9
Manaflare 27 18 18 15 15 8
※Runefolk does not exist in Magic Civilization Period but
are shown here as an example of Quick Creation.

Limitations on the Ability Scores Distribution


Race Restriction
Human There are no restrictions on ability score allocation.
Elf ①②③ should be either Agility, Intelligence, or Spirit.
Dwarf ①②③ should be either Dexterity, Strength, or Spirit.
Tabbit ① should be Intelligence.
Runefolk ①②③ should be either Dexterity, Strength, or Vitality.
First, determine the character's race and ability score Nightmare There are no restrictions on ability score allocation.
from the Ability Scores Distribution Table. The six values in Shadow ①②③ should be either Dexterity, Agility, or Strength.
Lildraken ①② should be either Strength or Vitality.
the ability score distribution table are allocated by applying
①②③ should be either Dexterity, Agility, or Spirit, and
the Limitations on the Ability Scores Distribution described Grassrunner
④⑤ should be either Vitality or Intelligence.
below. Newman ①② should be either Intelligence or Spirit.
The growth value (treated as 12 growths) has already been Valkyrie ①②③ should be either Dexterity, Strength, or Spirit.
added to these ability scores. In addition, this Ability Scores Fey ①②③ should be either Agility, Intelligence, or Spirit.
Distribution Table does not determine the Background of ① should be Spirit, and ②③④ should be Dexterity,
Fluorite
the character. Furthermore, Skill, Body, and Mind, as well as Strength, or Intelligence.
① should be Agility, and ②③ should be either Dexterity
the increase in ability score determined by dice rolls and Miakis
or Intelligence.
growth, are not clearly determined. It is only the current ①② should be either Strength or Vitality, and the ③④⑤
ability score that determines the possible ability score of the Soleil
should be either Dexterity, Agility, or Spirit.
race. Leprechaun
①② should be either Dexterity or Agility, and the ③④⑤
It is not required in any way to have a determined should be either Vitality, Intelligence, or Spirit.
Sentian (1st ①② should be either Strength or Vitality, and the ③④⑤
background as long as you start with provided values and Sword) should be either Intelligence, Agility, or Spirit.
grow character based on them. Sentian
Once the ability scores are filled, the ability modifiers ①② should be either Strength or Vitality
(2nd Sword)
should be calculated from them. Sentian (3rd ①② should be either Intelligence or Spirit, and the
Sword) ③④⑤ should be either Agility, Strength, or Vitality.
①② should be either Intelligence or Spirit, and the ③④
Noble Elf
should be either Dexterity or Agility.
Manaflare ① should be Strength, and ⑥ should be Intelligence.

Note that some types cannot be selected because some


classes needed to be acquired cannot be acquired depending

27
Part 1 Character

on the race. Please refer to the types and limitations shown - Acquired Techniques, etc.
in the table below. Acquired Techniques: [Gazelle Feet], [Cat’s Eye],
If the player has sufficient knowledge and can remove [Beetleskin], [Bear Muscle].
these restrictions by adjusting experience points or class
levels. 2) SWORDER /ARCHER T YPE
This type is easier to deal with than the Warrior type,
Types and Classes that are Required or even though it has lower strength, and since it has Minor
Restricted by Race classes, you can learn other classes and adjust to various
Race Unavailable Types Restricted Classes situations. If you choose an Archer, adjust the distribution of
Cannot acquire Priest ability scores so that Strength is 6 or more.
Tabbit None
class
Cannot acquire Priest, Background: Agile Warrior/Archer
Runefolk None
Fairy Tamer classes Fencer or Marksman 5th level
Since they don’t have Scout 5th level
MP, please be careful
Grassrunner None Runesmith 4th level
when learning classes
that consume MP. Remaining Experience Points: 0
Warrior/Boxer When learning - Combat Feats
Type, Wizard-Type classes, Sworder Type: [Aimed Attack I], [Evasive Maneuvers],
Fey [Arcane Vessel Proficiency A], [Treasure Hunt]
Sworder/Archer always select the Fairy
Type Tamer class Archer Type: [Precise Shot], [Arcane Vessel Proficiency A],
Fluorite Warrior/Boxer Type None [Hawk Eye], [Treasure Hunt]
Warrior/Boxer When learning - Acquired Techniques, etc.
Type, Wizard-Type classes, Acquired Runes: [Rune of Accuracy/+1], [Rune of
Sentian
Sworder/Archer always select the Priest Power/+5], [ Critical Rune/-1], [Rune of Life /+5]
Type class
Magic
Manaflare Warrior/Paladin None 3) M AGIC WARRIOR /PALADIN T YPE
Type, Sorcerer Type This type can learn a Fighter class and a Wizard-Type
Class and can attack in melee and cast spells. Since the
required experience points are high, other characters should
have Other-Type Classes. We recommend a character with
an average high average of all ability scores. Please adjust the
distribution of ability scores for both types so that Strength is
Since the classes are already combined based on the 8 or more.
experience points, you only need to select one of the When learning the Priest class, please refer to page 33 to
following four types. determine the God you believe in.
If you choose a type with remaining experience points,
you may additionally learn another class or keep it for the Background: Magic Warrior/Archer
next growth. Fighter 5th level
Wizard-Type Classes (1 system) 5th level
1) WARRIOR /B OXER T YPE Remaining Experience Points: 1000
The main role of this type is to stand in front of allies and - Combat Feats
defeat enemies with weapons and fists. First, if you choose [Guided Magic], [Metamagic/Targets], [Multi-Action]
between the Fighter class and the Grappler class, the class - Acquired Techniques, etc.
selection is complete. When Arcanist is Acquired: [Acus=Malitiae, Needle of
The combination of equipment changes the fighting style Malice], [Welm=Rejectus, Barrier of Rejection],
of the warriors. Please adjust the distribution of ability scores [Corpus=Reparare, Physick Restore], [Lancare=Ruinas,
so that the character of the Fighter class has a strength of at Spear of Ruin], [Lux=Trikience, Piercing Ray]
least 13 and the character of the Grappler class has a strength When Priest is Acquired: Specialized Divine Magic of the
of at least 10. deity you believe in.

Background: Warrior/Boxer 4) SORCERER T YPE


Fighter or Grappler 5th level The first priority is to learn Wizard-Type Classes and use
Ranger 4th level the Aristocrat class as a subclass. They also learn Sage class,
Enhancer 4th level which is useful in situations where their checks are needed.
Remaining Experience Points: 0 We recommend a character with high Intellect and Spirit.
- Combat Feats Even for the Sorcerer's character, adjust the distribution of
Warrior Type: [Power Strike I], [Weapon Proficiency ability scores so that Strength is 8 or more.
A/Sword], [Tenacity]
Boxer Type: [Armor Proficiency A/Nonmetallic Armor], Background: Sorcerer
[Weapon Proficiency A/Wrestling], [Tenacity], [Chain Wizard-Type Classes (1 system) 5th level
Attack], [Throw Attack], [Armor Piercer] Sage 4th level
Aristocrat 4th level

28
Remaining Experience Points: 0
- Combat Feats Accuracy check: Base Accuracy + 1
[Guided Magic], [Metamagic/Targets], [MP Save/**] Power: 24
- Acquired Techniques, etc. Crit Value: 10
When Arcanist is Acquired: [Acus=Malitiae, Needle of Extra Damage: Base Extra Damage + 2
Malice], [Welm=Rejectus, Barrier of Rejection], Evasion check: Basic Evasion as it is.
[Corpus=Reparare, Physick Restore], [Lancare=Ruinas, Defense: 6
Spear of Ruin], [Lux=Trikience, Piercing Ray] Remaining Money: 740 gamels
When Priest is Acquired: Specialized Divine Magic of the
deity you believe in. Character’s Strength 13 - 18
Name Price Reference
Once the classes are determined, refer to the ability score, Weapon (Defender +1) 11,770 68
calculate ability modifiers, and fill in the Monster Knowledge, Armor (Hard Leather) 340 82
Initiative check, Movement, HP, Extra Damage, and Base Shield (Kite Shield) 500 84
Evasion fields on the character sheet. Accessory: Neck (Small Bear Claws) 6,000 95
Accessory: Torso/Waist (Belt of
3,500 94, 102
Renewal)
Item (Noble Necessities) 2,000 86
Item (Awake Potion) 100 87
Items (Magic Herb x 3) 300 87
Here you will find the bare necessities such as weapons,
armor, items for specific classes, and other useful items for Accuracy check: Base Accuracy + 1
class compositions. Power: 17
Once the equipment is determined, fill Accuracy check, Crit Value: 10
Evasion check, Power tables, etc. Extra Damage: Base Extra Damage + 2
Evasion check: Basic Evasion + 1
1) E QUIPMENT FOR WARRIOR /B OXER T YPES Defense: 6
A character who has acquired the Fighter class will have Remaining Money: 490 gamels
different equipment depending on their strength.
Grappler Class
Fighter Class Name Price Reference
Weapon (Hard Knuckle +1) 10,440 78
Character’s Strength 27 or more Weapon (Power Anklet) 900 78
Name Price Reference Weapon (Throw) 0 78
Weapon (Flamberge +1) 11,580 68 Armor (Point Guard) 100 82
Armor (Hard Leather) 340 82 Accessory: Neck (Small Bear Claws) 6,000 95
Accessory: Neck (Small Bear Claws) 6,000 95 Accessory: Torso/Waist (Belt of
Accessory: Torso/Waist (Belt of 3,500 94, 102
3,500 94, 102 Renewal)
Renewal) Item (Noble Necessities) 2,000 86
Item (Noble Necessities) 2,000 86 Item (Awake Potion) 100 87
Item (Awake Potion) 100 87 Items (Magic Herb x 3) 300 87
Items (Magic Herb x 3) 300 87 Item (Moonlight Charm (+1)) 500 94

Accuracy check: Base Accuracy + 1 Accuracy check (Hard Knuckle +1): Base Accuracy + 2
Power: 38 (2H) Accuracy check (Power Anklet): Base Accuracy + 1
Crit Value: 10 Accuracy check (Throw): Base Accuracy as it is.
Extra Damage: Base Extra Damage + 2 Power (Hard Knuckle +1): 10
Evasion check: Basic Evasion as it is. Power (Power Anklet): 15
Defense: 4 Power (Throw): 0
Remaining Money: 1,180 gamels Crit Value (Hard Knuckle +1): 10
Crit Value (Power Anklet): 9
Character’s Strength 19 - 26 Crit Value (Throw): 12
Name Price Reference Extra Damage (Hard Knuckle +1): Base Extra Damage + 2
Weapon (Steel Blade +1) 11,450 68 Extra Damage (Power Anklet): Base Extra Damage + 1
Armor (Hard Leather) 340 82 Extra Damage (Throw): Base Extra Damage + 1
Shield
600 84 Evasion check: Basic Evasion + 1
(Tower Shield)
Accessory: Neck
Defense: 1
6,000 95 Remaining Money: 1160 gamels
(Small Bear Claws)
Accessory: Torso/Waist (Belt of
3,500 94, 102
Renewal) 2) E QUIPMENT FOR SWORDER /ARCHER T YPES
Item (Noble Necessities) 2,000 86 Both of them are equipped with the Runesmith class
Item (Awake Potion) 100 87 Arcane Vessels, so roughly two types of equipment and items
Items (Magic Herb x 3) 300 87 are available.

29
Part 1 Character

Fencer Class Accuracy check: Base Accuracy as it is.


Character’s Strength 15 or more Power: 31
Name Price Reference Extra Damage: Base Extra Damage + 1
Weapon (Catalyzed Sword) 2,500 45 Evasion check: 0
Armor (Soft Leather) 150 82 Defense: 4
Shield (Buckler) 60 84 Remaining Money: 3,900 gamels
Accessory: Head (Crown of Thorns) 10,000 94, 101
Accessory: Any (Magic Resistant Crest
900 96, 102 Character’s Strength 6 - 15 or more
(3 pts.)) Name Price Reference
Accessory: Back (Saving Cloak) 8,000 95, 101 Weapon (Catalyzed Bow) 2,500 48
Accessory: Hand (Runesmith Ring/1) 1,000 51 Armor (Cloth Armor) 15 82
Item (Noble Necessities) 2,000 86 Accessory: Head (Crown of Thorns) 10,000 94, 101
Item (Scout's Tools) 100 87 Accessory: Back (Saving Cloak) 8,000 95, 101
Item (Awake Potion) 100 87 Accessory: Hand (Runesmith Ring/1) 1,000 51
Accessory: Back/Waist/Others (Arrow
40 94
Accuracy check: Base Accuracy as it is. Case x 2)
Power: 13 Item (Noble Necessities) 2,000 86
Crit Value: 9 Item (Scout's Tools) 100 87
Extra Damage: Base Extra Damage + 1 Item (Awake Potion) 100 87
Evasion check: Basic Evasion + 2 Items (Mako Stone (5 pts.) x 2) 1,000 87
Defense: 3 Ammunition (Arrow) x 24 20 81
Remaining Money: 190 gamels
Accuracy check: Base Accuracy as it is.
Character’s Strength 1 - 14 Power: 21
Name Price Reference Extra Damage: Base Extra Damage + 1
Weapon (Catalyzed Sword) 2,500 45 Evasion check: 0
Armor (Cloth Armor) 15 82 Defense: 2
Shield (Buckler) 60 84 Remaining Money: 225 gamels
Accessory: Head (Crown of Thorns) 10,000 94, 101
Accessory: Back (Saving Cloak) 8,000 95, 101 3) E QUIPMENT FOR MAGIC WARRIOR /P ALADIN T YPE
Accessory: Hand (Runesmith Ring/1) 1,000 51 Both Magic Warriors and Paladins are basically
Item (Noble Necessities) 2,000 86 equipped as Warriors, but they also have magic implements
Item (Scout's Tools) 100 87 and holy symbols to use magic. The same as in the case of 1)
Item (Awake Potion) 100 87 Warrior Type, some equipment with minimal strength is
Items (Mako Stone (5 pts.) x 4) 2,000 87 used. The equipment is divided into several types by minimal
strength, as in the case of
Accuracy check: Base Accuracy as it is.
Power: 6 Character’s Strength 20 or more
Crit Value: 9 Name Price Reference
Extra Damage: Base Extra Damage + 1 Weapon (Bastard Sword +1) 5,560 68
Evasion check: Basic Evasion + 2 Shield (Kite Shield) 500 84
Defense: 2 Armor (Yscaean Magical Armor) 14,000 83
Remaining Money: 225 gamels Item (Noble Necessities) 2,000 86
Item (Initiates Grimoire, Magic
100 87
Implement, Holy Symbol)※
Marksman Class Items (Mako Stone (5 pts.) x 4) 2,000 87
Character’s Strength 16 or more Item (Awake Potion) 100 87
Name Price Reference
Weapon (Catalyzed Longbow) 3,500 48 Accuracy check: Base Accuracy + 1
Armor (Hard Leather) 340 82 Power: 17/24
Accessory: Head (Headband of Extra Damage: Base Extra Damage + 1
4,000 94
Resentment) Evasion check: Basic Evasion + 1
Accessory: Back (Saving Cloak) 8,000 95, 101 Defense: 8
Accessory: Hand (Runesmith Ring/1) 1,000 51 Remaining Money: 740 gamels
Accessory: Back/Waist/Others (Arrow ※In the case of Fairy Tamer, buy Fairy Tamer's Gem x6 and
40 94
Case x 2) increase the cost to 200 gamels.
Item (Noble Necessities) 2,000 86
Item (Scout's Tools) 100 87
Item (Awake Potion) 100 87
Items (Mako Stone (5 pts.) x 4) 2,000 87
Ammunition (Arrow) x 24 20 81

30
Character’s Strength 8 - 19 or more 4) E QUIPMENT FOR SORCERER T YPE
Name Price Reference They carry no weapons, and their armor is limited to a
Weapon (Rapier +1) 5,110 68 light shield and nonmetallic armor; in addition to magical
Shield (Round Shield) 100 84 implements and holy symbols, they spend their spare money
Armor (Soft Leather) 150 82 on magical items and Mako Stones.
Accessory: Face (Scholar Glasses) 5,000 94, 101
Accessory: Hand (Mana Ring) 10,000 94
Character’s Strength 8 or less
Item (Noble Necessities) 2,000 86
Name Price Reference
Item (Initiates Grimoire, Magic
100 87 No Weapon - -
Implement, Holy Symbol)※
Shield (Round Shield) 100 84
Items (Mako Stone (5 pts.) x 4) 2,000 87 Armor (Soft Leather) 150 82
Item (Awake Potion) 100 87 Accessory: Face (Scholar Glasses) 5,000 94, 101
Accessory: Hand (Mana Ring) 10,000 94
Accuracy check: Base Accuracy + 1 Accessory: Any (Magic Resistant Crest
Power: 8 1,800 96, 102
(3 pts.) x 2)
Extra Damage: Base Extra Damage + 1 Item (Noble Necessities) 2,000 86
Evasion check: Basic Evasion as it is. Item (Initiates Grimoire, Magic
Defense: 4 Implement, Holy Symbol, 10 x Daemon 100 87
Remaining Money: 440 gamels Contracts)※
※In the case of Fairy Tamer, buy Fairy Tamer's Gem x6 and Items (Mako Stone (5 pts.) x 4) 2,000 87
increase the cost to 200 gamels. Item (Awake Potion) 100 87
Legion “Regular Soldiers” 600 63

Accuracy check: None


Power: None
Extra Damage: None
Evasion check: Basic Evasion as it is.
Defense: 4
Remaining Money: 1m650 gamels
※In the case of Fairy Tamer, buy Fairy Tamer's Gem x6 and
increase the cost to 200 gamels.

Once the ability scores, classes, and items have been


determined, determine the history and name of the
character. This step is the same as for Easy Creation and
Normal Creation. You may refer to page 25 to determine
the histories and origin of the character specific to the Magic
Civilization Period.

After following the above steps, all the necessary items on


the character sheet are filled in, and the character created
with Quick Creation is complete. The Total Reputation
should be 200 points.
If you are running a campaign with a character created by
the Quick Creation method, you can still grow the character
according to the normal growth rules.

QUICK CREATION ARRANGEMENTS


The Quick Creation described here is intended to
simplify character creation by creating them as described.
If the player is familiar with the rules and data, they may
change the classes and equipment of the simplified data
provided. Please be aware that the character values and
required items will be changed.

31
Part 1 Character

If you want to create your own characters to explore the Normal Creation Regulations for Magic
Magic Civilization Period, normal creation is the best choice. Civilization Period
Basically, it is the same as the Normal Creation described Growth Add'l Add'l Total
in Core Rulebook I (see CR I, p. 66), but since we Points Experience Money Reputation
recommend that PCs in the Magic Civilization Period start at A 9 +10000 17,000 150
an average level of 5, we present here the regulations for that B 12 +12000 23,000 200
level.
※Both A and B have Noble Necessities (see p. 86)

Below we present the best regulations for your first


Since the Magic Civilization Period assumes that PCs are
adventure in the Magic Civilization Period.
Blue Bloods, the rules for money and initial equipment
These are originally the Regulations for 5 to 6 levels and
during character creation differ from those of a normal
6 to 7 levels, but since it is better to have many classes for
character.
Magic Civilization Period adventures, the total number of
If you are using the regulations for initial creation or
experience points is a little higher.
playing with higher-level characters, please add the following
If you want to create a higher-level character and start an
rules.
adventure, please refer to “Creating a High-Level Character”
However, if you have selected Commoner as your
in Core Rulebook III (see CR III, p. 56).
character's social rank, please use the normal rules.
Note that the Quick Creation is created using Regulation
B.
Money: +3,000 gamels
Initial Equipment: Noble Necessities

Some of the races and classes mentioned in the Magic Civilization period and did not exist in their early
rulebooks, supplements, and databooks originated after the years. Initially, Newmen were expected to be as skilled as
Magic Civilization Period. Noble Elves, but they were a disappointment. However, their
These cannot be selected for characters living in Magic numbers increased in the late period; some even showed
Civilization Period and, as a rule, cannot be used in Magic abilities as Blue Bloods.
Civilization Period adventures for any NPCs, etc. Grassrunners are a race that has been present since the
Some of them were created during the Magic Civilization middle of the Magic Civilization period. They are a rare race
Period and therefore did not exist in that early period. that did not exist in the early period and was rarely seen after
Or there are those that exist as a class, but some of their the mid-point of the Magic Civilization period. Grassrunners
abilities cannot be used in the historical context and are cannot use Dominion and are immune to it (see p. 183).
limited. Therefore, they were treated as Silver Blades and were
This section describes prohibitions and restrictions on regarded as a symbol of freedom.
races and classes.
Also, some Combat Feats are subject to the same F EY
restrictions. We will explain them as well. Fey, which is said to appear once every 1,000 years, were
Translator’s Note: For Sword World 2.5 races and a rarity in the Magic Civilization Period. If you want to play
classes, see Translator’s Annex, p. 183. with Fey's character, the 1,000th Fey Festival (see CG, p. 76)
is a good time. Of course, some Fey are wandering around
regardless of the 1,000th Fey Festival, though they are rare.
Fey are immune to Dominion. But the Fey were also
R UNEFOLK largely ignored because they did not want to go near the
Runefolk is a race artificially created in the Magitech fortress cities where the wizard-kings lived and fought for
Civilization Period. Therefore, it does not exist at all in this supremacy.
period and cannot be selected for a character.
L YCANTHROPES
N EWMAN AND GRASSRUNNERS Although they do not produce their own offspring, they
Newmen are an improved version of Humans with more have been able to sustain their species by performing rituals
powerful magical abilities, enhanced intelligence, and an on kidnapped humanoids and transforming them into
immortal body. They were created around the middle of the Lycanthropes. There is a record that in the early Magic

32
Civilization Period, they were usually giving birth and raising This was also the period when the Tactician class and its core
their children. Stratagems came to fruition.
Although it is not clear what the circumstances were, In the Magic Civilization Period, there were no
Lycanthrope in the mid-term or later can be played as Tacticians, and characters from this period could not acquire
described in rulebooks. them.

AVAILABLE H UMANOID R ACES


Humans, Elves, Dwarves, Nightmares, Shadows,
Lildrakens, Valkyries, Fluorites, and Soleil have existed since P RIEST
the Divine Civilization Period and can be found during the The Priest class emerged at the same time as the birth of
Magic Civilization Period. gods in the world. Since then, Priests have continued to exist
Tabbits were already numerous at the beginning of Magic in every age, and characters in the Magic Civilization Period
Civilization; Miakis were also seen in the early days of Magic can also acquire the Priest class.
Civilization. Leprechaun was also seen in the Magic However, most of the Minor Gods did not exist in the
Civilization Period, but during this period, both Miakis and Magic Civilization Period. The existing Minor Gods that are
Leprechaun went into hiding and were rarely seen. known to have existed during this period are Skanda
Sentians are thought to have existed in the early Magic Latocles, the Twin Goddesses of Sanctions. Nilda, the
Civilization Period but are more frequently recorded in the Goddess of Clothing, appeared in the mid-period, and
middle and later periods. Simurgh, the Dragon God, in the late period. All other
Minor Gods became deities after the fall of the Magic
AVAILABLE B ARBAROUS R ACES Civilization.
Drakes, Basilisks, Trolls, Lamias, Kobolds, Vulcans, When a character from this period acquires the Priest
Dhampirs, Centaurs, and Lizardmen all existed during the class, their belief is limited to Ancient Gods, Major Gods,
Divine Civilization Period. Although strictly speaking, Dark and the Minor Gods mentioned above. However, Priests can
Dwarves are Humanoids, we mention them here. Many only select Nilda and Simurgh in the mid to late periods,
myths tell that they also existed from the Divine Civilization respectively.
Period. The same time restriction applies to Laris, the Mad God,
Weaklings have been seen more and more frequently a Major God who appeared only after the middle of the
since the early days of Magic Civilization. It is said that they Magic Civilization Period. In the case that the game is set in
appeared due to the increase of mana caused by the the early Magic Civilization Period, this god cannot be a target
shattering of Cardia and the negative effects of the War of the of faith.
Gods, but the reason for this is still unknown.
M ARKSMAN
There is no restriction on acquiring the Marksman class
itself. However, Crossbows and Guns are inventions of the
ARTIFICER Magitech Civilization Period, and Marksman class masters of
The Artificer class was developed during the Magitech the Magic Civilization Period may only use Thrown weapons,
Civilization Period, which was the foundation for the rise Bows, and Blowguns.
after the demise of Magic Civilization. Characters of this
period cannot be mastered. It never existed in the Magic R IDER
Civilization Period, and characters from this period cannot There is no restriction on acquiring the Rider class itself.
acquire it. However, the magitech mounts do not exist in the Magic
Civilization Period, and it is impossible to obtain them. Even
ALCHEMIST among Stunts, those who only correspond only to magitech
Like the Artificer class, the Alchemist class was born in cannot be learned by the characters of this period.
the Magitech Civilization Period; it does not exist in the There are no Rider's Guilds in Magic Civilization Period.
Magic Civilization Period, and characters from this period However, its function is replaced by Salons (see p. 15, 128).
cannot acquire it. For details, see the column on the next page.

T ACTICIAN WARLOCK
During the Magic Civilization Period, battles mainly It was not until the middle of the Magic Civilization
depended on individual abilities. There was no study of Period that the existence of another world was discovered,
military techniques that required large numbers of people, and the art of summoning Daemons was established. If the
such as efficient command of troops and strategic use of game is set in the early Magic Civilization Period, the
divided roles. characters of that period cannot acquire the Warlock class.
Although many used Legions (see p. 116, 138), this was
based on absolute dominance, and the skills of organizing,
inspiring, and directing those who had leadership abilities
were not necessary and were not cultivated.
During the Magitech Civilization Period, the art of
commanding armies grew in importance and development.

33
Part 1 Character

SAGE
The Sage class has existed since the beginning of human
F IGHTER writing and the recording and transmission of knowledge.
The Fighter class was born when people took up There were many Sages in the Magic Civilization Period.
weapons. Throughout history, various technologies and
schools have risen and fallen, but there has never been a time E NHANCER
when the skill to use weapons itself was not needed. The Enhancer class already existed at the end of the
In the Magic Civilization Period, martial arts were still Divine Civilization Period; by the Magic Civilization Period,
needed and mastered by many people. it had fallen out of the mainstream and was obsolete, but not
lost. It can be acquired.
GRAPPLER
It is well known that the Grappler class spread explosively B ARD
during the Magitech Civilization Period, but even before that, It is clear that the class existed during the Magic
wrestling techniques were being studied and pursued. Civilization Period. Although the class was largely ignored by
the mainstream of civilization, it can be acquired.
F ENCER
It is believed that the techniques of fighting with light M YSTIC
weapons and armor were first systematized in the Magic The various Divination Tools introduced previously were
Civilization Period. considered to be inventions of Magitech Civilization, but the
Mystic class itself existed in the Magic Civilization Period as
SORCERER a primitive class. There were comparable Divination Tools
Truespeech Magic was invented at the end of the Divine with no data difference at all. There are no restrictions on
Civilization Period and was developed into the Magic acquiring or using them.
Civilization Period. And it is the core of this civilization.

CONJURER
Spiritualism Magic is a system of magic that flourished
and was studied alongside Truespeech Magic during the
Magic Civilization Period. [WEAPON P ROFICIENCY /**]
As noted in the note on the Marksman class, there were
F AIRY T AMER no Crossbows and Guns in the Ancient Magic Civilization
Fairy Magic was established at the end of the Divine period. Characters of this era cannot learn [Weapon
Civilization Period and already existed during the Magic Proficiency A/Crossbow], [Weapon Proficiency
Civilization Period. S/Crossbow], [Weapon Proficiency A/Gun], or [Weapon
Proficiency S/Gun].
SCOUT
The Scout class is said to have arisen during the wizard-
kings' espionage wars. At least, there is no doubt that Scouts
existed and were active in this period.

R ANGER R EPLACEMENT OF R IDER 'S GUILD F UNCTIONS BY SALONS


The prototype of the Ranger class emerged In Magic Civilization Period, there were no Rider's
spontaneously among people living in various regions Guilds, and you could not rely on them for renting or selling
outdoors and was developed and passed down from mounts. However, the salons to which the PCs belong (see p.
generation to generation separately. It is believed that during 15, 128) can replace their function.
the Magitech Civilization Period, their skills, which varied Some of the participants in the salon have excellent riding
greatly from region to region and group to group, were Animals and even Mythical Beasts. PCs can borrow (rent) or
unified. The Ranger class in the form introduced in the get (buy) Animals and Mythical Beasts Mounts through
rulebook is based on this assumption. However, the association with such people. Various items for carrying
knowledge and skills possessed by outdoor dwellers during Mounts are also available and can be used as they are from
the Magic Civilization Period were biased and not exhaustive. the Current Era (around 310 in the continental calendar).
Based on this premise, PCs should be able to acquire the Although the Mount Reduction Tag data in this book has
Ranger class and supplement their lack of skills and “Era: Current”, the actual items used by PCs in this period
knowledge by interacting widely, making efforts, and are equivalent to those made in the Magic Civilization Period.
innovating on their own. They should be able to use the If you lose the rented mount or return it with a disabled
Ranger class as described in the Core Rulebooks. section, you will cause the displeasure of the lender, and the
reputation of the other participants in the salon will
deteriorate. This causes the same problems as the Dishonor
Marks (see CR III, p. 82, LL, p. 135). In this case, the game
procedure should also be treated as in the Core Rulebook
III Revised Edition or Lumiere Legacy.

34
The tables shown here are background tables for Additional Shadow Background
characters playing during the Magic Civilization Period. 2d Background Starting Classes Skill/Body/Mind Experience
You may use the conventional background tables, but 2-4 Archer Marksman 17/6/4 2500
you may not use backgrounds with classes such as Artificer, 5-6 Warrior Fighter 14/8/5 2000
Alchemist, or Tactician. 7 Spy Scout 16/5/6 2500
If you want to make a Barbarous PC, please use the 8-10 Sworder Fencer 16/6/5 2500
background table from the “Barbarous Book” or other 11-12 Rider Rider 15/6/6 2500
supplements.
Additional Lildraken Background
Additional Human Background 2d Background Starting Classes Skill/Body/Mind Experience
2d Background Starting Classes Skill/Body/Mind Experience 2-4 Boxer Grappler 7/11/7 2000
2-3 Boxer Grappler 8/8/5 2000 5-6 Sorcerer Runesmith 5/12/8 2500
4-5 Sorcerer Runesmith 7/8/6 2500 7 Warrior Fighter 5/13/7 2000
6 Officer Fighter 7/9/5 2000 8-10 Priest Priest 6/11/8 2000
7 Blue Blood Aristocrat 6/7/8 2500 11-12 Aristocrat Aristocrat 6/10/9 2500
8 Arcanist Arcanist 7/4/10 2000
9-10 Scholar Sage 6/5/10 2500 Additional Grassrunner Background
11- Sorcerer or 2d Background Starting Classes Skill/Body/Mind Experience
Sorcerer 5/7/9 2000
12 Conjurer 2-4 Apothecary Ranger 12/1/12 2500
5-6 Warrior Fencer 13/2/10 2500
Additional Elf Background 7 Wanderer Scout 12/2/11 2500
2d Background Starting Classes Skill/Body/Mind Experience 8-10 Maestro Bard 11/1/13 2500
2-4 Rider Rider 12/5/9 2500 11-12 Clown Aristocrat* 12/0/13 2500
5-6 Warrior Fencer 13/5/8 2500 *see Translator’s Annex, p. 183
7 Blue Blood Aristocrat 12/2/12 2500
8-10 Arcanist Arcanist 10/3/13 2000 Additional Newman Background
11-12 Fairy Tamer Fairy Tamer 10/4/12 2000 2d Background Starting Classes Skill/Body/Mind Experience
2-4 Aristocrat Aristocrat 7/6/14 2500
Additional Dwarf Background 5-6 Scholar Sage 7/5/15 2500
2d Background Starting Classes Skill/Body/Mind Experience 7 Arcanist Arcanist 6/7/14 2000
2-4 Boxer Grappler 6/9/5 2500 Sorcerer or
8-10 Sorcerer 7/7/13 2000
Conjurer
5-6 Warrior Fighter 5/11/4 2000
11-
7 Sorcerer Runesmith 5/8/7 2500 Priest Priest 6/8/13 2000
12
8-10 Apothecary Ranger 6/8/6 2500
11-12 Aristocrat Aristocrat 5/8/7 2500
Additional Valkyrie Background
2d Background Starting Classes Skill/Body/Mind Experience
Additional Tabbit Background
2-4 Jockey Rider 9/8/9 2500
2d Background Starting Classes Skill/Body/Mind Experience
5-6 Officer Fighter 9/10/7 2000
2-4 Maestro Bard 7/4/11 2500
7 Priest Priest 7/9/10 2000
5-6 Scholar Sage 4/8/10 2500
8-10 Blue Blood Aristocrat 7/8/11 2500
Sorcerer or
7 Sorcerer 4/6/12 2000 11-12 Official Sage 8/7/11 2500
Conjurer
8-10 Arcanist Arcanist 5/6/11 2000
11- Fairy Additional Fey Background
Fairy Tamer 5/7/10 2000 2d Background Starting Classes Skill/Body/Mind Experience
12 Tamer
Fairy Tamer &
2-4 Summoner 6/7/15 1000
Conjurer
Additional Nightmare Background 5-6 Fairy Tamer Fairy Tamer 7/7/14 1500
2d Background Starting Classes Skill/Body/Mind Experience
Master Fairy Tamer &
2-4 Blue Blood Aristocrat 9/9/12 2500 7 8/9/11 1500
Sworder Fencer
5-6 Sorcerer Runesmith 9/10/11 2500 Mysterious Fairy Tamer &
Fighter or 8-10 8/7/13 1000
7 Boxer 8/13/9 2000 Fairy Arcanist
Grappler Fairy Fairy Tamer &
8-10 Arcanist Arcanist 8/9/13 2000 11-12 8/8/12 1500
Wizard Runesmith
11-
Priest Priest 7/11/12 2000
12

35
Part 1 Character

Additional Fluorite Background L ANGUAGES OF MAGIC CIVILIZATION P ERIOD


2d Background Starting Classes Skill/Body/Mind Experience Blue Bloods, the PCs of this era, basically spoke, read,
2-4 Mage Runesmith 6/2/11 2500 and wrote in Arcana. It was the common language of this era,
Sorcerer or so to speak, and was also a proof of education.
5-6 Sorcerer 6/0/11 2000
Conjurer Of course, there were also regional dialects for each
7 Arcanist Arcanist 7/0/12 2000 region, which developed in a variety of ways.
8-10 Aristocrat Aristocrat 5/1/13 2500
However, of course, there is no magitech language, and
11-12 Philosopher Sage 6/1/12 2500
there is no trade common developed from it. Therefore,
these two languages cannot be learned.
Additional Miakis Background For the reasons stated above, the Starting Languages for
2d Background Starting Classes Skill/Body/Mind Experience this generation of races should read as follows:
2-4 Aristocrat Aristocrat 14/7/7 2500
5-6 Warrior Fencer 15/7/6 2500
7 Boxer Grappler 14/8/6 2000 Trade Common → Arcana
8-10 Spy Scout 15/6/7 2500
11-12 Arcanist Arcanist 13/6/9 2000 A character whose starting languages include Trade
Common and whose Intelligence modifier is +1 or less may
Additional Soleil Background be assumed to have neither spoken nor read arcana.
2d Background Starting Classes Skill/Body/Mind Experience However, please make sure to obtain the consent of the GM
2-4 Aristocrat Aristocrat 10/13/3 2500 and other players.
5-6 Pharmacist Ranger 12/12/2 2500
7 Warrior Fighter 10/15/1 2000
8-10 Boxer Grappler 12/14/0 2000
11-12 Jockey Rider 11/13/2 2500

Additional Leprechaun Background


2d Background Starting Classes Skill/Body/Mind Experience
Agile
2-4 Fencer 13/5/5 2500
Warrior
5-6 Hunter Ranger 13/4/6 2500
7 Spy Scout 14/5/4 2500
8-10 Mage Runesmith 12/4/7 2500
11-12 Fairy Tamer Fairy Tamer 11/4/8 2000

Additional Sentian Background


2d Background Starting Classes Skill/Body/Mind Experience
Arcane Priest &
2-4 8/6/7 1000
Priest Arcanist
5-6 Paladin Priest & Fighter 6/8/6 1000
7 Priest Priest 7/6/7 2000
8-10 Theologian Priest & Sage 6/5/9 1500
Wizard- Priest &
11-12 8/4/8 1500
Priest Runesmith

36
This type of magic was created to give easy access to
powerful magic, which is why it has many effects, such as
Arcanist Class Major Class direct attack, recovery, and protection.
Arcane Magic was created to surpass Truespeech Magic, When you learn arcane magic, you will be able to read
Spiritualism Magic, and Deep Magic. Arcana (if you are a character from the Durandal period, you
Arcanists are those who can wield such powerful and have already learned it).
convenient magics. As such, those with the Arcanist Class are
often called “Arcanists”, those who learn and use Arcane Arcanists are proficient in:
Magic. - Spellcasting checks (see CR I, p. 126)
Since it was inherited and studied by the Blue Bloods, - Calculated Damage (see CR I, p. 176)
only Blue Bloods or Silver Blades characters can acquire this When dealing damage with the Arcanist Class, the Magic
class unless there is a special reason. Power itself is used for the calculated damage.

Arcane magic can be used and practiced by learning the wrote them can decipher them, so the Arcanist cannot use
Arcanist Class. As school magic, its spells have a very clear another person's Grimoire to cast Arcane Magic.
purpose, and the circumstances in which they can be used
are very obvious, making them suitable for straightforward SPELL CHANTING
applications, including combat. In Arcane magic, the name of the spell is the last verse of
Arcane spells are not learned in the same way as other the incantation. Although Arcane magic normally requires
spells. At 1st level, you learn one from the list of available the chanting of a lengthy incantation, you can substitute this
Arcane spells. with the act of tracing the words with your finger and
vocalizing the last verse to cast the spell easily and accurately.

R ESTRICTIONS ON E QUIPMENT
To cast a spell, you must hold the grimoire in one hand
and trace the spell on the open page with your finger. With the introduction of the Arcanist Class, the following
A Grimoire is treated as a Class-Specific Item (see LL, p. Combat Feats will be added.
69) with “Stance: 1H”. In addition, since the Grimoire also None of them are automatically acquired but must be
serves as the Magical Implement for Truespeech Magic, acquired as normal Combat Feats. All of them are passive
Spiritualism Magic, and Deep Magic, the user can cast those feats and thus do not need to be declared.
spells by possessing the Grimoire if they have appropriate If you learn [MP Save/**], you can choose the Arcanist
classes. Class to reduce their MP cost by 1 point.
In addition, the use of Arcane Magic is restricted by
armor, just like other Magicians. Therefore, if you are
P ASSIVE COMBAT F EATS
equipped with heavy armor, you will receive a penalty for
Spellcasting checks.
GRIMOIRE P ROFICIENCY A
Armor Penalty Modifier Req. None Use Arcanist class
Hard Leather -2 Sum. Able to use A rank Grimoires
Any Metal Armor -4 Allows the use of A-rank Grimoires, which are
Effect
required for the use of Arcane Magic.
L EARNING ARCANE M AGIC AND P REPARING THE
GRIMOIRE GRIMOIRE P ROFICIENCY S
Unlike other magic types, you will not automatically learn [Grimoire
all spells of any given level. Instead, as with Techniques, Req. Use Arcanist class
Proficiency A]
Spellsongs, and Stunts, as the level increases, as you advance
Sum. Able to use S rank Grimoires
in level, you will choose a spell from the list and learn it. As
Allows the use of S-rank Grimoires, which are
a result, the number of arcane spells an Arcanist can cast is Effect
required for the use of Arcane Magic.
equal to his class level.
When you learn an Arcane spell, you write it down in
your Grimoire. To cast a spell, open the page, trace the words
with your finger, and speak. The words in the Grimoire are
written in dark or secret script so that only the Arcanist who

37
Part 1 Character

GRIMOIRE MASTERY
[Grimoire Proficiency S], S-R ANK GRIMOIRES
Arcanist Grimoire of Wisdom Base Price: 5,000
Req. Arcanist level 11 or Use
class A sturdy book with a cover
higher App. Min. STR 15
made of metal plates.
Sum. Able to use SS rank Grimoires
Rank Effect
Allows the use of SS-rank Grimoires, which Effect
Effect It can be used as a Shield with no Evasion and
are required for the use of Arcane Magic. Defense 3.

Grimoire of Reason Base Price: 10,000


App. Smooth leather-bound book. Min. STR 1
CATEGORY “GRIMOIRE” Rank Effect
Along with the Arcanist Class, this book adds items of the This effect reduces MP consumption by 1 point
category “Grimoire”. when casting Arcane magic. Note that this effect does
Effect not reduce MP consumption to 0 or less. When
A Grimoire is necessary for the use of Arcane magic, as doubling the MP consumption of a spell with
is a magic implement for Truespeech Magic and Spiritualism [Metamagic/Target], the MP consumption is
Magic. n the other hand, all Grimoire items by themselves multiplied and reduced by 1 cost.
satisfy the requirements for all magical implementations of
Arcane Magic, Truespeech Magic, Spiritualism Magic, and Grimoire of Truth Base Price: 22,000
Deep Magic. App. Smooth leather-bound book. Min. STR 15
All grimoires are treated as items with “Stance: 1H”. Rank Effect
There are no restrictions on the purchase or use of B- It can be used as a Grimoire category melee
rank Initiates Grimoire; Grimoires of A-rank and higher, like Effect
weapon with Accuracy +2, Power: 30, Crit Value of
other weapons, each have their own special rank effects, 12
which can be obtained by learning the combat feats
[Grimoire Proficiency **] and [Grimoire Mastery]. SS-R ANK GRIMOIRES
Grimoire of Divine Wisdom Base Price: 90,000
A book made from the tanned
App. Min. STR 10
hide of a mythical beast.
B-R ANK GRIMOIRES Rank Effect
Wielder gains a +4 bonus to Fortitude and
Initiates Grimoire Base Price: 100 Effect
Willpower checks against Arcane magic when
App. Large book with leather cover. Min. STR 1 equipped.
Effect Required for the use of Arcane magic.
Grimoire of Fundamental Truths Base Price:
A-R ANK GRIMOIRES 120,000
Teacher’s Grimoire Base Price: 1,000 A leather-bound book with a
A book with a wooden cover App. pattern reminiscent of a Min. STR 20
App. Min. STR 9 creature's face.
and a leather band.
Rank Effect Rank Effect
Effect It can be used as a Shield with no Evasion and Increases the amount of damage and recovery
Effect
Defense 2. generated by the cast of Arcane magic by +3 that uses
a Power table.
Scholar’s Grimoire Base Price: 2,000
A heavy book with a metal-
App. Min. STR 10
reinforced cover.
Rank Effect
It can be used as a Grimoire category melee
Effect
weapon with Accuracy +1, Power: 20, Crit Value of
12.

Grimoire of Unity Base Price: 4,000


A book with a wooden cover
App. Min. STR 1
and spring plants.
Rank Effect
Effect When equipped, using Arcane magic will
restore 3 HP at the end of your turn.

38
Line, Breakthrough: See “Line & Breakthrough”, CR EX, p.
80.
The following is an excerpt from the general rules of
“How to Read Magic Data” and how to read arcane spells. Duration
The length of time the spell is active. See “Spell
System and Level Duration” (see WT, p. 17 or CR EX, p. 85).
The magic system is indicated by an icon, and the level of
the Arcanist class, at which it can be learned, is indicated by Instant: The spell goes off instantaneously when cast.
a number. *Seconds/*Rounds/*Minutes/*Hours/ *Days: The spell's
effect lasts for * time, then ends. The caster may use a Minor
Name Action to end any lasting spell prematurely.
The name of the spell. Spells with a ☆ after the name
indicates it can be used as a Minor Action. Resistance
Some spells that are used just before checks are also This details if a spell forces a Willpower save by the target
marked with “☆” to indicate that it is possible. and, if it does, what the effect of a successful save is.

Common Name N/A: The spell doesn't require a Willpower save. However,
the target can refuse the spell, in which case the spell ends.
The common name of the spell. The spell's nickname is
Also, this effect cannot be applied to objects.
used to describe its effect.
Half: If the target succeeds in Willpower save, calculated
damage will be halved and cannot be critical. Also, other
Cost effects other than damage will not occur.
How much MP does casting the spell consumes. Neg: The spell resolves without effect if the target succeeds
in Willpower save.
Target Can't: Willpower check is not made and always affects the
Represents a spell target. See EX, p. 75, or WT, p. 14, target.
for details.
Type
Range/Area If the spell has a type, it will be indicated in this field. If
Shows both the maximum range of the spell, as well as the spell does not have a type, it will be marked as “-.”
the area it affects.
“Earth,” “Water/Ice,” “Fire,” “Wind,” “Lightning,”
Range “Energy,” “Slashing,” and “Bludgeoning”: These are the
Self: Spell that targets caster or caster's possessions or main types of damage. This may increase or decrease
equipment. damage, depending upon the weaknesses or resistances of
Touch: Requires the caster to touch the subject with a hand the target or conversely, it can be a target that is ineffective or
or implement. If the caster participates in melee, the skirmish reduced by the monster's unique skills.
characters are treated as touchable. [Metamagic/Targets] Poison: Does not affect monsters with Poison Immunity, like
cannot increase the number of targets for spells with “Range: Undead or Constructs, but ignores effects of some defensive
Touch.” spells. If it has duration, it may be removed by [Cure Poison].
〇m: If a specific distance is given, it is the range of the spell. Disease: This type cannot affect some monsters, and some
The target can be anything that is within that distance. spells might protect from it. If it has duration, it may be
removed by [Cure Disease].
Area Curse: Lays a foul curse upon the target. The means to
--: Spell doesn't have any size. Usually, it is when the range is prevent it are greatly limited, and even [Dispel Magic] won’t
self or touch. remove it. [Remove Curse] spell can remove it.
Shot: The spell flies in a straight line from the caster to the
target. If there is an obstacle in the way, the spell will hit the Summary
obstacle instead. Also, if the caster aims inside the skirmish A quick blurb of text describing the spell in a short
from outside of the skirmish, a Stray Shots (see CR I, p. 170 sentence or two.
or CR EX, p. 29, 66, 81) will occur without [Guided Magic]
combat feat. Effect
Target: The spell has a direct effect on the target. Obstacles The full details of the effects of the spell.
that do not obstruct your line of sight do not affect spells in
this area of sight). No Stray Shots will occur when the spell is
cast on a skirmish.

39
Part 1 Character

☆Acus=Malitiae ☆Aktio=Exokisumus
Common Common
Needle of Malice Cost MP3 Exorcism Cost MP6
Name Name
Target 1 Character Range/Area 10m/Shot Target Caster Range/Area Self/-
Duration Instant Resistance Can’t Type Curse Duration Instant Resistance N/A Type -
Summary Deals 2 points of damage to one target Summary Dispels one unwanted effect at Magic Power +4
Caster stares at the target and deals a small amount of The user selects one unwanted effect that they are
damage. continuously affected by, then compares their Arcane Magic
Effect Power with that of the unwanted effect. If the result is in the
Deals 2 points of cursed magic damage to the target.
Effect
This spell can only be cast once per round. caster's favor, the effect is removed.
The caster gains a +4 bonus when making this check.
This spell can only be cast once per round.
Welm=Rejectus
Common
Name
Barrier of Rejection Cost MP6 ☆Adicio=Elementum
Target 1 Character Range/Area 30m/Target Common
Enkindled Element Cost MP5
3 Name
Duration minutes Resistance N/A Type - Target Caster Range/Area Self/-
(18 r) 10 seconds
Duration Resistance N/A Type -
Summary Creates a magical barrier that stops damage (1 r)
Creates a magical barrier around the target that blocks Summary Add type to spells
damage to the target. If the target is subjected to physical or Adds any one of Fire, Water/Ice, Earth, Wind, or
magical damage, the applied damage is reduced by Magic Lightning to the type of an Arcane spell that deals physical or
Effect
Power. The target of this spell can choose whether or not to magical damage cast by the Arcanist with a Major Action. The
Effect cast spell is treated as an effect of the original and added types.
use this effect each time it takes damage.
This effect is lost after one use (once the target has been
dealt damage, regardless of whether or not it has lost HP,
etc.). Pulkeritoud
Common
Glamour Cost MP4
Name
Corpus=Reparare
Target Caster Range/Area Self/-
Common Duration 1 Hour Resistance N/A Type -
Physick Restore Cost MP5
Name Summary Impression and Investigation checks +2
Target 1 Character Range/Area 30m/Target Magically refracts the gaze directed at the caster, making
Duration Instant Resistance N/A Type - them appear more beautiful.
Summary Restores the target's HP by Power 20 + Magic Power They also gain a +2 bonus to Impression and
Revitalizes the target's life force and restores HP. Effect Investigation checks. They cannot use this spell to make
Effect This spell cannot be critical. However, this effect can themself look like someone else. In addition, the caster may
also be used to restore the HP of Undead or Constructs. add a +2 (or more) bonus to any other action check related
to negotiations at the GM's discretion.
Nebra=Venedamus
Common
☆Magica=Auguetas
Venomous Miasma Cost MP8 Common
Name Emboldened Spells Cost MP6
Target 3m Radius/5 Range/Area 30m/Target Name
Duration Instant Resistance Half Type Poison Target Caster Range/Area Self/-
Summary Deals Power 10 10
Creates a poisonous mist around the indicated point. Duration seconds Resistance N/A Type -
(1 r)
Effect The target takes Power 10 + Magic Power poison magic
damage. Summary Arcane Magic Power +1
Increases the caster's Arcane Magic Power by +1.
Effect This effect ends after the caster's next successful Arcane
Lancare=Ruinas magic Spellcasting check.
Common
Spear of Ruin Cost MP6
Name Lux=Trikience
Target 1 Character Range/Area 30m/Shot Common
Duration Instant Resistance Half Type Energy Piercing Ray Cost MP9
Name
Summary Deals Power 20 to one target Target Any Point Range/Area 50m/Line
Creates a magic spear in the palm of your hand and
Duration Instant Resistance Half Type Energy
throws it at the target.
Effect Summary Deals Power 30 + magic power damage to targets in range
Deal Power 20 + Magic Power energy magic damage to
the target. The caster attacks with a beam of light extending in a
straight line from the palm of the hand.
Effect
It deals Power 30 + Magic Power energy magic damage
to targets within range.

40
Renato=Inceptum
Common
Atmos=Iraptio Name
Grand Revival Cost MP10

Common Target 1 Character Range/Area 30m/Target


Atmosphere Ignition Cost MP12
Name Duration Instant Resistance N/A Type -
Target Radius 4m/10 Range/Area 30m/Target Summary Awakens the target and restores Power 40 + Magic Power
Duration Instant Resistance Half Type Bludg. This spell removes the effect of sleep, unconsciousness,
Summary Deals Power 40 + Magic Power to targets within range or psychic effect on the target.
Explodes the atmosphere within range. If the target's HP is 0 or less, it will be restored to 1 point.
Effect The targets in the area are dealt Power 40 + Magic If the sleep, unconsciousness, or psychic effect has a Target
Power bludgeoning magic damage. Number, the spell check result must be compared with the
Target Number.
A character awakened by this spell can act immediately
Magna=Saltous Effect
but will remain in the same position if they fall prone.
Additionally, the target's HP will be restored to Power
Common
Giant Leap Cost MP5 40 + Magic Power, regardless of whether the character is
Name awakened or not. If the target's HP is zero or less, it will first
Target Caster Range/Area Self/- be restored to 1 point and then further restored by the spell.
3 This spell cannot be critical but restore the HP of
Duration minutes Resistance N/A Type - Undead or Construct characters.
(18 r)
Summary Jump up to 10m
The caster’s own leg strength is magically enhanced,
giving them an incredible leaping ability.
During the duration of the spell, the caster can leap up
to 5 meters in height and 10 meters in length. When landing Kerelitas=Walatous
Effect a leap with this effect, the caster will not take damage or land
prone. Also, in combat, you can leave a melee without the Common
Arcane Flight Cost MP20
need to declare a retreat. Name
Movement under the effect of this spell is treated as a Target 1 Character # Range/Area Touch/-
Full Move. Duration 1 Hour Resistance N/A Type -
Summary Allows target to fly with 100 movement
☆Momento=Reparare Allows you to fly at high-speed using magic power.
Target can fly with a movement of 100. Also, the target
Common Effect gains a +1 bonus to the Accuracy check and Evasion check
Quick Restore Cost MP7
Name for melee attacks like the unique skill [Flying] for the
Target 1 Character Range/Area 10m/Target duration of the effect.
Duration Instant Resistance N/A Type -
Summary Restores the target's HP by Power 50 (power only)
A simple healing spell that immediately restores the Defensio=Perfectus
target. Common
Restores the target's HP by Power 50 (power only). Note Faultless Defense Cost MP20
Name
that this effect does not take the Magic Power of the caster
Effect 1 Character 〇 or 1
into account. This spell cannot be critical; this effect can also Target Range/Area 50m/Target
restore the HP of Undead or Construct characters. Object
This spell can only be cast once per round on the same 3
target. Duration minutes Resistance N/A Type -
(18 r)
Summary Protects the target with a wall of magical energy
Lancair=Damnatorius Creates a magical cocoon that blocks out the
Common surrounding environment.
Spear of Disaster Cost MP10 The cocoon will not be destroyed by physical or magical
Name
damage. It makes the target invisible to others for the
Target 1 Character Range/Area 50m/Shot duration of the effect, and it automatically succeeds in
Duration Instant Resistance Half Type Energy Fortitude and Willpower checks. When cast on an object,
Summary Deals Power 50 energy damage to one character Effect
the object must fit into a cylinder with a radius of 1 meter
Creates a powerful magic spear and throws it to attack. and a height of 2 meters. The character or object under the
Effect It deals Power 50 + Magic Power energy magic damage effect of this spell will not be able to move at will and will be
to the target. unable to perform any actions.
The cocoon loses its effect if it is released by a spell or
other means.

Denebras=Cayence=Luminous
Common
Punishing Ray Cost MP14
Name
Target Any Point Range/Area 50m/Line
Duration Instant Resistance Half Type Energy
Summary Deals Power 60 damage
Deals Power 60 + Magic Power energy magic damage to
Effect
characters within range.

41
Part 1 Character

Mors=Excessus Lux-Sanctum-Adventus
Common Common Arrival of the Holy
Death Trance Cost MP20 Cost MP30
Name Name Light
Target 1 Character 〇 Range/Area 30m/Target Target Radius 6m/20 Range/Area 50m/Target
Duration1 Day Resistance N/A Type Curse Duration Instant Resistance N/A Type -
The user does not die if they fail the Death Check. The Summary Heals Power 100 + Magic Power
Summary
user's maximum HP and MP are reduced Transforms the excess mana into light power and heals
The target does not die during the duration of the effect, a wide range of characters.
even if it fails the Death Check, and will not gain any The HP of all characters in the area is healed by Power
soulscars. The target remains unconscious. After failing the Effect
100 + Magic Power.
death check, the target's maximum HP and MP are reduced This spell cannot be critical, and this effect can heal the
by 10 points for the duration of the spell. This is cumulative HP of Undead and Constructs characters.
for all Death check attempts (minimum 0). If their
Effect
maximum HP value reaches 0 during this spell duration, the
target dies immediately, and they gain 5 soulscars.
If the effect of this spell is lost in any way other than the
elapse of its duration, the reduction in maximum HP and
MP becomes permanent.
This spell has no effect on Undead and Constructs.

Spatium=Teleportus
Common
Phase Shift Cost MP25
Name
Target Radius 10m/All Range/Area Self/-
DurationInstant Resistance N/A Type -
Transports all characters and objects around the caster at
Summary
once
Instantly moves characters and objects within a 10-meter
radius of the caster to any point within the caster's field of
vision or to a location the caster has been to before. Any
obstacles in the way, such as walls, can be ignored, but the
spell will not work unless there is a 10m radius of the space
to be moved to.
Effect Any non-fixed object that exists within the area of effect
can be transferred, even if the caster does not touch it
directly. If the caster has mastered the [Magic Control]
Combat Feat, it is possible to exclude characters and objects
in the area (but not the caster).
It is ultimately up to the GM to decide whether the soil
on the ground or water can be teleported.

Mors=Tempestus
Common
Death Flare Cost MP30
Name
Target Radius 6m/20 Range/Area 100m/Target
Duration Instant Resistance Half Type Curse
Summary Power 80 + Magic Power, -20 penalty to Death Check
The caster’s powerful will becomes a deadly tempest
that strikes at the target.
Effect Deal Power 80 + Magic Power curse magic damage to
the target. If the target's HP is reduced to 0 or less by this
spell, the target suffers a -20 penalty to its Death Check.

Lancare=Ferriodeus
Common
Spear of Godslaying Cost MP18
Name
Target 1 Character Range/Area 100m/Shot
Duration Instant Resistance Half Type Energy
Summary Deals Power 100 damage
Throws spear is made with mana so concentrated that it
is said to kill even gods.
Effect
Deals Power 100 + Magic Power energy magic damage
to the target.

42
Maximum Number of Arcane Vessels and
Engraved Rune, Specific MP
Runesmith Class Minor Class Maximum Number Specific
Arcane Vessels
During the Magic Civilization Period, people developed of Runes MP
a system of using mana as magic. They also studied pre-made B-rank Weapons, Armor, and
2 5
vessels with magical powers, which became popularly known Shields Arcane Vessels
as “Arcane Vessels.” Techniques for manipulating Arcane A-rank Weapons, Armor, and
3 10
Vessel were eventually established. Shields Arcane Vessels
S-rank Weapons, Armor, and
To create an Arcane Vessel, Runes are written on the 4 15
Shields Arcane Vessels
vessel. When used, mana is poured into these Runes to SS-rank Weapons, Armor, and
activate the Arcane Vessel. The Runesmith class handles the 5 20
Shields Arcane Vessels
creation of Arcane Vessels and Runes, and those who B-rank Grimoires Arcane Vessels 1 5
manipulate them are called Runesmiths. A-rank Grimoires Arcane Vessels 2 10
Runesmiths are proficient in the following: S-rank Grimoires Arcane Vessels 3 15
- Appraise checks (see CR I, p. 129) SS-rank Grimoires Arcane
4 20
Vessels
**/1 Accessory Arcane Vessels 1 5
**/2 Accessory Arcane Vessels 2 10
**/3 Accessory Arcane Vessels 3 15
Runesmiths need to purchase an Arcane Vessel and write **/4 Accessory Arcane Vessels 4 20
a Rune for each Arcane Vessel they have learned. The
Runesmith can activate the prepared Rune using mana with Each Rune requires one hour of work to engrave or to
a Minor Action. erase an already engraved Rune.
The list of Arcane Vessels is present on page 45. The Rune cannot be used by simply inscribing a Rune.
The effect of Rune can only be activated by activating it.
ACQUIRING R UNES
Runes, like Technique and Spellsong, are acquired by You Can Carve the Same Rune on Multiple
selecting one of the available Runes for each level of the
Arcane Vessels
Runesmith class. The number of Runes a mage has acquired
is equal to the level of Runesmith class they have acquired. The Rune learned by Runesmith can be used to engrave
the same Rune on multiple Arcane Vessels, as long as they
are compatible with the Arcane Vessel and were acquired.
R UNES ON ARCANE VESSEL
This is useful when using more than one weapon at a time,
Once the Rune is acquired, the corresponding Arcane
using armor and shield at the same time, or preparing
Vessel must be purchased, and the Rune must be engraved.
multiple accessories.
A Rune is ready for activation when it is engraved on the
corresponding Arcane Vessel. Each Rune has a
corresponding Arcane Vessel, and a Rune cannot be ACTIVATION
activated by engraving it on any other Arcane Vessel. Each The Rune is ready to be activated by pouring mana into
Arcane Vessel has a specific number of Runes that can be the Rune that has been engraved on the Arcane Vessel. Each
engraved at one time. Rune can be activated by consuming 5 MP with Minor
Action. MP can be substituted for the original MP with Mako
Stone or similar items. The duration of each activated Rune
SPECIFIC MP OF ARCANE VESSELS
is 3 minutes (18 rounds).
Every Arcane Vessel has a pre-defined MP that is
required to activate Rune. These are called “Specific MP”.
Specific MP can be consumed for each Arcane Vessel Deactivation
only to activate the Rune engraved on the Arcane Vessel. See To deactivate an already activated Rune, it must be
“Maximum Number of Arcane Vessels and Engraved Rune, deactivated by Runesmith with Minor Action. If someone
Specific MP” for the maximum of Specific MP. else wants to deactivate an activated Arcane Vessel, Success
When an Arcane Vessel's MP is consumed, it is restored Value 40 [Perfect Cancellation] (see CR III, p. 149) or its
to its maximum value at 6:00 a.m. the next day. It cannot be equivalent effect is required.
recovered by any other means.
Activate While Moving
There are no restrictions on activating Rune with Normal
Move and Limited Move. However, if you activate any Rune
in a turn, you cannot make a Full Move or activate a Rune in
a turn in which you make a Full Move.

43
Part 1 Character

R UNES AND ACTIVATION R ESTRICTIONS ARCANE VESSEL P ROFICIENCY A


To activate Rune, the Runesmith who engraved the Rune Req. None Use Runesmith class
must hold, touch, or wear the Arcane Vessel to activate it. Sum. Able to use A-rank Arcane Vessels
After the Rune is activated, it remains in effect for the Allows to equip and use of A-rank weapons and
duration of the effect, even if the Rune is released. armor of category Arcane Vessel. Physical damage of
In principle, the effect of an activated Rune can only Effect category Arcane Vessel weapons is increased by +1,
affect the Runesmith themself. A Rune engraved by another and Defense is increased by +1 if one or more
Runesmith cannot be activated, and the effect cannot be armors of category Arcane Vessel are equipped.
obtained even if the Runesmith receives an already activated
Arcane Vessel. ARCANE VESSEL P ROFICIENCY S
[Arcane Vessel Proficiency
DUPLICATION OF R UNE E FFECTS Runesmith
Req. A] and Runesmith class of Use
class
The acquired Rune can be engraved on multiple Arcane 5th level or higher
Vessels in advance. However, unless otherwise stated in the Sum. Able to use S-rank Arcane Vessels
Rune effect, the same Rune effect will not be duplicated even Allows to equip and use of S-rank weapons and
if they are activated at the same time. armor of category Arcane Vessel. Physical damage of
category Arcane Vessel weapons is increased by +1
Effect
(total +2), and Defense is increased by +1 (total +2) if
one or more armors of category Arcane Vessel are
equipped.
With the introduction of the Runesmith class, the
following Combat Feats are added. All of them are not
ARCANE VESSEL MASTERY
acquired automatically but can be selectively acquired.
[Arcane Vessel Proficiency
Runesmith
Req. S] and Runesmith class of Use
class
11th level or higher
Sum. Able to use SS rank Arcane Vessels
Allows to equip and use of SS-rank weapons and
armor of category Arcane Vessel. Physical damage of
category Arcane Vessel weapons is increased by +1
Effect
(total +3), and Defense is increased by +1 (total +3) if
one or more armors of category Arcane Vessel are
equipped.

Here, we will list the Arcane Vessels and Runes, which


can be engraved with the Runes learned by Runesmiths.
All weapons, armor, and shields in the category “Arcane
Vessel” are not subject to the rules for dealing with higher-
ranked weapons and armor by adding +10 to minimal
strength, as described in “Handling High STR Weapons and
Arcane Vessels are basically the same as that of Armor” (see CR II, p. 43). If the character wishes to use a
conventional weapons and armor. Please refer to the high-rank Arcane Vessel, they must learn [Arcane Vessel
Rulebooks (see CR I, p. 241, CR EX, p. 268) for more Proficiency A] and so on.
details.
Rune includes the following items:

Corresponds
Indicates which Arcane Vessel the Rune corresponds to. Arcane Vessel weapons and armor have multiple
categories, such as “Arcane Vessel” and “Sword”. If you have
Rune Prerequisite [Arcane Vessel Proficiency], you can handle higher-rank
The Rune listed here must have been previously activated Arcane Vessels.
on the same Arcane Vessel to activate the specified Rune. At the same time, if you learn [Weapon Proficiency] or
[Armor Proficiency], you can also benefit from the increase
Effect in physical damage.
A specific effect of activating Rune. [Weapon Proficiency] and [Armor Proficiency] Combat
Feats alone don’t allow to equip high-ranked Arcane Vessels.

44
ABOUT THE “STANCE: 3H” WEAPONS able to manipulate it at will and is normally reserved for
In the list of weapons, there are “Stance: 3H” weapons. Manaflares.
This is a weapon that must be held with three hands to be When referring to the conditions of use of Combat Feats,
etc., it is handled in the same way as “Stance: 2H” weapons.

These weapons can be treated as regular weapons even if About Weapon Appearance
they are not activated. They are also treated as Magic Arcane Vessels called “Enhanced **” are ranked B.
Weapons regardless of their activation status. These weapons When activated, the blade and striking parts emit a pale blue
cannot be modified or enhanced in any way, such as Custom- light.
Forged, Magic Weapon +1, etc. Arcane Vessels called “Catalyzed **” are A-rank. When
When a Rune such as [Rune of Power/+5] is added, the activated, the blades emit a flaming scarlet light.
Power of the weapon changes when Rune is activated, so it is Arcane Vessels called “Luminous **” are S-rank. When
better to write both the power in the table and the power after activated, the blades glow the bright color of the sun.
the activation. Arcane Vessels called “Akashic **” are SS-rank. When
activated, the blades reflect light like obsidian.

B-Rank (Maximum Number of Runes 2, Specific MP 5 points)


Name Popularity Stance Min STR Accuracy Power ③ ④ ⑤ ⑥ ⑦ ⑧ ⑨ ⑩ ⑪ ⑫ Crit Rate Add'l Dmg Price Notes
Enhanced Dagger 1H 1 - 1 0 0 0 1 2 3 3 3 4 4 ⑩ - 200

Enhanced Sword 1H 5 - 5 0 1 1 2 2 3 4 5 5 5 ⑩ - 500

Enhanced Blade 2H 15 - 25 2 3 4 5 6 7 8 8 9 10 ⑩ - 1,000

Enhanced Tri-Grip 3H 20 - 35 3 4 5 7 8 9 10 10 11 12 ⑩ - 1,500

A-Rank (Maximum Number of Runes 3, Specific MP 10 points)


Name Popularity Stance Min STR Accuracy Power ③ ④ ⑤ ⑥ ⑦ ⑧ ⑨ ⑩ ⑪ ⑫ Crit Rate Add'l Dmg Price Notes
Catalyzed Dagger 1H 1 - 6 0 1 1 2 3 3 4 5 5 5 ⑩ - 1,500

Catalyzed Sword 1H 8 - 13 1 2 3 3 4 4 5 6 7 7 ⑩ - 2,500

Catalyzed Blade 2H 18 - 33 3 4 5 6 8 8 10 10 10 11 ⑩ - 3,500

Catalyzed Tri-Grip 3H 23 - 43 4 6 7 8 9 10 11 12 13 14 ⑩ - 4,500

S-Rank (Maximum Number of Runes 4, Specific MP 15 points)


Name Popularity Stance Min STR Accuracy Power ③ ④ ⑤ ⑥ ⑦ ⑧ ⑨ ⑩ ⑪ ⑫ Crit Rate Add'l Dmg Price Notes
Luminous Dagger 1H 1 - 11 1 2 2 3 3 4 5 6 6 7 ⑩ - 6,000

Luminous Sword 1H 11 - 21 1 2 3 4 6 6 7 8 9 10 ⑩ - 10,000

Luminous Blade 2H 21 - 41 4 6 6 7 9 10 11 12 12 13 ⑩ - 14,000

Luminous Tri-Grip 3H 31 - 56 5 8 10 10 11 12 13 15 16 16 ⑩ - 18,000

SS-Rank (Maximum Number of Runes 5, Specific MP 20 points)


Name Popularity Stance Min STR Accuracy Power ③ ④ ⑤ ⑥ ⑦ ⑧ ⑨ ⑩ ⑪ ⑫ Crit Rate Add'l Dmg Price Notes
Akashic Dagger 1H 1 - 16 1 2 3 4 4 5 6 7 7 8 ⑩ - 30,000

Akashic Sword 1H 14 - 29 2 3 4 6 7 8 9 9 10 10 ⑩ - 50,000

Akashic Blade 2H 24 - 49 4 6 7 10 10 12 12 13 14 15 ⑩ - 70,000

Akashic Tri-Grip 3H 34 - 64 5 9 10 11 13 14 15 17 17 18 ⑩ - 90,000

B-Rank (Maximum Number of Runes 2, Specific MP 5 points)


Name Popularity Stance Min STR Accuracy Power ③ ④ ⑤ ⑥ ⑦ ⑧ ⑨ ⑩ ⑪ ⑫ Crit Rate Add'l Dmg Price Notes
Enhanced Axe 1H 10 - 15 1 2 3 4 4 5 5 6 7 8 ⑪ - 500

Enhanced Heavy Axe 2H 20 - 35 3 4 5 7 8 9 10 10 11 12 ⑪ - 1,000

45
Part 1 Character

A-Rank (Maximum Number of Runes 3, Specific MP 10 points)


Name Popularity Stance Min STR Accuracy Power ③ ④ ⑤ ⑥ ⑦ ⑧ ⑨ ⑩ ⑪ ⑫ Crit Rate Add'l Dmg Price Notes
Catalyzed Axe 1H 13 - 23 2 2 3 5 6 7 7 8 9 10 ⑪ - 2,500

Catalyzed Heavy Axe 2H 23 - 43 4 6 7 8 9 10 11 12 13 14 ⑪ - 3,500

S-Rank (Maximum Number of Runes 4, Specific MP 15 points)


Name Popularity Stance Min STR Accuracy Power ③ ④ ⑤ ⑥ ⑦ ⑧ ⑨ ⑩ ⑪ ⑫ Crit Rate Add'l Dmg Price Notes
Luminous Axe 1H 16 - 31 2 4 5 6 7 8 9 10 10 11 ⑪ - 10,000

Luminous Heavy Axe 2H 26 - 51 5 7 8 10 10 12 12 13 15 15 ⑪ - 14,000

SS-Rank (Maximum Number of Runes 5, Specific MP 1205 points)


Name Popularity Stance Min STR Accuracy Power ③ ④ ⑤ ⑥ ⑦ ⑧ ⑨ ⑩ ⑪ ⑫ Crit Rate Add'l Dmg Price Notes
Akashic Axe 1H 19 - 39 4 5 6 7 8 10 11 11 12 13 ⑪ - 50,000

Akashic Heavy Axe 2H 29 - 59 5 9 10 11 12 12 14 15 16 17 ⑪ - 70,000

B-Rank (Maximum Number of Runes 2, Specific MP 5 points)


Name Popularity Stance Min STR Accuracy Power ③ ④ ⑤ ⑥ ⑦ ⑧ ⑨ ⑩ ⑪ ⑫ Crit Rate Add'l Dmg Price Notes
Enhanced Spear 1H 7 -1 12 1 2 2 3 4 4 5 6 6 7 ⑩ - 500

Enhanced Long Spear 2H 17 -1 32 3 4 5 6 7 8 10 10 10 11 ⑩ - 1,000

A-Rank (Maximum Number of Runes 3, Specific MP 10 points)


Name Popularity Stance Min STR Accuracy Power ③ ④ ⑤ ⑥ ⑦ ⑧ ⑨ ⑩ ⑪ ⑫ Crit Rate Add'l Dmg Price Notes
Catalyzed Spear 1H 10 -1 20 1 2 3 4 5 6 7 8 9 10 ⑩ - 2,500

Catalyzed Long Spear 2H 20 -1 40 4 5 6 7 9 10 11 11 12 13 ⑩ - 3,500

S-Rank (Maximum Number of Runes 4, Specific MP 15 points)


Name Popularity Stance Min STR Accuracy Power ③ ④ ⑤ ⑥ ⑦ ⑧ ⑨ ⑩ ⑪ ⑫ Crit Rate Add'l Dmg Price Notes
Luminous Spear 1H 13 -1 28 2 3 4 6 6 8 9 9 10 10 ⑩ - 10,000

Luminous Long Spear 2H 23 -1 48 4 6 7 9 10 12 12 13 13 15 ⑩ - 14,000

SS-Rank (Maximum Number of Runes 5, Specific MP 20 points)


Name Popularity Stance Min STR Accuracy Power ③ ④ ⑤ ⑥ ⑦ ⑧ ⑨ ⑩ ⑪ ⑫ Crit Rate Add'l Dmg Price Notes
Akashic Spear 1H 16 -1 36 3 5 5 7 8 9 10 11 11 12 ⑩ - 50,000

Akashic Long Spear 2H 26 -1 56 5 8 10 10 11 12 13 15 16 16 ⑩ - 70,000

B-Rank (Maximum Number of Runes 2, Specific MP 5 points)


Name Popularity Stance Min STR Accuracy Power ③ ④ ⑤ ⑥ ⑦ ⑧ ⑨ ⑩ ⑪ ⑫ Crit Rate Add'l Dmg Price Notes
Enhanced Mace 1H 12 +1 17 1 2 3 4 5 5 6 7 7 8 ⑫ - 500

Enhanced Maul 2H 22 +1 37 3 5 6 7 8 9 10 11 12 12 ⑫ - 1,000

Enhanced Huge Club 3H 27 +1 47 4 6 7 9 10 11 12 13 13 15 ⑫ - 1,500

A-Rank (Maximum Number of Runes 3, Specific MP 10 points)


Name Popularity Stance Min STR Accuracy Power ③ ④ ⑤ ⑥ ⑦ ⑧ ⑨ ⑩ ⑪ ⑫ Crit Rate Add'l Dmg Price Notes
Catalyzed Mace 1H 15 +1 25 2 3 4 5 6 7 8 8 9 10 ⑫ - 2,500

Catalyzed Maul 2H 25 +1 45 4 6 7 9 10 10 11 12 13 14 ⑫ - 3,500

Catalyzed Huge Club 3H 30 +1 55 5 7 10 10 11 12 13 14 16 16 ⑫ - 4,500

46
S-Rank (Maximum Number of Runes 4, Specific MP 15 points)
Name Popularity Stance Min STR Accuracy Power ③ ④ ⑤ ⑥ ⑦ ⑧ ⑨ ⑩ ⑪ ⑫ Crit Rate Add'l Dmg Price Notes
Luminous Mace 1H 18 +1 33 3 4 5 6 8 8 10 10 10 11 ⑫ - 10,000

Luminous Maul 2H 28 +1 53 5 7 9 10 11 12 12 14 15 15 ⑫ - 14,000

Luminous Huge Club 3H 33 +1 63 5 9 10 11 13 13 15 17 17 18 ⑫ - 18,000

SS-Rank (Maximum Number of Runes 5, Specific MP 20 points)


Name Popularity Stance Min STR Accuracy Power ③ ④ ⑤ ⑥ ⑦ ⑧ ⑨ ⑩ ⑪ ⑫ Crit Rate Add'l Dmg Price Notes
Akashic Mace 1H 21 +1 41 4 6 6 7 9 10 11 12 12 13 ⑫ - 50,000

Akashic Maul 2H 31 +1 61 5 9 10 11 12 13 14 16 17 18 ⑫ - 70,000

Akashic Huge Club 3H 36 +1 71 5 9 10 13 14 16 17 18 19 20 ⑫ - 90,000

B-Rank (Maximum Number of Runes 2, Specific MP 5 points)


Name Popularity Stance Min STR Accuracy Power ③ ④ ⑤ ⑥ ⑦ ⑧ ⑨ ⑩ ⑪ ⑫ Crit Rate Add'l Dmg Price Notes
Enhanced Flail 1H 4 -1 9 0 1 2 3 3 4 4 5 6 7 ⑩ - 500

Enhanced Heavy Flail 2H 14 -1 29 2 3 4 6 7 8 9 9 10 10 ⑩ - 1,000

A-Rank (Maximum Number of Runes 3, Specific MP 10 points)


Name Popularity Stance Min STR Accuracy Power ③ ④ ⑤ ⑥ ⑦ ⑧ ⑨ ⑩ ⑪ ⑫ Crit Rate Add'l Dmg Price Notes
Catalyzed Flail 1H 7 -1 17 1 2 3 4 5 5 6 7 7 8 ⑩ - 2,500

Catalyzed Heavy Flail 2H 17 -1 37 3 5 6 7 8 9 10 11 12 12 ⑩ - 3,500

S-Rank (Maximum Number of Runes 4, Specific MP 15 points)


Name Popularity Stance Min STR Accuracy Power ③ ④ ⑤ ⑥ ⑦ ⑧ ⑨ ⑩ ⑪ ⑫ Crit Rate Add'l Dmg Price Notes
Luminous Flail 1H 10 -1 25 2 3 4 5 6 7 8 8 9 10 ⑩ - 10,000

Luminous Heavy Flail 2H 20 -1 45 4 6 7 9 10 10 11 12 13 14 ⑩ - 14,000

SS-Rank (Maximum Number of Runes 5, Specific MP 20 points)


Name Popularity Stance Min STR Accuracy Power ③ ④ ⑤ ⑥ ⑦ ⑧ ⑨ ⑩ ⑪ ⑫ Crit Rate Add'l Dmg Price Notes
Akashic Flail 1H 13 -1 33 3 4 5 6 8 8 10 10 10 11 ⑩ - 50,000

Akashic Heavy Flail 2H 23 -1 53 5 7 9 10 11 12 12 14 15 15 ⑩ - 70,000

B-Rank (Maximum Number of Runes 2, Specific MP 5 points)


Name Popularity Stance Min STR Accuracy Power ③ ④ ⑤ ⑥ ⑦ ⑧ ⑨ ⑩ ⑪ ⑫ Crit Rate Add'l Dmg Price Notes
Enhanced Pick 1H 6 -1 11 1 2 2 3 3 4 5 6 6 7 ⑩ - 500

Enhanced War Pick 2H 16 -1 31 2 4 5 6 7 8 9 10 10 11 ⑩ - 1,000

A-Rank (Maximum Number of Runes 3, Specific MP 10 points)


Name Popularity Stance Min STR Accuracy Power ③ ④ ⑤ ⑥ ⑦ ⑧ ⑨ ⑩ ⑪ ⑫ Crit Rate Add'l Dmg Price Notes
Catalyzed Pick 1H 9 -1 19 1 2 3 4 5 6 7 7 8 9 ⑩ - 2,500

Catalyzed War Pick 2H 19 -1 39 4 5 6 7 8 10 11 11 12 13 ⑩ - 3,500

S-Rank (Maximum Number of Runes 4, Specific MP 15 points)


Name Popularity Stance Min STR Accuracy Power ③ ④ ⑤ ⑥ ⑦ ⑧ ⑨ ⑩ ⑪ ⑫ Crit Rate Add'l Dmg Price Notes
Luminous Pick 1H 12 -1 27 2 3 4 6 6 8 8 9 9 10 ⑩ - 10,000

Luminous War Pick 2H 22 -1 46 4 6 7 9 10 10 12 13 13 14 ⑩ - 14,000

SS-Rank (Maximum Number of Runes 5, Specific MP 20 points)


Name Popularity Stance Min STR Accuracy Power ③ ④ ⑤ ⑥ ⑦ ⑧ ⑨ ⑩ ⑪ ⑫ Crit Rate Add'l Dmg Price Notes
Akashic Pick 1H 15 -1 35 3 4 5 7 8 9 10 10 11 12 ⑩ - 50,000

Akashic War Pick 2H 25 -1 55 5 7 10 10 11 12 13 14 16 16 ⑩ - 70,000

47
Part 1 Character

※Maybe used by Grappler.


B-Rank (Maximum Number of Runes 2, Specific MP 5 points)
Name Popularity Stance Min STR Accuracy Power ③ ④ ⑤ ⑥ ⑦ ⑧ ⑨ ⑩ ⑪ ⑫ Crit Rate Add'l Dmg Price Notes
Enhanced Knuckles 1H 1 +1 1 0 0 0 1 2 3 3 3 4 4 ⑩ - 500

Enhanced Boots 1H# 5 -1 15 1 2 3 4 4 5 5 6 7 8 ⑩ - 1,000

A-Rank (Maximum Number of Runes 3, Specific MP 10 points)


Name Popularity Stance Min STR Accuracy Power ③ ④ ⑤ ⑥ ⑦ ⑧ ⑨ ⑩ ⑪ ⑫ Crit Rate Add'l Dmg Price Notes
Catalyzed Knuckles 1H 4 +1 9 0 1 2 3 3 4 4 5 6 7 ⑩ - 2,500

Catalyzed Boots 1H# 9 -1 23 2 2 3 5 6 7 7 8 9 10 ⑩ - 3,500

S-Rank (Maximum Number of Runes 4, Specific MP 15 points)


Name Popularity Stance Min STR Accuracy Power ③ ④ ⑤ ⑥ ⑦ ⑧ ⑨ ⑩ ⑪ ⑫ Crit Rate Add'l Dmg Price Notes
Luminous Knuckles 1H 7 +1 17 1 2 3 4 5 5 6 7 7 8 ⑩ - 10,000

Luminous Boots 1H# 11 -1 31 2 4 5 6 7 8 9 10 10 11 ⑩ - 14,000

SS-Rank (Maximum Number of Runes 5, Specific MP 20 points)


Name Popularity Stance Min STR Accuracy Power ③ ④ ⑤ ⑥ ⑦ ⑧ ⑨ ⑩ ⑪ ⑫ Crit Rate Add'l Dmg Price Notes
Akashic Knuckles 1H 10 +1 25 2 3 4 5 6 7 8 8 9 10 ⑩ - 50,000

Akashic Boots 1H# 14 -1 39 4 5 6 7 8 10 11 11 12 13 ⑩ - 70,000

※Throwing weapons.
B-Rank (Maximum Number of Runes 2, Specific MP 5 points)
Name Popularity Stance Min STR Accuracy Power ③ ④ ⑤ ⑥ ⑦ ⑧ ⑨ ⑩ ⑪ ⑫ Crit Rate Add'l Dmg Price Notes
Enhanced Dart 1H* 1 - 1 0 0 0 1 2 3 3 3 4 4 ⑩ - 500 Range 10m

Enhanced Chakram 1H* 5 - 5 0 1 1 2 2 3 4 5 5 5 ⑩ - 1,000 Range 10m

A-Rank (Maximum Number of Runes 3, Specific MP 10 points)


Name Popularity Stance Min STR Accuracy Power ③ ④ ⑤ ⑥ ⑦ ⑧ ⑨ ⑩ ⑪ ⑫ Crit Rate Add'l Dmg Price Notes
Catalyzed Dart 1H* 1 - 6 0 1 1 2 3 3 4 5 5 5 ⑩ - 2,500 Range 10m

Catalyzed Chakram 1H* 8 - 13 1 2 3 3 4 4 5 6 7 7 ⑩ - 3,500 Range 10m

S-Rank (Maximum Number of Runes 4, Specific MP 15 points)


Name Popularity Stance Min STR Accuracy Power ③ ④ ⑤ ⑥ ⑦ ⑧ ⑨ ⑩ ⑪ ⑫ Crit Rate Add'l Dmg Price Notes
Luminous Dart 1H* 1 - 11 1 2 2 3 3 4 5 6 6 7 ⑩ - 10,000 Range 20m

Luminous Chakram 1H* 11 - 21 1 2 3 4 6 6 7 8 9 10 ⑩ - 14,000 Range 20m

SS-Rank (Maximum Number of Runes 5, Specific MP 20 points)


Name Popularity Stance Min STR Accuracy Power ③ ④ ⑤ ⑥ ⑦ ⑧ ⑨ ⑩ ⑪ ⑫ Crit Rate Add'l Dmg Price Notes
Akashic Dart 1H* 1 - 16 1 2 3 4 4 5 6 7 7 8 ⑩ - 50,000 Range 20m

Akashic Chakram 1H* 14 - 29 2 3 4 6 7 8 9 9 10 10 ⑩ - 70,000 Range 20m

※Ranged weapons.
B-Rank (Maximum Number of Runes 2, Specific MP 5 points)
Name Popularity Stance Min STR Accuracy Power ③ ④ ⑤ ⑥ ⑦ ⑧ ⑨ ⑩ ⑪ ⑫ Crit Rate Add'l Dmg Price Notes
Enhanced Bow 2H 3 - 13 1 2 3 3 4 4 5 6 7 7 ⑩ - 500 Range 20m

Enhanced Longbow 2H 13 - 23 2 2 3 5 6 7 7 8 9 10 ⑩ - 1,000 Range 20m

48
A-Rank (Maximum Number of Runes 3, Specific MP 10 points)
Name Popularity Stance Min STR Accuracy Power ③ ④ ⑤ ⑥ ⑦ ⑧ ⑨ ⑩ ⑪ ⑫ Crit Rate Add'l Dmg Price Notes
Catalyzed Bow 2H 6 - 21 1 2 3 4 6 6 7 8 9 10 ⑩ - 2,500 Range 30m

Catalyzed Longbow 2H 16 - 31 2 4 5 6 7 8 9 10 10 11 ⑩ - 3,500 Range 30m

S-Rank (Maximum Number of Runes 4, Specific MP 15 points)


Name Popularity Stance Min STR Accuracy Power ③ ④ ⑤ ⑥ ⑦ ⑧ ⑨ ⑩ ⑪ ⑫ Crit Rate Add'l Dmg Price Notes
Luminous Bow 2H 9 - 29 2 3 4 6 7 8 9 9 10 10 ⑩ - 10,000 Range 40m

Luminous Longbow 2H 19 - 39 4 5 6 7 8 10 11 11 12 13 ⑩ - 14,000 Range 40m

SS-Rank (Maximum Number of Runes 5, Specific MP 20 points)


Name Popularity Stance Min STR Accuracy Power ③ ④ ⑤ ⑥ ⑦ ⑧ ⑨ ⑩ ⑪ ⑫ Crit Rate Add'l Dmg Price Notes
Akashic Bow 2H 12 - 37 3 5 6 7 8 9 10 11 12 12 ⑩ - 50,000 Range 50m

Akashic Longbow 2H 22 - 47 4 6 7 9 10 11 12 13 13 15 ⑩ - 70,000 Range 50m

As a rule, armor treated as an Arcane Vessel has multiple Combat Feat effects of both [Arcane Vessel Proficiency A]
categories, such as Arcane Vessel and Nonmetallic Armor. If and [Armor Proficiency A/Nonmetallic Armor].
a character is equipped with such armor, they can get the

These items can be treated as armor even if they are not About Armor Appearance
activated. They are also treated as Magic armor regardless of Arcane Vessels called “Enhanced **” are ranked B.
their activation status. These items cannot be Custom- When activated, metal parts and joints emit a pale blue light.
Forged, magical, or otherwise modified or enhanced in any Arcane Vessels called “Catalyzed **” are A-rank. When
way. If a Rune such as [Rune of Defense/+1] is added, the activated, the metal parts and joints emit a flaming scarlet
Defense value will be changed at the time of the activation, light.
so it is better to note both the armor in the table and the value Arcane Vessels called “Luminous **” are S-rank. When
after activation. activated, metal parts and joints glow the bright color of the
sun.
Arcane Vessels called “Akashic **” are SS-rank. When
activated, the metal parts and joints reflect light like obsidian.

B-Rank (Maximum Number of Runes 2, Specific MP 5 points)


Name Popularity Min STR Evasion Defense Price Note
Enhanced Cloak 1 - 2 300 Grapplers may equip

Enhanced Leather 5 - 3 500

A-Rank (Maximum Number of Runes 3, Specific MP 10 points)


Name Popularity Min STR Evasion Defense Price Note
Catalyzed Cloak 1 - 3 2,500 Grapplers may equip

Catalyzed Leather 8 - 4 3,500


S-Rank (Maximum Number of Runes 4, Specific MP 15 points)
Name Popularity Min STR Evasion Defense Price Note
Luminous Cloak 1 - 4 5,000 Grapplers may equip

Luminous Leather 11 - 5 10,000

SS-Rank (Maximum Number of Runes 5, Specific MP 20 points)


Name Popularity Min STR Evasion Defense Price Note
Akashic Cloak 1 - 5 30,000 Grapplers may equip

Akashic Leather 14 - 6 50,000

49
Part 1 Character

B-Rank (Maximum Number of Runes 2, Specific MP 5 points)


Name Popularity Min STR Evasion Defense Price Note
Enhanced Armor 15 -1 5 1,000

Enhanced Plate 24 -2 7 2,000

A-Rank (Maximum Number of Runes 3, Specific MP 10 points)


Name Popularity Min STR Evasion Defense Price Note
Catalyzed Armor 18 -1 6 3,500

Catalyzed Plate 27 -2 8 7,000

S-Rank (Maximum Number of Runes 4, Specific MP 15 points)


Name Popularity Min STR Evasion Defense Price Note
Luminous Armor 21 -1 7 14,000

Luminous Plate 30 -2 9 28,000

SS-Rank (Maximum Number of Runes 5, Specific MP 20 points)


Name Popularity Min STR Evasion Defense Price Note
Akashic Armor 24 -1 8 70,000

Akashic Plate 33 -2 10 140,000

B-Rank (Maximum Number of Runes 2, Specific MP 5 points)


Name Popularity Min STR Evasion Defense Price Note
Enhanced Buckler 1 +1 - 300

Enhanced Shield 10 - +1 500

Enhanced Wall 20 - +2 1,000

A-Rank (Maximum Number of Runes 3, Specific MP 10 points)


Name Popularity Min STR Evasion Defense Price Note
Catalyzed Buckler 1 +1 +1 1,000

Catalyzed Shield 13 - +2 2,500

Catalyzed Wall 23 - +3 5,000

S-Rank (Maximum Number of Runes 4, Specific MP 15 points)


Name Popularity Min STR Evasion Defense Price Note
Luminous Buckler 1 +1 +2 5,000

Luminous Shield 16 - +3 10,000

Luminous Wall 26 - +4 20,000

SS-Rank (Maximum Number of Runes 5, Specific MP 20 points)


Name Popularity Min STR Evasion Defense Price Note
Akashic Buckler 1 +1 +2 30,000

Akashic Shield 19 - +4 50,000

Akashic Wall 29 - +5 100,000

50
These Grimoires can be treated as Grimoires even when they are not activated.

B-Rank (Maximum Number of Runes 1, Specific MP 5 points)


Name Min STR Price
Enhanced Tome 1 1,000

A-Rank (Maximum Number of Runes 2, Specific MP 10 points)


Name Min STR Price
Catalyzed Tome 1 3,500

S-Rank (Maximum Number of Runes 3, Specific MP 15 points)


Name Min STR Price
Luminous Tome 1 14,000

SS-Rank (Maximum Number of Runes 4, Specific MP 20 points)


Name Min STR Price
Akashic Tome 1 70,000

These accessories have no effect when they are deactivated. They have no rank and can be used once they are obtained.
The number after the name is the maximum number of Runes of the accessories.

Name Shape Equipable Section Base Price


Runesmith Hat/1 Hat Head 1,500
Runesmith Hat/2 Hat Head 6,000
Runesmith Hat/3 Hat Head 18,000
Runesmith Hat/4 Hat Head 54,000
Runesmith Necklace/1 Necklace Neck 1,800
Runesmith Necklace/2 Necklace Neck 7,200
Runesmith Necklace/3 Necklace Neck 21,600
Runesmith Necklace/4 Necklace Neck 64,800
Runesmith Mantle/1 Mantle Back 2,000
Runesmith Mantle/2 Mantle Back 8,000
Runesmith Mantle/3 Mantle Back 24,000
Runesmith Mantle/4 Mantle Back 72,000
Runesmith Ring/1 Ring Hand 1,000
Runesmith Ring/2 Ring Hand 4,000
Runesmith Ring/3 Ring Hand 12,000
Runesmith Ring/4 Ring Hand 36,000
Runesmith Shoes/1 Shoes Feet 1,200
Runesmith Shoes/2 Shoes Feet 4,800
Runesmith Shoes/3 Shoes Feet 14,400
Runesmith Shoes/4 Shoes Feet 43,200

51
Part 1 Character

Rune of Armor,
Corresponds
Evasion/+1 Shield
Rune of Rune Prer. None
Corresponds Weapon
Power/+5 Increases shield’s Evasion by +1. This effect
Effect can be duplicated by activating same Rune on a
Rune Prer. None
different armor.
The Power of the weapon is increased by
Effect
+5.
Rune of
Corresponds Armor
Rune of Accuracy Safety
Corresponds Weapon
/+1 Rune None
Rune Prer. None Prer.
The Accuracy of the weapon is increased If a character rolls double 1s on an Evasion check,
Effect
by +1. they can only reroll 1d of the check once. The result
of the rerolled die is combined with the result of the
Effect
Critical die that was not rerolled to generate a new result.
Corresponds Weapon This effect can only be activated once per day, and
Rune/-1 it ends immediately after it takes effect.
Rune None
Prer. Rune of
The Crit Value of the weapon is reduced by -1 Corresponds Shield
(minimum 8) (it is more likely for an attack to be Luck
Effect Rune None
critical). This Rune cannot be applied to Arcane
Vessels with “Stance: 2H” or “Stance: 3H”. Prer.
Even if the Evasion check was a “5, 6”, it is treated
Effect
Rainbow as an automatic success (double 6s).
Corresponds Weapon
Rune Rune of Arcane
Rune Prer. None Corresponds Grimoire
This Rune enhances a weapon with one of the Range/+5m
following types: fire, water/ice, wind, earth, Rune Prer. None
Effect
lightning, and energy. Each time Rune is reactivated, When Runesmith casts Arcane Magic with
a different type can be selected. range, the range is extended by 5 meters. When
Effect
declaring [Metamagic/Distance], the range
Rune of Return Corresponds Weapon extended by this effect is doubled after.

Rune Prer. None


Rune of Arcane
At the end of Runesmith's turn, if the weapon Corresponds Grimoire
is out of their hand, they can return it to any Damage/+1
hand. When they return the weapon, Rune Prer. None
Effect Runesmith can choose to equip it as 1H, 2H, or If the Runesmith casts Arcane Magic that
3H weapon as they did when they equipped it. Effect deals magic damage, the combined damage is
If the weapon is more than 100m away from increased by +1.
Runesmith, this effect does not work.
Rune of Monster
Corresponds Hat
Pursuit of Power Corresponds Weapon
Knowledge/+2
Rune Prer. None Rune Prer. None
If Runesmith declares [Mana Strike] with a It provides a +2 bonus to the Success Value
weapon that activates this effect, they will deal of the Monster Knowledge check. This effect
Effect an additional Power 10 (only Power) energy can be activated just before a Monster
magic damage after the normal damage is dealt. Effect
Knowledge check is made, and once a
This damage cannot be critical. Monster Knowledge check is made, it is
immediately deactivated.
Rune of Armor,
Corresponds
Defense/+1 Shield Rune of
Corresponds Hat
Rune Prer. None Targeting
Increases armor’s Defense by +1. This effect Rune Prer. None
Effect can be duplicated by activating the same Rune on Runesmith temporarily learns [Precise Shot],
a different armor. Effect
[Guided Magic] Combat Feats.

52
Rune of Death Effect
The Power of the weapon is further increased
Corresponds Necklace by +10 (total +15).
Prevention/+3
Rune Prer. None Rune of Hyper
Corresponds Weapon
Effect
Gives a +3 bonus to the Success Value of Accuracy/+1
the Death Check. Rune Prer. [Rune of Accuracy/+1]
The Accuracy of the weapon is further
Effect
Rune of increased by +1 (total +2).
Corresponds Necklace
Mana/+1 Hyper Critical
Rune Prer. None Corresponds Weapon
If the Runesmith’s MP decreases by 10 points or
Rune/-1
more during their turn, the Runesmith recovers 1 Rune Prer. [Critical Rune/-1]
point of MP at the end of their turn. This effect does The Crit Value of the weapon is further reduced
Effect Effect by -1 (total -2) (minimum 8) (it is more likely for an
not work if the Runesmith’s MP has not decreased
by 10 points or more during the turn, regardless of attack to be critical).
the current value of MP.
Power Rush/+2 Corresponds Weapon
Rune of Life/+5 Corresponds Ring Rune Prer. [Pursuit of Power]
Rune Prer. None
Effect
[Pursuit of Power] adds +2 to the damage
During activation, the maximum HP is dealt.
Effect
increased by +5 (but not the current).
Giant
Corresponds Weapon
Rune of Weapon/+10
Corresponds Ring
Abilities/+2 Rune Prer. None
Rune Prer. None The weapon's minimal strength is
One of Dexterity, Agility, Strength, or increased by 10, and its Power is increased by
Effect
Intelligence is increased by +2. Each time this +10 at the same time. Power cannot exceed
effect is activated, one of any ability scores 100.
Effect can be selected.
In addition, this Rune is exceptional that it Guardian Armor,
Corresponds
is duplicated as long as different ability scores Rune/+1 Shield
are selected.
Rune Prer. [Rune of Defense/+1]
Rune of Magic Further increases armor’s Defense by +1 (total
Corresponds Mantle Effect +2). This effect can be duplicated by activating the
Resistance/-1 same Rune on a different armor.
Rune Prer. None
Incoming magic damage is reduced by Rune of Magic
Effect Corresponds Armor
-1. Defense/-2 & -2
Rune Prer. None
Rune of Gentle Fall Corresponds Mantle
The armor's Defense is reduced by -2 points,
Rune Prer. None Effect and the magic damage received is reduced by -
Allows Runesmith to fall gently. When 2 points.
Effect
falling, Runesmith doesn’t take fall damage.
Rune of Heavy
Corresponds Armor
Rune of Speed Corresponds Shoes Armor/-2 & +3
Rune Prer. None Rune Prer. None
The distance of Limited Move is increased The armor's Evasion is reduced by -2 and its
Effect
Effect by +1m, Normal Move by +3m, and Full Defense is increased by +3.
Move by +9m.
Rune of
Rune of Body Elemental Corresponds Armor
Corresponds Shoes
Balance Defense/-2
Rune Prer. None
Rune Prer. None
Effect Reduces the prone penalty to -1. When activated, select a type from fire,
water/ice, wind, earth, lightning, or energy and
reduce by -2 physical or magic damage from the
Effect
corresponding type.
Also, this Rune is exceptionally stacked if a
Rune of
Corresponds Weapon different type is selected.
Might/+10
Rune Prer. [Rune of Power/+5]

53
Part 1 Character

Rune of Rune of
Corresponds Hat
Corresponds Shield Awareness
Dodge/+1
Rune Prer. None
Rune Prer. [Rune of Evasion/+1]
Runesmith temporarily learns [Hawk Eye].
Further increases the shield’s Evasion by +1
Effect The prerequisite for learning this skill must be
(total +2). Effect
fulfilled in advance ([Rune of Targeting] Rune can
be used to fulfill the prerequisite).
Floating
Corresponds Shield
Shield Healing
Rune Prer. None Amplification Corresponds Necklace
The shield floats and follows the Runesmith,
allowing them to move freely. Rune/+1
This Rune allows Runesmith to have hands free Rune Prer. None
from holding a shield. The minimal strength of the If the HP recovery effect is received, the
Effect
Effect shield must be followed. The effects of several amount of HP recovery is increased by +1.
shields do not overlap even if multiple shields are
equipped. Rune of
No character other than Runesmith can benefit Corresponds Necklace
from this shield. Resurgence
Rune Prer. None
Rune of Magic When Runesmith is using Arcane Magic or
Corresponds Grimoire Effect Spiritualism Magic to restore HP using the Power
Power/+1 table, effects can be critical.
Rune Prer. None
This Rune increases the Magic Power of Rune of Breath
Corresponds Mantle
one magic system, either Arcane Magic,
Truespeech Magic, Spiritualism Magic, or
Bane/-2
Effect Rune Prer. None
Deep Magic, by +1. In addition, this Rune is
exceptional in that its effect stacks as long as If a monster's unique skill has “Breath”
a different magic system is specified. in its name and the Runesmith receives
Effect
physical or magic damage from it, the
damage is reduced by -2 points.
Rune of
Arcane Corresponds Grimoire Mana Absorption
Corresponds Mantle
Fury/-1 Rune
Rune Prer. None Rune Prer. None
When Runesmith casts Arcane Magic, Whenever Runesmith receives 1 or
Truespeech Magic, Spiritualism Magic, or Deep Effect more magic damage, their MP is restored
Effect by 1 point.
Magic that refers to a Power table, its critical value is
reduced by -1 (minimum 8).
Rune of
Corresponds Ring
Floating Resistance/+1
Corresponds Grimoire
Grimoire Rune Prer. None
Rune Prer. None Increases Fortitude and Willpower by
Effect
Grimoire will follow and float around the +1.
Effect Runesmith, eliminating the need to hold Grimoire
in the hand when casting spells. Barrier Rune/-5 Corresponds Ring
Rune Prer. None
Rune of Monster The applied damage to the Runesmith is
Corresponds Hat
Analysis reduced by -5 points.
Rune Prer. [Rune of Monster Knowledge/+2] They can activate to use this effect each time
Effect
If a Monster Knowledge check with the effect of they receive damage, and if used, the Rune is
[Rune of Monster Knowledge/+2] fails to detect the immediately terminated, and the activated
monster's weak point, the effect of [Rune of Arcane Vessel shatters.
Monster Knowledge/+2] is not lost and can be
Effect added to other Monster Knowledge checks for Rune of Haste/+2 Corresponds Shoes
different monsters.
Rune Prer. None
If the monster's weak point is detected, the effect
Activating just before the Initiative check
of [Rune of Monster Knowledge/+2] is lost as Effect
gives a +2 bonus to this check.
before.

54
Rune of Super Rune of Ultimate
Corresponds Shoes
Speed Elemental Corresponds Armor
Rune Prer. [Rune of Speed] Defense/-2
The distance of Limited Move is Rune Prer. [Rune of Elemental Defense/-2]
increased by +1m (total +2m), Normal
Effect Damage that can be reduced by [Rune of
Move by +3m (total +6m), and Full Move
Effect Elemental Defense/-2] is further reduced by -2
by +9m (+18m).
points (total -4).

Rune of Stability Corresponds Shoes


Rune of Expanded
Rune Prer. [Rune of Body Balance]
Elemental Corresponds Armor
Runesmith is immune to prone penalties
Effect
and cannot fall prone. Defense/-2
Rune Prer. [Rune of Elemental Defense/-2]
Unshakable Rune Corresponds Shoes After activating [Rune of Elemental
Defense], Runesmith can also reduce the
Rune Prer. None Effect
damage of bludgeoning, slashing, poison,
Runesmith is immune to effects that will disease, or curse type.
Effect
force its movement.
Rune of
Corresponds Shield
Elusion/+1
Rune Prer. [Rune of Dodge/+1]
Rune of Ultimate Effect
Further increases the shield’s Evasion by +1
Corresponds Weapon (total +3).
Power/+15
Rune Prer. [Rune of Might/+10]
Twinned Rune Corresponds Grimoire
The Power of the weapon is further
Effect increased by +15 (total +30). Power cannot Rune Prer. None
exceed 100. If Runesmith declares Combat Feat [Double
Cast] and casts a spell twice, the reduction of
Rune of Ultimate Effect Magic Power by the effect of Combat Feat is
Corresponds Weapon reduced to -6.
Accuracy/+1 There is no change in the level limit of spells.
Rune Prer. [Rune of Hyper Accuracy/+1]
Effect
The Accuracy of the weapon is further Rune of Prime
increased by +1 (total +3). Corresponds Grimoire
Power/+1
Ultimate Rune Prer. [Rune of Magic Power/+1]
This will add an additional +1 (total +2)
Critical Rune/- Corresponds Weapon to the effect of the [Rune of Magic Power]
1 Effect for one of the magic systems, including
Arcane Magic, Truespeech Magic,
Rune Prer. [Hyper Critical Rune/-1]
Spiritualism Magic, and Deep Magic.
The Crit Value of the weapon is further
Effect reduced by -1 (total -2) (minimum 8) (it is more
likely for an attack to be critical). Mana Efficiency
Corresponds Grimoire
Rune
Gigantic Rune Prer. None
Corresponds Weapon
Weapon/+10 This Rune reduces the MP consumption
of one magic system, either Arcane Magic,
Rune Prer. [Giant Weapon/+10]
Effect Truespeech Magic, Spiritualism Magic, or
The weapon's minimal strength is Deep Magic, by -1 point. This Rune can be
increased by +10 (total +20), and its Power
Effect stacked for different systems.
is increased by +10 (total +20) at the same
time. Power cannot exceed 100.
Rune of Monster
Corresponds Hat
Impenetrable Rune Mastery/+2
Corresponds Armor
/+1 Rune Prer. [Rune of Monster Knowledge/+2]
The bonus from [Rune of Monster
Rune Prer. [Guardian Rune/+1]
Effect Knowledge] is increased by an additional +2
Further increases armor’s Defense by +1
Effect (+4 in total).
(total +3).

55
Part 1 Character

MetaRune Corresponds Hat Windrunner Corresponds Ring


Rune Prer. None Rune Prer. None
Temporary gives Runesmith any The Runesmith can move by lifting slightly off
[Metamagic/**] Combat Feat. This Rune is the ground. The speed of movement is the same
Effect
exceptionally duplicated for different Combat Effect as normal. They will suffer no disadvantage due to
Feats. poor footing and no damage from being on the
ground.
Rune of Limitless
Corresponds Necklace
Recovery/+2
Rune Prer. [Healing Amplification Rune/+1]
The amount of recovery by [Healing
Effect Amplification Rune] is further increased by +2
(+3 in total).

Rune of
Corresponds Necklace
Deathless/+3
Rune Prer. [Rune of Death Prevention/+3]
The bonus gained by [Rune of Death
Effect Prevention] is increased by an additional +3 (+6
in total).

Spellproof
Corresponds Mantle
Rune/-2
Rune Prer. [Rune of Magic Resistance/-1]
The magic damage that can be reduced by
Effect [Rune of Magic Resistance] is further reduced by
-2 (for a total of -3).

Rune of Breath
Corresponds Mantle
Shield/-3
Rune Prer. [Rune of Breath Bane/-2]
The effect of reducing breath damage is
Effect
increased by an additional -3 (-5 in total).

Rune of Ultimate
Corresponds Ring
Life/+5
Rune Prer. [Rune of Life/+5]
[Rune of Life] gives an additional +5 to the
Effect
maximum HP (+10 in total).

Rune of Ultimate
Corresponds Ring
Resistance/+1
Rune Prer. [Rune of Resistance/+1]
Fortitude and Willpower bonus from
Effect [Rune of Resistance] is further increased by
+1 (+2 in total).

Rune of Apex
Corresponds Ring
Abilities/+1
Rune Prer. [Rune of Abilities/+1]
The increase in ability score obtained from
Effect [Rune of Abilities/+2] is further increased by +1
(total +3).

Rune of
Corresponds Ring
Ultimate Speed
Rune Prer. [Rune of Super Speed]
The distance of Limited Move is increased by
Effect an additional +1m (total +3m), Normal Move by
+3m (total +9m), and Full Move by +9m (+27m).

56
under your command. Only Blue Bloods with the
“Dominion” can sign a contract with a Legion. Silver Blades
Aristocrat Class Minor Class and Commoners cannot sign contracts.
During the Durandal Period, the so-called “Blue Bloods”
had established a position as the ruling class and the L EARNING N OBLESSE
techniques required to realize and enforce their rule. This Noblesse are learned the same way as Techniques and
technique is at the core of the Aristocrat Class. Spellsongs, by choosing one of the available Noblesse for
Blue Bloods who possess the Aristocrat class can make each level of Aristocrat. The number of Noblesse you have
contracts with multiple commoners, animals, and sometimes is equal to the number of Aristocrat levels you have.
even non-living beings and connect with them mentally. The
benefits of these contracts include instantaneous USING N OBLESSE
understanding of each other's will and intentions and the Legion-based Noblesse will only work on the Legion that
ability to sense each other's presence even at a distance. you control.
These techniques were passed down as “Noblesse”.
Noblesse can be used in battle to control so-called “Legions”, L EGION R ESTRICTIONS
groups of beings with sufficient fighting strength. There is no special requirement to create a Legion. As
The Aristocrat class is also an expression of Blue Blood's soon as the Legion formation fee is paid, you are immediately
knowledge of manners and etiquette. and constantly connected to that Legion.
The use of Noblesse and the pacts with commoners have You cannot have multiple Legions at the same time. If
not been passed down to later times, and thus these you already have multiple Legions under your control, you
techniques have been lost, with only fragments of can choose one of them to sign up at the start of a session or
information remaining in literature to suggest them. when creating a new Legion.
Aristocrats are proficient in: Legions cannot be changed mid-session, with the
exception being freshly formed legions.
- Impression check (see p. 112).
USE OF L EGIONS IN COMBAT
Legions can follow you and act as a shield to protect you
in battle, as well as attack, move, and perform various other
In order to use the Aristocrat class, you must create a actions using the Noblesse you have acquired.
Legion and place it under your control. Once you sign a The rules for combat rules for legions are explained in
contract with a Legion, you can always have one Legion detail in “Part 3 Rules (see p. 116)”.

L EGION T YPE
This Noble is mainly to control Legions and is able to
There are two types of Noblesse: Courtly and Legion. enhance your Legion in various ways.
For more information on the detailed handling of Legion,
COURTLY T YPE please refer to the page 116.
These Noblesse are used to improve “Impression
checks” that often take place at court.
Effects can be applied to the Aristocrat themselves or to
a target that the Aristocrat deems to be an extension of
This section contains the data for each individual
themselves (it is also in the Aristocrats' nature to follow up on
Noblesse. Below you find an explanation of how to read
the failures of their companions). The distance between you
them.
and the allies you are supporting is limited to 3 meters.
When rerolling, if your second attempt is worse than the
first, you must accept the result. Form
If you can make a second or third roll, you may continue Indicates the situation in which the Noblesse is to be
to make rolls with the same result. applied.
Courtly type Noblesse also have names including […II] “Courtly Type (☆)”: This is an effect that gives you or your
and […III]. These are leveled Noblesse and can only be allies a modifier or rerolls when they make a check. It has no
learned if you have already learned the Noblesse of the same direct effect on Legion.
name and the previous level. “Declared Type (□)”: This is an effect that can be applied by
declaring it while the Legion is with you. Only one of these
effects can be performed per round.

57
Part 1 Character

Declared effects last for 10 seconds (1 round) after they are Prerequisites
declared or until the Legion has completed one action. Indicates the prerequisites for learning that Noblesse. If a
“Granting Type (▽)”: This is an effect that is attached to a Noblesse is listed, mastery of that Noblesse is required.
Noblesse of Declared Type. It can modify the value or
provide additional effects. The qualities that can be granted Target
are listed in the description. This is the target to which the noble can give commands.
“Permanent Type (◯)”: This is an effect that is always If it says “Self,” the Noblesse does not affect Legion, but only
applied to the Legion just by learning it. your own checks. If it says “Legion (Humanoid)”, it is a
“Initiating Type (◎)”: Once learned, you can choose whether Noble that targets Legion. The “Legion (Humanoid)”
to activate the Noblesse effect when you create a new Legion indicates the classification of the Legion to which the
or at the start of a session. Noblesse can apply. The word “All” indicates that the
Noblesse is valid for all classes of Legion.
Description
This section explains the specific effects of the Noblesse.

☆Formal Behavior I
Form Courtly Type
☆Dignified Elegance I Prer. None
Form Courtly Type Target Self/Ally
Prer. None You make a good impression on others by behaving
in a proper manner.
Target Self/Ally You can designate one character (including yourself)
You give off an air of dignity and attract the attention Descr. who has made an “Impression check/Etiquette” and have
of your target. that Impression check rerolled. The new result must be
You can designate one character (including yourself) taken as the success value.
Descr. who has made an “Impression check/Prestige” and have This effect can only be used once per day.
that Impression check rerolled. The new result must be
taken as the success value.
This effect can only be used once per day. ☆Heart Shaker I
Form Courtly Type
Prer. None
☆Rejuvenating Voice I Target Self/Ally
Form Courtly Type You use your words to move hearts.
Prer. None You can designate one character (including yourself)
Target Self/Ally Descr.
who has made an “Impression check/Charm” and have
Sing a beautiful melody to mesmerize your target. that Impression check rerolled. The new result must be
You can designate one character (including yourself) taken as the success value.
who has made an “Impression check/Singing” and have This effect can only be used once per day.
Descr.
that Impression check rerolled. The new result must be
taken as the success value. ☆Supreme Gaze I
This effect can only be used once per day.
Form Courtly Type
Prer. None
☆Brilliant Words I Target Self/Ally
Form Courtly Type You overwhelm your opponent with your gaze and
facial expressions.
Prer. None
You can designate one character (including yourself)
Target Self/Ally Descr. who has made an “Impression check/Intimidation” and
You draw others into a conversation. have that Impression check rerolled. The new result
You can designate one character (including yourself) must be taken as the success value.
who has made an “Impression check/Speechcraft” and This effect can only be used once per day.
Descr.
have that Impression check rerolled. The new result
must be taken as the success value.
This effect can only be used once per day. ☆Elegant Steps I
Form Courtly Type
Prer. None
Target Self/Ally
You impress with your graceful footwork.
You can designate one character (including yourself)
who has made an “Impression check/Dancing” and have
Descr.
that Impression check rerolled. The new result must be
taken as the success value.
This effect can only be used once per day.

58
☆Secret Knowledge I ▽ Hammer and Anvil
Form Courtly Type Form Granting Type
Prer. None Any one of [Crescent Moon Formation], [Hollow Square
Prer.
Target Self Formation], or [Flying Wedge Formation]
You acquire specialized knowledge that is not usually Target Legion (Humanoids, Barbarous, Animals)
discussed. Focus all the Legion's strength on the attack, ordering
Descr. You are able to perform “Insight Checks” and a powerful all-out attack.
“Literature Checks” as an “Aristocrat Class Level + If you use any of [Crescent Moon Formation],
Intelligence Modifier”. [Hollow Square Formation], or [Flying Wedge
Descr. Formation] to make a supporting attack, treat it as if it
had 10 more Might for once (+10 to Power).
☆Whispering Signs I At the end of your turn, reduce Legion's Might by -5.
This Noblesse cannot be granted if Legion’s current
Form Courtly Type
Might is 5 or less.
Prer. None
Target Self
Allows you to recognize the presence of danger.
▽ Charge
You will be able to use the Danger Sense and Spot Form Granting Type
Descr.
Trap checks with Standard Value as “Aristocrat Class Any one of [Crescent Moon Formation], [Hollow Square
Prer.
Level + Intelligence Modifier”. Formation], or [Flying Wedge Formation]
Target Legion (All)
The Legion's ability to attack while moving at high
speed.
You can use [Crescent Moon Formation], [Hollow
□ Crescent Moon Formation Square Formation], or [Flying Wedge Formation] to
Descr. attack even when you are moving with Full Move. After
Form Declared Type this effect is applied and a supporting attack is made, the
Prer. None Legion's Might is reduced by -5 at the end of its turn.
Target Legion (All) This Noblesse cannot be granted if Legion’s current
Causes the Legion to perform a supporting attack. Might is 5 or less.
Deals physical damage equal to Power (Might) +
Descr. ◯ Bodyguard Duty
Legion Level to an enemy at the same coordinates as the
Aristocrat. Form Permanent Type
Prer. None
□ Hollow Square Formation Target Legion (Humanoid, Barbarous, Constructs)
You can designate an ally of your faction, and have the
Form Declared Type Legion follow that character to perform actions.
Prer. None [Substitution] is performed on the designated character,
Target Legion (Humanoids, Barbarous, Undead) and attacks are performed as if the character were at the
Allows Legion to attack an enemy at a distance. designated location (instructions are given on your turn).
It deals physical damage equal to Power (Might) + If you and the designated character are separated by
Descr. Descr.
Legion Level to an enemy within 10 meters. more than 30 meters, Legion will not be able to perform
This Noblesse cannot be used in consecutive turns. any actions, including [Substitution] (the coordinates will
continue to follow the designated character).
The exception to this Noblesse is that you can change
□ Flying Wedge Formation the character you designate at any time outside of
Form Declared Type combat.
Prer. None
◯ Soldiers Without Will
Target Legion (All)
The Legion will perform a support attack on the Form Permanent Type
target. Prer. None
Descr.
It reduces the Might of one hostile Legion at the same Target Legion (Constructs)
coordinates as you by Power (Might) + Legion Level. Allows you to control Constructs through special
techniques.
Descr.
Enables you to make a contract with the Legion of
□ Tortoise Formation Constructs.
Form Declared Type
Prer. None ◯ Sympathy for the Beast
Target Legion (All) Form Permanent Type
Creates a strong defensive formation to protect you. Prer. None
When using [Substitution], lower the reduction in
Might by -5. Target Legion (Animals)
Descr. Communicate with Animals through special
You cannot declare this Noblesse if you have moved
during your turn. Also, if you are somehow moved techniques.
Descr.
outside of your turn, the effect is lost immediately. Enables you to make a contract with the Animal's
Legion.

59
Part 1 Character

Provides extra equipment, transportation, and food of


◎ Well Supplied high quality to the Legion you have formed.
Form Initiating Type Paying one additional “Maintenance Cost” when you
Descr.
Prer. None form a new Legion or at the start of a session will increase
the Legion's maximum Might by +5 for the duration of
Target Legion (All)
the session.

☆Supreme Gaze II
Form Courtly Type
☆Dignified Elegance II Prer. [Supreme Gaze I]
Form Courtly Type Target Self/Ally
Prer. [Dignified Elegance I] A powerful gaze that awes others, frightening them and
slowing them down.
Target Self/Ally Once per day, you gain a +2 bonus to your Initiative
In the face of its overwhelming power, attackers checks. You must declare the use of this effect before
hesitate. Descr.
rolling.
You can always reduce the damage dealt to you by In addition, the number of times you can reroll
Descr.
Legion by 2. [Impression check/Intimidation] will be limited to two
In addition, the number of times you can reroll times.
[Impression check/Prestige] will be limited to two times.

☆Reconnaissance
☆Rejuvenating Voice II
Form Courtly Type
Form Courtly Type
Prer. [Secret Knowledge], [Whispering Signs]
Prer. [Rejuvenating Voice I]
Target Self/Ally
Target Self/Ally Utilizes the information-gathering abilities and
Raises the spirits of your companions with a singing knowledge of your subordinates.
voice. When using the Noblesse [Secret Knowledge] and
Allies on the same battlefield can add +1 to the result [Whispering Signs] to make checks based on “Aristocrat
Descr. of their Willpower check. This ability can only be used Descr.
Class Level + Intelligence Modifier”, you gain a +1 bonus
once per day. to the Success Value per -5 you spend of your Legions
In addition, the number of times you can reroll Might. The maximum bonus from this ability is +4
[Impression check/Singing] will be limited to two times. (Might -20).

☆Brilliant Words II
Form Courtly Type
Prer. [Brilliant Words I]
Target Self/Ally □ Human Wave Formation
Skillful words can bring comfort. Form Declared Type
Once per day, you can add +2 to the recovery effect of Prer. [Crescent Moon Formation]
herbs and medicines you use after checking the result.
Descr. Target Legion (All)
In addition, the number of times you can reroll
Deploys a Legion horizontally to attack a large
[Impression check/Speechcraft] will be limited to two
number of enemies.
times.
It deals physical damage equal to Power (Might - 10) +
Legion Level to up to three enemies at the same
☆Heart Shaker II Descr.
coordinates as you.
Form Courtly Type At the end of your turn, reduce Legion's Might by 5.
This Noblesse cannot be granted if Legion’s current
Prer. [Heart Shaker I]
Might is 5 or less.
Target Self/Ally
A beautiful, clear voice inspires your friends.
Once per day, you gain a +1 bonus to your allies' □ Inverted Wedge Formation
Initiative checks. This effect can only be declared after Form Declared Type
Descr. seeing the result of the dice roll. Note that it has no effect Prer. [Flying Wedge Formation]
on you.
Target Legion (All)
In addition, the number of times you can reroll
Legion is deployed widely and attacks many enemy
[Impression check/Charm] will be limited to two times.
Legions at the same time.
Reduces the Might of up to two selected Legions
existing at the same coordinates as you by “Power (Might
Descr.
- 10) + Legion Level”.
At the end of your turn, reduce Legion's Might by 5.
This Noblesse cannot be granted if Legion’s current
Might is 5 or less.

60
□ Solo Dash Formation ◯ Phalanx Formation
Form Declared Type Form Permanent Type
Prer. None Prer. None
Target Legion (All) Target Legion (All)
You lead the enemy to you, and when they are misled, This defensive formation reduced damage to Legion.
you deliver a powerful blow. If Legion is involved in effects with a wide area and its
If you deal physical damage during the duration, its Descr. Might is reduced, the damage is reduced by -1.
Descr. damage is increased by “one-tenth (rounded up) of your If the Might would normally be reduced by 5, it is
Legion’s Might. reduced by 4.
This effect ends when you deal at least 1 damage
under this effect. ◯ Wild Instincts
□ Spellcraft Augmentation Form Permanent Type
Prer. [Sympathy for the Beast]
Formation Target Legion (Animals)
Form Declared Type With their wild instincts, the animals are able to detect
Prer. None widespread effects in advance and limit the damage.
Target Legion (Humanoids, Barbarous, Undead) Descr. If “Area: Line” is used to determining whether a
Legion forms a mana-circulating formation around Legion is a target or not with 1d, it will be affected if the
you to increase your Magic Power. roll is “1-2”, and will not be affected if the roll is “3-6”.
Your Magic Power is increased by +1 point.
Descr.
This effect ends when you perform one Spellcasting ◯ Hard Body
check, and the process is completed (you deal damage or
apply any effect). Form Permanent Type
Prer. [Soldiers Without Will]
▽ Crane Wing Formation Target Legion (Constructs)
Giving Constructs teaches the technique of receiving
Form Granting Type blows with the harder parts of the body and increasing
[Crescent Moon Formation], [Hollow Square the body's endurance.
Prer.
Formation] Descr. When Legion is physically damaged by a melee attack,
Target Legion (All) Legion's Might will not be reduced if the attacker's
The Legion is deployed to encircle the enemy and Adventurer level or Monster level is less than your
deliver more effective blows. Aristocrat class level.
When dealing physical damage with [Crescent Moon
Descr. Formation] or [Hollow Square Formation], the damage ◎ Elemental Wards
roll is made twice, and any result can be used.
If you use this Noblesse, the Legion cannot perform Form Initiating Type
[Substitution] until the duration expires. Prer. None
Target Legion (All)
▽ Heavy Artillery It gains a magical blessing that reduces certain types.
When a new Legion is formed, or at the beginning of
Form Granting Type
a session, an additional “Maintenance Cost” is paid to
Prer. [Hollow Square Formation] Descr. specify a type. When a Legion becomes a target of an
Target Legion (Humanoids, Barbarous, Undead) effect with a wide area, its Might will not be reduced if the
It teaches the technique of effective attack from a effect is of the specified type.
greater distance. This effect is lost once it has been used.
Descr.
The range of [Hollow Square Formation] increased to
50m.

☆Dignified Elegance III ☆Rejuvenating Voice III


Form Courtly Type Form Courtly Type
Prer. [Dignified Elegance II] Prer. [Rejuvenating Voice II]
Target Self/Ally Target Self/Ally
Your overflowing presence will weaken the enemy Further increases the energy of your companions.
soldiers' will to fight. [Rejuvenating Voice] will further increase the success
The damage you and your allies in the same skirmish Descr. value of Willpower checks by +1 (+2 total).
Descr. take from Legion will be reduced by -2 at all times. In addition, the number of times you can reroll
In addition, the number of times you can reroll [Impression check/Singing] will be limited to three times.
[Impression check/Prestige] will be limited to three
times.

61
Part 1 Character

☆Brilliant Words III ☆Secret Knowledge II


Form Courtly Type Form Courtly Type
Prer. [Brilliant Words II] Prer. [Secret Knowledge II]
Target Self/Ally Target Self/Ally
Soothes the mind with words that bring peace. You gain more specialized knowledge, granting you a
You can now add +2 to the recovery effect of herbs spark of inspiration.
and medicines you use after checking the result at all Descr. Once per day, you or an ally may gain a +2 bonus to
Descr. times. their Monster Knowledge check. You can declare the use
In addition, the number of times you can reroll of this ability after seeing the result of the check.
[Impression check/Speechcraft] will be limited to three
times. ☆Whispering Signs II
Form Courtly Type
☆Formal Behavior II
Prer. [Whispering Signs I]
Form Courtly Type Target Self/Ally
Prer. [Formal Behavior I] You are able to detect signs of danger and warn your
Target Self/Ally allies immediately.
A resolute attitude increases companionship and a Once per day, you may gain a +2 bonus to Danger
Descr.
steadfast resolve to overcome obstacles. Sense and Spot Trap checks for yourself and your allies.
When you or one of your allies on the battlefield You can declare the use of this ability after seeing the
makes a Fortitude check, they may reroll once. After the result of the check.
Descr.
reroll, the new result is taken as the Success Value.
This ability can only be used once per day.
In addition, the number of times you can reroll
[Impression check/Etiquette] will be limited to two times.
▽ Superior Phalanx Formation
☆Heart Shaker III
Form Granting Type
Form Courtly Type Prer. [Phalanx Formation]
Prer. [Heart Shaker II] Target Legion (All)
Target Self/Ally Deploys a more defensive formation.
A beautiful voice that soaks into your heart and Descr. Further increases the damage reduction of your
inspires great courage. Phalanx Formation by -1 (total of -2).
Once per day, you may grant your allies a +2 bonus to
their Initiative checks. You can declare the use of this
Descr.
ability after seeing the result of the roll. Note that it has □ Counter-Fire Formation
no effect on you. Form Declared Type
In addition, the number of times you can reroll Prer. None
[Impression check/Charm] will be limited to three times. Target Legion (Humanoids, Barbarous, Undead)
Instead of attacking with weapons, the Legion will use
☆Supreme Gaze III its magic to provide support.
Form Courtly Type Descr. Deals magic damage equal to the “Power (Might - 20)
+ Legion level” to an enemy at the same coordinates as
Prer. [Supreme Gaze II]
you.
Target Self/Ally
Your unwaveringly strong gaze will always overwhelm
your enemies. □ Strength of a Thousand Men
You always gain a +2 bonus to your Initiative checks. Form Declared Type
Descr.
In addition, the number of times you can reroll Prer. None
[Impression check/Intimidation] will be limited to three Target Legion (All)
times.
Your Legion gives you maximum support and
enhances your abilities.
☆Elegant Steps II You immediately regain HP equal by “Power (Might)
Form Courtly Type + Legion level”.
Descr.
At the end of your turn, your Legion's Might is
Prer. [Elegant Steps I]
reduced by -10.
Target Self/Ally You cannot declare this Noblesse if the current Might
Your flawless, effortless footwork is a sight to behold. of your Legion is 10 or less.
Once a day, when a player fails an Evasion check, they
may reroll the check at the original standard value, but
Descr. they have to take the new roll.
In addition, the number of times you can reroll
[Impression check/Dancing] will be limited to three
times.

62
□ Chorus of a Thousand Voices ◯ Mythril Phalanx
Form Declared Type Form Permanent Type
Prer. None Prer. [Soldiers Without Will]
Target Legion (Humanoids, Barbarous, Undead) Target Legion (Constructs)
Consolidates the Legion's mana and entrusts it to a The stubbornness of the Constructs protects you from
noble. harm.
Your MP is immediately restored by “Power (Might - The Might decreased by [Substitute] is reduced by -5
10) + Legion Level)”. at all times. If you have declared [Tortoise Formation],
Descr.
At the end of your turn, your Legion's Might is Descr. this will be cumulative.
reduced by 10. If you declare [Crescent Moon Formation] or [Flying
You cannot declare this Noblesse if the current Might Wedge Formation] at the same time, its Power will
of your Legion is 10 or less. always be reduced by -5 (but its Might will not be
reduced).
□ Emergency Awakening
Form Declared Type
◎ Unit Tactics
Prer. None Form Initiating Type
Target Legion (Humanoids, Barbarous, Undead) Prer. None
Awakens you immediately when you are unconscious. Target Legion (All)
Note that this Noblesse is effective even when you are Divides a Legion into two and deploys them
unconscious, such as when stunned or asleep. efficiently.
If your HP is 0 or less, it is set back to 1, and you wake When formed, a Legion can be divided into two, each
up. If Success Value is required, Success Value is of which can be used independently. For each Legion,
Descr. calculated with “Aristocrat Class Level + Spirit Modifier” you can use your Noblesse. The Noblesse for the two
as Standard Value. Legions do not have to be the same, but they do have to
Descr.
At the end of your turn, your Legion's Might is meet the requirements for each. When splitting, the
reduced by 10. Might of each Legion should be an integer and as evenly
You cannot declare this Noblesse if the current Might distributed as possible.
of your Legion is 10 or less. When splitting a Legion with this Noblesse, the [Well
Supplied] Noblesse will be applied to only one of the
Legions after the Legion is split.
◯ Beast’s Resilience
Form Permanent Type
Prer. [Sympathy for the Beast]
Target Legion (Animal)
The legion exerts the beast within and rises once again.
When the legion's Might is reduced to 0, the legion
Descr. can be revived with a Might of 10 (it will not be
destroyed).
This effect can only be used once per day.

This section describes the Legions that can accompany The Maintenance Cost is the amount needed to restore
you when you acquire the Aristocrat class. the Legion's Might by 5 at the end of a session or at a safe
location.
Prerequisites
These are the prerequisites for forming this legion.
Legion Level
This indicates the Aristocrat Class level required to form Might
the Legion. It is used to calculate damage when using The maximum strength of the Legion.
[Crescent Moon Formation].
Special Effects
Name/Classification The Legion's special effects.
This is the name and classification of the Legion. The
classification affects whether Noblesse can be used or not. 1 Scrappy Militia/Humanoids
F. Fee/M. Cost 200/50
Formation Fee/Maintenance Cost Prer. None
The amount of money (gamel) required to organize and Might 20
operate the Legion. Once the formation fee is paid, the Effect None
Legion can be formed anew at the start of each session.

63
Part 1 Character

4 Regular Soldiers/Humanoids At the end of combat, this Legion’s Might


will be automatically restored by 5.
F. Fee/M. Cost 600/150
Prer. Aristocrat class level 4 or higher 9 Furious Beasts/Animals
Might 30
F. Fee/M. Cost 5,000/1,000
Effect None [Sympathy for the Beast], Aristocrat class
Prer.
level 9 or higher
7 Skilled Troops/Humanoids Might 50
F. Fee/M. Cost 2,000/500 [Blood of Beasts]
Prer. Aristocrat class level 7 or higher Effect At the end of combat, this Legion’s Might
Might 40 will be automatically restored by 10.
Effect None
13 Titanic Animals/Animals
10 Veteran Warriors/Humanoids F. Fee/M. Cost 10,000/2,000
F. Fee/M. Cost 6,000/1,500 [Sympathy for the Beast], Aristocrat class
Prer.
level 13 or higher
Prer. Aristocrat class level 10 or higher
Might 75
Might 60
[Blood of Beasts]
Effect None
Effect At the end of combat, this Legion’s Might
will be automatically restored by 10.
13 Heroic Wardens/Humanoids
F. Fee/M. Cost 12,000/3,000 1 Clay Dolls/Constructs
Prer. Aristocrat class level 13 or higher F. Fee/M. Cost 300/100
Might 80 Prer. [Soldiers Without Will]
Effect None Might 25
[Mindless Body]
1 Forest Critters/Animals Poison, disease, and psychic effects will
F. Fee/M. Cost 150/30 Effect
not reduce this Legions Might.
Prer. [Sympathy for the Beast] [Earth Immunity]
Earth damage will not reduce this Legions
Might 20
Might.
[Beasts' Vitality]
Effect At the end of combat, this Legion’s Might
will be automatically restored by 5. 3 Puppet Army/Constructs
F. Fee/M. Cost 600/200
1 Sea Animals/Animals Prer.
[Soldiers Without Will], Aristocrat class level
3 or higher
F. Fee/M. Cost 300/60
Might 30
Prer. [Sympathy for the Beast]
[Mindless Body]
Might 25
Poison, disease, and psychic effects will
[Aquatic Affinity] not reduce this Legions Might.
You can only act underwater and above Effect [Protector Protocol]
water. You can move on the water as if you You gain a +1 bonus to Fortitude checks
Effect were on the ground. if this Legion is at the same coordinates as
[Beasts' Vitality] you.
At the end of combat, this Legion’s Might
will be automatically restored by 5.
6 Artificial Soldiers/Constructs
5 Pack of Beasts/Animals F. Fee/M. Cost 900/300
[Soldiers Without Will], Aristocrat class level
F. Fee/M. Cost 800/160 Prer.
6 or higher
[Sympathy for the Beast], Aristocrat class
Prer. Might 35
level 5 or higher
[Mindless Body]
Might 30
Poison, disease, and psychic effects will
[Beasts' Vitality] not reduce this Legions Might.
Effect At the end of combat, this Legion’s Might Effect [Barrier Protocol]
will be automatically restored by 5. You gain a +1 bonus to Willpower checks
if this Legion is at the same coordinates as
5 Birds of Prey/Animals you.
F. Fee/M. Cost 1,000/200
[Sympathy for the Beast], Aristocrat class
Prer.
level 5 or higher
Might 35
[Flight]
If targeted by wide area effects, damage to
Effect
Might is reduced by -1.
[Beasts' Vitality]

64
9 Golem Guards/Constructs 12 Men of Iron/Constructs
F. Fee/M. Cost 3,000/1,000 F. Fee/M. Cost 9,000/3,000
[Soldiers Without Will], Aristocrat class level [Soldiers Without Will], Aristocrat class level
Prer. Prer.
9 or higher 12 or higher
Might 45 Might 65
[Mindless Body] [Mindless Body]
Poison, disease, and psychic effects will Poison, disease, and psychic effects will
not reduce this Legions Might. not reduce this Legions Might.
Effect Effect
[Earth Immunity] [Earth Immunity]
Earth damage will not reduce this Legions Earth damage will not reduce this Legions
Might. Might.

The following Legions can only be used by NPCs and


enemy characters; please note that PCs cannot use these 3 Ghoul Hunters/Undead
Legions.
F. Fee/M. Cost 1,000/300
For an explanation of when NPCs can use Legions, see
Prer. Monster level 3 or higher
“If Monsters are Using Legions” (see p. 172).
Might 30
3 Goblin Mooks/Barbarous [Undead Body]
Immune to Poison, disease, and any
F. Fee/M. Cost 200/50
Psychic-type effects.
Prer. Monster level 3 or higher Effect
[Regeneration]
Might 20 At the end of each of your turns, this
Effect None. Legion's Might will be restored by 5.

6 Boggart Gang/Barbarous 7 Skeleton Warriors/Undead


F. Fee/M. Cost 600/150 F. Fee/M. Cost 3,000/900
Prer. Monster level 6 or higher Prer. Monster level 7 or higher
Might 40 Might 50
Effect None. [Undead Body]
Immune to Poison, disease, and any
9 Troll Guards/Barbarous Effect
Psychic-type effects.
[Regeneration]
F. Fee/M. Cost 2,000/500 At the end of each of your turns, this
Prer. Monster level 9 or higher Legion's Might will be restored by 5.
Might 60
Effect None. 11 Poltergeist Haunting/Undead
F. Fee/M. Cost 10,000/3,000
12 Minotaur Raiders/Barbarous Prer. Monster level 11 or higher
F. Fee/M. Cost 8,000/2,000 Might 70
Prer. Monster level 12 or higher [Undead Body]
Might 80 Immune to Poison, disease, and any
Effect None. Psychic-type effects.
Effect
[Regeneration]
15 Drake Barons Guards/Barbarous At the end of each of your turns, this
Legion's Might will be restored by 5.
F. Fee/M. Cost 16,000/4,000
Prer. Monster level 15 or higher 15 Vindictive Wraiths/Undead
Might 100
F. Fee/M. Cost 30,000/9,000
Effect None.
Prer. Monster level 14 or higher
Might 90
[Undead Body]
Immune to Poison, disease, and any
Psychic-type effects.
Effect
[Regeneration]
At the end of each of your turns, this
Legion's Might will be restored by 5.

65
Part 2 Items

Part 2 Items

66
This is a comprehensive list of items that exist in the
Magic Civilization Period.
For more information on existing items, please refer to Some schools also existed in this period, and if you are
the previously published rulebooks, databooks, or initiated into those schools, you can obtain what is classified
supplements in which each item is introduced. as school equipment.
For a general overview of how to read them, icons, and
annotations, please refer to the “Lumiere Legacy.” You can
SCHOOLS T HAT CAN ALSO BE USED DURING M AGIC
also refer to “Core Rulebook EX” and “Alchemist Works”
for a practical, though not perfect, understanding. CIVILIZATION P ERIOD
Most of the schools introduced so far, mainly in the
Natural History series, did not exist in the Magic Civilization
Period, and it is impossible for a Magic Civilization Period
character to be introduced to them or to learn their secrets.
However, a few schools have their origins in the Magic
When referencing items that have been added or revised Civilization Period and offer equivalent techniques and
in “Lumiere Legacy” or “Core Rulebook EX,” use those equipment.
books whenever possible. These items are listed first in this The following is a list of such schools that are still
part. However, we also provide reference pages for the old available in this period.
works. Additionally, we list items that are recommended to
be replaced by the higher-level items of equal or higher value “Rylock Magic Blade Art” (see PH, p. 39)
added in “Lumiere Legacy.” You can still use this book even “Lucheroine Magick Arts” (see PH, p. 40)
if you don't have “Lumiere Legacy” or “Core Rulebook EX.” “Phylasten School Wind Style (Twin Sword Style)” (see PZ,
For items that were first published in “Core Rulebook p. 15)
I/II/III” or “Ignis Blaze” supplements and have not been “Aisun Adair Summoning Technique” (see PY)
revised at all, or for replacements whose prices have been “Iron Wall Style of Logan the Crusader” (see PDa, p. 16)
revised only and whose detailed data are reprinted in “Core “Forest Blowgunners” (see PDa, p. 38)
Rulebook EX,” the reference page is placed after the “Core (Note: secret [Blowgun Proficiency A] and its upper secrets
Rulebook I/II/III” page. You can refer to the data of any do not exist. Combat Feat [Weapon Proficiency
book for such items. A(S)/blowgun] also does exist)
“Wardial Dragon Knight Spear” (see PSH, p. 169)

This list is made in terms of availability in the time period,


and some items in the list are “Not for Sale” or “Cannot be A small number of products are classified as special
Traded”. These may only be available to PCs if the GM has products but are listed in this general list. They should be left
prepared them for the adventure and not for sale in general. out of the consideration of local availability in the adventures
This is exactly the same as for adventures in the present time of this period. Even if they are local specialties in the
(around the year 310 of the continental calendar). “Current” period, they are available in the Durandal period
without any local restrictions.
N O P ROCESSED I TEMS R ECIPE R EFERENCES
Even for items that have processed item recipes (see AW,
p. 159), all references are omitted in this list as they are not
necessary for adventures in this period. This is also because
the existing recipes are based on present-time assumptions,
and there is no guarantee that they correspond to the
Durandal period's class (occupation) or material. For
example, the Extra Manatite Armor +1 recipe is based on the
assumption that the item is obtained from magical loot from
a magitech soldier. However, there is no magitech in the
Magic Civilization Period, and this recipe is not available.

67
Part 2 Items

B-Rank Swords
Min Crit Add'l
Name Popularity Stance Accuracy Power ③ ④⑤⑥⑦⑧⑨⑩⑪⑫ Price Notes
STR Rate Dmg
Knife 1H* 1 - 1 0 0 0 1 2 3 3 3 4 4 ⑩ - 30
Stiletto 1H 2 - 2 0 0 0 1 2 3 4 4 4 4 ⑩ - 40
Dagger 1H* 3 - 3 0 0 1 1 2 3 4 4 4 5 ⑩ - 50
Kukri 1H 4 - 4 0 0 1 2 2 3 4 4 5 5 ⑩ - 60
Short Sword 1H 5 - 5 0 1 1 2 2 3 4 5 5 5 ⑩ - 80

Ripper Knife 14 1H* 5 - 5 0 1 1 2 2 3 4 5 5 5 ⑨ - 3,600 (Details AW, p. 124,


CR EX, p. 359)
Epee 1H 6 - 6 0 1 1 2 3 3 4 5 5 5 ⑩ - 90
Katzbalger 1H 7 - 7 0 1 1 2 3 4 4 5 5 6 ⑩ - 100
Rapier 1H 8 - 9 0 1 2 3 3 4 4 5 6 7 ⑩ - 110
Saber 1H 10 - 10 1 1 2 3 3 4 5 5 6 7 ⑩ - 190
Estoc 2H 11 - 21 1 2 3 4 6 6 7 8 9 10 ⑩ - 370
1H† 13 - 13 1 2 3 3 4 4 5 6 7 7 ⑩ -
Long Sword 440
2H 13 - 23 2 2 3 5 6 7 7 8 9 10 ⑩ -
Broad Sword 1H 15 - 15 1 2 3 4 4 5 5 6 7 8 ⑩ - 340
1H† 17 - 17 1 2 3 4 5 5 6 7 7 8 ⑩ -
Bastard Sword 560
2H 17 - 27 2 3 4 6 6 8 8 9 9 10 ⑩ -
Falchion 2H 18 - 28 2 3 4 6 6 8 9 9 10 10 ⑩ - 790
Zweihander 2H 20 - 30 2 4 4 6 7 8 9 10 10 10 ⑩ - 860
Shamshir 2H 22 - 32 3 4 5 6 7 8 10 10 10 11 ⑩ - 950
Great Sword 2H 24 - 34 3 4 5 6 8 9 10 10 11 11 ⑩ - 1,020
Blade of 12 1H 5 +1 5 0 1 1 2 2 3 4 5 5 5 ⑩ +1 6,120 (Details RGB)
Intuition
Elemental 16 1H 5 +1 10 1 1 2 3 3 4 5 5 6 7 ⑩ +1 12,000 (Details CR III, p.
Blade 207 or AW, p. 86, 116)
Blessed 14 1H 10 +1 10 1 1 2 3 3 4 5 5 6 7 ⑩ +1 30,000 (Details CR III, p.
Sword 212 or AW, p. 86, 116)
Rylock 24,000+ 100
16/19 1H 5 +2 5 0 1 1 2 2 3 4 5 5 5 ⑩ +2 (Details PH, p. 47)
Edge rep.
1H† 17 +2 17 1 2 3 4 5 5 6 7 7 8 ⑩ +2 26,000+ 100
Rylock 16/19 (Details PH, p. 47)
Sword 2H 17 +2 27 2 3 4 6 6 8 8 9 9 10 ⑩ +2 rep.

Pajarigar’s 37,000 (Not


21 1H 5 +2 5 0 1 1 2 2 3 4 5 5 5 ⑩ +2 (Details WT, p. 154)
Pouch for Sale)
1H† 13 +5 13 1 2 3 3 4 4 5 6 7 7 ⑩ +5 700,000 (Not
Long Sword 21 (Details WT, p. 144)
+5 2H 13 +5 23 2 2 3 5 6 7 7 8 9 10 ⑩ +5 for Sale)

Berserker's 13,000 (Not (Details CR III, p.


15 2H 17 +1 27 2 3 4 6 6 8 8 9 9 10 ⑧ +1
Soul for Sale) 208 or AW, p. 86, 116)
48,000 (Not
Ill Blood 20 2H 19 +1 29 2 3 4 6 7 8 9 9 10 10 ⑩ +1 (Details WT, p. 155)
for Sale)
1H† 8 +2 8 0 1 2 2 3 4 4 5 6 6 ⑨ +2 Cannot be
Overload 24 (Details WT, p. 148)
2H 8 +2 18 1 2 3 4 5 6 6 7 7 8 ⑨ +2 Traded
Wizard Cannot be
23 1H 10 +1 10 1 1 2 3 3 4 5 5 6 7 ⑩ +1 (Details WT, p. 149)
Ruler Traded
Cannot be
Dreadnought 23 2H 12 +1 22 1 2 3 5 6 6 7 8 9 10 ⑩ +1 (Details WT, p. 150)
Traded
1H† 13 +3 13 1 2 3 3 4 4 5 6 7 7 ⑩ +3 Cannot be
Sword 22 (Details WT, p. 145)
Breaker 2H 13 +3 23 2 2 3 5 6 7 7 8 9 10 ⑩ +3 Traded
1H† 15 +1 15 1 2 3 4 4 5 5 6 7 8 ⑩ +1 Cannot be
Pajarigar 20 (Details WT, p. 153)
Slash 2H 15 +1 25 2 3 4 5 6 7 8 8 9 10 ⑩ +1 Traded

Sieghardt Cannot be
18 1H 20 +1 20 1 2 3 4 5 6 7 8 9 10 ⑩ +1 (Details WT, p. 157)
Blade Traded

Perdition Cannot be
24 1H (Details WT, p. 145)
Serpent Traded

68
A-Rank Swords
Min Crit Add'l
Name Popularity Stance Accuracy Power ③ ④ ⑤ ⑥ ⑦ ⑧ ⑨ ⑩ ⑪ ⑫ Price Notes
STR Rate Dmg
Fast Spike 1H* 1 +1 6 0 1 1 2 3 3 4 5 5 5 ⑩ - 820
Terbutje 1H 6 - 11 1 2 2 3 3 4 5 6 6 7 ⑨ - 140 (Details AW, p. 87,
116, CR EX, p. 344)
Broken (Details AW, p. 87,
1H 6 - 6 0 1 1 2 3 3 4 5 5 5 ⑫ - 140
Terbutje CR EX, p. 344)
Main Gauche 1H 6 - 6 0 1 1 2 3 3 4 5 5 5 ⑩ - 620 (Details AW, p. 87,
CR EX, p. 345)
Flissa 1H 8 - 13 1 2 3 3 4 4 5 6 7 7 ⑩ - 880
Schiavona 1H 11 - 16 1 2 3 4 4 5 6 7 7 8 ⑩ - 990
Defender 1H 12 - 17 1 2 3 4 5 5 6 7 7 8 ⑩ - 1,770 (Details AW, p. 87,
117, CR EX, p. 345)
Shotel 1H 14 -1 19 1 2 3 4 5 6 7 7 8 9 - 1,080 (Details AW, p. 87,

116, CR EX, p. 345)
Talwar 1H 15 - 20 1 2 3 4 5 6 7 8 9 10 ⑩ - 1,210
Steel Blade 1H 19 - 24 2 3 4 5 6 7 7 8 9 10 ⑩ - 1,450
1H† 23 - 28 2 3 4 6 6 8 9 9 10 10 ⑩ -
Flamberge 1,580
2H 23 - 38 3 5 6 7 8 10 10 11 12 13 ⑩ -
Dragonslayer 2H 28 - 43 4 6 7 8 9 10 11 12 13 14 ⑩ - 2,760
(CR III, p. 210, AW,
Zantetsuken 14 2H 15 +1 30 2 4 4 6 7 8 9 10 10 10 ⑩ +1 25,000 p. 87, 117, CR EX, p.
345)
(CR III, p. 215, AW,
Destroyer 21 2H 20 +1 35 3 4 5 7 8 9 10 10 11 12 ⑩ +1 15,000 p. 87, 117, CR EX, p.
346)
Crescent 11,000 +30
14/17 1H 11 +1 11 1 2 2 3 3 4 5 6 6 7 ⑩ +1 (Details PZ, p. 43)
Epic rep.
1H† 17 +1 22 1 2 3 5 6 6 7 8 9 10 ⑩ +1 22,000 (Not
Lightning 21 (Details WT, p. 153)
Hell 2H 17 +1 32 3 4 5 6 7 8 10 10 10 11 ⑩ +1 for Sale)
18,000 (Not
Einhander 16 1H 20 +1 25 2 3 4 5 6 7 8 8 9 10 ⑩ +1 (Details WT, p. 157)
for Sale)
Cannot be
Air Razor 25 1H 6 +2 11 1 2 2 3 3 4 5 6 6 7 ⑨ +2 (Details WT, p. 150)
Traded
Phantom Cannot be
25 1H 15 +2 20 1 2 3 4 5 6 7 8 9 10 ⑩ +2 (Details WT, p. 149)
Fake Traded

S-Rank Swords
Min Crit Add'l
Name Popularity Stance Accuracy Power ③ ④⑤⑥⑦⑧⑨⑩⑪⑫ Price Notes
STR Rate Dmg
Piercer 1H* 4 - 14 1 2 3 4 4 4 5 6 7 8 ⑨ - 2,150
Excellent Rapier 1H 10 - 20 1 2 3 4 5 6 7 8 9 10 ⑩ - 4,580 Silvered
Crenated Sword 2H 11 - 31 2 4 5 6 7 8 9 10 10 11 ⑩ - 3,200
Mithril Sword 1H 15 - 25 2 3 4 5 6 7 8 8 9 10 ⑩ - 7,500 Silvered
Slasher 1H 21 - 31 2 4 5 6 7 8 9 10 10 11 ⑩ - 5,750
1H† 26 - 36 3 5 5 7 8 9 10 11 11 12 ⑩ -
Claymore 8,000
2H 26 - 46 4 6 7 9 10 10 12 13 13 14 ⑩ -
Sentinel 2H 35 - 55 5 7 10 10 11 12 13 14 16 16 ⑩ - 14,000
1H† 20 - 30 2 4 4 6 7 8 9 10 10 10 ⑩ -
Executioner’s 22 2H 20 - 40 4 5 6 7 9 10 11 11 12 13 ⑩ - 25,000 (Details AW, p.
Blade 2H 30 +1 50 4 6 8 10 10 12 12 13 15 15 ⑩ +1 117, EX, p. 346)
1H† 24 +1 34 3 4 5 6 8 9 10 10 11 11 ⑩ +1 55,000 (Not (Details WT, p.
Chillbreeze 22
2H 24 +1 44 4 6 7 8 10 10 11 12 13 14 ⑩ +1 for Sale) 153)
Cannot be (Details WT, p.
Tyrant Blade 21 1H 18 +2 28 2 3 4 6 6 8 9 9 10 10 ⑩ +2
Traded 148)
Ray of the Cannot be (Details WT, p.
24 2H 20 +2 100 8 12 15 18 19 20 22 24 27 30 ⑩ +2
Gold Traded 148)
Cannot be (Details WT, p.
Iron Cutter 20 2H 24 +3 44 4 6 7 8 10 10 11 12 13 14 ⑩ +3
Traded 151)

69
Part 2 Items

SS-Rank Swords
Min Crit Add'l
Name Popularity Stance Accuracy Power ③ ④ ⑤ ⑥ ⑦ ⑧ ⑨ ⑩ ⑪ ⑫ Price Notes
STR Rate Dmg
Aiguilles Argent 1H 5 +2 30 2 4 4 6 7 8 9 10 10 10 ⑩ - 70,000 Silvered
Domina Aqua 1H 15 +2 40 4 5 6 7 9 10 11 11 12 13 ⑩ - 90,000
1H† 25 +2 50 4 6 8 10 10 12 12 13 15 15 ⑩ -
Vanargand 110,000
2H 25 +2 60 5 9 10 11 12 13 14 15 16 18 ⑩ -
2H 35 +2 70 5 9 10 12 14 16 17 18 19 19 ⑩ - 130,000
Grendalion
Double-Edged 850,000 (Not (Details
20 1H 5 +3 20 1 2 3 4 5 6 7 8 9 10 ⑩ +3
Sword of Asteria for Sale) WT, p. 144)
91,000 (Not (Details
Inferno Lord 23 2H 26 +1 61 5 9 10 11 12 13 14 16 17 18 ⑨ -
for Sale) WT, p. 154)
Cannot be (Details
Soulmasher 24 2H 30 +2 90 7 10 12 15 18 19 21 23 25 26 ⑩ +2
Traded WT, p. 149)
Grendal's Seven Cannot be (Details
18
Strong Swords Traded WT, p. 143)
SS-Rank Swords
Aiguilles Argent: This slender sword is crafted from mithril and has a length of approximately 1.2 meters. It is lightweight and has an
exceptional cutting ability.
Domina Aqua: Known as the “Mistress of Water,” this curved sword has a blade made of magically hardened water. It is of limpid beauty,
but due to the crystal clear water blade, it requires skillful handling to correctly time the blade.
Vanargand: This is a one-handed half-sword with a silver and white wolf's-fang ornament on the pommel. The blade is about 1.5 meters long
and has numerous symbols engraved on it. When unsheathed, the symbols emit a pale light.
Grendalion: This large sword is named after Grendal and is more than two meters long. It is heavy enough to be wielded by an ordinary
person and can deliver an enormous blow, although it is not as powerful as the mythical Seventh Swords of Grendal.

70
B-Rank Axes
Min Crit Add'l
Name Popularity Stance Accuracy Power ③ ④ ⑤ ⑥ ⑦ ⑧ ⑨ ⑩ ⑪ ⑫ Price Notes
STR Rate Dmg
Sickle 1H 4 - 9 0 1 2 3 3 4 4 5 6 7 ⑪ - 40
Hand Axe 1H* 7 - 12 1 2 2 3 4 4 5 6 6 7 ⑪ - 90
Bhuj 1H 11 - 16 1 2 3 4 4 5 6 7 7 8 ⑪ - 240
(Details
Kusari-Gama (Sickle) 2H 12 - 17 1 2 3 4 5 5 6 7 7 8 ⑪ - 8,800 AW, p. 122,
CR EX, p.
355)
1H† 16 - 21 1 2 3 4 6 6 7 8 9 10 ⑪ -
Battle Axe 360
2H 16 - 31 2 4 5 6 7 8 9 10 10 11 ⑪ -
Great Axe 2H 18 - 33 3 4 5 6 8 8 10 10 10 11 ⑪ - 410
1H† 20 - 25 2 3 4 5 6 7 8 8 9 10 ⑪ -
Heavy Axe 440
2H 20 - 35 3 4 5 7 8 9 10 10 11 12 ⑪ -
Bulova 2H 22 - 37 3 5 6 7 8 9 10 11 12 12 ⑪ - 490
Minotaur's Axe 2H 30 - 45 4 6 7 9 10 10 11 12 13 14 ⑪ - 950

A-Rank Axes
Min Crit Add'l
Name Popularity Stance Accuracy Power ③④⑤⑥⑦⑧⑨⑩⑪⑫ Price Notes
STR Rate Dmg
Tomahawk 1H* 7 - 17 1 2 3 4 5 5 6 7 7 8 ⑪ - 630
Tabarzin 1H 13 - 23 2 2 3 5 6 7 7 8 9 10 ⑪ - 840
2Hᵴ 16 - 36 3 5 5 7 8 9 10 11 11 12 ⑪ -
Long Axe 990
2Hᵱ 16 - 31 2 4 5 6 7 8 9 10 10 11 ⑩ -
2Hᵴ 20 - 40 4 5 6 7 9 10 11 11 12 13 ⑪ -
Halberd 1,080
2Hᵱ 20 - 35 3 4 5 7 8 9 10 10 11 12 ⑩ -
2Hᵴ 28 - 48 4 6 7 9 10 12 12 13 13 15 ⑪ -
Glaive 1,350
2Hᵱ 28 - 43 4 6 7 8 9 10 11 12 13 14 ⑩ -
(Details CR
III, p. 215 or
Death 14 2H 17 +1 37 3 5 6 7 8 9 10 11 12 12 ⑪ +1 16,000 AW, p. 89,
Scythe 118, CR EX,
p. 347)

S-Rank Axes
Min Crit Add'l
Name Popularity Stance Accuracy Power ③ ④ ⑤ ⑥ ⑦ ⑧ ⑨ ⑩ ⑪ ⑫ Price Notes
STR Rate Dmg
Hatchet 1H* 9 - 24 2 3 4 5 6 7 7 8 9 10 ⑪ - 2,300
Mithril 1H† 18 - 33 3 4 5 6 8 8 10 10 10 11 ⑪ -
8,000
Axe 2H 18 - 43 4 6 7 8 9 10 11 12 13 14 ⑪ - Silvered
2Hᵴ 26 - 51 5 7 8 10 10 12 12 13 15 15 ⑪ -
Couse 10,500
2Hᵱ 26 - 46 4 6 7 9 10 10 12 13 13 14 ⑩ -
Voulge 2H 34 - 59 5 9 10 11 12 12 14 15 16 17 ⑪ - 13,400

SS-Rank Axes
Min Crit Add'l
Name Popularity Stance Accuracy Power ③④⑤⑥⑦⑧⑨⑩⑪⑫ Price Notes
STR Rate Dmg

1H 15 +2 45 4 6 7 9 10 10 11 12 13 14 ⑪ - 88,000
Barbarossa
2Hᵴ 27 +2 67 5 9 10 12 13 15 16 17 19 19 ⑪ -
Tabar 111,000
Zagnar 2Hᵱ 27 +2 62 5 9 10 11 13 13 14 16 17 18 ⑩ -

Labyrinthus 2H 40 - 90 7 10 12 15 18 19 21 23 25 26 ⑩ - 137,000
Basileus

SS-Rank Axes
Barbarossa: This is a war axe with a crimson, 1-meter-long blade. The lower part of the blade extends in a “bearded” shape.
Tabar Zagnar: This is a long-handled composite weapon with a long curved sickle blade, a flared ax blade, and a spearhead. It is about 2
meters long, made entirely of metal, and decorated with exquisite patterns all over.
Labyrinthus Basileus: This is a double-edged axe with two uncharacteristically large axe blades. The length of the axe is over two meters, and
it is decorated with intricate patterns of labyrinths.

71
Part 2 Items

B-Rank Spears
Min Crit Add'l
Name Popularity Stance Accuracy Power ③④⑤⑥⑦⑧⑨⑩⑪⑫ Price Notes
STR Rate Dmg
Javelin 1H* 5 -1 10 1 1 2 3 3 4 5 5 6 7 ⑩ - 65
Short
1H* 10 -1 15 1 2 3 4 4 5 5 6 7 8 ⑩ - 110
Spear
1H† 15 -1 20 1 2 3 4 5 6 7 8 9 10 ⑩ -
Spear 170
2H 15 - 25 2 3 4 5 6 7 8 8 9 10 ⑩ -
Long 1H† 20 -1 25 2 3 4 5 6 7 8 8 9 10 ⑩ -
220
Spear 2H 20 - 30 2 4 4 6 7 8 9 10 10 10 ⑩ -
1H† 18 - 23 2 2 3 5 6 7 7 8 9 10 ⑩ +1 (Details CR
2H 18 +1 28 2 3 4 6 6 8 9 9 10 10 ⑩ +1
Judgment 16 32,000 III, p. 211 or
AW, p. 90, 118,
Spear 2H 15 - 25 2 3 4 5 6 7 8 8 9 10 ⑩ -
CR EX, p. 347)

A-Rank Spears
Min Crit Add'l
Name Popularity Stance Accuracy Power ③ ④⑤⑥⑦⑧⑨⑩⑪⑫ Price Notes
STR Rate Dmg
Pilum 1H 8 -1 13 1 2 3 3 4 4 5 6 7 7 ⑨ - 880
Trident 1H* 12 -1 22 1 2 3 5 6 6 7 8 9 10 ⑩ - 460
1H† 15 -1 25 2 3 4 5 6 7 8 8 9 10 ⑩ -
Ahlspiess 480
2H 15 - 30 2 4 4 6 7 8 9 10 10 10 ⑩ -
(Details AW, p.
Normal Lance 1H 20 -1 30 2 4 4 6 7 8 9 10 10 10 ⑩ - 1,200 90, 118, CR EX, p.
347)
1H† 25 -1 35 3 4 5 7 8 9 10 10 11 12 ⑩ -
Pike 1,750
2H 25 -1 45 4 6 7 9 10 10 11 12 13 14 ⑩ -
1H† 17 -1 27 2 3 4 6 6 8 8 9 9 10 ⑩ -
1,920 + 30 (Details PSH, p.
Sidefang 13/16 2Hᵴ 17 - 37 3 5 6 7 8 9 10 11 12 12 ⑪ -
rep. 176)
2Hᵱ 17 - 32 3 4 5 6 7 8 10 10 10 11 ⑩ -
1H† 21 +1 31 2 4 5 6 7 8 9 10 10 11 ⑩ +2 380,000
Shamrock 22 (Not for (Details WT, p.
Cross Spear 2H 21 +2 36 3 5 5 7 8 9 10 11 11 12 ⑩ +2 150)
Sale)

S-Rank Spears
Min Crit Add'l
Name Popularity Stance Accuracy Power ③④⑤⑥⑦⑧⑨⑩⑪⑫ Price Notes
STR Rate Dmg
Partisan 1H 7 -1 22 1 2 3 5 6 6 7 8 9 10 ⑩ - 1,990
Mithril 1H† 18 -1 33 3 4 5 6 8 8 10 10 10 11 ⑩ -
7,930 Silvered
Spear 2H 18 -1 43 4 6 7 8 9 10 11 12 13 14 ⑩ -
(Details
Heavy
1H 25 -1 40 4 5 6 7 9 10 11 11 12 13 ⑩ - 8,280 AW, p. 91,
Lance 118, CR EX,
p. 348)
1H† 27 -1 42 4 6 7 7 9 10 11 12 13 13 ⑩ - 21,000
Striking 13/16 2Hᵴ 27 - 52 5 7 8 10 11 12 12 13 15 15 ⑪ - + 50 (Details
Sidefang 2Hᵱ 27 - 47 4 6 7 9 10 11 12 13 13 15 ⑩ - rep. PSH, p. 176)
1H† 30 -1 45 4 6 7 9 10 10 11 12 13 14 ⑩ -
Corsesca 12,800
2H 30 -1 55 5 7 10 10 11 12 13 14 16 16 ⑩ -

SS-Rank Spears
Min Crit Add'l
Name Popularity Stance Accuracy Power ③④⑤⑥⑦⑧⑨⑩⑪⑫ Price Notes
STR Rate Dmg
1H† 17 +1 47 4 6 7 9 10 11 12 13 13 15 ⑩ -
Sunpiercer 89,000
2H 17 +2 52 5 7 8 10 11 12 12 13 15 15 ⑩ -

10 1H 25 +1 55 5 7 10 10 11 12 13 14 16 16 ⑩ - 130,000 (Details
Artemarans p. 97)
Gigantis 2H 30 +1 70 5 9 10 12 14 16 17 18 19 19 ⑩ - 114,000
1H† 30 - 55 5 7 10 10 11 12 13 14 16 16 ⑩ - 133,000
Dragon 22 (Not for (Details
Fang Spear 2H 30 - 65 5 9 10 12 13 14 15 17 18 18 ⑩ -
Sale) RGB)
SS-Rank Spears
Sunpiercer: It is a short spear with a golden shine and a length of over 1 meter. The spearhead is decorated with the design of a spear piercing
the sun, and it has sharp, penetrating power.
Artemarans: It is a large swinging jousting spear with exquisite decoration throughout. The weight and balance of the spear have been magically
adjusted to make it perfect for use. People say it can deliver a really powerful blow.
Gigantis: It is a long spear with a length of over 3 meters. The spearhead is large and has a vicious, jagged end with high killing power.

72
B-Rank Maces
Min Crit Add'l
Name Popularity Stance Accuracy Power ③ ④ ⑤ ⑥ ⑦ ⑧ ⑨ ⑩ ⑪ ⑫ Price Notes
STR Rate Dmg
Mallet 1H* 1 +1 6 0 1 1 2 3 3 4 5 5 5 ⑫ - 20
Light Mace 1H 5 +1 10 1 1 2 3 3 4 5 5 6 7 ⑫ - 120
Heavy
1H 10 +1 15 1 2 3 4 4 5 5 6 7 8 ⑫ - 220
Mallet
Heavy 1H† 15 +1 20 1 2 3 4 5 6 7 8 9 10 ⑫ -
330
Mace 2H 15 +1 30 2 4 4 6 7 8 9 10 10 10 ⑫ -
Maul 2H 35 +1 35 3 4 5 7 8 9 10 10 11 12 ⑫ - 440
Ogre Maul 2H 45 +1 45 4 6 7 9 10 10 11 12 13 14 ⑫ - 640

A-Rank Maces
Min Crit Add'l
Name Popularity Stance Accuracy Power ③ ④ ⑤ ⑥ ⑦ ⑧ ⑨ ⑩ ⑪ ⑫ Price Notes
STR Rate Dmg
Biliong 1H 7 +1 17 1 2 3 4 5 5 6 7 7 8 ⑫ - 460
Steel
1H 13 +1 23 2 2 3 5 6 7 7 8 9 10 ⑫ - 710
Blow
Ball
2H 23 +1 43 4 6 7 8 9 10 11 12 13 14 ⑫ - 1,220
Mace

S-Rank Maces
Min Crit Add'l
Name Popularity Stance Accuracy Power ③ ④ ⑤ ⑥ ⑦ ⑧ ⑨ ⑩ ⑪ ⑫ Price Notes
STR Rate Dmg
Bludgeon 1H 5 +2 15 1 2 3 4 4 5 5 6 7 8 ⑫ - 1,360
Mithril
1H 15 +2 25 2 3 4 5 6 7 8 8 9 10 ⑫ - 7,200
Mace Silvered
Troll
2H 30 +2 50 4 6 8 10 10 12 12 13 15 15 ⑫ - 10,800
Buster

SS-Rank Maces
Min Crit Add'l
Name Popularity Stance Accuracy Power ③④⑤⑥⑦⑧⑨⑩⑪⑫ Price Notes
STR Rate Dmg
Bright 1H 14 +3 44 4 6 7 8 10 10 11 12 13 14 ⑫ - 85,000
Roar
1H† 20 +3 50 4 6 8 10 10 12 12 13 15 15 ⑫ -
96,000
Mincemaker 2H 20 +3 60 5 9 10 11 12 13 14 15 16 18 ⑫ -

2H 28 +3 68 5 9 10 12 14 15 16 17 19 19 ⑫ - 113,000
Xenophilius

SS-Rank Maces
Bright Roar: This one-handed mace has a hammerhead resembling the head of a roaring golden lion, measuring about one meter in length.
Its exquisite weight balance makes it easy to handle and highly powerful.
Mincemaker: This spiked metal club is about 1.5 meters long. Its name comes from the fact that it is as powerful as its vicious appearance,
turning enemies into minced meat.
Xenophilius: This mace has a huge hammerhead over 2 meters long. Powerful magic is applied to prevent it from missing its intended prey.

73
Part 2 Items

B-Rank Staves
Min Crit Add'l
Name Popularity Stance Accuracy Power ③ ④ ⑤ ⑥ ⑦ ⑧ ⑨ ⑩ ⑪ ⑫ Price Notes
STR Rate Dmg
Mage Staff 2H 1 +1 11 1 2 2 3 3 4 5 6 6 7 ⑫ - 110
Quarterstaff 2H 4 +1 14 1 2 3 4 4 4 5 6 7 8 ⑫ - 140

(Details AW,
Staff of 14 2H 1 +2 11 1 2 2 3 3 4 5 6 6 7 ⑫ +1 14,840 p. 119, CR EX,
Control
p. 348)
105 +20
Spiral Rod 1H 1 +1 6 0 1 1 2 3 3 4 5 5 5 ⑫ -
rep.
96,000 (Details CR
Staff Of 14 2H 1 +2 11 1 2 2 3 3 4 5 6 6 7 ⑫ +1 (Not for III, p. 213 or
House Sale) AW, p. 119)
1H† 8 +3 8 0 1 2 2 3 4 4 5 6 6 ⑩ +2 590,000
Tree King
22 (Not for (Details WT,
Sword 2H 8 +3 18 1 2 3 4 5 6 6 7 7 8 ⑩ +2
Sale) p. 151)
Falungorn

A-Rank Staves
Min Crit Add'l
Name Popularity Stance Accuracy Power ③ ④ ⑤ ⑥ ⑦ ⑧ ⑨ ⑩ ⑪ ⑫ Price Notes
STR Rate Dmg
(Details AW, p.
Mana 2H 3 +1 13 1 2 3 3 4 4 5 6 7 7 ⑫ - 6,800 92, 119, CR EX, p.
Staff
349)
Leech 2H 5 +1 15 1 2 3 4 4 5 5 6 7 8 ⑫ - 7,000 (Details AW, p. 92,
Staff 119, CR EX, p. 349)
Spiral 4,500 +
12/15 1H 1 +1 6 0 1 1 2 3 3 4 5 5 5 ⑫ - (see PH, p. 48)
White Rod 30 rep.

S-Rank Staves
Min Crit Add'l
Name Popularity Stance Accuracy Power ③④⑤⑥⑦⑧⑨⑩⑪⑫ Price Notes
STR Rate Dmg
(Details
Sorcerer's 2H 10 +1 20 1 2 3 4 5 6 7 8 9 10 ⑫ - 22,500 AW, p. 93,
119, CR EX,
Staff
p. 350)
(Details
Black 2H 10 +1 20 1 2 3 4 5 6 7 8 9 10 ⑫ - 22,500 AW, p. 93,
Rod 120, CR EX,
p. 350)

SS-Rank Staves
Min Crit Add'l
Name Popularity Stance Accuracy Power ③④⑤⑥⑦⑧⑨⑩⑪⑫ Price Notes
STR Rate Dmg

14 2H 8 +2 43 4 6 7 8 9 10 11 12 13 14 ⑫ - 114,000 (Details
Gnosis
p. 97)

14 2H 14 +2 49 4 6 7 10 10 12 12 13 14 15 ⑫ - 176,000 (Details
Uroboros p. 97)

SS-Rank Staves
Gnosis: This staff is made from a branch of the world tree and is said to grant its bearer immense magical power and vast knowledge.
Uroboros: Embedded with the heart muscle of a legendary time dragon, this staff is said to give the wielder limited power to manipulate time.

74
B-Rank Flails
Min Crit Add'l
Name Popularity Stance Accuracy Power ③ ④ ⑤ ⑥ ⑦ ⑧ ⑨ ⑩ ⑪ ⑫ Price Notes
STR Rate Dmg
Light Flail 1H 7 -1 12 1 2 2 3 4 4 5 6 6 7 ⑩ - 90
1H† 10 -1 15 1 2 3 4 4 5 5 6 7 8 ⑩ -
Flail 240
2H 10 -1 25 2 3 4 5 6 7 8 8 9 10 ⑩ -
Morningstar 1H 12 -1 17 1 2 3 4 5 5 6 7 7 8 ⑩ - 280
1H† 15 -1 20 1 2 3 4 5 6 7 8 9 10 ⑩ -
Heavy Flail 340
2H 15 -1 30 2 4 4 6 7 8 9 10 10 10 ⑩ -

A-Rank Flails
Min Crit Add'l
Name Popularity Stance Accuracy Power ③ ④ ⑤ ⑥ ⑦ ⑧ ⑨ ⑩ ⑪ ⑫ Price Notes
STR Rate Dmg
1H† 14 -1 24 2 3 4 5 6 7 7 8 9 10 ⑩ -
Rising Sun 1,200
2H 14 -1 34 3 4 5 6 8 9 10 10 11 11 ⑩ -
1H† 18 -1 28 2 3 4 6 6 8 9 9 10 10 ⑩ -
Goedendag 1,540
2H 18 -1 38 3 5 6 7 8 10 10 11 12 13 ⑩ -
Scorpion
2H 27 -1 47 4 6 7 9 10 11 12 13 13 15 ⑩ - 2,600
Tail

S-Rank Flails
Min Crit Add'l
Name Popularity Stance Accuracy Power ③ ④ ⑤ ⑥ ⑦ ⑧ ⑨ ⑩ ⑪ ⑫ Price Notes
STR Rate Dmg
Double
1H 12 -1 22 1 2 3 5 6 6 7 8 9 10 ⑨ - 3,300
Eel
Jail
1H 19 -1 29 2 3 4 6 7 8 9 9 10 10 ⑨ - 5,100
Impact
Titan
2H 32 -1 52 5 7 8 10 11 12 12 13 15 15 ⑨ - 12,500
Flail

SS-Rank Flails
Min Crit Add'l
Name Popularity Stance Accuracy Power ③④⑤⑥⑦⑧⑨⑩⑪⑫ Price Notes
STR Rate Dmg
1H† 26 +1 56 5 8 10 10 11 12 13 15 16 16 ⑩ -
12 111,000 (Details
Dawnbringer 2H 26 +1 66 5 9 10 12 13 15 15 17 18 19 ⑩ -
p. 97)
1H† 15 - 45 4 6 7 9 10 10 11 12 13 14 ⑨ -
89,000
Bloodseeker 2H 15 - 55 5 7 10 10 11 12 13 14 16 16 ⑨ -

2H 38 - 88 7 10 12 14 18 19 21 22 24 25 ⑩ - 136,000
Titanomachia

SS-Rank Flails
Dawnbringer: A golden metal ball resembling a sun is chained to a 1-meter-long hilt.
Bloodseeker: A dark blood-colored metal ball is connected to the handle by a long chain. It is said that the weapon itself craves blood and
aims precisely at the target.
Titanomachia: A chain more than three meters long with a huge iron ball with countless spines strung on its end. Inspired by the weapons
used by the giants in the War of the Gods, this flail is extremely powerful, but an ordinary Human would have difficulty even lifting the chain.

75
Part 2 Items

B-Rank Warhammers
Min Crit Add'l
Name Popularity Stance Accuracy Power ③ ④ ⑤ ⑥ ⑦ ⑧ ⑨ ⑩ ⑪ ⑫ Price Notes
STR Rate Dmg
Pick 1H 2 -1 7 0 1 1 2 3 4 4 5 5 6 ⑩ - 60
Warhammer 1H 11 -1 16 1 2 3 4 4 5 6 7 7 8 ⑩ - 250
Mattock 2H 20 -2 40 4 5 6 7 9 10 11 11 12 13 ⑩ - 440

A-Rank Warhammers
Min Crit Add'l
Name Popularity Stance Accuracy Power ③ ④ ⑤ ⑥ ⑦ ⑧ ⑨ ⑩ ⑪ ⑫ Price Notes
STR Rate Dmg
War Pick 1H 5 -1 15 1 2 3 4 4 5 5 6 7 8 ⑩ - 600
Bec-De- 2Hᵴ 20 -1 40 4 5 6 7 9 10 11 11 12 13 ⑩ -
1,800
Corbin 2Hᵱ 20 -2 45 4 6 7 9 10 10 11 12 13 14 ⑩ -
Guisarme 2H 25 -2 50 4 6 8 10 10 12 12 13 15 15 ⑩ - 1,680

S-Rank Warhammers
Min Crit Add'l
Name Popularity Stance Accuracy Power ③④⑤⑥⑦⑧⑨⑩⑪⑫ Price Notes
STR Rate Dmg
Chekan 1H 9 -1 24 2 3 4 5 6 7 7 8 9 10 ⑩ - 2,600
Bec-de- 1H† 22 -1 37 3 5 6 7 8 9 10 11 12 12 ⑩ -
10,300
Faucon 2H 22 -2 52 5 7 8 10 11 12 12 13 15 15 ⑩ -
Heavy
2H 31 -2 61 5 9 10 11 12 13 14 16 17 18 ⑩ - 12,000
Anchor
Blasting (Details
Fate 19 2H 30 -1 60 5 9 10 11 12 13 14 15 16 18 ⑩ +1 37,000 WT, p. 156,
Hammer CR EX, p. 351)

SS-Rank Warhammers
Min Crit Add'l
Name Popularity Stance Accuracy Power ③ ④ ⑤ ⑥ ⑦ ⑧ ⑨ ⑩ ⑪ ⑫ Price Notes
STR Rate Dmg

1H 8 +1 33 3 4 5 6 8 8 10 10 10 11 ⑨ - 76,000
Brainspinner
2Hᵴ 19 +1 59 5 9 10 11 12 12 14 15 16 17 ⑩ -
98,000
Nevermore 2Hᵱ 19 +1 54 5 7 9 10 11 12 13 14 15 16 ⑨ -
Magna 2H 35 - 85 6 9 11 14 17 19 21 22 23 24 ⑩ - 130,000
Imperium

SS-Rank Warhammers
Brainspinner: This is a one-handed war hammer with a sharp, pick-shaped head that can easily penetrate an enemy's helmet and pierce the
skull.
Nevermore: This jet-black war hammer has a long handle, measuring about 2 meters in length. Its hammerhead and spearhead are in the
shape of a great raven with its wings folded. The beak serves as the pick, and the tail functions as the hammer. The raven is known as a symbol
of death and is imbued with magical power, ensuring that it strikes a sure and deadly blow.
Magna Imperium: This is a lavishly decorated giant warhammer that is 2.5 meters long. Originally created as a symbol of power and authority,
it could make an “authoritative blow”.

76
A-Rank Tangling
Min Crit Add'l
Name Popularity Stance Accuracy Power ③ ④ ⑤ ⑥ ⑦ ⑧ ⑨ ⑩ ⑪ ⑫ Price Notes
STR Rate Dmg

Whip 1H 5 - 10 1 1 2 3 3 4 5 5 6 7 ⑪ - 520 (Details AW, p. 120,


CR EX, p . 351)
Net 1H* 5 - - 210 (Details AW, p. 121)
Chain 1H 9 - 19 1 2 3 4 5 6 7 7 8 9 ⑫ - 670 (Details AW, p. 121)
Kusari- (Details AW, p. 121,
1H* 9 - 19 1 2 3 4 5 6 7 7 8 9 ⑫ - 780
Fundo CR EX, p. 352)
Meteor
2H* 20 -1 40 4 5 6 7 9 10 11 11 12 13 ⑪ - 990 (Details AW, p. 121)
Hammer

S-Rank Tangling
Min Crit Add'l
Name Popularity Stance Accuracy Power ③ ④ ⑤ ⑥ ⑦ ⑧ ⑨ ⑩ ⑪ ⑫ Price Notes
STR Rate Dmg
(Details AW,
Rose Whip 1H 5 - 10 1 1 2 3 3 4 5 5 6 7 ⑩ - 1,300 p.121, CR EX, p.
353)
Cat o' Nine (Details AW, p.
1H 7 - 17 1 2 3 4 5 5 6 7 7 8 ⑪ - 1,700
Tails 121, CR EX, p. 353)

Urumi 1H 9 -1 19 1 2 3 4 5 6 7 7 8 9 ⑨ - 2,800 (Details AW, p.


121, CR EX, p. 353)
Chain Net 1H* 10 +1 - 1,900 (Details AW, p. 121)
Kusari-Gama (Details AW, p.
2H 12 +1 22 1 2 3 5 6 6 7 8 9 10 ⑫ - 8,800
(Weight) 121, CR EX, p. 355)
Kusari-Gama
2H 12 - 17 1 2 3 4 5 5 6 7 7 8 ⑪ - 8,800
(Sickle)

Beast Chain 23 1H 23 +1 33 3 4 5 6 8 8 10 10 10 11 ⑩ +1 56,000 (Details WT, p.


155)

SS-Rank Tangling
Min Crit Add'l
Name Popularity Stance Accuracy Power ③④⑤⑥⑦⑧⑨⑩⑪⑫ Price Notes
STR Rate Dmg

12 1H 15 +1 40 4 5 6 7 9 10 11 11 12 13 ⑩ - 120,000 (Details p. 97)


Silver Rose
Silvered
Ninehead 10 2H 20 +1 55 5 7 10 10 11 12 13 14 16 16 ⑩ - 133,000 (Details p. 97)
Serpent
SS-Rank Tangling
Silver Rose: This is a one-meter-long whip made of mithril in the shape of a thorny vine with a marigold on the end of its handle. The whip
is made of metal and magically functions as a whip.
Ninehead Serpent: It is a weapon consisting of several small scaly metal pieces with blades connected by copper wire, strung together on a
single handle. The weapon simultaneously entangles multiple sections of the body, tearing them to shreds the more the target struggles.

77
Part 2 Items

B-Rank Wrestling
Name Popularity Stance Min STR Accuracy Power ③ ④ ⑤ ⑥ ⑦ ⑧ ⑨ ⑩ ⑪ ⑫ Crit Rate Add'l Dmg Price Notes
Kick 1H* 0 -1 5 0 1 1 2 2 3 4 5 5 5 ⑫ -
Punch 1HW 0 - 0 0 0 0 1 2 2 3 3 4 4 ⑫ -
Throw 2H 0 - 0 0 0 0 1 2 2 3 3 4 4 ⑫ - ※1
Claws 1HW 1 - 6 0 1 1 2 3 3 4 5 5 5 ⑩ -
Tail 1H# 1 +1 11 1 2 2 3 3 4 5 6 6 7 ⑫ -
Bite 2H# 1 - 11 1 2 2 3 3 4 5 6 6 7 ⑨ -
Cestus 1HW 1 +1 1 0 0 0 1 2 3 3 3 4 4 ⑩ - 40 ※1※2
Spiked Boots 1H# 1 -1 11 1 2 2 3 3 4 5 6 6 7 ⑩ - 160 ※1※3
※1: Grappler only ※2: Improves Punches ※3: Improves Kicks
A-Rank Wrestling
Min Crit Add'l
Name Popularity Stance Accuracy Power ③ ④ ⑤ ⑥ ⑦ ⑧ ⑨ ⑩ ⑪ ⑫ Price Notes
STR Rate Dmg

Easy Grips 1HW 1 +1 0 0 0 0 1 2 2 3 3 4 4 ⑫ - 360 ※1※2 (Details LL p. 77, CR


EX, p. 355, AW, p. 122)
Hard
1HW 5 +1 10 1 1 2 3 3 4 5 5 6 7 ⑩ - 440 ※1※2
Knuckle
Power
1HW 5 - 10 1 1 2 3 3 4 5 5 6 7 ⑨ - 600 ※1※2
Wrist
Stomper 1H# 5 -1 20 1 2 3 4 5 6 7 8 9 10 ⑩ - 520 ※1※3
Power
1H# 10 -1 15 1 2 3 4 4 5 5 6 7 8 ⑨ - 900 ※1※3
Anklet
※1: Grappler only ※2: Improves Punches ※3: Improves Kicks
S-Rank Wrestling
Min Crit Add'l
Name Popularity Stance Accuracy Power ③ ④ ⑤ ⑥ ⑦ ⑧ ⑨ ⑩ ⑪ ⑫ Price Notes
STR Rate Dmg
Tonfa 1H 5 +1 15 1 2 3 4 4 5 5 6 7 8 ⑩ - 2,600 ※1※2
Accel Brogue 1H# 5 - 20 1 2 3 4 5 6 7 8 9 10 ⑩ - 3,980 ※1※3
Sword 22,000 (Not
18/21 2H# 1 +1 21 1 2 3 4 6 6 7 8 9 10 ⑨ +1 (Details PZ, p. 45)
Breaker Bite for Sale)

Dragon’s 81,000 (Not ※1※2 (Details LL,


22 1HW 10 +2 20 1 2 3 4 5 6 7 8 9 10 ⑩ +1
Jaw for Sale) p. 77, WT, p. 156).
※1: Grappler only ※2: Improves Punches ※3: Improves Kicks
SS-Rank Wrestling
Name Pop. Stance Min STR Acc. Power ③ ④ ⑤ ⑥ ⑦ ⑧ ⑨ ⑩ ⑪ ⑫ Crit Rate Add'l Dmg Price Notes
Mana Bracer 12 1HW 10 +1 40 4 5 6 7 9 10 11 11 12 13 ⑩ - 90,000 ※1※2 (Details p. 98)
Mana Grieves 12 1H# 10 - 50 4 6 8 10 10 12 12 13 15 15 ⑪ - 120,000 ※1※3 (Details p. 98)
Divine Hand 12 1HW 15 +2 35 3 4 5 7 8 9 10 10 11 12 ⑩ - 120,000 ※1※2 (Details p. 98)
Smart Legs 12 1H# 15 +1 45 4 6 7 9 10 10 11 12 13 14 ⑩ - 135,000 ※1※3 (Details p. 98)
※1: Grappler only ※2: Improves Punches ※3: Improves Kicks
SS-Rank Wrestling
Mana Bracer: These thick leather gloves are emblazoned with a number of detailed magic characters. When the wearer's will is activated, the
gloves cover the fist with hardened mana armor, increasing its power.
Mana Grieves: These leg bands are made of thick leather and embroidered with many detailed magical characters. When activated by the
wearer's will, they cover the knees with hardened mana armor, increasing the power of kicks.
Divine Hand: This metal and leather cuirass covers the entire forearm. The piece is decorated with exquisite patterns that give it an air of
grandeur. It is said that it can deliver divine blows.
Smart Legs: This heavy leg armor covers from the toes to the knees. It's made of metal and leather, with thick metal reinforcements in key
areas such as the toes, heels, and knees. This allows the wearer to perform divine hammer attacks.

Min Crit Add'l


Name Popularity Stance Accuracy Power ③ ④ ⑤ ⑥ ⑦ ⑧ ⑨ ⑩ ⑪ ⑫ Price Notes
STR Rate Dmg
Drake’s Magic Cannot be (Details BB, p.
8 -
Sword Traded 318)

78
B-Rank Thrown Weapons
Min Crit Add'l
Name Pop. Stance Acc. Power ③ ④ ⑤ ⑥ ⑦ ⑧ ⑨ ⑩ ⑪ ⑫ Range Price Notes
STR Rate Dmg
Stone 1H* 1 - 6 0 1 1 2 3 3 4 5 5 5 ⑫ - 10m 0 ※1
Silver Stone 1H* 1 - 6 0 1 1 2 3 3 4 5 5 5 ⑫ - 10m 1 Silvered ※1
Mallet 1H* 1 +1 6 0 1 1 2 3 3 4 5 5 5 ⑫ - 10m 20
Knife 1H* 11 - 1 0 0 0 1 2 3 3 3 4 4 ⑩ - 10m 30
(Details LL p. 78, CR EX, p.
Flame Gel 6 1H* 1 - - 10m 480
356)
Balloon Seed 1H* 1 - 40 4 5 6 7 9 10 11 11 12 13 ⑪ - 10m 2,400 (Details AW, p. 98) ※2
Dagger 1H* 3 - 3 0 0 1 1 2 3 4 4 4 5 ⑩ - 10m 50
Javelin 1H* 5 -1 10 1 1 2 3 3 4 5 5 6 7 ⑩ - 10m 65
Hand Axe 1H* 7 - 12 1 2 2 3 4 4 5 6 6 7 ⑪ - 10m 90
Short Spear 1H* 10 -1 15 1 2 3 4 4 5 5 6 7 8 ⑩ - 10m 110

Thirsty (Details LL, p. 78, AW, p.


15 1H* 1 +4 - 10m 1,400
Ashes 142)
※1: Sling allows to throw this thrown weapon
※2: Used on attack regardless of hits or not
A-Rank Thrown Weapons
Min Crit Add'l
Name Pop. Stance Acc. Power ③ ④ ⑤ ⑥ ⑦ ⑧ ⑨ ⑩ ⑪ ⑫ Range Price Notes
STR Rate Dmg
Bola 1H* 1 -1 - 20m 90 (Details AW, p. 123)
Chakram 1H* 1 - 6 0 1 1 2 3 3 4 5 5 5 ⑩ - 20m 100
Clear Chakram 1H* 1 - 6 0 1 1 2 3 3 4 5 5 5 ⑩ - 20m 800 (Details LL, p. 78)
Fast Spike 1H* 1 +1 6 0 1 1 2 3 3 4 5 5 5 ⑩ - 20m 820
(Details LL, p. 78, CR EX,
Sling 1H 2 - 12 1 2 2 3 4 4 5 6 6 7 ⑪ - 30m 220
p. 358)
Manaspirator 8 1H* 2 - 7 0 1 1 2 3 4 4 5 5 6 ⑩ - 20m 1,000 (Details AW, p. 123)
Dirk 1H* 4 - 9 0 1 2 3 3 4 4 5 6 7 ⑩ - 20m 100
Net 1H* 5 - - 5m 210 (Details AW, p. 120)
Tomahawk 1H* 7 - 17 1 2 3 4 5 5 6 7 7 8 ⑪ - 10m 630
Boomerang 1H* 8 +1 18 1 2 3 4 5 6 6 7 7 8 ⑫ - 20m 500 (Details CR EX, p. 358)
Kusari-Fundo 1H* 9 - 19 1 2 3 4 5 6 7 7 8 9 ⑫ - 10m 780 (Details AW, p. 121)
Chain Net 1H* 10 +1 - 10m 1,900 (Details AW, p. 121)
Trident 1H* 12 -1 22 1 2 3 5 6 6 7 8 9 10 ⑩ - 10m 460
Rope Dart 2H* 12 -1 22 1 2 3 5 6 6 7 8 9 10 ⑩ - 10m 1,400 (Details AW, p. 123)
Soliferrum 1H* 17 -1 27 2 3 4 6 6 8 8 9 9 10 ⑩ - 20m 1,070
Meteor
2H* 20 -1 40 4 5 6 7 9 10 11 11 12 13 ⑪ - 10m 990 (Details AW, p. 121)
Hammer
S-Rank Thrown Weapons
Name Pop. Stance Min STR Acc. Power ③ ④ ⑤ ⑥ ⑦ ⑧ ⑨ ⑩ ⑪ ⑫ Crit Rate Add'l Dmg Range Price Notes
Piercer 1H* 4 - 14 1 2 3 4 4 4 5 6 7 8 ⑨ - 10m 2,150
Mithril Dirk 1H* 4 - 14 1 2 3 4 4 4 5 6 7 8 ⑩ - 20m 5,000 Silvered
Ripper Knife 14 1H* 5 - 5 0 1 1 2 2 3 4 5 5 5 ⑨ - 10m 3,600 (Details CR EX, p. 359)
Hatchet 1H* 9 - 24 2 3 4 5 6 7 7 8 9 10 ⑪ - 20m 2,300
Assegai 1H* 13 -1 28 2 3 4 6 6 8 9 9 10 10 ⑩ - 20m 3,800
Francisca 1H* 20 - 35 3 4 5 7 8 9 10 10 11 12 ⑪ - 20m 5,500
SS-Rank Thrown Weapons
Name Pop. Stance Min STR Acc. Power ③ ④ ⑤ ⑥ ⑦ ⑧ ⑨ ⑩ ⑪ ⑫ Crit Rate Add'l Dmg Range Price Notes
Navagraha 12 1H* 8 +2 38 3 5 6 7 8 10 10 11 12 13 ⑩ - 20m 91,000 (Details p. 98)
Lunatic Moon 12 1H* 15 +2 45 4 6 7 9 10 10 11 12 13 14 ⑩ - 20m 120,000 (Details p. 98)
SS-Rank Thrown Weapons
Navagraha: This large chakram is decorated with nine stars. It shines brightly in the dark; even if thrown, it will always return to its owner.
Lunatic Moon: This is a crescent-shaped throwing weapon with a blade on the outside. It rotates erratically due to the contained magic power, cutting through
enemies in a chaotic trajectory. The weapon returns to the user's hand whether it hits or is evaded.

79
Part 2 Items

B-Rank Bows
Name Popularity Stance Min STR Accuracy Power ③ ④ ⑤ ⑥ ⑦ ⑧ ⑨ ⑩ ⑪ ⑫ Crit Rate Add'l Dmg Range Price Notes
Short Bow 2H 2 - 12 1 2 2 3 4 4 5 6 6 7 ⑩ - 20m 60
Normal Bow 2H 7 - 17 1 2 3 4 5 5 6 7 7 8 ⑩ - 20m 120
Long Bow 2H 12 - 22 1 2 3 5 6 6 7 8 9 10 ⑩ - 20m 170
Heavy Bow 2H 17 - 27 2 3 4 6 6 8 8 9 9 10 ⑩ - 20m 220

A-Rank Bows
Name Popularity Stance Min STR Accuracy Power ③ ④ ⑤ ⑥ ⑦ ⑧ ⑨ ⑩ ⑪ ⑫ Crit Rate Add'l Dmg Range Price Notes
Light Bow 2H 5 - 20 1 2 3 4 5 6 7 8 9 10 ⑩ - 30m 610

Wrapped Bow 2H 13 - 28 2 3 4 6 6 8 9 9 10 10 ⑩ - 30m 780


Fast Bow 2H 20 - 35 3 4 5 7 8 9 10 10 11 12 ⑩ - 30m 1,200

S-Rank Bows
Name Popularity Stance Min STR Accuracy Power ③ ④ ⑤ ⑥ ⑦ ⑧ ⑨ ⑩ ⑪ ⑫ Crit Rate Add'l Dmg Range Price Notes
Sniper 2H 10 - 25 2 3 4 5 6 7 8 8 9 10 ⑨ - 40m 5,100
Composite Bow 2H 23 - 43 4 6 7 8 9 10 11 12 13 14 ⑩ - 40m 9,800

SS-Rank Bows
Min Crit Add'l
Name Popularity Stance Accuracy Power ③ ④ ⑤ ⑥ ⑦ ⑧ ⑨ ⑩ ⑪ ⑫ Range Price Notes
STR Rate Dmg

12 2H 18 +1 58 5 8 10 11 12 12 13 15 16 17 ⑩ - 40m 106,000 (Details p.


Le Sierra
99)
Dragonborn 2H 35 +1 75 6 9 10 13 16 16 18 19 20 21 ⑩ - 60m 126,000

Moonlight Bow Cannot be (Details WT,


19
of Sien Traded p. 143)
SS-Rank Bows
Le Sierra: This graceful bow is carved in a clear blue color, reminiscent of the surface of the sea reflecting a sunny day. It is decorated with
carvings reminiscent of the wind and is said to repel adversaries with the blessings of water and wind fairies.
Dragonborn: This bow is made from the tusks of an adult dragon, with a string crafted from the dragon's muscles. It boasts an astonishing
draw weight and power, such that even ten ordinary people would struggle to pull the strings with ease.

Crossbows are not available during this period.

Guns are not available during this period.

80
See “Natural History of Dagnia,” p. 39, for more information on Blowguns.
There are no SS-Rank Blowguns.

B-Rank Blowguns
Name Popularity Stance Min STR Accuracy Power ③ ④ ⑤ ⑥ ⑦ ⑧ ⑨ ⑩ ⑪ ⑫ Crit Rate Add'l Dmg Range Price Notes
Blowgun 6/9 2H 1 +1 6 0 1 1 2 3 3 4 5 5 5 ⑩ - 10m 30

A-Rank Blowguns
Min Crit Add'l
Name Popularity Stance Accuracy Power ③ ④ ⑤ ⑥ ⑦ ⑧ ⑨ ⑩ ⑪ ⑫ Range Price Notes
STR Rate Dmg
Saddon 8/11 2H 1 +1 11 1 2 2 3 3 4 5 6 6 7 ⑩ - 10m 800 (Details PDa, p.
Blowgun 47)
Long Blowgun 6/9 2H 5 +1 15 1 2 3 4 4 5 5 6 7 8 ⑩ 0 10m 580

S-Rank Blowguns
Name Popularity Stance Min STR Accuracy Power ③ ④ ⑤ ⑥ ⑦ ⑧ ⑨ ⑩ ⑪ ⑫ Crit Rate Add'l Dmg Range Price Notes
Sniping Blowgun 6/9 2H 5 +2 15 1 2 3 4 4 5 5 6 7 8 ⑩ - 10m 1,920

Name Popularity Weapon Price Note


Arrow (12) Bow 10 1G for 1 Arrow
Silver Arrow Bow 5 Silvered ※Price revision
Kaburaya Bow 5 When shot with a bow, it makes a sound (Details AW, p. 126)
Piercing Arrow/Quarrel
Bow 20 Power -5, Critical Threshold -1. 2G for 1 Arrow. 3G for 1 Quarrel (Details LL, p. 80)
(12)
Flash Fang Arrow/Quarrel Bow 250 Critical Threshold -1, recoverable when not critical (Details LL, p.80)
Paralyzing Arrow/Quarrel Bow 400 Inflicts a mild paralysis (Details AW, p. 126, CR EX, p. 364)
Elven Arrow/Quarrel Bow 920 Can be shot underwater and always retrievable (Details AW, p. 126, CR EX, p. 364)
Magic Arrow/Quarrel Bow 1,400 Deals magic damage, recoverable on miss (Details AW, p. 127, CR EX, p. 365)

Running Tiger Arrow 12 Bow 2,240 Deals energy damage in “Area: Line” (Details p. 99)

Daemon's Bow 2,600 Magic Arrow that deals curse-type damage (Details AW, p. 127)
Arrow/Quarrel
Petrifying Bow 6,000 Petrifies the target. Recoverable on miss (Details AW, p. 127)
Arrow/Quarrel
Blowgun Dart (12) Blowgun 10 1 dart can be bought for 1G

Sharp Blowgun Dart 6 Blowgun 800 Critical Threshold -1. 1 dart can be bought for 80G (see PDa, p. 48).
(12)
Poison Blowgun Dart 6 Blowgun 800 Damage +1, and damage is poison type. 1 dart can be bought for 80G (see PDa, p. 48).
(12)
On hit makes the target drowsy, giving them a penalty -1 on action checks. 1 dart can be
Sleep Blowgun Dart (12) 6 Blowgun 1,200
bought for 120G (see PDa, p. 48).
Debilitating Blowgun On hit makes the target numb. Their Accuracy is -1 for 30 seconds. 1 dart can be bought
6 Blowgun 1,200
Dart (12) for 180G (see PDa, p. 48).

81
Part 2 Items

B-Rank Nonmetallic Armor


Name Popularity Min STR Evasion Defense Price Note
Cloth Armor 1 - 2 15 Grapplers may equip
Point Guard 1 +1 0 100 Grappler only
Soft Leather 7 - 3 150
Lildraken Costume 10 - 3 3,600 (Details AW, p. 128, CR EX, p. 366)
Hard Leather 14 - 4 340
Attire of Goddess of Mercy 12 1 +1 2 10,240 + 50 rep. (Details p. RGB) Grapplers may equip

Spiritual Garment 14 1 - 0 35,000 (Details p. 99)

Robe Of Wild Roses 15 2 - 2 40,000 (Details CR III, p. 206, AW, p. 128, CR EX, p. 367)

Dark Robe 13/16 1 - 2 3,000 + 20 rep. (Details PY)

Robe of the Goddess of Corruption 23 1 - 20 Cannot be Traded (Details WT, p. 162) Grapplers may equip
B-Rank Nonmetallic Armor
Spiritual Garment: This item was researched and created by wizards as a means of self-protection. It converts the wearer's ability to work with
mana into a defensive barrier.

A-Rank Nonmetallic Armor


Name Popularity Min STR Evasion Defense Price Note
Breast Armor 10 - 5 1,000
Bone Vest 16 - 6 2,100

S-Rank Nonmetallic Armor


Name Popularity Min STR Evasion Defense Price Note
Fine Leather 6 +1 4 2,440
Lynx Vest 8 +2 3 2,750 Grappler only
Tiger Band 10 +1 5 3,600
Dragon Scale 14 +1 6 4,500

SS-Rank Nonmetallic Armor


Name Popularity Min STR Evasion Defense Price Note
Silent Runner 12 6 +1 8 47,000 (Details p. 99)

Celestial Cloak 12 11 +1 9 87,000 (Details p. 99)

Layered Suit 14 +1 10 91,000

Dragon Claw 17 +2 9 116,000 Grappler only

Unbreakable Titan 12 18 +1 11 136,000 (Details p. 99)

SS-Rank Nonmetallic Armor


Silent Runner: This light cloth armor makes little or no sound due to the magic power contained in it.
Celestial Cloak: It is a black cloak made of cloth, embroidered with threads woven with mana that shimmer like stars in the night sky.
Layered Suit: Thin leather sheets are pasted together, slightly overlapping each other. Each leather plate shows a different coloration, creating
layers of color.
Dragon Claw: It is a cloth protective gear with a dragon scale pattern on its entire surface. It boasts high mobility, but can only be used by
martial artists with excellent physical skills.
Unbreakable Titan: This armor is made of multiple layers of leather processed from the skins of mythical beasts, and is said to give the wearer
the power to withstand anything.

82
B-Rank Metal Armor
Name Popularity Min STR Evasion Defense Price Note
Splint Armor 15 - 5 520
Chainmail 18 -1 6 760
Plate Armor 21 -2 7 1,200
Suit Armor 24 -3 8 2,500 Cannot make Full Move. Dexterity -6.
Yscaean Magical Armor 15 20 - 7 14,000 (Details CR III, p. 205, AW, p. 129, CR EX, p. 368) Silvered

A-Rank Metal Armor


Name Popularity Min STR Evasion Defense Price Note
Steel Guard 12 - 5 1,600
Lamellar Armor 15 - 6 2,400
Brigandine 18 -1 7 3,800
Coat of Plates 24 -2 8 6,100
Fortress 27 -3 9 8,200
Great Yscaean Magical Armor 17 21 - 8 29,000 (Details LL, p. 82, CR EX, p. 368)

S-Rank Metal Armor


Name Popularity Min STR Evasion Defense Price Note
Mithril Chain 10 - 7 6,000 Silvered
Full-Metal Armor 17 -1 9 11,000
Mithril Plate 24 -2 11 23,000 Silvered
(Details WT, p. 163, CR
Yscaean Magic Full Armor a 19 26 -2 12 45,000
EX, p. 369) Silvered
(Details WT, p. 163, CR
Yscaean Magic Full Armor b 19 26 - 7 45,000
EX, p. 369) Silvered
(Details WT, p. 163, CR
Yscaean Magic Full Armor c 19 26 - 2 45,000
EX, p. 369) Silvered

SS-Rank Metal Armor


Name Popularity Min STR Evasion Defense Price Note
Elegant Mithril Plate 18 - 12 126,000 Silvered

High Slope Armor 12 23 - 13 136,000 (Details p. 99)

Emperor’s Might 12 30 -1 15 150,000 (Details p. 99) Silvered


SS-Rank Metal Armor
Elegant Mithril Plate: By pursuing the most efficient arrangement of mithril plates to protect the body, and by devising the joints between
them, this armor maintains the same or better protection as general Mithril Plates, while reducing the load and preserving the mobility.
High Slope Armor: This is a large-sized metal armor that features adjustable metal plates to avoid direct hits from projectile attacks and greatly
reduce damage.
Emperor’s Might: This metal armor is made by laminating multiple layers of mithril plates to achieve the ultimate strength.

83
Part 2 Items

B-Rank Shields
Name Popularity Min STR Evasion Defense Price Note
Buckler 1 +1 - 60
Round Shield 8 - 1 100
Kite Shield 13 +1 1 500
Tower Shield 17 - 2 600
Asteria's Defense 19 6 - 1 40,000 (Details CR III, p. 205, AW, p. 129, CR EX, p. 369)

A-Rank Shields
Name Popularity Min STR Evasion Defense Price Note
Mirror Shield 5 +1 - 870 (Details AW, p. 129, CR EX, p. 370)
Heater Shield 10 - 2 1,000
(Details AW, p. 129, CR EX, p. 370) Can be used as a
Spiked Shield 13 +1 2 1,800
weapon
Knight Shield 15 - 2 1,250 (Details AW, p. 129, CR EX, p. 370)
Windmill Shield 16 +1 2 2,200 (Details AW, p. 130, CR EX, p. 371)
Great Wall 20 -1 3 1,800
Can be used as a weapon (Details AW, p. 130, CR EX,
Great Barrier 30 +1 3 3,300
p. 371)
Logan's Heater 15/18 9 - 2 1,200 + 30 rep. (see PDa, p. 48)

Name Popularity Stance Min STR Accuracy Power ③ ④ ⑤ ⑥ ⑦ ⑧ ⑨ ⑩ ⑪ ⑫ Crit Rate Add'l Dmg Price Notes
Spiked Shield 1H 13 - 13 1 2 3 3 4 4 5 6 7 7 ⑩ -
Great Barrier 2H 30 - 40 4 5 6 7 9 10 11 11 12 13 ⑫ -

S-Rank Shields
Name Popularity Min STR Evasion Defense Price Note
Mithril Shield 8 +1 2 4,700 Silvered
Hoplite Shield 15 - 4 2,900
Grand Partner 18 - 3 4,800 (Details LL, p. 82, CR EX, p. 371)
(Details LL, p. 82, CR EX, p. 371) Can be used as a weapon
Blade Slayer 22 - 4 7,300
※Replaces “Blade Killer”
Reinforced Logan's Heater 15/18 9 - 3 2,700 + 50 rep. (Details PDa, p. 49)
Can be used as a weapon. (Details AW, p. 130)
Blade Killer 22 - 3 7,300
※Replaced by “Blade Slayer”

Name Popularity Stance Min STR Accuracy Power ③ ④ ⑤ ⑥ ⑦ ⑧ ⑨ ⑩ ⑪ ⑫ Crit Rate Add'l Dmg Price Notes
Blade Slayer/
2H 22 +1 42 4 6 7 7 9 10 11 12 13 13 ⑫ -
Blade Killer

SS-Rank Shields
Name Popularity Min STR Evasion Defense Price Note
Ellipsoid 6 +2 3 48,000

High Honor 15 +1 5 75,000 Silvered

Blue Rejection 24 - 7 102,000


60,000 + 100
Logan's Legend 15/18 18 - 5 (Details PDa, p. 49)
rep.

SS-Rank Shields
Ellipsoid: The shield has a flattened, collapsed elliptical shape and is designed primarily to deflect attacks with its curved surface.
High Honor: This is a large heater shield made from Mithril. It is brightly decorated.
Blue Rejection: It is a sturdy square shield as large as a small door. Its surface glows a magical blue, hence the name. It is said that when
struck, the magic characters float up and reject any disturbance.

84
When adventuring as a Blue Blood or Silver Blade, you beginning are stored again. The consumed ingredients can
are considered to have and carry most common equipment be replenished when the PCs return home. The GM should
and supplies by acquiring the “Noble Necessities”. Noble keep this in mind to ensure a stress-free adventure. Players
Necessities is a portable, magical storage device that deploys should also refrain from asking for extremely expensive items
on the ground when you say the password, providing you with in the game.
a variety of items for adventure and daily use, such as ropes, To obtain items listed as “renowned items” (see CR II, p.
lanterns, tableware, bedding, etc., an unashamedly level 51), you need money and reputation, but non-renowned
wardrobe, and enough food and cooking utensils to keep you items of the same kind are included in the “Noble
going. If you say the password, you will return it to the storage Necessities” and are treated as if you own them without extra
device size that contains these items again. In this case, only expense (like Lanterns, Hu Lamps, etc.).
the items that have been included in the set from the

Adventurer Set
Name Popularity Stance Price Note
Noble Necessities 2,000 Practical tools, clothing, personal grooming equipment, etc.

Camping Equipment
Name Popularity Stance Price Note
Easy-to-use Cooking Set 2H 50 + 5 reputation Gives +1 for cooking-related Skill Checks.

Lighting Equipment
Name Popularity Stance Price Note
Flammable Tinderbox 2H 20 + 5 reputation Ignites in 5 minutes
Quick-Light Hu Lamp 1H 100 + 20 reputation Starts in 30 seconds
Sturdy Lantern 1H 40 + 10 reputation Can withstand falls of 3m

Adventurer's Tools
Name Popularity Stance Price Note
A +1 bonus to the wielder’s Disguise check (see CR I, p.
Flat Hand Mirror 1H 50 + 20 reputation
121)

Clothing
Name Popularity Stance Price Note
Fluffy Snowsuit 80 + 15 reputation Water/Ice damage -1, Agility -6
Stylish Riding Clothes 100 + 10 reputation Riding checks +1
Reproduction of the Goddess of Merciful Rain 300 (Details RGB)
Seashell Swimsuit 1,550 Eye-catching, revealing swimsuit
Siren Dress 2,400 Light dress.
Custom Siren Dress 6,000 + 30 rep. Very light dress
Everchanging Clothing 10 18,000 Can change in any cloth (Details LL, p. 83)

Servants/Attendants
Name Popularity Stance Price Note
Servant 1,000 Takes care of personal care, cooking, etc.
Skillful Servant 1,000 + 20 rep. If they ever do a Skill check add +1 to Success Value for every check.

Work Animals
Name Popularity Stance Price Note
Donkey 800
Mule 1,000
Packhorse 1,500
Camel 2,000

Miscellaneous
Name Popularity Stance Price Note
Light Quill Pen 1H 50 + 10 reputation Writing speed +10%
Light Paintbrush 1H 50 + 10 reputation +1 bonus to the Skill Checks when painting.
Stuffed Toy/Doll 30 – 75 Small: 30G, Medium: 50G, Large: 75G
Gamel Coin 1 (Details RGB)

85
Part 2 Items

Cost of Living
Name Popularity Stance Price Note
Living at Home 0 No need to consider daily living expenses (see p. 110)

Lodging
Name Popularity Stance Price Note
Requisition of a Private House 100+ Per day. Food included. Free meals for servants (2 free meals) possible for any reason.

Meals
Name Popularity Stance Price Note
Premium Ale 10+ Price of a cup. Keg 3,000G
Fine Wine 20+ Price of a cup. Keg 200G
Premium Distilled Liquor 30+ Price of a cup. Keg 300G

Luxury Goods
Name Popularity Stance Price Note
Shredded
- 10+ Pre-packaged cigarettes for pipe use; Contains 10.
Tobacco
Tobacco - 24+ Average quality, 12 leaves
Smoking Pipe 1H 75+
Iron Smoking 225 + 20 A sturdy iron smoking pipe that can be used as a weapon (Mace/Thrown weapon) in case of emergency, the
1H
Pipe rep. same as a B-rank weapon (Mallet)

Travel Expenses
Name Popularity Stance Price Note
Per day including coachman. If there is a need, it is possible to attach it to have it near the main house (free of
Charter Carriage - 500+
charge).
Small Boat Per day including crew. If there is a need, it is possible to attach it to have it near the main house (free of
1,000+
Charter charge).

86
Herbs
Name Popularity Stance Power ③ ④ ⑤ ⑥ ⑦ ⑧ ⑨ ⑩ ⑪ ⑫ Add'l Dmg Price Note
Lifegrass - 10 1 1 2 3 3 4 5 5 6 7 - 30 Restores Power 10 HP
Magic Herb - 0 0 0 0 1 2 2 3 3 4 4 - 100 Restores Power 0 MP

Name Popularity Stance Price Note


Stinkvine 10 - 100 (Not for Sale) Doubles damage to HP (Details RGB).

Potions
Name Popularity Stance Power ③ ④ ⑤ ⑥ ⑦ ⑧ ⑨ ⑩ ⑪ ⑫ Add'l Dmg Price Note
Healing Potion - 20 1 2 3 4 5 6 7 8 9 10 - 100 Restores Power 20 HP
Treat Potion - 30 2 4 4 6 7 8 9 10 10 10 - 500 Restores Power 30 HP
Mana Potion 12 - 0 0 0 0 1 2 2 3 3 4 4 - 720 Restores Power 0 MP (Details p. 100)

Name Popularity Stance Price Notes


Awake Potion - 100 The same effect as the [Awaken] spell. ※Can be sprinkled.
Antidote Potion - 500 Removes all effects of poison type with a success value of 15 or less.
Sprinkling on a petrified character will remove any petrification effects success value of 15 or
Cure Stone Potion - 500
less. ※Can be sprinkled.
Potion of Vigor 12 - 990 Temporarily +15 maximum HP (Details p. 100)
Dexterity Potion - 2,000 Gain +2 bonus to Accuracy checks for 3 rounds
Speed Potion - 2,000 Movement is +5 for 6 rounds
Anti-Magic Potion - 3,000 For 6 rounds, all magic damage received is reduced by -3 points.
Frenzy Drink 8 - 980 Damage to HP can be redirected by MP (Details AW, p. 131, CR EX, p. 374).
Medicine of 18 - 3,000 Recovery of MP after incapacitation for a certain time (Details AW, p. 132)
Dreams
Gender Reversing 16 - 8,600 Reverses gender for one hour (Details AW, p. 132)
Pills

Chemicals
Name Popularity Stance Price Notes
Seven-colored Honey 6 - 240 Adds +1 bonus to success value when using spellsong for 3 hours (Details AW, p. 141)
Soulscarred Wine 16 - 240+ Gives a powerful effect in exchange for the risk of soulscar (Details AW, p. 131,
Hearty Meat x 5 10 - 1,000 HP is recovered for 3 minutes (Details AW, p. 142)
Small Fruits of the Yggdrasil 16 - 12,000 Restores 30 HP and MP (Details LL, p. 83).
Soulscarred Dried Meat 12 - 1,000 Meat strengthens those with soulscars (Details BB, p. 320)

Name Stance/Equip. section Price Note


1H, 2H, Right Hand, Left 100 or weapon Used to cast Truespeech Magic, Spiritualism Magic, and Deep Magic (Details CR I,
Magical Implement
Hand, Other price + 100 p. 146, WT, p. 22).
Enchanted Oak - 50 Material for Oak Golem and Oak Hound (Details IB, p. 108)
Branch
Enchanted Clay - 200 Material for Loam Puppet (Details CR I, p. 476 or IB, p. 109)

Enchanted Flesh - 500 Material for Flabby Golem (Details CR I, p. 478 or IB, p. 111)

Enchanted Stone - 1,000 Material for Stone Servant (Details CR I, p. 480 or IB, p. 112)

Enchanted Rock - 2,000 Material for Rock Golem (Details CR II, p. 369 or IB, p. 115)

Enchanted Iron - 8,000 Material for Iron Golem (Details CR II, p. 373 or IB, p. 118)

Enchanted… - Various Various reusable golem materials (Details IB, p. 97, CR EX, p. 95)

Strongly - Various Various reusable golem materials (Details IB, p. 97, CR EX, p. 95)
Enchanted…
Enchanted Silver - 15,000 Silver statue (Details PDi)

Strongly - 50,000 Reusable silver statue (Details PDi)


Enchanted Silver
Golem's Accuracy check is +4. IB has this item integrated into “Golem Enhancing
Amber Eye - 10,000
Items” after revision (Details AW, p. 132, IB, p. 98).
Golem Enhancing - Various Various items used to strengthen the golems (Details IB, p. 98, CR EX, p. 95)
Items
Magical Bones - 500 Skeletal undead material (Details WT, p. 31)

87
Part 2 Items

Cursed Claw - 800 Wight's material (Details WT, p. 31)

Poisonous Claws - 3,200 Poison Wight's material (Details WT, p. 31)


Changes the given command of a Golem or undead (Learn about commands WT,
Command Stone - 100
p. 31, IB, p. 98) (Details CR III, p. 209 or AW, p. 132, CR EX. p. 376)
Grimoire 1H 100 – 120,000 Used to cast Arcane Magic. Also serves as a Magical Implement (Details p. 100)
Holy Symbol Any 100 Used to cast Divine Magic (Details CR I, p. 146, WT, p. 45)
Allows casting Specialized Divine Magic once per day at 0 MP. Removes penalties
Portable Shrine 2H, Back 9,120
for casting outside of the sphere of influence. (Details LL, p. 84).
Purifying Holy Allows ignoring the increase of MP cost due to different continents and regions
Any 13,800
Symbol (Details AW, p. 158)
Fairy Tamer's Gem Any 50+ Used to cast Fairy Magic (Details CR I, p. 146, WT, p. 70)
Gem Case Any 100+ The leather case holds up to 4 Fairy Tamer's Gems. Gems sold separately
500 + 20 Requires Level 3 Fairy Tamer. Jewelry made with 6 Fairy Tamer's Gem (Details
Ornate Jewelry Any
reputation WT, p. 70, CR EX, p. 109).
Fairy Drop - 1,000 Replaces Mako Stone for [Summon Fairy] (Details RGB)
Daemon Contract 1H 10 (see CG, p. 47)
Arcane Vessel Various 200 – 140,000 Used by Runesmith class (Details p. 100)

Mako Stone (1-5 - 100 per point Can substitute MP cost (Details CR I, p. 146, WT, p. 13)
pts.)
Mako Stone (6-10 - 200 per point Can substitute MP cost (Details CR I, p. 146, WT, p. 13)
pts.)
Mako Stone (11-15 - 300 per point Can substitute MP cost (Details CR I, p. 146, WT, p. 13)
pts.)
Mako Stone (16-20 - 400 per point Can substitute MP cost (Details CR I, p. 146, WT, p. 13)
pts.)
Mako Charge - 500 per point Mako stone that automatically MP refills (Details LL, p. 84, CR EX, p. 377)
Crystal (1-5 pts.)
Mako Charge - 1,000 per point Mako stone that automatically MP refills (Details p. 100)
Crystal (6-10 pts.)
Arrow Case Back, Waist, Other 20 Holds 12 Arrows/Quarrels. ※
Quiver Back, Waist, Other 100 Holds 24 Arrows/Quarrels. Requires [Weapon Proficiency A/Bow] ※
Blowgun Quiver Feet, Waist, Other 10 Holds 12 Blowgun Arrows. ※
Set of wire, skeleton keys, and other such tools. If you don't have it, the Disable
Scout's Tools - 100
Device check will be modified with a penalty of -2.
A Disable Device check can be attempted on magically closed locks and doors.
Key Of Unlocking - 100
Regardless of success, it will break after one use.
Apothecary's Tools 2H 200 Stabilizes herb recovery (Details LL, p. 84, CR EX, p. 377).
Magic Pipe 1H 1,360 Herb recovery +1 (Details LL, p. 84, CR EX, p. 377)
Musical Instrument 2H 100+ Used to play spellsongs
16,800 (Not for Tapping on the surroundings to create a sound. Sounds like [Earth King's Wind
Wind Mace 2H
Sale) Mace] (Details LL, p. 84)
Pet - 100+ Pets can help sing spellsongs. (see CR II, p. 102 or WT, p. 113).
Astral Rod 2H 100 (Details CG, p. 34)
Celestial Tarot 2H 100 (Details CG, p. 34)
Star Globe 2H 100 (Details CG, p. 34)
※All of these together can only be equipped up to two at a time.

88
Weapon Enhancement
Name Popularity Stance Price Note
+1 bonus to Accuracy checks for 3 rounds (Details AW, p. 144, CR EX,
Leather-coated Spear - 660
p. 378)
Soulscar Processing 10 - 3,000 – 24,000 Adds a number of soulscar as magic damage (Details BB, p. 319)
Increases Power of a Weapon by +5 (+10) (Details LL, p. 86, CR EX, p.
Ignidite Processed Weapon 10 - 5,000/10,000/20,000/40,000
379, IB, p. 48)
Magic Weapon +1 (Magic The weapon becomes magical and adds +1 to Accuracy and Extra
12 - 5,000/10,000/20,000/-
Civilization Damage (Details p. 100)

Magic Weapon +2 (Magic The weapon becomes magical and adds +2 to Accuracy and Extra
14 - 10,000/20,000/40,000/-
Civilization Damage (Details p. 100)

Armor Enhancement
Name Popularity Stance Price Note
Denudation 12 - 1,000 – 8,000 Minor Action to remove the armor to the spot (Details BB, p. 319)
All-time Armor 6 - 4,800 Allows sleeping in armor (Details AW, p. 145, CR EX, p. 380)
Adds to armor minimal strength +3 and defense +1 (Details LL, p. 86, CR
Extra Manatite Armor +1 10 - 5,000/10,000/20,000/40,000
EX, p. 381, IB, p. 48)
Magic Armor +1 (Magic 12 - 5,000/10,000/20,000/- Armor becomes magical and has Defense +1 (Details p. 100)
Civilization
Magic Armor +2 (Magic 12 - 10,000/20,000/40,000/- Armor becomes magical and has Defense +2 (Details p. 100)
Civilization
Annotation for Magic Weapon/Armor Enhancement Note About +2 Enhancement
The enhancement of weapons and armor, which are considered This book assumes that any weapon or armor with a +2
magical items and have various numerical values, are treated slightly enhancement has already been enhanced by +1. Therefore, a magic
differently from the “Current” era enhancement, taking into weapon or armor cannot be enhanced without a +1 enhancement.
account the Magic Civilization Period. The technology used and the The GM may, at their discretion, grant a +2 enhancement to an
scarcity of the items are different, so they are treated somewhat existing magic weapon or armor. When doing so, the values should
differently, and the prices are also different. When adventuring in be increased by +1 before applying the +2 enhancement. However,
this period, please use the data in this book. On the other hand, you all new SS-rank weapons and armor in this book are numerically
cannot use the data in this book when you play in the “Current” designed as “+2 enhancements”. Therefore, even if the GM grants
period. Please use the existing data. It would be better to assume a +2 enhancement to a magic weapon, SS-rank armaments should
that the “Magic Armor +2” does not exist in modern Raxia. not be granted this enhancement. Additionally, items that are
considered extremely powerful and often have “Not for Sale” or
“Cannot be Traded” as a price should not be given a +2
enhancement.

89
Part 2 Items

SMoSR – “Secret Medicine of Section Regeneration”


Mount: Animals
Name Reputation Appropriate Level Purchase Price Rental Price SMoSR Notes
Horse 4 1–4 5,000 250 - (Details CR III, p. 124, LL p. 146)
Fast Horse 4 1–4 5,000 + 30 reputation - - Horse with +5 movement, purchase only
War Horse 5 4–7 10,000 1,000 - (Details CR III, p. 126, LL p. 146)
Exceptional Horse 5 4-7 10,000 + 60 reputation - - War Horse with +5 movement, purchase only
Legendary Horse 6 7 – 10 20,000 2,000 - (Details CR III, p. 127, LL p. 146)
Daredevil Horse 6 7 – 10 20,000 + 100 reputation - - Legendary Horse with +5 movement, purchase only
Divine Horse 7 10 – 13 50,000 5,000 - (Details CR III, p. 128, LL p. 146)
King of Horses 7 10 – 13 50,000 + 150 reputation - - Divine Horse with +5 movement, purchase only
Dolphin 6 2–5 5,000 500 - (Details CR III, p. 125, LL p. 147)
Hippopotamus 11 5–7 20,000 2,000 - (Details CR EX, p. 478, LL p. 147)
Elephant 12 6–8 22,000 2,200 1,100 (Details CR EX, p. 479, LL p. 147)
War Elephant 14 10 – 12 50,000 5,000 2,500 (Details LL p. 148)
Bohr 8 1–4 3,000 (Not for Sale) - - (Details LL p. 149)
Ox 9 3–6 10,000 (Not for Sale) - - (Details LL p. 149)

Mount: Mythical Beasts


Name Reputation Appropriate Level Purchase Price Rental Price SMoSR Notes
Kelpie 9 3–5 10,000 1,000 - (Details CR EX, p. 481, LL, p. 150)
Hippogryph 12 4-6 15,000 1,500 - (Details CR III, p. 129, LL, p. 150)
Dragon Infant 12 4–7 20,000 2,000 - (Details CR EX, p. 481, LL, p. 151)
Pegasus 9 5–7 20,000 2,000 - (Details CR III, p. 130, LL, p. 151)
Lesser Manticore 11 6–8 35,000 3,500 2,000 (Details CR EX, p. 483, LL, p. 152)
Wyvern 8 7–9 40,000 4,000 1,000 (Details CR III, p. 131, LL, p. 152)
Draconet 15 10 – 12 100,000 10,000 3,000 (Details CR III, p. 133, LL, p. 153)
Elder Manticore 17 12 – 14 150,000 15,000 7,500 (Details LL, p. 154)
Lesser Dragon 12 13 - 15 180,000 18,000 4,500 (Details CR III, p. 134, LL, p. 155)
Gullinbursti 17 14 – 15 160,000 16,000 8,000 (Details FC)
Noble Dragon 18 16 – 17 220,000 22,000 5,500 (Details FC)

Mount: Magitech
Mounts classified as magitech do not exist in Magic Civilization Period.

Additional Sections for Beasts


Name Reputation Appropriate Level Purchase Price Rental Price Notes
Carriage 8 1 3,000 300 (Details CR EX, p. 486, LL, p. 162)
Chariot 8 4 10,000 1,000 (Details CR EX, p. 486, LL, p. 162)
Demolisher 15 10 30,000 3,000 (Details CR EX, p. 487, LL, p. 162)

Additional Sections for Magitech


Mounts classified as magitech do not exist in Magic Civilization Period.

Mount Carry Items


Name Popularity Stance Price Note
Mount Contract 8 - 250+ Allows to rent and carry animal or mythical beast mount (Details LL, p. 87, CR EX, p. 382)

Proprietary Mount 8 - 0 Allows to carry bought animal or mythical beast mount (Details LL, p. 87, CR EX, p. 3
Contract
Mount Reduction Tag Carry an Animal or Mythical Beast of 3 levels or lower, and return them to their original positions with
8 - 100
I Minor Action (Details p. 101)

Mount Reduction Tag Carry an Animal or Mythical Beast of 7 levels or lower, and return them to their original positions with
8 - 500
II Minor Action (Details p. 101)

Mount Reduction Tag Carry an Animal or Mythical Beast of 13 levels or lower, and return them to their original positions
8 - 2,000
III with Minor Action (Details p. 101)

Mount Reduction Tag Carry an Animal or Mythical Beast of 17 levels or lower, and return them to their original positions
8 - 10,000
IV with Minor Action (Details p. 101)
※The details of “Mount Reduction Tags I-III” are also explained in LL, p. 99, CR EX, p. 383, CR III, p. 255, but they are
described in detail here as well, in conjunction with the addition of “IV”.

90
Mount Weapons
Name Popularity Price Note
Big Horn 800 Damage +1
Charge Horn 6 1,400 +5 damage to [Charge] or [Trample]. Destroyed after one use (Details LL, p. 87, CR EX, p. 384).
Iron Rivet 2,000 Damage +2
Flicker
3,000 Accuracy +1
Hammer
Blade Horn 5,000 Damage +3
Metal Horn 5,000 + 20 reputation Damage +3 ※Proprietary mounts only
Manatite Plating 20,000 Damage +4
20,000 + 50
Manatite Horn Damage +4 ※Proprietary mounts only
reputation
Manatite Wings 30,000 Accuracy +2, Damage +2. Only Section: Wings can be equipped.
Flickering Horn 35,000 Accuracy +3
Piercing Ram 40,000 [Painful Strike] is triggered if the 2d damage is 10 or higher (damage is increased by Jockey's Rider
class level).

Mount Armor
Name Popularity Price Note
Leather Barding 300 Defense +1
Chain Barding 1,000 Defense +2
Plate Barding 3,000 Defense +3
Wind Coat 4,000 Evasion +1, Defense +2
Evasion +1, Defense +2, Limited Move +1m (Details LL, p. 87, CR EX, p. 385). ※Proprietary
Feather Coat 4,000 + 20 reputation
mounts only
Full Metal Coat 20,000 Defense +4
Streamline Coat 20,000 + 50 reputation Defense +4, Full Move +15 (Details LL, p. 87) ※Proprietary mounts only

Mount Accessories
Name Popularity Price Note
Quality Reins 8 1,000 Riding checks +2
Azure Amulet 5,000 Mount's Fortitude +1 ※Price revision
Decorated Azure Amulet 5,000 + 30 reputation Mount's Fortitude and Death Checks +1 ※Proprietary mounts only

Crimson Amulet 5,000 Mount's Willpower +1 ※Price revision

Dark Blue Talisman 15,000 +1 to Fortitude and Willpower checks for mounts

Ornamental Dark Blue 15,000 + 50 +1 to Fortitude, Willpower, and Death Checks for mounts ※Proprietary mounts
Talisman reputation only

Additional Armament for Magitech


These items do not exist in Magic Civilization Period.

Mount Chemicals and Repair Tools


Name Popularity Stance Price Note
Wild Fodder 8 - 980 Mount substitutes damage to HP with MP (Details AW, p. 141, CR EX, p. 387)
Secret Medicine of Section - Recovers killed one section of an Animal or Mythical Beast, and its HP becomes 1 (Details
8 Varies
Regeneration LL, p. 87, CR EX, p. 387)
Construction Materials 8 - 100 Recovers “Power 20 + 2” HP of an additional section of 3 levels or lower (Details LL, p. 87)
Reinforcing Building Materials 8 - 500 Recovers “Power 50 + 5” HP of an additional section of 7 levels or lower (Details LL, p. 87)
Construction Steel Materials 8 - 1,500 Recovers “Power 80 + 8” HP of an additional section of 13 levels or lower (Details LL, p. 87)

91
Part 2 Items

Name Popularity Stance Price Note


3.048 (10 ft.) meters pole that makes traps easier to detect (Details AW, p.
Pole of Trap Detection 2H 150
133, CR EX, p. 389).
Lights of the Sea Wind 12 - 880 A torch that is lit by the sea breeze (Details RGB)
Sheet of Fate Music 14 - 1,000 – 10,000 Allows using high-level spellsongs (Details AW, p. 133).
When you pass in front of it again, it emits light to let you know (Details LL,
Chalk of the Lost 10 1H 1,200
p. 93).
Fixes the weapon in hand, allowing to handle heavier weapons (Details AW,
Weapon Grip - 2,000
p. 134).
2,120/
Tiny Armor 12 - Armor that can be worn by familiars (Details AW, p. 135).
6,120
Soulscar Shackles 13 - 3,000 Shackle those with a low number of soulscars (Details BB, p. 321)
Hungry Shirt 15 - 3,290 +3 to Death Check, 3 times the rate of food consumption (Details LL, p. 93).

Servant Anchor 14 - 5,000 Anchor that can be animated with a password (Details AW, p. 136).

Sound Recorder 12 1H 6,920 Contains and carries sound (Details AW, p. 137).

Magic Bedding 11 - 7,200 Reduce the amount of sleep needed for rest (Details AW, p. 137)

Disturbing Scarecrow 14 - 7,770 Provides an effect similar to that of [Taunting Strike] (Details AW, p. 137)

Equilibrium 18 - 10,000 + 50 rep. Calculates the value in gamels (Details RGB)

Servant Anchor II 14 - 12,500 Anchor that can be animated with a password (Details LL, p. 93).
Allows knowing the location of the second shellfish while holding another
Guiding Shellfish 12 - 12,520
(Details AW, p. 138).
Doll Organist 14 - 16,000 Automates spellsong (Details AW, p. 138).

Immovable Rod 14 1H 19,000 Fixes in place with a password (Details AW, p. 138).

Marionette Helmet 15 - 20,800 Allows to remotely control Golem (Details AW, p. 138).

Flying Broom 8 - 25,000 Allows flying (Details p. CR III, p. 213, AW, p. 139).

Servant Anchor III 14 - 50,000 Anchor that can be animated with a password (Details LL, p. 93).

Bottleship of the Sun 14 - 70,000 Creates a galley with rowers (Details LL, p. 93).

Soulscar Cup 16 1H 74,800 Used for pouring Soulscarred Wine (Details AW, p. 139)
200,000 + 600
Throne of Protection 16 - Protect anything that sits on it (Details AW, p. 139).
reputation
Needle Tattoo of the God of 12 - 14,400 (Not for Sale) The tattoo of the God of War (Details RGB)
War
Projecting an imaginary image of a specific person performing a specific
Hand Mirror of Untrue 12 1H 16,200 (Not for Sale)
action (Details RGB)
Magitech Wreckers 10 2H 12,000 (Not for Sale) Destroys buildings (Details LL, p. 93).
Yerugunmu’s Book of
20 1H 51,000 (Not for Sale) Prohibits the use of combat feats around the user (Details WT, p. 164).
Deceptions
Mirror Of Truth 15 - 72,000 (Not for Sale) Shows true appearance (Details p. CR III, p. 213, AW, p. 139).
Prohibits the use of magic below the user's level around the user (Details
Yerugunmu's Forbidden Book 18 1H 96,000 (Not for Sale)
WT, p. 164).
167,000 (Not for
Eternal Chronoglass 16 - Take two Major Actions (Details CR III, p. 206, AW, p. 139).
Sale)
280,000 (Not for
Crystal Eye of Suaglug 25 - Shows a bird's eye view of any point on the continent (Details WT, p. 163).
Sale)
Reflective Mirror 20 - Cannot be Traded Copying the memories and abilities of others (Details RGB)
Feast Small Table 20 - Cannot be Traded Provides a place for two people to get to know each other (Details RGB)

Black Lotus Cup 22 - Cannot be Traded Share the dream (Details RGB)

Gold Bag of the Merchant King Get whatever you want by paying twice the market price (Details WT, p.
23 - Cannot be Traded
Gülster 162).

Metisseir's Burial Chamber 29 - Cannot be Traded Turns anything into the undead that wonders in (Details WT, p. 161).

Kokyu of Lyphos 28 2H Cannot be Traded Ends all conflicts (Details WT, p. 161).

92
Name Popularity Stance Price Note
Potion Ball 10 1H 20 Allows throwing potion as a thrown weapon. Requires [Throwing*] combat feat (see IB, p. 48).
Humanoid Blood 6 - 50 Vials with stored humanoid blood (Details BB, p. 321)
Sake Seeds (x10) 6 - 100 Turn water into sake (Details CR III, p. 209, AW, p. 140, CR EX, p. 400).
Residual Chalk 10 - 100 Leave traces that can only be seen by those with soulscar (Details BB, p. 321)
Jack Beans 15 - 100 Can grow a sturdy vine (Details CR II, p. 188, AW, p. 140, CR EX, p. 400).
Cold Cheeks 13 - 110 Cannot read facial expressions (Details LL, p. 98).
Smoothes the movement of the joints of the armor and muffles the sound (Details AW, p. 140,
Joints Lubricants 6 - 160
CR EX, p. 400).
Blade Taping 6 - 200 Transforms weapon into a Punch (Details AW, p. 140).
Secret Sealing
11 1H 280 Sealing can only be opened by a specific person (Details LL, p. 98).
Wax
Holy Water - 300 When sprinkled, it will keep the undead away for a certain period of time (Details AW, p. 141).
Daemon Jar 12 2H 400+ When smashed, Daemon appears (Details RGB)
Moonlight Charm 10 - 500 - 5,000 Bonus to Willpower. Can be used after rolling dice (Details WT, p. 19, CR EX, p. 404).
Sunlight Charm 10 - 500 – 5,000 Bonus to Fortitude. Can be used after rolling dice (Details WT, p. 19, CR EX, p. 404).
Colored Smoke 6 - 760 Give a colored smoke signal (Details AW, p. 141, CR EX, p. 404).
Bonus to Fortitude and Willpower checks depending on the number of soulscars. It can be used
Ignis Charm 10 1,000 + 10 rep.
after rolling the dice (Details BB, p. 322) ※Barbarous society
1,000 (Not for
Ignis Charm 10 Same as above (Details WT, p. 19) ※Humanoid society
Sale)
Message Rouge 14 - 1,000 Leave a message up to 30 seconds long (Details CR III, p. 219, AW, p. 142, CR EX, p. 404).
Camouflage of
13 - 1,100 Invisible to those without soulscars for 1 hour (Details BB, p. 322)
Soulscars
Dragon Bane 12 - 1,200 Paint on weapons deals poison damage against dragons (Details RGB)
Decoy Meat 6 - 1,600 Attracts carnivorous animals and mythical beasts (Details AW, p. 143, CR EX, p. 405).
Candle of
13 1H 2,020 Deals curse magic damage (Details LL, p. 98).
Resentment
Blood Pact 12 - 2,200 Branding those who break their promises (Details RGB)
Abrasive Rasp 8 - 2,720 Increases Extra Damage of an Edged Weapon by +1 (Details AW, p. 143, CR EX, p. 406).
Explosive Trap Kit 11 - 2,720 Can set an explosion trap (Details AW, p. 143, CR EX, p. 406).
Escape Marbles 8 1H 2,840 Escape close enemy contact on impact (Details LL, p. 98, CR EX, p. 407).
Anti-aircraft Chain 8 - 3,200 Captures those with the ability to fly (Details LL, p. 98).
Candle of Sorrow 3 - 4,020 Deals curse magic damage (Details LL, p. 98).
Blessed Bead of
12 - 5,000 + 30 rep. Death Checks receive a bonus equal to the number of soulscars (Details BB, p. 322)
Ignis
Cures poison, disease, or deals damage to undead on touch (Details CR II, p. 183, AW, p. 143,
Unicorn Horn 12 1H Various
CR EX, p. 407).
Magical Cabal
10 1H 9,000 Casts random spells (Details CR III, p. 218, AW, p. 143, CR EX, p. 408).
Coffers
Black Anti-aircraft
8 - 14,400 Captures those with the ability to fly (Details LL, p. 98).
Chain
Yggdrasil’s Blessing 16 - 28,000 Several Small Fruits of the Yggdrasil (which fully restores HP and MP) (Details AW, p. 144)
Earth's Blessing 17 - 100,000 Turn any place into fertile ground (Details AW, p. 144).
Cursed Bones
11/14 1H 4,600+ Summons undead under the cursed target (Details PDi) ※1
(+2/+4)
Stone of 6,000 (Not for
12 - Pollutes the water (Details RGB)
Corruption Sale)
12,000 (Not for
Soul-Sealing Doll 12 - Temporarily seals the soul of the dead (Details RGB)
Sale)
※1: In Magic Civilization Period adventures, Abyssal Soldiers are Cluster Bones (see p. 175) and Abyssal Generals are Undead Generals
(see BT, p. 138) among the Undead that can be summoned with this item.

93
Part 2 Items

Accessory: Head
Name Popularity Price Note
Hairpins 3+ Beads: 3, Gemstones: 6, Silver: 100
Hat 7+ Knitted Fabric: 7, Leather: 15, Silk: 100
Turban 10 A belt-like cloth hat, used in hot regions
Circlet 20+ A circular piece of headwear, especially adorning the forehead.
Helmet 20 A hard or padded protective hat.
Veil 40 Made of fine lace
Toupee 300 Able to hide baldness
Headband of 13 4,000 Returns damage received as a curse (Details LL, p. 100, CR EX, p. 412).
Resentment
Put the wearer into a deep sleep state. Loses magic power when removed after wearing (Details LL, p. 100,
Angel Ring 12 5,000
CR EX, p. 413)
Barbarous Hood 11 5,200 A wearer looks barbarous (Details AW, p. 147).

Crown of Thorns 14 10,000 Failure of Fortitude and Willpower check against psychic type can be changed to success (Details p. 101)
Crown/Tiara 10,000+ Decorated with plenty of jewelry, custom orders only.
When using the power table for healing magic, even double 1s will recover the Magic Power of HP (Details
Crown of the Saint 14 10,000
LL, p. 100).
Sun Hat 14 13,300 For a short time, invoke the light of the sun (Details LL, p. 100).

Cattleya Garland 16 20,000 Increases Fairy Magic Range by 10m (Details CR II, p. 185, AW, p. 147, CR EX, p. 413)
Rarely make healing magic hyper-effective. Women only (Details CR III, p. 219, AW, p. 147, CR EX, p.
Goddess's Veil 14 20,000
413).
When healing multiple targets, you can roll for each target and then distribute the results. Men only (Details
Crown of Riches 14 25,000
LL, p. 100).

Accessory: Face
Name Popularity Price Note
Mask 2 Only covers the mouth and nose
Beard ornaments 3+ Beads 3+, natural stones 6+, gemstones, and silver 100+.
Disguise 10+ Wooden: 10, Party: 60, Metal: 100
Fake Moustache 20 Causes inappropriate laughter and loss of dignity
Glasses 150 Correct eyesight by some amount.
Monocle 200 Similar to glasses, they require special order
Sunglasses 1,000 Special glasses made of ancient materials
Swirl Piercing LP 12 3,000 Can change the tone of voice (Details LL, p. 102, CR EX, p. 414). ※Replaces Swirl Piercing.

Black Eye Patch 14 4,000 Allows to get Magic perception after 6 hours of continuous use (Details LL p. 102, CR EX, p. 415).

Mask of the When recovering from 0 HP or less to 1 or more, an additional 10 points of HP are recovered (Details LL, p.
11 4,520
Fearless 102, CR EX, p. 416).

Scholar Glasses 12 5,000 Checks with Sage class +1 (Details p. 101)

Heavy Scale Allows breathing underwater. The penalty is equivalent to metal armor when using magic underwater (Details LL,
14 10,000
Mask p. 102, CR EX, p. 417). ※Replaces Scale Mask

Crimson Cheek 12 12,000 Once a day, +3 to physical damage of fire type deals by wielder (Details RGB)
Patch
Grotesque Mask 14 118,000 Recovers HP and MP during [Alternate Form] (Details LL, p. 102).

Strongman 11/14 1,200 Monster Knowledge check -2 to recognize the wielder (Details PDi)
Mask
Swirl Piercing 12 10,000 Can change the voice timbre (Details CR II, p. 184 or AW, p. 147). ※Replaced by Swirl Piercing LP.

Scale Mask 14 40,000 Allows to breathe underwater (Details CR II, p. 184 or AW, p. 148). ※Replaced by Heavy Scale Mask.

Accessory: Ear
Name Popularity Price Note
Earrings 2+ Beads: 2, Gemstones: 5, Silver: 100
Ring Earring 8+ Made of metal. Silvered: 100
Earmuffs 10+ Protects ears from cold weather
Earplugs 20 Block out sounds.
1,000 + 50
Numerous Earrings 14 Allows to equip two earrings (Details BB, p. 323)
rep.
Hell's Earrings 14 2,000 Enhance the hearing of those with soulscar (Details BB, p. 323)
Understand a specific spoken language, even if not fluent (Details LL, p. 105, CR EX, p. 419). ※Replaces
Tongues Earpiece 14 5,000+
Interpreter Earrings
Stone Man's The body becomes covered with stone and increases Defense in exchange for body movement (Details LL,
15 6,640
Earring p. 105).

94
Heart Bond 14 10,000 Split the damage to MP (Details LL, p. 105).
Earrings
Soul Bond 14 10,000 One person's five senses are shared with another (Details LL, p. 105).
Earrings
Dead Man's 15 10,640 Misleads the undead into believing that wearer is undead (Details LL, p. 105).
Earring
Interpreter Understand a specific spoken language, even if not fluent (Details CR II, p. 191 or AW, p. 148). ※
14 50,000
Earrings Replaced by Tongues Earpiece.

Accessory: Neck
Name Popularity Price Note
Necklace 5+ Beads: 5, Gemstones: 8, Silver: 100
Choker 10+ For loyal servants.
Lariat Necklace 10+ A long necklace without clasps; has negative connotations in some regions
Muffler 15+ Protects neck from cold weather.
Untrue Collar 8 100/1,000 A collar that changes the physique to resemble a human (Details BB, p. 324)
Can use potion with Minor Actions that have been prepared in advance (Details LL p. 106, CR
Potion Injector 9 740
EX, p. 420)
When destroyed, it recovers 20 points of HP. Max HP -5 while equipped (Details LL p. 106, CR
Blood Crystal Choker 12 2,600
EX, p. 422)
Lamia Necklace 16 5,000 Change into a specific woman (Details CR II, p. 196, AW, p. 150, CR EX, p. 423).
Slightly smaller, but the effect is the same as Bear Claws (Details CR II, p. 186, AW, p. 151, CR
Small Bear Claws 10 6,000
EX, p. 424). ※Replaces Bear Claws.
Necklace of Life 14 12,000 Allows to reroll Fortitude or Death Check (Details p. 101)

Tusk of the Bear King 10 30,000 Increase the effect of [Bear Muscle] by +1 (Details LL p. 106).
Damage to daemons +3, damage received from daemons -3 (Details CR III, p. 207, AW, p. 151,
Curse Rebellion 26 60,000
CR EX, p. 425).
Crest of the Evil 30,000 (Not for
16/19 HP recovers when subjected to a breath attack (Details PY).
Dragon God Sale)
Increase the effect of [Bear Muscle] by +1 (Details CR II, p. 186 or AW, p. 151). ※Replaced by
Bear Claws 10 30,000
Small Bear Claws.

Accessory: Back
Name Popularity Price Note
Half Mantle 30+ Waist-length cloak. 40 with hood
Long Mantle 40+ Knee-length cloak. 50 with hood
Poncho 50+ Square fabric with a central hole for the head. 55 with hood.
Survival Coat 180 The coat can be used for both heat and cold protection (Details LL p. 107, CR EX, p. 425)
Robe of Camouflage 10 840 Easier to hide in the open (+2 to Hide and Follow checks) (Details AW, p. 151, CR EX, p. 425).
Weapon Holder 6 1,000 A weapon or shield can be held on the back (Details AW, p. 151, CR EX, p. 425).
1,000 + 20 Requires Level 3 Ranger. Allows one Accessory to be equipped in the Back slot (Details AW, p. 151,
Rangers' Cloak
rep. CR EX, p. 425).
Modified Weapon
6 5,000 Can hold up to two weapons or shields on its back (Details LL p. 107, CR EX, p. 425)
Holder
Saving Cloak 13 8,000 Magic damage -4 when Evasion or Resistance fails (Details p. 101)
Warns and guides by arcana. +1 to Search, Monster knowledge, Danger Sense, and Trap Detection
Smart Animal Sack 14 9,000
checks (Details LL p. 107).
Lonely Wings 14 11,100 Can move to coordinates where no other character exists within a radius of 20 meters (Details p. 101)

Accessory: Torso/Waist
Name Popularity Price Note
Belt 10+ Thin leather. 15 for a design on the belt
Garter Belt 50+ Women's stockings stopper
Corset 80+ Rather stylish, though less so on men
Utility Belt 1,000 + 20 rep. Requires Level 3 Scout. Allows one Accessory to be equipped in the “Waist” slot (Details AW, p. 154).
Tinder Tail 10 3,000 Start small fires (Details CR III, p. 214, AW, p. 155).

Belt of Renewal 14 3,500 Instantly recovers 1 physical damage to HP (Details p. 102).


Blade Skirt 6 4,580 Damage to the enemy during perfect evasion (Details LL p. 111).
Champion Loincloth 12 30,000 Guarantee an attack hit once per day. Men only (Details CR III, p. 214 or AW, p. 155).

Accessory: Hand
Name Popularity Price Note
Ring 5+ Beads: 5, Gemstones: 8, Silver: 100
Wristband 7 Cloth band to be worn on the wrist
Bracelet 9+ Leather: 9, Gemmed: 12, Silver: 100
Gloves 10+ Knitted Fabric: 10, Leather: 18

95
Part 2 Items

Armlet 20+ Bracelet attached to upper arm


Catcher 9 6,400 Can grab and evade flying items (Details LL p. 109).
Grendal Fire Fist 13 6,540 Engulfs “Punch” with fire. Price for set (Details LL p. 109).

Mana Ring 14 10,000 Magic damage +1. Counts as Magic Implement (Details CR II, p. 193 or AW, p. 154).

Ring of Righteous Belief 12 20,000 Willpower +2 (Details p. 102)

Bracelet of 16 24,800 Control invisible hand (Details LL p. 109).


Manipulation
Storage Bracelet 12 30,000 Stores a non-living object inside (Details CR II, p. 190, AW, p. 154, CR EX, p. 431).
100,000 (Not for Can absorb up to a total of 100 points of damage to the equipped person (Details WT, p.
Bracelet of Holy Armor 17
Sale) 163).

Accessory: Feet
Name Popularity Price Note
Toe Ring 5+ Beads: 5, Gemstones: 8, Silver: 100
Trendy Shoes 15+ Shoes with careful decoration
Boots 20+ Ankle-length leather boots. 25 for knee-length
Anklet 20+ Metal. Silver: 100
Protective 12 2,000 +2 to Spot Trap check for foot triggers (Details LL, p. 112, CR EX, p. 438).
Sandals
Lucky Shoes 12 3,000 Gain an additional +5m on Normal Move (Details p. 102).

Oath Anklet 12 3,000 Wearer's liege knows the location of the anklet (Details CR II, p. 191, AW, p. 156, CR EX, p. 438).

Guide Boots 12 3,600 Leaves a shiny footprint that only certain people can see (Details LL, p. 112, CR EX, p. 439).

Centipede This is a lower-priced version of the Centipede Boots. They are said to be a bit inferior in terms of quality, but they are
12 4,500
Tabi virtually the same (Details CR III, p. 216, AW, p. 157, CR EX, p. 439). ※Replaces Centipede Boots
This is a lower-priced version of the Hundred Boots. They are said to be a bit inferior in terms of quality, but they are
Dozen Boots 12 4,500
virtually the same (Details CR III, p. 217, AW, p. 157, CR EX, p. 439). ※Replaces Hundred Boots
Jumping 10 6,800 Melee damage to flying enemies increased by +2 (Details AW, p. 156).
Feathers
Lucky 12 10,080 Makes it easier to dodge the Line and Breakthrough effects (Details LL, p. 112).
Feathers
Thieves 14 20,000 Teleport 2m (Details LL, p. 112).
Boots
Centipede 12 12,000 Replicate desired footsteps (Details CR III, p. 216 or AW, p. 157). ※Replaced by Centipede Tabi
Boots
Hundred 12 12,000 Replicate the sound of desired footsteps (Details CR III, p. 217 or AW, p. 157). ※Replaced by Dozen Boots
Boots

Accessory: Any
Name Popularity Price Note
Braid 1+ Simple hair braid. White: 1, Other color: 3 each
Ribbon 1+ White: 1, Other color: 3
Bandanna 5+ When equipped on the “Section: Head”, it can hide the horns of the nightmare in normal conditions.
Scarf 7+ Rectangular cloth, mainly used by women
Piercing 8+ Gemstone: 8, Silver: 100
Cannot be a weapon, just a decorative chain. Different from [Tangling] A-rank weapon Chain. Colored:
Chain 30+
35+
Magic Resistant Crest 13 100 - 2,500 Reduce magic damage (Details p. 102)

Ability-enhancing 12 1,000/2,000 +1/+2 to a specific ability score, +14 if broken (Details p. 102)
Magic Crest
Harbinger Mark 12 2,000 Can use Minor Actions when acting second (Details p. 102)
3,000 + 30
Ignis Wedge 16 Protects those with soulscar from Swords of Protection (Details IB, p. 49).
rep.
Sign of Valor 17 10,000 Control the growth of the ability score to some extent (Details AW, p. 158).
2,200 + 20 The holy symbol of Lyphos. Enables usage of secret [Preparation for Offence and Defense] of [Iron
Symbol of Light 8/10
rep. Wall Style of Logan the Crusader] school (see PDa, p. 52).

96
This is the description of the detailed data of the items. The detailed data is based on Lumiere Legacy reading,
As a rule, the items listed here are those newly added in this but the items are almost the same in “Core Rulebook EX”
book. For existing items, please refer to the supplements, and “Alchemist Works”, and you should be able to
rulebooks and databooks indicated in the general overview. understand them.

Artemarans Base Price: 130,000


Popularity 10 App. Large swinging jousting lance with exquisite decoration Category (Rank) Spear SS
Summary Damage +5 when riding Era Ancient Magic Civilization
Rank Effect
Effect
If the wielder is mounted, the damage inflicted by this weapon is increased by +5 points.

Gnosis Base Price: 114,000


Popularity 14 App. A cane with natural wood on the surface Category (Rank) Staff SS
Summary Magic Power +2 by consuming MP Era Ancient Magic Civilization
Rank Effect If the wielder's current MP is less than 2 points,
At the beginning of their turn, the wielder of this staff may declare that they cannot declare this ability. The increase in Magic
Effect
their Magic Power is increased by +2. Once declared, the wielder's MP Power lasts for 10 seconds (1 round).
is immediately reduced by 2 points.

Uroboros Base Price: 176,000


An ash cane with a design of a snake that eats its own
Popularity 14 App. Category (Rank) Staff SS
tail.
Summary Can reroll the Spellcasting check until they get a “10” on a roll Era Ancient Magic Civilization
Rank Effect After declaring the use of this effect, the check
The staff’s wielder may declare to use the staff’s ability if the Spellcasting must be repeated until the player obtains a result of
check roll is 9 or less. If the declaration is made, the wand's wielder can 10 or more. The Spellcasting check is treated as an
immediately spend MP 10 and makes a new Spellcasting check. If the automatic failure if the rerolls are aborted. And
Effect result is still 9 or less, the wielder can repeat the process by paying 10 MP they will not get back the MP they have spent so far.
again. When the check rolls 10 or more, they cannot reroll, which is This effect can be declared only once per day
considered the result of the Spellcasting check. If the result is 10 or 11 and for one Uroboros.
the Spellcasting check is a Transcendent check (see FC, p. 25), the player
adds rolls for Super Successes (see FC, p. 25).

Dawnbringer Base Price: 111,000


A weapon with a golden metal ball resembling a sun chained to a 1- Category
Popularity 12 App. Flail SS
meter-long hilt (Rank)
Ancient Magic
Summary Shining with password Era
Civilization
Rank Effect
Effect
By saying the password, the metal sphere glows and illuminates a radius of 10 meters.

Silver Rose Base Price: 120,000


Mithril whip in the shape of a thorny vine with rose
Popularity 12 App. Category (Rank) Tangling SS
carving
Summary When resisting tangling weapon deals damage Era Ancient Magic Civilization
Rank Effect The wielder of this weapon may, on their turn,
Special Effect: Entanglement automatically cancel Entanglement of this weapon
Effect
The entangled target suffers 1d magic damage when resisting tangling (see with Minor Action. Then the entangled target is
CR EX, p. 141, AW, p. 83). then dealt 1d magic damage.

97
Part 2 Items

Ninehead Serpent Base Price: 133,000


A weapon consisting of multiple blades connected by small scaled Category
Popularity 10 App. Tangling SS
fragments, strung together on a pommel (Rank)
Summary Automatically deals damage to an entangled character Era Ancient Magic Civilization
Rank Effect In this case, Accuracy check is not
Special Effect: Entanglement performed, and the attack hits the
Effect
If this weapon hits the target and “Special Effect: Entanglement” occurs, wielder can target automatically.
attack the character (section) with this weapon.

Mana Bracer Base Price: 90,000


Popularity 12 App. Thick leather gloves with embroidered magic letters Category (Rank) Wrestling SS
Summary Defense +1 Era Ancient Magic Civilization
Rank Effect
Effect
Defense is increased by +1 when this weapon is equipped.

Mana Grieves Base Price: 120,000


Popularity 12 App. Thick leather leg bands with embroidered magic letters Category (Rank) Wrestling SS
Summary Defense +1 Era Ancient Magic Civilization
Rank Effect
Effect
Defense is increased by +1 when this weapon is equipped.

Divine Hand Base Price: 120,000


Hand armor covering the entire forearm, combining metal and Category
Popularity 12 App. Wrestling SS
leather (Rank)
Ancient Magic
Summary Defense +1 Era
Civilization
Rank Effect
Effect
Defense is increased by +1 when this weapon is equipped.

Smart Legs Base Price: 135,000


Heavy leg armor covering from the toes to the knee, combining metal Category
Popularity 12 App. Wrestling SS
and leather (Rank)
Ancient Magic
Summary Defense +1 Era
Civilization
Rank Effect
Effect
Defense is increased by +1 when this weapon is equipped.

Navagraha Base Price: 91,000


Popularity 12 App. Thick leather gloves with embroidered magic letters Category (Rank) Thrown Weapon SS
Summary After throwing it, it comes back to the hand of the wielder Era Ancient Magic Civilization
Rank Effect
Effect This weapon, after being thrown, returns to the wielder’s possession and is automatically equipped, regardless of whether
it hits the target or not.

Lunatic Moon Base Price: 120,000


Popularity 12 App. Crescent-shaped throwing weapon with a blade on the outside Category (Rank) Thrown Weapon SS
Summary After throwing it, it comes back to the hand of the wielder Era Ancient Magic Civilization
Rank Effect
Effect This weapon, after being thrown, returns to the wielder’s possession and is automatically equipped, regardless of whether
it hits the target or not.

98
Le Sierra Base Price: 106,000
Popularity 12 App. A graceful bow carved in a clear blue with wind-like engravings Category (Rank) Bow SS
Summary Can deal water/ice or wind damage Era Ancient Magic Civilization
Rank Effect
Effect
This weapon with a Minor Action can deal water/ice type or wind type physical damage on that round.

Running Tiger Arrow Base Price: 2,240


Popularity 12 App. Arrow Category Ammunition
Summary Deals energy damage in “Area: Line” Era Ancient Magic Civilization
If the user has the [Precise Shot], they can
arbitrarily decide whether or not to exclude from the
It is ammunition that can be shot with a Bow. An attack using this target for each character in the effect area. However,
Effect
arrow is in an “Area: Line”. Damage is energy magic damage. the character must be visible to be excluded.
This arrow is lost, regardless of whether or not it
hit a target.

Spiritual Garment Base Price: 35,000


Category
Popularity 14 App. Light clothing Nonmetallic Armor B
(Rank)
Defense is the average of the Intelligence modifier and the Sprit modifier. Ancient Magic
Summary Era
Upper limit 8 Civilization
The Defense of this armor is the wearer's “(Intelligence Modifier + Spirit Modifier)/2 (rounded up)”. However, the
Effect
maximum is 8.

Silent Runner Base Price: 47,000


Popularity 12 App. Gray inconspicuous cloth armor Category (Rank) Nonmetallic Armor SS
Summary Hide check +2 Era Ancient Magic Civilization
Rank Effect
Effect
The wearer of this armor gains a +2 bonus to the Success Value of Hide checks.

Celestial Cloak Base Price: 87,000


Popularity 12 App. Black cloak with shimmering embroidery Category (Rank) Nonmetallic Armor SS
Summary Magic damage -3 Era Ancient Magic Civilization
Rank Effect
Effect
The wearer of this armor may reduce any magic damage they receive by -3 points.

Unbreakable Titan Base Price: 136,000


Popularity 12 App. Leather armor laminated with various leather plates Category (Rank) Nonmetallic Armor SS
Summary Fortitude and Willpower +2 Era Ancient Magic Civilization
Rank Effect
Effect
The wearer of this armor gains a +2 bonus to the Success Value of Fortitude and Willpower.

High Slope Armor Base Price: 136,000


Full-body armor composed of metal plates at various
Popularity 12 App. Category (Rank) Metal Armor SS
angles
Summary Damage from ranged attacks -5 Era Ancient Magic Civilization
Rank Effect This armor is not effective against effects
A character wearing this armor can take -5 points of damage from ranged which are not resisted with Evasion checks, even
Effect
attacks. Or, if the character is hit by “Area: Shot”, “Area: Line”, or “Area: if they are “Area: Shot/Line/Breakthrough”.
Breakthrough”, the character can also reduce damage by -5.
Emperor's Might Base Price: 150,000
Popularity 12 App. Sturdy armor Category (Rank) Metal Armor SS
Summary Magic damage -3 Era Ancient Magic Civilization
Rank Effect
Effect
The wearer of this armor may reduce any magic damage they receive by -3 points.

99
Part 2 Items

Mana Potion Base Price: 720


Popularity 12 App. Purple potion Item Class Potion
Summary Restored Power 0 MP Era Ancient Magic Civilization
When this potion is taken, MP will be restored by Power 0. Ranger class level +Intelligence modifier can be added to the
Effect
amount of recovery.

Potion of Vigor Base Price: 990


Popularity 12 App. Dark red potion Item Class Potion
Summary Temporarily increased maximum HP by +15 Era Ancient Magic Civilization
Effect When this potion is taken, the maximum value of HP is increased by +15 for 1 minute (6 rounds).

Mako Charge Crystal (6 - 10 points) Base Price: 6,000 – 10,000


Full-body armor composed of metal plates at various
Popularity 10 App. Item Class Class-Specific Items
angles
Summary Mako stone that automatically MP refills Era Ancient Magic Civilization
However, if there are multiple Mako Charge
This crystal is a type of mako stone and, like a regular “mako stone,” can
Crystals in a 1-meter square (or in a character's
substitute some or all of a character's MP consumption. In principle, it is
possession) that are in a state of MP consumption,
impossible to use more than one of these crystals simultaneously, including
only one of them will be randomly selected to be
the regular mako stones.
Effect recharged with MP.
The Mako Charge Crystal has the ability to suck up mana from its
Those circulated in the Magic Civilization
surroundings and automatically refill the MP that it has expended. When
Period were up to a maximum of 10 MP, and the
the Mako Charge Crystal is partially or fully depleted of MP, it will
price of those with 6-10 MP was “MP max x
automatically refill itself to its maximum MP after a day has passed.
1,000” G.

Magic Weapon +1 (Magic Civilization) Base Price: 5,000 – 20,000


Popularity 12 App. Item Class Weapon Enhancement
Summary Adds +1 to Accuracy check and Extra Damage Era Ancient Magic Civilization
Non-magical weapon modified this way becomes magical. At the same This enhancement cannot be applied to a
time, it gains a +1 bonus to Accuracy checks and +1 to Extra Damage. weapon which is already magical.
Effect The price depends on the rank of the weapon and is
5,000/10,000/20,000 for B/A/S ranks (this process cannot be performed
on SS rank weapons).

Magic Weapon +2 (Magic Civilization) Base Price: 10,000 – 40,000


Popularity 14 App. Item Class Weapon Enhancement
Summary Adds +2 to Accuracy check and Extra Damage Era Ancient Magic Civilization
This enhancement can only be applied to an item that has already The price depends on the rank of the weapon,
Effect been enhanced with “Magic Weapon +1” and adds another +1 to and is 10,000/20,000/40,000 for B/A/S ranks (this
Accuracy check and Extra Damage (+2 in total). process cannot be performed on SS rank weapons).

Magic Armor +1 (Magic Civilization) Base Price: 5,000 – 20,000


Popularity 12 App. Item Class Armor Enhancement
Summary Magic armor with Defense +1 Era Ancient Magic Civilization
The price depends on the rank of the armor and
This process can only be performed on non-metallic armor or metal
is 5,000/10,000/20,000 for B/A/S ranks (this process
armor.
Effect cannot be performed on SS rank armor).
This enhanced armor is treated as a magical armor. At the same time,
This enhancement cannot be applied to armor
it gains +1 to Defense.
that is already magical.

Magic Armor +2 (Magic Civilization) Base Price: 10,000 – 40,000


Popularity 14 App. Item Class Armor Enhancement
Summary Magic armor with Defense +2 Era Ancient Magic Civilization
This enhancement can only be applied to an item that already has the The price depends on the rank of the armor and
Effect “Magic Armor +1” enhancement, giving it an additional +1 to Defense is 10,000/20,000/40,000 for B/A/S ranks (this
(+2 total). process cannot be performed on SS rank armor).

100
Mount Reduction Tag I-IV Base Price: 100/500/2,000/10,000
Popularity 8 App. Rectangular tag Item Class Mount Carry Items
Carry Animal or Mythical Beast and return them to their original positions
Summary Era Ancient Magic Civilization
with Minor Action
The “Mount Reduction Tag” has three grades: I, I, and III with I being the The Mount Reduction Tag can only be
lowest appropriate level (3 levels or lower mounts), II for 7 levels mounts or lower, used once. If you remove the tag once it is
III for 13 levels or lower mounts and IV for 17 levels or lower mounts. attached, it will lose its Magic Power.
By attaching it to a mount, the mount can be carried as a palm-sized statue along When Mounts sculpted with the Mount
Effect with its weapon, armor, or accessory equipped on it. The mount is not able to Reduction Tag are placed close to each
move of its own volition and is treated as if no time has elapsed. By removing the other, their magic power will interfere with
tag, the mount will return to its original size and can be treated as a mount. each other, forcing them to return to their
Both the act of attaching and the act of removing can be performed with the original size. Therefore, only one tag can be
Minor Action. carried at a time.

Crown of Thorns Base Price: 10,000


Popularity14 App. Crown woven with thorns Item Class Accessory: Head
Failure of Fortitude and Willpower check against psychic type can be
Summary Era Ancient Magic Civilization
changed to success
If the effect is originally “Can't” (no
When a character equipped with this item fails a Fortitude and Willpower resistance check), if the opponent's action
check against a psychic type effect, they can change it to success by spending check is an automatic success (double 6s), or
Effect
“(Success Value required for success - rolled Success Value) x 3” points of HP. if there is an automatic failure (double 1s) for
If the wielder doesn't want to spend HP, they may not use this effect. the resistance check, this item cannot be
used.

Scholar Glasses Base Price: 5,000


Popularity 12 App. Square glasses Item Class Accessory: Face
Summary +1 to Sage class check Era Ancient Magic Civilization
Effect The wearer of this gains a +1 bonus to all Skill Checks whose Standard Value is "Sage class level +Intelligence modifier".

Necklace of Life Base Price: 12,000


Popularity 14 App. Necklace with a gemstone Item Class Accessory: Neck
Summary Allows to reroll Fortitude or Death Check Era Ancient Magic Civilization
The wearer of this item may reroll a Fortitude or Death Check after seeing the result. If this is done, the result of the
Effect
reroll is always applied, and at the same time, necklace breaks.

Saving Cloak Base Price: 8,000


Popularity 13 App. Cloak with red pattern on white fabric Item Class Accessory: Back
Summary Magic damage -4 when Evasion or Resistance fails Era Ancient Magic Civilization
If the wearer of this item makes an Evasion check, Fortitude or This item has no effect on effects that do require
Effect Willpower against an effect that deals magic damage, and if the check to perform Evasion, Fortitude, or Willpower checks.
fails, the wearer takes -4 magic damage less from it.

Lonely Wings Base Price: 11,100


Popularity 14 App. Black wings to be worn on the back Item Class Accessory: Back
Can move to coordinates where no other character exists within a radius
Summary Era Ancient Magic Civilization
of 20 meters
The person equipped with this item can move to any coordinates within a (Note: If the combat rules are Simplified
radius of 20 meters where no other characters is present by saying the password Combat, it is very rare that this item can be
Effect
with a Major Action. The destination location must be visible. This effect can used during such combat.)
be used only once per day.

101
Part 2 Items

Belt of Renewal Base Price: 3,500


Popularity 14 App. Belt with black lettering and white line Item Class Accessory: Waist
Summary Instantly recovers 1 physical damage to HP Era Ancient Magic Civilization
If the person equipped with this item receives 1 or more points of This effect does not restore HP more than 1
Effect physical damage as applied damage, they immediately regain 1 point of applied damage
HP.

Ring of Righteous Belief Base Price: 20,000


Popularity 12 App. Thin silver ring Item Class Accessory: Hand
Summary Willpower +2 Era Ancient Magic Civilization
Effect The wielder of this item gains a +2 bonus to Willpower. This item does not stack with the Ring Of The Mind.

Lucky Shoes Base Price: 3,000


Popularity 12 App. Lightweight shoes made of thin cloth Item Class Accessory: Feet
Summary Gain an additional +5m on Normal Move Era Ancient Magic Civilization
This item's effect can only be obtained when the wearer performs a Additional moves also do not ignore the usual
Normal Move. constraints. And it can be blocked.
After performing the Normal Move, the wielder may make an Even when leaving from skirmish, it is not
Effect
additional movement of 5m in their turn. This extra movement can be possible to escape after a retreat action by an
performed even after a Major Action. immediate additional move. Wielder can escape only
at the next round after the retreat action.

Magic Resistant Crest Base Price: 100 – 2,500


Popularity 13 App. White patterned crest Item Class Accessory: Any
Summary Reduce magic damage Era Ancient Magic Civilization
The base price depends on the amount of magic damage that can be Multiple magic crests can be equipped at the
reduced and is calculated by “damage amount x damage amount x 100” same time, and a single magic damage can be reduced
G. The best items in circulation are those with a damage reduction of 5 by multiple magic crests. The user can decide which
Effect (base price 2,500G), but items with a damage reduction of 6 or more of their magical crests to use for the reduction.
also exist but are not for sale. The magic crest used for damage reduction is
destroyed, even if the damage is less than the sum of
the magic crest's reduction.

Ability-enhancing Magic Crest Base Price: 1,000/2,000


Popularity 12 App. Crests with various patterns in various colors Item Class Accessory: Any
Summary +1/+2 to a specific ability score, +14 if broken Era Ancient Magic Civilization
The wearer receives +1 +2 for one ability score (excluding vitality and “Super Strong Crest” – Red. Increases Strength.
spirit). The base price is 1,00 for a one-point crest and 2,000G for a two- “Wisdom Crest” – Blue. Increases Intelligence.
point crest.
After making a roll, the wearer may choose to break the crest. If they Ability-Enhancing Ring/Bracelet, Level Ring (see
do, the ability increase for that roll is increased by 14 points instead (this RGB) and Ability-enhancing Magic Crest have
Effect increase is independent of the difference of base price). Only one crest different production dates and are not supposed to be
can be broken per check and cannot be restored. used at the same time. However, if they were to be
The crests are referred to as follows for each enhanced ability score. used together, the same restrictions as before would
apply. That is, there is no accumulation for the same
“Master’s Crest” - Green. Increases Dexterity ability score, and the effect of the “Level Ring” will
“Gale Crest” - Purple. Increases Agility make other such effect to not work.

Harbinger Mark Base Price: 2,000


Popularity 12 App. Crest with an arrowhead pattern Item Class Accessory: Any
Summary Can use Minor Actions when acting second Era Ancient Magic Civilization
A character equipped with this item may perform a Minor Action once This item can be equipped multiple times to
before the opponent's first turn, if you lose the Initiative check and go perform multiple Minor Actions. However, the user
Effect second. The effect lasts for 10 seconds (1 round), after which it will be cannot perform a Minor Action like Technique
the user's turn. [Dragon Tail] multiple times if it is limited to “once
per round.”

102
Here is a list of existing items that do not exist in the Magic Civilization Period and are not available in this period, along
with their first appearance in a supplement or a rulebook.

SPEARS STAVES
B-Rank Spears B-Rank Staves
Name First App. Name First App.
PH CR I
SWORDS Flamea Efreet's Whisker
Tiny Pike PY Fistulosum CR III
B-Rank Swords
First Stibble Spear PY Staff of Deception AW
Name
App. A-Rank Spears Battle Astral Rod PZ
Shifting Sword AW Name First App. Empty Baton PZ
Maturati, the Magic Sword of Parasol Spear AW A-Rank Staves
WT
Liberation Harpoon PH Name First App.
Varisty, the Magic Sword of Langdebeve PH Gentleman's Cane PZ
WT
Binding Fixed Lance PZ S-Rank Staves
Greeter WT Bolted Lance PSH Name First App.
Sword of Soulscars WT Long Bolted Lance Deadly Gentleman's Cane PZ
Tiny Falchion PY S-Rank Spears SS-Rank Staves
Stick Shuriken PDi Name First App. Name First App.
A-Rank Swords Spuntone PH Magus CR III
Name First App. SS-Rank Spears Aeon CG
Girvan's Gladius PH Name First App.
Ray Cutter PH Fatal Lance CR III F LAILS
Ray Blade PH Eclair CG B-Rank Flails
Allesta Cutlass PZ Ductus Lancair CG Name First App.
Throwing Horn Knife PZ Tri-Lux LL Daemon Strike PZ
Flaming Sword of Sealed God A-Rank Flails
PDa Name First App.
M ACES
Battle Star Globe PZ
B-Rank Maces
S-Rank Swords Name First App. S-Rank Flails
Name First App. Flaming Torch PZ Name First App.
Moonrazor PH PZ Daemonthresher AW
Manadolin
Dominator PZ Manadora PZ SS-Rank Flails
Name First App.
Tiny Maul PY
Silver Comet CR III
SS-Rank Swords Military Guide RGB
Name First App. Quadblaze CG
A-Rank Maces CG
Angel Feather CR III Tyrant
No unavailable items.
Hyperion CR III
S-Rank Maces
Geister CR III
No unavailable items. WARHAMMERS
Illumination CG
SS-Rank Maces B-Rank Warhammers
Name First App.
Name First App.
AXES Golden Mattocks AW
Zeno CR III
B-Rank Axes Bloody Lily CG A-Rank Warhammers
Name First App. Name First App.
Bloody Lily CG
PY Troll Hammer PH
Tiny Bulova LL
Zenias PDa
Light Ambush Sickle PDa Sledgehammer
PDa Sledge Fortress PDa
Heavy Ambush Sickle
A-Rank Axes S-Rank Warhammers
Name First App. No unavailable items.
Arm Catcher AW SS-Rank Warhammers
Starches Crescent WT Name First App.
PH Rosenhagen CR III
Grand Axe
S-Rank Axes Eversio CG
Name First App. Gaiacleaver CG
Blessed Sickle of Death RGB
SS-Rank Axes
Name First App.
Dynast CR III
Rimahawk CG
Urgosh CG
Agahast LL

103
Part 2 Items

T ANGLING T HROWN WEAPONS AMMUNITION


B-Rank Tangling B-Rank Thrown Weapons Name First App.
To begin with, there are no B-rank Name First App. Absorbing Arrow AW
Tangling weapons. Explosive Stone AW Light Arrow/Quarrel AW
Bounce Ball AW Cursed Arrow/Quarrel AW
A-Rank Tangling
Name First App. Flash Stone AW Dragon Arrow/Quarrel AW
AW Throwing Star LL LL
Drain Net Explosive Arrow/Quarrel
S-Rank Tangling Sun Stone I-IV PDa Wind-riding Arrows RGB
No unavailable items. Shuriken PDi Bullet (12) CR I
PDi Silver Bullet CR I
SS-Rank Tangling Stick Shuriken
Underwater Bullet AW
Name First App. A-Rank Thrown Weapons Rouge Bullet LL
Snake Sword AW Name First App.
Dark Line CG Poison Dart AW
Raging Hydra CG Drain Net AW
Blade of Ice and Snow PH
WRESTLING Harpoon PH N ONMETALLIC ARMOR
B-Rank Wrestling Allesta Cutlass PZ B-Rank Nonmetallic Armor
Name First App. Throwing Horn Knife PZ Name First App.
PY PZ Mana Coat CR III
Shell Knuckles Battle Tarot
PY Combat Maid's Outfit CR III
Blind Spikes Injector PZ
PDi Mana Coat+ LL
Leg Chains Hungamunga PDi
Diving Suit PH
Zaindride Flap PDi S-Rank Thrown Weapons
Pierrot Cloak PH
A-Rank Wrestling No unavailable items.
Name First App. Crimson Shell Armor PY
SS-Rank Thrown Weapons
Crimson Rose WT Name First App. A-Rank Nonmetallic Armor
White Lily WT Tri-Edge CR III Name First App.
Aramid Coat CR I
Fire Gloves PH Eclair CG
Windbreaker Surcoat AW
Bagh Nakh PY Eversio CG
Pierrot Armor PH
Push Dagger PY Rimahawk CG
Scale Guard PH
Iron Toes PY PZ
Pirate's Vest
Cat Kick PY B OWS Gentleman's Suit PZ
Cat Punch PY B-Rank Bows PY
Dazzling Suit
Hard Steps PY No unavailable items. PY
Needle Guard
Smooth Throw PDi A-Rank Bows
Dragon Bone Guard PSH
PDi Name First App.
Chains of Liberty S-Rank Nonmetallic Armor
Asymmetric Bow PH
S-Rank Wrestling Name First App.
Name First App. Silent Death PZ
Clown Vest PH
Silver Bear Claw PDa S-Rank Bows
Bloody Bone Guard PSH
PDi Name First App.
Survivor’s Throw SS-Rank Nonmetallic Armor
Swift Bow PH
Zaindride Stub Flap PDi Name First App.
SS-Rank Bows
SS-Rank Wrestling Name First App. Astral Guard CR III
Name First App. Silent Cloak LL
Le Indalia CR III
Legs Of Honor CR III Alabaster Shell CG
Eight Mambo CG
Hands Of Glory CR III Phoenix Cloak CR III
Grand Ariol CG Divine Skin LL
CG
CROSSBOWS
Groul
All items in the category Crossbow
are not available.

GUNS
All items in the category Guns are
not available.

B LOWGUNS
All items in the category Blowguns
are available.

104
M ETAL ARMOR
B-Rank Metal Armor
Name First App. Herbs
Mount Assign PZ Name First App.
Adventurer Set Tabbit's Carrot AW
Silver Kimono of Sealed God PDa Name First App.
Fanea Lifegrass PH
A-Rank Metal Armor Adventurer Set CR I
Name First App. Barbarous Portable Set BB Fanea Magic Herb PH
Heaven's Eagle Armor of Adventurer's Tools Magic Seaweed PY
PDa
Sealed God Name First App. Potions
PDi Pledge Knife RGB Name First App.
Abyssal Armor
Multipurpose Knife RGB Healing Potion +1 AW
Abyssal General Armor PDi
Clothing Magic Perfume AW
S-Rank Metal Armor Name First App. Indomitable Potion AW
Name First App. Swimsuit CR II Scarlet Potion AW
Self-maneuvering Suit Armor WT Tunic PZ Fanea Potion PH
[Amuza]
Ernst Transformation Set PY Witch Potion PH
SS-Rank Metal Armor Pilgrim's Robe RGB Cain Gara Gambling Potion PH
Name First App.
CR III
Miscellaneous Full Moon Potion PH
Imperial
Name First App. PZ
Manatite Frame CG Blue Shark
Cremar Coin PH
Anti-Arquebus LL Famous Wine “Mermaid's PY
Cagnard Textile PH Tears”
Cheating Card Set PH Delicious Golden Water -
SHIELDS PY Taste of the Goddess
PY
Whisber Oats
B-Rank Shields PDi Bitter Coconut Juice PDa
Snow Palm Lotion
Name First App.
Pledge to the Future RGB Sake “Triumph from the Sea” PDa
Flaming Shield AW
Lyphos Hymn Book RGB High Antidote Potion PDa
Outer Guard PSH Travel Charm RGB
Magic Resistance Medicine PDa
A-Rank Shields Nilda's Sewing Set RGB
Name First App. Lills' Paircuts RGB Holy Water of St. Ixion PDa
Evil Target AW Perfume of the Fairy Goddess RGB Winter Wolf's Eye Oil PDi
El Elena Cape PH Coin of the Wind God RGB Anti-Vampire Potion PDi
Coin of the Sun God RGB Tinted Potion BB
Freion Shield PZ
Grendal's Anvil RGB Jet Black Revitalizing Wine BB
Silver Scale Shield PZ
Protective Holy Water RGB
Lantern Shield PY
Chemicals
Stout Buckler PY Name First App.
Stronghold PDa Ready Powder AW
S-Rank Shields Strong Tabbit’s Carrot LL
Name First App. Food/Drink Steamed Mako Bread PH
Blade Crushing Shield WT Name First App. Black Wine PH
Turtle Shell LL Nutrition Capsule CR I Painbringer PH
Heart of Steel PZ Drunken Goat Cheese PH PH
Very Sweet Seasoning
Shining Silver Scale Shield PZ Lirian Stout PH PH
Melting Seasoning
SS-Rank Shields Renowned Wine Doux- PZ Refreshing Seasoning PH
Name First App. laureau Blulle
Durlesburg-style Marching Food PZ
Glorious CR III Weyler Onsen Bun PY
Mesegrin's Special Herbal Mead PZ
Half Moon CG Red Drop PDi
Evil Perfume PZ
Eternal Lord CG Golden Cider PDi
Ryucken Military Winter Ration PY
Aromatic Sacaros Wine RGB
Travel Expenses Orbryuk Cigar PY
Name First App. Eye Light Remover PDa
Carriage LL Multipurpose Pill PDi
Passenger Ship Fare LL PDi
Super Strong Insect Killer
Air fare LL
Impure Vigor Root PDi
Small Airship Charter LL
Mask of Temporary Immunity PDi
Fragrant Wood of the Moon
RGB
Goddess
Eckezaka Smile Pills RGB
Repair Tools
Name First App.
Repair Tape I CR III
Repair Tape II LL
Repair Tape III LL
Repair Patch CR III

105
Part 2 Items

Detector of Barbarous AW
Horn of Magic Detection AW
Class-Specific Items Mount: Animals Mana Cartridge (X/XX) AW
Name First App. Name First App. AW
Mana Cartridge (XI/XXI)
Magisphere (Small) CR I Multialendia PDi
Disturbing Scarecrow AW
Magisphere (Medium) CR I Gero Bear PDi
Seamagrow Bear PDi Talking Doll AW
Magisphere (Large) CR I AW
Mount: Mythical Beasts Doll Organist
Floating Sphere (Medium) AW AW
No unavailable items. Catapult
Floating Sphere (Large) AW AW
Mount: Magitech Double Coat
Magisphere +1 PZ Loglett's False Gamels LL
Gun Belt CR I
All items classified here are not
Lover's Flute LL
Bullet Slinger LL available.
Auto Looter LL
Bullet Pouch CR III Additional Sections for Beasts
Name First App. Magitorch LL
Mechanized Fingers LL
Ice Sledge PDi Smoke Grapher LL
Tool Set of Reparal RGB
Dissonant Flute AW Battle Sledge PDi Large Holo-Camera LL
Horn of Lills PZ Additional Sections for Magitech Careless Tag LL
Sheep Caller PY All items classified here are not Puzzling Sign LL
Alchemy Kit AW available. Magitech Helpers LL
Card Shooter LL Mount Carrying Items Careful Auto Looter LL
Material Card B AW Name First App. LL
Magitech Wreckers
Material Card A AW Mount Contract Sphere CR III
Monthly Traps PH
Material Card S AW Proprietary Mount Sphere CR III
Material Card SS AW Houseboat PH
Manabike Storage Sphere CR III
Strategist Insignia CG Red Sand Rose PH
Strategist Insignia of Valor CG Mount Weapons PH
Swing Launcher
Imperial Strategist Insignia CG No unavailable items.
Doll with Magical Eyes PZ
Victory Flag of Ulyssekaloa PY Mount Armor
Name First App. Sphere Ticket PZ
Steed Guard WT Traveling Doll Guard PY
Pharneas Light Armor PZ Jar of Ulyssekaloa PY
Pharneas Heavy Armor PZ Pope's Great Suppression PDa
Weapon Enhancement Mount Accessories Latest Map of Dagnia PDa
Name First App.
Name First App. Whistle of the Living PDa
Fairy Weapon AW
Flame Horseshoes LL Bomber Cartridge PDa
Banner Spear CG
Bayonet LL Water Crossing Reins LL Dilfrum Imperial Decree - PDi
AW Mask of Rage LL Non-Stipulated Items
Magic Weapon +1
Soul Reins LL Dilfrum Imperial Decree PDi
Magic Weapon +2 BB
Clear Mane Ornament LL Portable Trap PSH
Armor Enhancement
Name First App. Horseshoes of Fortune PY Kus's Bas-Relief Work RGB
Bulletproof Armor AW Additional Armament for Magitech Sun Lantern RGB
Special Products Guidebook -
Magic Armor +1 LL All items classified here are not Complete Edition
RGB
(Nonmetallic Armor) available. Endemic Species Guidebook -
Magic Armor +1 (Metal RGB
LL Mount Chemicals and Repair Tools Complete Edition
Armor) Name First App. Muddler of the Divine Spear RGB
Ryucken Knights Winter PY Restore Kit CR III Sacred Staff of the Storm RGB
Cloth Attachment
Ly Composer RGB
Ryucken Army Winter Cloth PY
Attachment
Nilda's Concealing Clothes RGB
Name First App.
Northern Needles CR I
Magic Cosmetics CR II
Fairy Lantern CR II
Versatiles CR III
Mystic Ink AW
Apparatus AW
Telescope AW
Luminescent Paint AW
Skin Polishing Mud AW
Music Shell AW
Forged Barbarous Decree AW
Sticky Hands AW
Poisonous Stomach AW
Stone of Vigilance AW
Alarm Gong AW
Statue of Nighthawk AW

106
Accessories: Neck
Name First App.
Accessories: Head Rose Choker CR I
Name First App. Name First App. Lucky Charm CR I
CR III Salamander Hairpin CR I Amulet Of Light CR I
Guardian Stone
CR III Pointed Hat CR I Amulet Of Prayer CR I
Jack in the Box
Secret Needle AW Headband of Concentration CR II Necktie CR II
Venom Nails AW Lightning-Bolt Hairpin CR II Crystal Necklace CR II
Clear Gel AW Snowflake Hairpin CR II Flapper's Song CR II
Holy Beans AW Illusory Wig CR II Talisman Of Life CR II
Luminous Dye AW Reckless Headband AW Miracle Necklace CR II
Healing Bomb AW Sightlines Crown (Crown) WT Pyrite Amulet AW
White-Flame Ball (x10) AW Torch Helmet LL Necklace of Conversion AW
Magic Remodel Beginner's AW Watchful Eye LL Spiral Amulet AW
Kit
Safety Helmet LL Necklace of Truth AW
Paired Blue-Red Eyes LL
Wig of Chills LL
Loud Lips LL Ribbon of Lovely LL
Holy Parrot LL Transformation
Cool Drop PH
Bride's Head-dress Circlet PDa Backwater Necklace LL
Water StonePH PH
Dalbon’s Headguard PDa Binding Black Chain PH
Skunk Bomb PH
Elite Barbarous Hood PDi Wooden Carved Amulet PZ
Light Stick PZ
Humanoid Hat PDi Immortal Potpourri - Red PDa
Bloom Insecticidal Powder PZ
Accessories: Face Immortal Potpourri - Yellow PDa
Whistling Sand PZ Name First App. Purification Mark PDa
Hard Stone PZ Ruby Glasses CR II
Fog Scarf PDa
Daemon Paint PZ Keen-Flash Glasses CR II
Accessories: Back
Fortune Catcher PZ Hound's Nose CR II Name First App.
Cayenne Venom PZ Gentleman's Beard CR II Little Wing CR I
Red Cayenne Venom PZ Night Goggles CR II Thermal Mantle CR II
Animal Calming Fume PZ Hunter's Eyes AW Hero's Mantle CR II
Talisman of Ulyssekaloa PY Sightlines Crown (Monocle) WT Breeze Cloak CR II
Bell Ringing Trap PY Sympathy Piercing LL Gale Wings AW
Alcohol in Canfora PY Taste Piercing LL Sleeping Cloak WT
Irritating Globule PY Short Gentleman's Beard LL Shield Arm LL
Ashes of the Defensive Powered Night Goggles LL Inverness, a Beautiful Star LL
PDa
Warrior of Death Red Glasses LL Flying Cloak LL
Ulyssekaloa's Smoke Ball RGB Hunter's Analyzing Mirror LL Quick Dresser LL
Protective Holy Water RGB Double Mask LL Arachne Walker LL
Barbarous Essence RGB Silent Mask LL Thunderbird's Plumage LL
Soulscar Night Visor BB Chameleon Cape PH
Check Pads of the Blazing RGB Dominator's Cloak PZ
Emperor
Sephilia Surcoat PDa
Canfora's Loupe PY
Coat of Mulatto Reindeer PDi
Magic Stone Teeth PDa
Cloak of Moonlight RGB
Accessories: Ear
Name First App.
Accessories: Torso/Waist
Name First App.
Rabbit Earrings CR I
Black Belt CR I
Linkpearls CR II
Champion's Buckle CR I
Golden Earplugs CR II
Queen's Corset CR II
Lover's Receiver LL
True Black Belt CR II
Recording Earrings LL
Coward Belt AW
Watchful Doll LL
Missile Trapper AW
Alarm Earrings LL AW
Unbending Buckle
Bat's Earrings LL LL
Thrower Belt
Linkpearls Holder LL
Invincible Transformation LL
Belt
Bloodstone Bellyband LL
Snake Belt LL
Barrel Supporter LL
Sunflower Buckle RGB

107
Part 2 Items

Accessories: Hand
Name First App.
Ability-Enhancing Ring CR I
Moonlight Ring CR I
Ability-Enhancing Bracelet CR I
Sunshine Ring CR I
Droplet Bracelet CR I
Ring Of The Mind CR I
Bandit King's Ring CR II
Shining Ring CR II
Big Gloves AW
Hatred Reversing Ring AW
Ring of Resonance AW
Magnetic Glove LL
Rainbow Ring LL
Bracelet of Seven Changes LL
Magician's Gloves LL
Waltz Gauntlet PY
Mark of Light Magic PZ
Ianna's Golden Bracelet PDi
Lovers' Pairings RGB
Level Ring RGB
Accessories: Feet
Name First App.
Skanda Boots CR I
Angel Shoes CR I
Oath Anklet CR II
Frog Feet CR II
Silent Shoes CR II
Jump Boots CR II
Sticky Shoes AW
Light Boots AW
Spike Heels LL
Lucky Feathers RGB
Accessories: Any
Name First App.
Chandelle Products CR I
Maisha's Feather Ornament AW
Displacer Gadget LL
Sunflower Brooch PDa
Pioneer Mark RGB

108
Part 3 Rules

109
Part 3 Rules

The PCs are basically Blue Bloods, with some territory


and subjects under their control.
In principle, these territories and subjects do not help the
game progression or work to its advantage. At the same time,
they do not work to their disadvantage. In the Magic Civilization Period, the treatment of
However, there are players who want to gain a larger Reputation is basically the same as in the Core Rulebook II.
territory or a higher title. However, only the Fame Table and Position are handled
In this section, we will explain the how to play with Sword in a way unique to the Magic Civilization Period.
Shards and Reputation from Core Rulebook II, p. 46, during In order to obtain reputation, the same thing is done by
Magic Civilization Period. offering Sword Shards, but it can also be obtained from a
Contingency Fee in a scenario.
For the treatment of Reputation as Contingency Fee in
the scenario, see Part 5 (see p. 160).

H ANDLING OF SWORD SHARDS


First of all, let us reiterate that titles, domains, and Even in this period, Sword Shards were marks of honor,
lordships do not help or favor the progress of the game. a proof of having defeated a strong enemy.
Domains and their people generate income and enrich In addition, Sword Shards were used as raw materials for
the lives of their lords. At the same time, however, they are making Arcane Vessels used by the Runesmith class (in later
costly to run, requiring pooling of funds to deal with troubles times, this process was lost). Therefore, in order to promote
and sometimes large expenditures. the production of high-quality Arcane Vessels, wizard-kings
It is futile to manage such balance of payments in the and high-ranking Blue Bloods actively collected Sword
game. Therefore, all the domains owned by PCs are treated Shards.
as about zero sum business. Also, true that PCs can sell them for 200G.
Blue Bloods PCs should be considered as beings who can
afford to attend salons and deal with various problems at their
leisure by having such a stable territory.

L IVING EXPENSES FOR PC


In the Magic Civilization Period, PCs should not take the The Magic Civilization Period was the era of the Blue
cost of living into account. Blue Bloods receive food, Bloods. Naturally, their fame was cherished. The following is
clothing, and shelter from the profits of their domains, while a rough guide of how their fame was measured.
Silver Blades receive sufficient funds from higher-ranking Table of Fame During Magic Civilization Period
Blue Bloods, patrons, or other sources to support Reputation Degree of Fame
0 – 20 A lowly person, usually ignored by Blue Bloods.
themselves. Even if a PC is a commoner, they are expected 21 – 50 Unknown, rarely approached by Blue Bloods.
to earn their living expenses in some way. Best servant. Not recognized as trustworthy. Regretted and
51 – 100
Note that there is no game advantage or disadvantage looked down upon.
depending on the title or domain of the house, so PCs can One of a kind. At a minimum, they are considered a
roleplay with ease as a well-fed, well-dressed person living in 101 – 200 trustworthy person. However, their name is known only within
a small community and is never talked about.
a spacious house. Promising. Rumored to be an excellent candidate. Sometimes
201 – 500
spoken to by curious Blue Bloods.
T ROUBLES IN THE DOMAINS Up-and-coming. Highly regarded and talked about for their
The GM is free to cause troubles to the PCs' domains and achievements and accomplishments. Highly respected by
501 –
ordinary Blue Bloods and receives invitations to evening
people and to make them into scenarios. 1000
parties and balls. Sometimes, traditionalist Blue Bloods talk to
them.
DOMAIN LOCATION Leading. Within the country, their name is well known. Even
when meeting people for the first time, they are greeted by
It is not necessary to indicate the PCs' domain on the name. Invitations to balls and evening gatherings arrive on a
map. However, if the GM feels the need to do so, they may 1001 –
daily basis. Those who try to befriend them often appear, but
2000
choose to. It is sufficient to indicate the distance as “100 days on the contrary, they are sometimes warned by the traditionalist
walking distance from the royal capital.” Blue Bloods or become a target of envy. Various rumors start
to circulate.
A prestigious name. No one can ignore them any longer. Many
ALL THE P EOPLE ARE UNDER THE L ORD'S CONTROL people actively try to communicate with them, and invitations
2001 –
All the domain is under the control of the “Dominion” 5000
to evening parties and balls come in frequently. Jealousy and
of the PC who is the lord. Therefore, as long as the PC is envy swirl around them, and rumors start to circulate about
their every move.
alive and well, people will not be ruled by others. In addition, Legendary. Known throughout the neighborhood as a wizard-
the PC's legion is, as a rule, hired from their own domain. king or considered an equal. Feared by the traditionalist Blue
5000+
Bloods, who treat them as equals or show them reverence. If
they throw a party or a ball, no one can ignore it.

110
DOMAIN T ITLES AND T RADITIONAL T ITLES
Titles and domains could be obtained relatively easily
based on one's merits. The rank of the title was determined
In order for a PC to acquire a new position or territory, by the size of the domain, the number of its citizens, and the
they must use their Reputation. In principle, money is not quality of the domain.
required. Blue Bloods often had multiple domains, each with its
own title (e.g. “Baron of X, Viscount of Y, etc.”), and PCs
Position Table could also have multiple domains and titles.
Status Reputation Domain Limit Notes The title was usually combined with the name of the
Only one generation. No territory. For example, if one had an estate named “Hillclimb
Knight 100 0
domain. Hill,” they would be called “Baron of Hillclimb.”
About 100 The lowest rank of While there is no particular game advantage for a PC to
Baron 200
people lordship. have many domains and titles, it was a status symbol for Blue
About 500 The middle rank of Bloods to have multiple lands, which could lead to respect
Viscount 500
people lordship. and envy from other Blue Bloods during the session. This is
About 1000 The upper rank of lordship at the GM's discretion and may also give a bonus to the
Count 2000
people Traditional title
“Impression check” (see p. 112).
The highest rank of
About 3000 However, “Traditional titles” (count, marquis, and duke)
Marquis 3000 lordship
people could not be obtained through ordinary means.
Traditional title
About 5000 Second only to wizard-king These titles were bestowed by a wizard-king to a
Duke 4000 meritorious subordinate at the time of the founding of the
people Traditional title
state and were usually associated with important, good, large,
stable domains.
These were the so-called “vested interests of the Blue
Bloods who contributed to the founding of the country,” and
Blue Bloods were unlikely to sell them.
Nevertheless, these “traditional titles” associated with
domains have sometimes become the direct domain of the
wizard-king and have no owner because the heirs have ceased
to exist.
If there is a chance for a PC to gain such titles, it will be
with these estates and titles that have no heirs.
The position table also quantifies the titles of counts and
above, which are the reputations necessary to acquire these
ownerless domains.
If a traditional title is acquired as a reward for a session,
the PC gains total Reputation of the same amount as the title
gained.
However, when up-and-coming Blue Bloods gain these
“traditional titles,” they are likely to be shunned and envied
by traditionalist Blue Bloods. This is a reflection of what Blue
Bloods were like during the Magic Civilization Period.

111
Part 3 Rules

In this section, we will describe the new Skill Check,


which is used when playing with this book. B ASIC P RINCIPLES OF IMPRESSION CHECKS
As a general rule, impressions are made on a single NPC.
You may only attempt to make one check on an NPC in the
same session (you may not reroll a check (see CR I, p. 122)).
Calculation: Aristocrat level + Spirit modifier Some Noblesse (see p. 57) can be used to retry or to gain
Use Time: 10 Minutes (60 Rounds) a bonus to the check.
Effect: The higher the result of the check, the more likely the
target NPC will be inclined to be cooperative. AUTOMATIC SUCCESS AND F AILURE OF I MPRESSION
Details: The purpose of this check is to determine how CHECKS
refined your aristocratic manners and behavior are, and how The automatic success or failure of impressions is
great an impression you can make on others by doing so. different from normal and does not determine the success or
This check is primarily for PCs against NPCs, and is not failure of the check.
the other way around, except in special cases. If you succeed automatically, the success value is
If the result of the Impression check is good, the NPC's calculated assuming that the roll is a 17 (you get a +5 bonus
attitude may soften, they may become more favorable to the to the roll of 12).
PC, they may become more obedient, or they may become If you automatically fail the impression, the success value
more emotional and reveal their true feelings, which will help is treated as if it were 0, regardless of the base value. You can
the session progress smoothly. still gain 50 experience points for automatic failure.
As an exception, there is no definite success or failure in
this check, and no target number is set. The following is a GM GUIDE: H OW TO USE I MPRESSIONS
rough guide to how much you can achieve in impressions and Impression checks are used to make the PCs feel that
how NPCs will react. they are important people who cannot be ignored, and to give
them an advantage in negotiations, interrogations, and so on.
Suggested Success Values and NPC Reactions for At the same time, it is a check that supports
Impressions characterization and role-playing.
Values NPC Reaction Summary In terms of application, they are used to make the session
Did not make a good impression at all. progress smoothly, and basically nothing bad will happen
No attempt at a friendly conversation even if the success value is low.
0 – 10 No interest.
from the target if they have not been In terms of helping players who are stuck in a dead end,
acquainted before. the use of the Investigation check (see CR EX, p. 128, CG,
Minimal Target thinks it's okay to at least say hello p. 71) is also helpful.
11 – 15
social contact to the PC.
The GM may want to use it as a helping hand to the
Interested Interested in PCs and think that they can
16 – 20
parties exchange useful information.
players when the PCs are stuck for lack of information and
Willing to Appreciate the PC's qualities, skills and the session progress is stalled, by having an NPC appear and
21 – 25 make talents, and want to deepen mutual give useful information based on the results of the impression
acquaintance acquaintance. check.
You are willing to pay a certain amount Players may also ask the GM to perform impressions
Willing to pay
26 – 30 of money for the benefit of the PCs in when role-playing, such as writing a letter or sending a poem
the price
order to gain their acquaintance. to woo a Blue Bloods lady.
Fully approves of the PC's actions and You may ask the GM to make an impression to measure
Enraptured by
31+ behavior and is willing to help to the best its completeness. The GM has the final say on whether to do
the other
of their ability. so.
GMs are encouraged to use impressions to enhance the
CHANGES IN NPC B EHAVIOR B ASED ON THE R ESULTS OF interaction between the nobles and the royal court.
I MPRESSIONS
If an NPC is impressed or awed by a PC, they will take
actions that are beneficial to the PC or consider giving the PC
useful information. The GM will ultimately decide how the
Impression checks are divided into the following seven
NPC's behavior will change based on the results of the
categories, depending on how you behave toward the NPCs
impression.
you are trying to impress and how you want them to see you.
For more details, see “Handling of Impression Checks”
(see p. 113).
I NTIMIDATION
This is a classification that makes you appear superior to
the other person and makes them think that antagonizing or
opposing you will be detrimental. It makes people think that

112
power, such as violence, power, or financial power, is This is useful in situations where the other person doesn't
directed at them. It is useful against characters who usually want anything from you and is also effective on characters
rely on power, or who fear it or want to be subordinate to it. who want knowledge and are interested in many things.
OTHER CATEGORIES
SINGING The GM may prepare other categories for impressions,
This is a category in which you sing a song and make the and the PCs may base their check on them. If there is a
other person fall in love with hearing it with your charm. change in the standard values, it is a good idea to notify the
In addition to singing, it is also possible to imitate the pc of the different categories before the impressions are
murmur of a river or the singing of birds to recreate a specific made so that they can be prepared.
situation or environment. It is highly effective with characters Considering the possibility that there is no corresponding
who are knowledgeable about the arts and people who might Noblesse, it is recommended to set up a favorable and
be attracted to you. unfavorable checks as well.

E TIQUETTE
This is a classification that demonstrates your civility and
education through proper courtesy and behavior according
to the environment and situation. Detailed knowledge of
ceremonial arrangements, staffing, decorations and costumes If you make an impression, you will receive an additional
are also important. reputation at the end of the session. This represents the
It is effective on characters of high status or those with a reputation you have earned through impressions.
public position.
T AKE NOTE OF THE SUCCESS VALUES
DANCING To memorize the number of Reputation earned, each
This is a category in which one gains interest by becoming time you make an impression, check the success value and
proficient in the movements and styles of the dances note down your maximum value for the session.
performed at so-called court balls, either by dancing them At the end of the session, at the same time as experience
oneself or by teaching them. They also have knowledge of points and other Reputation are obtained, all PCs take the
court music and the movements of people at the ball. average of Success Value (rounded up) which was recorded
This is effective on characters who are attending a ball, or for Impression checks, and all PCs obtain a Reputation equal
who want to attract the attention of someone they like at to that value.
court. Any PC who did not make an impression during the
session should be credited with a success value of 0.
P RESTIGE
This is a category unlike dignity in that it makes the other ONLY ONE SUCCESS VALUE IS R EFERENCED PER P ERSON
person aware of the quality of your upbringing and the weight Even if you have made multiple impressions, only the
of your family history and makes them think that you are highest Success Value will be considered (as the source of
superior. Reputation).
It is mainly effective for low status people and Remember that an automatic success will add +5 to your
commoners and can convey the depth of knowledge and score.
education to the other person without saying anything.
It is effective on characters who think of their family as a
sign of power, or characters who have a sense of obligation.
This section describes the actual way to run impression
CHARM checks.
This is the category where you make yourself attractive to
the other person, or make the other person want your T ARGET OF THE I MPRESSION CHECK
position, money, or specific situation. It is useful for those When attempting to make an impression, the GM must
who want to form a special emotional bond with someone determine which NPCs will be the target of the impression,
(love, respect, etc.), and also for building such a relationship. and the GM must confirm which NPCs the PCs will make
It is useful in situations where charisma, sexual attraction, etc. impressions on before making the impression.
are useful, and also works well on characters with strong
desires. DETERMINE THE CATEGORY OF I MPRESSION
The PC who will be making the Impressions check
SPEECHCRAFT decides which category of impression will be used. Even if
Explain your thoughts and reasoning in an easy-to- there is more than one PC participating in the skill check,
understand manner by delving deeply into a wide variety of each PC can decide their own category.
topics, matters of interest to the other person, and current
events. Make the other person want to hear more of what you CONFIRMATION OF E FFECTIVE CATEGORY AND N ON-
have to say and make it easier for them to converse with you. E FFECTIVE CATEGORY
You can also improvise lyrics and word play.

113
Part 3 Rules

NPCs that are the subject of an Impression check may The change in reaction due to the Impression check will
have either an effective or ineffective category, and the GM be unique to each PC who made the check. When giving
will check the effective and ineffective categories of the NPC. information, it is treated as if you are talking to and giving
The GM confirms the effective and non-effective information to the PC with the best response.
classifications of the NPCs being subjected to an Impression
check. The effective and non-effective categories of NPCs are Cannot Make Multiple Attempts at the Same NPC
basically information that should be kept secret. Impression checks are exceptional checks that cannot be
After making the check, the GM will announce the bonus retried. Only one check can be attempted on the same NPC,
modifier value to the NPC who took the impression with the and once the result is determined, it cannot be rerolled.
corresponding category (if the NPC's category is not effective, For reroll effects such as Noblesse [Dignified Elegance],
the Success Value is automatically set to 0). it is treated as a single attempt until the result is confirmed.

Effective Category GM COLUMN: DISTRIBUTING CATEGORIES IN A SESSION


An effective category indicates that it is particularly When PCs make impressions, they have a set of
effective against the NPC. A PC who makes an impression categories that they are good at according to the Noblesse
check with this category will have their success value they have mastered, and GMs should distribute the effective
increased by the bonus modifier set by the GM for it. and ineffective categories among the NPCs that appear. It's
not good if only certain PCs are successful, and it's not good
Non-effective Category if all the NPCs are unaffected by the categories of Noblesse
A Non-effective Category indicates a character's special they have mastered.
dislike or avoidance of a category; a PC who makes an It is better to distribute the effective and ineffective
impression in a category that the NPC considers a Non- categories among NPCs, even if it is random to some extent.
effective Category will receive a Success Value of 0, regardless Please consider that the categories for impressions are only
of the number of rolls. for expressing the character's taste and personality.
In addition, the NPC will be disgusted or repelled by any
PC who makes an impression that falls into the Non-effective GM COLUMN: SPONTANEOUS I MPRESSIONS
category (the NPC's attitude toward other PCs will not During the session, the GM may introduce NPCs other
change). than the ones previously set up for the purpose of giving
information, and have PCs make impressions on those
Setting Effective and Non-Effective Categories NPCs.
When creating a scenario, it is a good idea for the GM to In this case, it is recommended to randomly decide the
determine the effective and non-effective categories for each favorable or unfavorable category of the NPCs that appear.
NPC that will appear.
However, this is not a requirement. A single NPC can
have only one effective or only one non-effective
classification, or it can have multiple effective or non-effective
categories.
This section explains how to use a series of impressions
Basic NPCs should not have either, and only the most
in a real session.
important NPCs should have each.
See also the scenario “Heir to the Giant Beasts” in this
book (see p. 160).
GM COLUMN: USING CLUES TO I NDICATE E FFECTIVE AND
N ON-E FFECTIVE CATEGORIES NPC CHARACTERIZATION COMES F IRST
The effective and ineffective categories of NPCs are Impression checks are not obstacles to the progression of
intended to represent a character's hobbies and beliefs. As a the session, but should be thought of as checks made to
rule, they should be kept secret, because it is difficult to know facilitate conversation with NPCs and the provision of
an NPC's interests at first glance. information.
However, there will be opportunities to obtain this Also, think of the effective and non-effective categories as
information during the session, and it is acceptable for PCs being for the purpose of characterization of NPCs (e.g.,
to obtain this information beforehand. The GM may want to “weak against trickery/hate trickery” or “weak when
make it easier to gain the trust of the NPCs by making that threatened/won't give in to threats”).
information available somewhere in the session.
Omission of the Impression Checks
CALCULATING THE SUCCESS VALUE AND CHECKING THE
If a PC acts or says something that helps the NPC
T ABLE regardless of the result of the Impression check, you may
Once the Success Value for the Impression Check has omit the impression check and give information.
been determined, including bonus and penalty modifiers, tell
Please keep in mind that impressions are just a
the PC how the target NPC's attitude has changed as a result
supplementary element to keep the session running
of the check, according to the table “Suggested Success
smoothly.
Values and NPC Reactions for Impressions”.
The GM will then give the pc the information they
decided on beforehand according to the reaction.

114
Profile
This is a brief description of who the NPC is.

Location
Indicates where the NPC is usually located. If the location
changes depending on the time of day, it should be noted.

Effective and Ineffective Categories


For each of the impression categories, write down the
This section explains the information you need to effective and ineffective categories, if any, and specify any
prepare when setting up NPCs for impressions. bonus modifiers.
You can have more than one of these categories, but it is
NPC DATA best to keep the number of non-effective categories to zero
Prepare the following NPC data to be used for the or one.
Impression check.
Information and Benefits
NPC Personality This is the information you can get from the NPC, or the
The NPC's “name, race, gender, age”. Also, indicate benefits you can get from the NPC. Regardless of your roll,
whether the NPC is a “Blue Blood/Silver Blade/ there is always a chance that you can get them to tell you
Commoner”, which is the status in the Magic Civilization something if you ask nicely, but if your roll is high, they will
Period. probably be more willing to talk to you and help you out.
See “Part 4 World” (see p. 121) for the difference in They will be less likely to talk to a PC who has attempted
status. to make a non-effective category check. You will have to go
through other PCs or other NPCs to get them to talk.

COLUMN: EXAMPLE USAGE OF I MPRESSION CHECK Singing (+2) and Dancing (+4) get a bonus modifier as
Here, we describe an example of Impression check in effective category because they are favorable to those who
practice. like singing and art.
Robert has an Adventurer level of 5, 3rd level Aristocrat Intimidating is ineffective category because the
class, Blue Blood of Magic Civilization Period. His Noblesse respondents feel repulsed by coercive attitudes.
are [Dignified Elegance I], [Formal Behavior I], [Heart
Shaker I]. Information and Benefits
Robert is gathering information to investigate a case. As a He has hired the perpetrator of the crime for money
result of his investigation, he goes to Dylan, a low-ranking before and knows the name, face, and whereabouts of the
Blue Blood, who seems to have some valuable information person who introduced him to the perpetrator.
about the case. Dylan's NPC data are as follows.
Robert decides to meet Dylan at the party in the evening.
NPC Personality After successfully introducing himself and making small talk,
Dylan Maris (Human/Male/29 years old/Blue Blood) the GM tells Robert that he may attempt an Impression
check on Dylan.
Profile Robert had gathered information on Dylan in advance
A self-proclaimed philanthropist who is not afraid to say and found that “Singing” would be effective. Since he can use
that he loves many women equally. He is still a bachelor, and his [Heart Shaker I] effectively, he decides to try “Impression
lives a life of fun, doing the minimum necessary to fulfill his check/Singing”.
duties as a Blue Blood. He has a deep knowledge of the arts, The Standard Value of Robert's Impression check is 5.
such as painting and singing, and hates anyone who makes a He rolls the dice, but the roll is “1, 4” and the Success Value
big deal out of it, regardless of their status. is 12 with a bonus modifier. The GM tells Robert that at that
roll, Dylan is likely to end the conversation and leave.
Location Robert rerolls the “Impression check/Singing” by using
In the morning he works at home, in the afternoon he Noblesse [Heart Shaker I]. The result of the reroll is “5, 5”,
goes to the salon, and in the evening, he attends a party at and the Success Value is “17”.
some mansion almost every day. Dylan's response is “interested party” and the GM tells
Robert that with this response, he is likely to answer his
Effective and Ineffective Categories

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Part 3 Rules

personal questions. It appears that we may be able to get talked about a little in the salon, and he will be able to get a
some useful information about the case. Reputation.
Robert notes the number “17” after the check. At the end
of the session, the fact that he sang in front of Dylan will be

This section explains how to handle Legions, which to control you again. Even if you are a commoner, you may
characters who have acquired the Aristocracy class can be able to resist if you are a Transcendent (see FC, p. 21). In
control. that case, simply perform the same check as above.
Barbarous of 16th level and above also have the same
ability to resist. The check is the same as above.

Legions are armies that can be controlled at will through DURATION OF DOMINION E FFECT
the use of the Dominion, the ruling power of the nobility. As As a general rule, the effect of Dominion is permanent.
such, they are basically composed of commoners (and However, if the target dies, this effect ends.
sometimes Constructs or Animals). Also, domination is removed after the ruler dies and 2-7
Commoners are unable to resist the dominance of the days (1d + 1 days) have passed. If the ruler is revived before
Dominion, and will carry out any orders, even if they are then, the Dominion is not lifted.
suicidal. Nor can they harm the Blue Bloods.
Legions are formed by Blue Bloods who have acquired
the Aristocrat class and accompany them.
In other words, whether Legions live, or die is up to the Legions are formed and accompanied by Blue Bloods
PC who has given its orders. who have acquired the Aristocrat class. A Legion is a sort of
For more details, please refer to the description in “Blue game representation of an army, corps, or guard force that
Bloods” in Part 4 (see p. 125). follows a Blue Blood. In reality, it is a group of people,
animals, etc., who follow the instructions of the Blue Blood
DOMINION T ARGETS by contract. For more information on how to deal with
The Dominion is effective against Humanoids and Legions, please refer to the following section.
Barbarous alike. It can also be used against Animals and
Constructs that have been specially trained as Legions by F ORMING A L EGION
acquiring special Noblesse. By forming a Legion, you gain the authority to command
that Legion. Once a Legion is under your command, you can
DOMINION 'S AREA OF E FFECT give orders to it.
Blue Bloods can place any number of commoners under The formation of a Legion can be completed
their control. immediately by paying the “Formation Fee”. This Fee is a
To bring them under control, they must be close enough simplification that represents the cost of maintaining the
to recognize them individually (about 10 meters). Also, to Legion's strength and morale, as well as the expenses
give orders, they must be close enough to give direct necessary to keep the Legion with you.
instructions (about 30 meters). Once the Blue Blood has paid the Formation Fee, they
It is also possible to give orders to the subject to carry out no longer need to take into account funds for equipment,
continuously, but it is common sense to refrain from giving food, etc. for their own Legion during the session.
too strict orders because careless orders may result in the
death of the subject. In addition, once controlled, the effect Verifying your Legion and Might
is permanent, no matter how far away the ruler is. Also, the At the beginning of the session, you will be asked to
command will continue to be executed forever until it is confirm the Legion you have formed.
canceled or becomes impossible to execute (i.e. death). The Legion will be at its maximum “Might”. If there are
any effects such as [Well Supplied] (see p. 60) that increase
Bad Example) Don't leave a certain place → risk of the Might, those effects will also be applied at this point.
starvation, etc.
Common Example) Don't leave the area → Free to stay Restoring Might
within the area The Legion's Might may be reduced during combat. The
Legion's Might can be restored by 5 points at a time by paying
R ESISTING TO THE DOMINION the Maintenance Cost specified by the Legion.
Commoners cannot resist the Dominion at all and do not You can pay the Maintenance Cost any time you are in a
even get to make a check. If a Humanoid tries to dominate a safe territory or in town. Also, by paying multiple times, you
Barbarous, or vice versa, rolling a resistance check is can recover more Might. You can never recover more than
possible. The TN for this check is equal to Aristocrat class the initial Legion's Might.
level + Spirit modifier. Succeeding the Willpower check, you
will not be dominated. The same opponent will not be able

116
Concurrent Legion Formation is not Allowed However, it is Okay to Use Them to Make the
As a rule, a single Blue Blood can only form one Legion. Scene More Interesting
When forming a new Legion, the old one must be disbanded It is acceptable to give the Legion and its members
while the new Legion is formed by paying the formation fee. personalities if they do not function as characters. These
personalities can be used to liven up a scene or to express the
Non-Interference by Others character of the PCs, as long as the GM approves.
In general, the Legion you command does not allow
other characters to interfere with it, and it will not follow
orders or commands from anyone other than you. In battle, WAITING IN A SECURE L OCATION
the Legion may be targeted by hostile characters or Legions You can instruct your Legion to wait in a secure location,
for the purpose of reducing its Might (see p. 119). such as a city, and not to accompany you. The Legion will
not act on its own initiative but will simply stand by.
F ORMATION T IME L IMIT If you have a means of long-distance communication, you
Once you have formed a Legion, there is no time limit. can have a waiting Legion join you from a distance. A Legion
Once you pay the formation fee, the formation will continue in standby has the information gathering ability of a normal
even after the session is over, until the Legion is wiped out person without character data, as well as the power to deter
(see p. 119), or you form another Legion. Legion wages (etc.) armed forces (i.e., hardly useful).
can be ignored in between sessions, as they can be considered However, they cannot be ordered to standby in
being paid by the revenue generated by your domains. dangerous places or situations, or to travel through them.

U PDATING AND DISBANDING L EGIONS L EGION P REREQUISITES


If a Blue Blood wishes to form another legion, they must You must have acquired the Aristocrat Class before you
first disband the previously formed legion. There are no can command a Legion. In addition, special prerequisites
special conditions or time requirements for discarding a may be necessary for the formation of more powerful
Legion. However, abandoning a Legion in the middle of a Legions or Legions of non-humanoid races.
battle or in other situations where the Legion is in danger is
not an option. The GM has the final say.
To start a new Legion, simply pay for it and begin the
formation process.
You must complete the finishing process at the end of the
Organizing Legions in Session
session if you had a Legion with you. Specifically, you need
If you wish, you can take control of other Legions during to restore the reduced Might to its maximum value by paying
a session. Maintenance Cost.
There are a few conditions that apply.
- You must not have formed a Legion at that time. Repairing Insufficient Might
- If you have already formed a Legion, its Might must be at When a Legion’s Might is reduced at the end of a session,
its maximum. Aristocrat must pay the Maintenance Cost” to restore its
If any of the above conditions are met, a new Legion can Might to its maximum value.
be formed. If the Might of the Legion you have already
formed has been reduced, you will be able to form a new
Failure to Pay Maintenance Cost
Legion by paying the Legion's Maintenance Cost and
restoring its Might to its maximum value. If you do not have enough money in your possession to
pay for maintenance, you must incur a debt for the
difference. If you are unable or unwilling to incur debt, the
Breaking a Contract
Legion will be disbanded, and you will receive the
If you wish, you can disband a Legion. If the Legion is “Incompetence Mark” (see p. 119).
disbanded, it is immediately disbanded and disappears from
the scene. When disbanding a Legion, the Legion's Might
must be at its maximum.

DON’T COUNT AS CHARACTERS


As a general rule, Legion don’t count as characters and
aren’t treated as characters. At the same time, they are not
subject to any of the constraints that characters are, including
the time, distance, and money required to eat, sleep, and
travel. For example, they cannot gain the effects of
equipment or items that benefit characters.

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Part 3 Rules

attempted whenever the conditions are met (i.e. whenever


you would lose HP).
The Legion will follow the Aristocrat in battle. However,
Legion itself does not operate as a separate character. The Legions are Unaffected by Negative Effects
Legion does not have its own coordinates during battle, but Other than a Reduction in Might
remains at the same coordinates as the Aristocrat. Attacks and unique skills that cause secondary effects
If they move, it will follow them regardless of how or how (such as [Entanglement] and [Poison Claws]) other than HP
far they move. In addition, Legions do not have HP or MP, reduction do not affect Legion in any way. If you perform a
and everything is managed by “Might”. Substitution, these secondary effects should be ignored.

L EGION B EHAVIOR CLARIFICATION : CAN L EGION USE SUBSTITUTE ON ANY


Legions do not perform actions of their own volition. DETRIMENTAL E FFECTS?
They receive orders from Aristocrat and take action as soon Even in situations where the Aristocrat has enough HP,
as they give them. the Legion's Substitute can be used to prevent troublesome
unique skills and secondary effects.
T ARGETING L EGIONS
Legion resides at the same coordinates as Aristocrat and Effects for Which Substitution is not Possible
are not treated as separate characters. However, it is possible The Legion's Substitution cannot be used against
to target a Legion with melee attacks performed by a disadvantageous effects or unique skills that do not reduce
character or power that is hostile to Aristocrat. If the Legion HP, or effects that only reduce MP. If you take damage but
is attacked, its Might is reduced (see p. 119). do not lose HP due to Defense or damage reducing effects,
the same applies. Substitution can only be performed in
H ANDLING AREA OF E FFECT situations where your HP would be reduced without it.
If an Aristocrat is subject to an area of effect ability, the
Legion may also be subject to those effects at the same time.
If a Legion is subject to a wide range damage effect, its Might
is reduced.
As your Aristocrat level increases, you will be able to
learn Noblesse that will allow you to command Legions. If
you learn a Noblesse that is denoted as [Crescent Moon
Formation], you can make the Legion perform actions other
This section explains what actions the Legion can than “Substitute”.
perform under the command of an Aristocrat during combat.
The Legion can perform the following actions: N OBLESSE F ORMS AND USE CONDITIONS
Each Noblesse has its own “Form,” which determines
- [Substitution] by Legion when and under what conditions it can be used. The
- [Support Attack] with Noblesse Noblesse that are particularly effective in battle are Declared
- Retreat
Type (□) and Granting Type (▽).

Declared Type (□)


Declarative Noblesse can be declared with a Minor
The Legion can take the place of an accompanying Action, allowing the Legion to perform attacks and other
Aristocrat when they lose HP due to an attack or magic. The actions. You cannot declare multiple Noblesse of the same
Legion's Might will be reduced instead of Aristocrat HP when form at the same time.
taking their place.
Substitution can be attempted even if their Might is Granting Type (▽)
reduced to 0 or less, but the Legion will be completely wiped
Granting Type's Noblesse extends or adds to the effect of
out. If a Legion is wiped out by a Substitution, the extra
Declared Type and can be applied to several Noblesse of
damage will not be taken by the substituted Aristocrat.
Declared Type at the same time, if they correspond to each
other.
T IMING FOR DECLARING “SUBSTITUTION ”
You can declare “Substitute” right before reducing your
HP from being hit by an attack, spell, unique skill, etc., but
after the applied damage has been determined. You can use
CALCULATING THE P OWER OF N OBLESSE
substitute, no matter under what circumstances your HP
Some Noblesse include the notation “Power (Might) +
would be reduced.
Legion Level” or “Power (Might - 10) + Legion Level”. The
When you declare a substitution, the Legion's Might is
power is determined by rounding up the Might to the nearest
reduced by the same amount as the damage you would take,
ten, and then referring to the power table as per usual. In this
after the damage is determined. Substitution can be

118
case, the critical value is treated as 10. For example, if the If the Legion is within the range of an “Area:
Legion's Might is 25, the Power is 30; if it is 12, the Power is Breakthrough” effect, roll 1d. On a roll of between 1 and 3,
20. If the Legion's Might is 25, the Power would be 30. the Legion is affected.
The “Legion Level” is the same as the Aristocrat level the When caught in an “Area: Breakthrough” effect, the
Legion can sign up for. For example, a “Scrappy Militia” is legion has its Might reduce by 5 instead of rolling for damage.
level 1, while a “Regular Soldiers” is level 4.
Area Effects with a Maximum Number of Targets
If you are caught in an area effect that has a maximum
number of targets, such as “Radius 3m/5”, Legions will be
When the Legion's Might is low and there is a risk of treated as a single character for convenience. If the Legion is
annihilation, the Legion can be ordered to retreat. The affected, the Legion has its Might reduce by 5 instead of
retreat is declared using a Minor Action. If you give the order rolling for damage.
to retreat, you will not be able to give any other orders to the
Legion during your turn. Wide-ranging Effect that Targets Everyone
Within Range
H ANDLING OF R ETREATED L EGION If the Legion is caught in an effect that targets everything
A retreating Legion leaves the battlefield immediately and within a certain radius, such as “5m Radius”, the Legion has
is immune to any interference from all characters its Might reduce by 5 instead of rolling for damage.
participating in the battle. After that, it cannot return to the
battlefield until the battle is over. When the battle is over,
they return to your side, at the Might they had at the time of
their retreat.

End-of-battle Effects are still Effective When a Legion's Might is reduced to 0, the Legion is
Any effects that only take effect at the end of battle still considered to have been wiped out.
affect the legion, even if they retreated from combat.
L EGION ANNIHILATION
When the Legion's Might is reduced to 0, the Legion
loses all its functions and is eliminated from the game. The
formation is dissolved, and the Aristocrat gains the
When a Legion participates in combat, its Might can be "Incompetence Mark”.
decreased by various things. The following is an explanation
of these situations and how they are handled. CLARIFICATION : R ELATIONSHIP BETWEEN L EGION'S
M IGHT AND P ERSONNEL
R EDUCTION BY “SUBSTITUTION ” It is not explicit how many men the Legion is composed
Substituting for an Aristocrat’s HP loss will reduce their of specifically, instead abstractly represented as Might.
Might by the same amount as the damage applied. Whether it is one strong individual or a group of skilled
soldiers is left to the PC' s imagination.
R EDUCTION BY B EING ATTACKED A decrease in the Legion's Might represents a drop in
When the Legion is directly attacked by an enemy, its morale due to injury or fatigue, so basically, no deaths are
Might is reduced by 1. There is no roll to determine assumed. However, if the Legion is annihilated, it will be
Accuracy or damage. The attack must be a “Target: 1 treated as if all the Legionnaires died (failed their death
Character” some form of melee-, ranged- or magic attack or check), no matter how many there were.
any sort of unique skill. It has to deal damage to HP to be
effective.

Reduction by Noblesse (vs. Legion), etc.


If, for any reason, a Legion's Might is reduced to “0”, the
Among the effects that target Legions, Noblesse labeled
Legion is considered to have been annihilated. A Legion that
as [Flying Wedge Formation] and the like will reduce
has been wiped out cannot be brought back no matter how
Legion’s Might not by a single point but by a specified value.
much “Maintenance Cost” is paid and will be lost. Instead, it
will be removed, and receive Aristocrat will receive an
R EDUCTION DUE TO B EING H IT BY AREA EFFECTS “Incompetence Mark”. The “Incompetence Mark” indicates
If the coordinates where the Aristocrat (and Legion) that they have mishandled their subordinates, close friends,
resides are the target of an area-of-effect ability, their Might or collaborators in the Legion, and if they gain this mark,
may be reduced. their fame (or infamy) will spread.
If the area where the Legion resides is the target of a wide
range of effects, the Legion is treated as a single character for
convenience until the process is complete. Characters cannot
Disadvantages of the Incompetence Mark
target the Legion itself, even with a wide area effect.
If you have earned the Incompetence mark, you will be
required to pay an increased amount of money in addition to
Area: Breakthrough Effects
the Formation Fee if you wish to form a new Legion.

119
Part 3 Rules

The additional fee is determined by the Incompetence Mark “Disgraced Noble (2nd time)” should be used to clarify
mark you have earned. If an Aristocrat is marked as a the difference with the already refunded Incompetence
“Disgraced Noble” and wants to form a new unit with Mark.
“Scrappy Militia”, they will have to pay an additional 100
gamels in addition to the contract price of 200 gamels for the I NCOMPETENCE MARKS AND DISHONOR M ARKS
new one, or the legions maximum Might will be reduced by Incompetence Marks gained through the loss of a Legion
20% (rounded up). If they have already contracted with the are treated differently to Dishonor Marks (see CR III, p. 82,
“Scrappy Militia” in the past, they will only have to pay an LL, p. 135) gained through the loss of a mount of Rider class.
additional fee of 100 gamels when they re-sign the contract. In addition, Incompetence marks and Dishonor Marks are
Please refer to the “List of Incompetence Marks” for the separate and require the payment of reputation for each to
additional fees required. Please note that the “Maintenance be refunded.
Cost” remains the same even if you have acquired the
Incompetence Mark. SITUATIONS WHERE L EGIONS CAN ’T BE USED IN COMBAT
If you are in a combat situation, such as a cramped room
List of Incompetence Marks or back alley, and the GM feels that the use of your Legion
Additional Reputation is inappropriate, the GM may inform you before the combat
Mark Charges on Reduced Might Needed for and initiate the combat by retreating the Legion (see p. 119).
Contract Expunging These situations should not be frequent and should be
“Disgraced
0.5x 20% 20 resolved by your own ingenuity or by improving the situation.
Noble”
“Lemming
1x 30% 30 COLUMN: EXAMPLE OF GAMEPLAY WITH A L EGION
Marshal”
“Pied Piper” 2x 50% 50 Ein has Adventurer level 5, 4th level Aristocrat class, and
“Butcher” 3x 70% 70 has mastered Noblesse [Crescent Moon Formation],
“Grim Reaper” 4x 90% 100 [Hollow Square Formation], [Hammer and Anvil], and
[Charge]. The contracted Legion is Regular Soldiers with a
WORSENING OF THE I NCOMPETENCE M ARK Might of 30.
If you have earned the “Incompetence Mark” and you Ein engages in combat with the enemy Minotaur, and
are in a situation where you earn another “Incompetence after hitting with his own melee attack, he orders Legion with
Mark” (e.g., the Legion is wiped out), your “Incompetence a Minor Action to make a melee attack with [Crescent Moon
Mark” will worsen. Worsening of the “Incompetence Mark” Formation]. He rolls 2d to determine “Power 30+4” points
will either increase the additional cost of re-organization or a of damage. The roll was “9”, so “9+4” gives 13 points of
greater reduction in Might. In addition, more reputation is physical damage to Minotaur.
required for a single refund. The Incompetence Marks are: The enemy Minotaur attacks Ein with [Power Strike].
“Disgraced Noble”, “Lemming Marshal”, “Pied Piper”, The attack hits, and the damage is 22 points. Ain's Defense
“Butcher,” and “Grim Reaper”, in that order. is 5, so he uses “Substitution by Legion” to have Legion take
the damage. By reducing the Might of Regular Soldiers by 17
R EMOVAL OF “I NCOMPETENCE M ARKS” points, Ein HP was not reduced by 17 points. The Might of
Incompetence Marks are treated as titles offering 0 Regular Soldiers is now 13.
Reputation, but they cannot be removed by the PC without In the next round, Ein orders Legion to attack again with
permission of the GM. [Crescent Moon Formation], this time with a melee attack.
To remove it, a refund in reputation is required. To get a Since the Might is reduced to 13, the power is rounded up to
refund, you need to spend the specified number of “Power 20 + 4”. On the 2d roll, he got “4”, so the damage is
reputation (reducing both your current and total). In the case “2+4”, i.e., 6 points. Unfortunately, it could not exceed the
of a refund, Mark will revert to a lower level of incompetence. Defense of the Minotaur.
For example, the Mark “Pied Piper” can be refunded by Next, Minotaur declares [Cleave (Simultaneous Attack)].
spending 50 honor points to revert to the Mark “Lemming Since only Ain is at the same coordinates, and there are also
Marshal”. Regular Soldiers there, it becomes a target for Cleave.
Once the refund has been made, it should be noted in Ein succeeded in evading the attack, but the soldiers
the renowned items section on the character sheet as involved were reduced to 5 in Might, leaving them with only
“Lemming Marshal (1st time, refunded)”. It is possible to 8. In the next round, it seems better to order them to retreat
refund more than one level of reputation at a time if you have to avoid wiping out rather than to attack with “Power 10+4”.
enough unused reputation. Please list all steps in the
renowned items column.

GETTING AN I NCOMPETENCE M ARK AGAIN AFTER A F ULL


R EFUND
Once you have fully refunded all your reputation if your
Legion is wiped out again, you will start again with the lowest
Incompetence Mark “Disgraced Noble”. In this case, the

120
Part 4 World

121
Part 4 World

Step into a world of ancient magic, where the gods have As a player, you'll have the opportunity to bring your own
departed, and the arcane arts flourish. character to life and create your own unique story. And as a
A time of fierce rivalry, where powerful wizards with GM, you'll be able to craft scenarios that challenge your
unique talents compete for power and control. players and push the boundaries of their imagination.
But the beginning of this Ancient Magic Civilization is Welcome to the world of Ancient Magic Civilization,
shrouded in mystery, and its end remains a secret lost to time. where anything is possible, and adventure awaits at every
Come and explore the history, culture, and customs of turn.
this enigmatic era, full of wonder and intrigue.

The history of the Magic Civilization Period can be However, in their essence, they were fighting creatures
divided into three main parts. that only wanted to fight and kill, and they were the
One is the “Early Magic Civilization,” when the Divine incarnation of destruction.
Civilization ended, and civilization was established with the Astrayed did not need to eat and rested somewhere at
rise of magic. night. During the day (some individuals reversed their days
The next is “Middle Magic Civilization,” which plunged and nights), they roamed in search of prey. Even the weakest
the lands into the age of warring factions among numerous of them could easily crush a skilled warrior, and it was not
wizard-kings. uncommon to see them in packs, making death inevitable if
Finally, there was the “Late Magic Civilization” period, they were encountered.
which saw the rise of empires that united multiple wizard- Astrayed had a kind of instinct to detect the presence of
kings, and the maximization of power and warfare. Humanoids and Barbarous as they gathered in large
numbers. Therefore, people were not able to build large
towns or nations, but instead lived in small groups and
seclusion. Still, the brave fought against the Astrayed and the
wise found ways to hide from them. They preserved and
passed on various knowledge and skills and maintained their
The world was thrown into chaos after the shattering of culture and civilization until the very last minute.
the third sword, Cardia, and the end of Divine Civilization Fortunately, the Astrayed were not capable of
through the War of the Gods. reproduction and did not increase in number. If only a few
The gods lost their power and went to Heaven, leaving more Astrayed had survived the War of the Gods, both
behind Humanoids and Barbarous to continue their Humanoid and Barbarous might have perished.
ceaseless conflict on Raxia. At any rate, people tried to secure areas where they could
During this, people sought refuge in the mana live by defeating the weak Astrayed, though they sacrificed a
overflowing from the shattered Cardia, creating spells. But lot. Even if a town or a country was established, it would be
their magic was rudimentary at best and ultimately proved destroyed or massacred as soon as it was discovered. No
insufficient. nation had ever existed for more than a hundred years.
For the true reason behind this period of turmoil was not This period is called the “pre-Durandal period,” which is
merely the strife between Humanoids and Barbarous, but the said to have lasted for about a thousand years. It was truly a
Astrayed, those divine creatures left behind by the gods for time of death and despair.
battle. These mad divinities possessed god-like powers, and
wreaked havoc on all, showing no favoritism to race. They
were the very symbol of death and resisting them was nigh
impossible.

The first wizard-king Durandal put an end to these barren


times.
His unique talents, tireless efforts, and vast research
breathed life into the world, allowing him to systematize
At this time, no one knew which god had originally magic and defeat the supposedly invincible upper Astrayed.
created them or what name they had been given. However, Durandal was the owner of the “Dominion” that guided
when the god who created them died or perished, they lost the people, rallying the Humanoids, and ruling them. This
their purpose and continued to fight. Weak people who saw marked the beginning of Magic Civilization. Throughout this
them called them “Astrayed,” meaning “those gone astray.” period, the powerful ruling force, the “Blue Bloods,” was
It is uncertain how many Astrayed survived after the War present, a remnant of the War of the Gods.
of the Gods. Some say there were only a few hundred, while With Durandal's dominance, he organized his kingdom,
others claim there were tens of thousands. freeing the people from the fear of Astrayed and allowing
They ranged in appearance from angelic and divine to them to lead a civilized and peaceful life. However,
human-like and quadruped-like, and some were so large that Durandal's exceptional talent in magic and governance was
one could look up at them. Many of them had a beautiful marred by his worst attitude towards his pupils and kinsmen,
appearance and were certainly divine apostles. rendering his behavior unreasonable. This ultimately led to
his assassination by his own disciples, ending his reign.

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This other world was named the “Daemon World,” but
it was gradually forgotten as no one returned safely after
visiting it.
With the death of the first wizard-king Durandal, the More than four hundred years later, a celestial sorcerer
magical world was plunged into chaos. named Raymond Sajas attempted to summon the inhabitants
The reign of this Noble Elf had lasted for five hundred of the Daemon World to Raxia and succeeded.
years, and the loss of his power and wisdom was a devastating The inhabitant of the other world that Master Sajas
blow to civilization. summoned looked like a deformed giant. Master Sajas
First, the magic system established and monopolized by named this deformed creature “Daemon” because it
Durandal was spread by several high disciples. These Blue appeared from the Daemon World and studied it
Bloods, each calling themselves a wizard-king, began a fierce thoroughly.
struggle for Durandal's throne, setting the stage for an era of As a result, Master Sajas established “Summoning Arts,”
bitter competition and the slow decay of magic. a magic system to call Daemons from the other world.
The once-unified system of spells and incantations began This was the greatest invention since the establishment of
to crumble, and new, darker forms of magic emerged that magic by the wizard-king Durandal in the nearly 6,000-year
Durandal could never have envisioned. Among these was the history of Magic Civilization. However, Master Sajas
creation of the Undead, the desperate attempt to achieve suddenly disappeared, and his research was taken over by his
immortality that ultimately proved to be a curse. disciples. As a result, Master Sajas's research was scattered,
As the concepts of “soul” and “soulscar” were debated, and he disappeared from the front pages of history.
some few were able to transcend the limits of mortality, but The technique of summoning Daemons continued to be
many more were doomed to a half-life of darkness and studied in secret, and slowly, Daemons began to be seen in
hunger as Undead. The world of magic had entered its various parts of the world.
middle period, and the future was uncertain.

In a world where large-scale wars never truly came to


In the Magic Civilization Period, the states were ruled by fruition, small-scale conflicts were a constant reality. As a
feudal lords known as wizard-kings. These lords were served result, the small states that dotted the landscape were
by loyal Blue Bloods who were sworn to their service. systematically eliminated, giving rise to more powerful states
It was during the middle period of the Magic Civilization ruled by multiple wizard-kings.
that the technology of the Legion flourished and took full It was during this Late Magic Civilization Period that the
advantage of the Dominion. In this age of rivalry, the world truly began to take shape, as later historians would
command and control of legions became increasingly come to classify it.
sophisticated, complex, and efficient. It was during this In the world, the power of individual wizard-kings did not
period that the Construct and Undead legions were studied. increase. But as smaller nations were eliminated, their
As the Barbarous conducted research to create new races numbers became more limited, and their power and military
to counter the rising Humanoid wizard-kings, the war might become more concentrated. The wizard-kings that had
continued to intensify and expand. The result was an increase achieved such enormous power began to call their states
in the number of races with strong resistance to magic. empires or confederacies, and their presence became more
Wizard-kings with Dominion fell in battle one after solid.
another, and their numbers dwindled. It is said that the The Holy Great Yscaea Empire rose to prominence in
number of those who claimed to be wizard-kings decreased the Terastier Continent, rapidly swallowing the western and
to about 1/10. eastern parts of the land with its tremendous influence.
Smaller states were swallowed up by larger ones, and the Many wizard-kings were obedient to these great powers,
gradual increase in the size of states was also a characteristic and the age of the “rivalry of the great kingdoms” was rapidly
movement during this period. coming to an end.
Nevertheless, no matter how powerful a nation became,
its dominance was still dependent on the individual wizard-
king, and the problem of the country collapsing easily when
the king died could not be solved forever. This would be a
terrible problem when it comes to the scale of an empire.
It was widely known that Blue Bloods would lose their
Both Humanoid and Barbarous became more and more Dominion at an alarming rate if they didn't mate with each
powerful as they eliminated self-proclaimed wizard-kings. At other. Consequently, inbreeding became rampant. Even so,
the same time, the study of various magical arts progressed. this practice failed to stop the decline of Blue Bloods' ability
During this period, one of the most significant discoveries of with each passing generation. Blue Bloods, as a species, was
the Magic Civilization Period was made. It was discovered becoming increasingly fragile at this time.
that a different world existed, one that was not the same as In response to this situation, wizard-kings became
Raxia. obsessed with protecting themselves and extending their
lifespan. This led to a reality of perverse paranoia, extreme

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secrecy, and horrifying experimentation. It is against this


sinister backdrop that the theory of Undead has flourished.
The lives of commoners have become a living hell. They
are exploited and oppressed, and their existence is miserable.
Magic technology has completely stagnated, the disparity in
As the nation expanded and the wizard-kings became
life has widened, and decadence and twilight have engulfed
almost immortal, the frequency of wars decreased drastically.
the world.
The reason is that the Blue Bloods, wizard-kings, no
The wizard-kings, particularly those who consolidated
longer need to risk their vested interests in war. It is said that
several wizard-kings and began to call themselves emperors
even the invading hand of the Holy Great Yscaea Empire,
or kings, were more prosperous than the age of the gods.
which at one time was said to be on the verge of conquering
However, it was also a turning point toward ruin.
the Terastier Continent, has stalled.
Amid all this, the Summoning Arts were suddenly being
reevaluated, and Daemons were being aggressively deployed
to the front lines because they were powerful creatures who,
if handled correctly, were loyal to their summoners and even
willing to die for them.
This rekindled the desire for war. The battles intensified
as vast numbers of Daemons were summoned and deployed
into the war. Soon, however, an uncontrollable Daemon
force began to appear in great numbers in every region.
They were cunning, smarter than the weak wizard-king,
and many of them had superior physical strength. They
pretended to be ruled and entered the world of Raxia, eagerly
waiting for the day when they could do as they pleased.
There is no clear record as to whether the downfall of
Magic Civilization was due to Daemon's influence. However,
it is said that Daemon rebelled against the wizard-kings at one
point. And there is almost no record of what happened after
that.

In the history of Raxia, few periods saw status differences the first sword, Lumiere. The gods could not bear to see the
as extreme as those in the Magic Civilization Period. The repeated defeats of the Humanoids against the Barbarous
Blue Bloods of this era descended from Divine Warlords Army led by Dalkhrem, the God of War.
granted godly powers during the War of the Gods, and At the time of the Great War, the Humanoids were
wielded immense dominance. Commoners were powerless disorganized during warfare. It would have been difficult
against them, and thus Blue Blood wizard-kings ruled over even for gods to completely control all of them and manage
the populace. them effectively as a group. Many gods granted some
In later generations, people regarded wizard-kings as the Humanoids the ability to control others and shared a part of
ultimate sorcerers, who had mastered powerful magic and their divine power with them.
vast amounts of it. These people had the power to dominate other
Yet the truth was different. Humanoids and make them follow their orders, even though
During the Magic Civilization Period, any Blue Blood they were also Humanoids. This power, later called
magician could call themselves a wizard-king, and their Dominion, is believed to have helped the Humanoid side,
abilities varied widely. It was not uncommon to find which was about to be destroyed by the Barbarous led by
commoners under their control who were more skilled in Dalkhrem, the God of War, to fight back.
magic than those who ruled them. However, the gods on the Barbarous side began to use
Such was the power of the Blue Bloods' bloodline and the same logic, and as a result, the two sides were evenly
their “Dominion.” matched. Nonetheless, the number of Divine Warlords and
their dominance were more potent with the Humanoids, and
it is said that the Barbarous side had a very difficult battle.
Eventually, the gods left, and the age of the Humanoids
As mentioned, several times, the origin of Blue Bloods and the Barbarous came to an end. Even then, the Divine
can be traced back to the Divine Warlords, who gained their Warlords led the people and survived the chaotic times.
divine powers during the War of the Gods.
According to legend, the Divine Warlords' powers were
originally given to the Humanoids by the gods of the camp of
CHRONOLOGY OF THE M AGIC CIVILIZATION P ERIOD
The chronology of the Magic Civilization Period is usually referred Durandal as the first year. In this document, we will use that year system
to using After Durandal (AD), with the founding of the wizard-king for the chronology.

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End of Divine Civilization - Early Magic Civilization 5209th AD: The Kingdom of Fendil defeats the invasion of Zalts by the
End of Divine Civilization: Birth of Isle Lake and the Gravekeepers. Kingdom of Yscaea. The wizard-kings of Zalts finally begin to respect
End of Divine Civilization - Pre-Durandal Period: Due to the ravages of Fendil because of its power.
the Astrayed, civilization hardly developed at all. 5244th AD: Establishment of the Magical Federation, centered on the
Early Magic Civilization: The Kingdom of Yscaea is established, and the Kingdom of Fendil.
Gravekeepers begin to rule by popular vote. 5292th AD: Kingdom of Yscaea annexes north of Cienaquerass Region;
1st AD: Durandal becomes the first wizard-king. invasion of southern Karzoral begins.
40th AD: Wizard-king Durandal makes a pilgrimage to the kingdom of 5378th AD: Kingdom of Yscaea annexes southern Karzoral. From then
Yscaea, where he teaches magic to the Gravekeepers. on, the empire's significant expansion begins to stagnate.
525th AD: Durandal assassinated. 5400th AD: Kingdom of Yscaea, political center moved to the Grand
Duchy of Bivouac.
Middle Magic Civilization
1224th AD: The invasion of the kingdom by the wizard-king Varangi is End of Magic Civilization
quickly crushed by the power of the Gravekeepers, a clear 5601st AD: The largest Daemon outbreak in the Kingdom of Miraboa.
demonstration of the power of the Kingdom of Yscaea, and a long 5623th AD: Born Yurecht, wizard-king representing Yulleria, son of
period of peace follows. wizard-king Yulasga. 15 years old, he kills his father and ascends to the
2311th AD: Wizard-king Fendil defeats the commander of the Astrayed throne. His country name is also gets named Yurecht.
legions raging in the Zalts region and seizes control of Dilcoeur. 5690th AD: In the western Shadalla Mountains, later Rendrift region,
2413th AD: Proclamation of the founding of the Kingdom of Fendil. the Nosferatu wizard-king rises and takes control of the whole region.
Around 2500th AD: The Astrayed are exterminated. Instead, other 5704th AD: “The Humiliation of the Kennel Wall”. At a meeting of the
wizard-kings expand their territory to the Zalts region. wizard-king confederation in the Yulleria region, only Yurecht insists on
Around 2600th AD: During the first magical warring age in the Zalts a forced attack, but the proposal is rejected. It is agreed to build a wall.
region, wizard-kings begin attacking the Fendil kingdom, seeking 5705-5721 AD: “Yurecht's Ruin”. With the dissolution of the united
supremacy over the Zalts region, but the kingdom successfully defeats council, Yurecht invades Yulleria and takes over half of the region. It is
them. said that Yurecht renounced his physical body and gained immortality
Around 2700th AD: King Fendil, with the ideal of a stable united state, at this time.
begins attacking other countries. However, he is severely defeated, and Around 5721st AD: “Orbryuk Counterattack”. The wizard-king of
as a result, the First Magical Warring Period comes to an end. Orbryuk opposes the tyranny of Yurecht. The battle divides the region
2911th AD: In the Feidan region, rumors spread of the discovery of the in two. The conflict is repeated but ends in a stalemate.
second sword Ignis. The king, later called the “Serpent Wizard-King”, 5737th AD: The wizard-king of Orbryuk begins a plan to make a god
demand divinity, but is rejected. out of sealed Dragon King Harvleys by stabbing him with a magic sword,
2948th AD: “Serpent Wizard-King”, forges a magic sword (Perdition and to bring him under his own rule at the same time.
Serpent) to become a god himself. 5752nd AD: Yurecht realizes Orbryuk's plan and begins to secretly
2949th AD: Perdition Serpent in one strike destroys a city. The power forge the “Sword of Dragon Death” to counter it (later completed but
of the Perdition Serpent forces other countries to submit to give up their lost without being wielded).
territories, but they unite and begin researching a “Cleansing Plan” for 5759th AD: King Orbryuk succeeds in deifying Harvleys but fails to
rebellion. make him to control him. He angered dragon god and is devoured.
2956th AD: The “Serpent Wizard-King” fails in his attempt to be Those in awe of his power forms the Dragon Order.
deified by his own magic sword. Thereafter, he is trapped in madness Around 5759th AD: The invasion pressure by Yurecht does not stop
and delusion, and begins to wield the Perdition Serpent, seeking the and the Dragon Order takes over the war against Yurecht.
destruction of the world. 5922nd AD: The Nosferatu wizard-king west of the Shadalla Mountains
2957th AD: In a battle called the “Serpent's War,” the wizard-king was marches with a full force of Daemons, destroys Kennel's Wall and
defeated, but five states are destroyed in the process. resumes his invasion of the Yulleria region. Kennel's army defends
2958th AD: Perdition Serpent, having lost its master, turns into a Sword seemingly hopeless situation called the “Three Days of Blood”, and with
Labyrinth, turning its surroundings into sludge. the strong support of the Kingdom of Yurecht, the Humanoid army, led
2962nd AD: The Cleansing Plan is realized. A hero breaks through the by Kennel's army, begins a westward advance in the opposite direction.
Perdition Serpent labyrinth and seals the magic sword. The Kingdom 5925th AD: The Humanoid hero Rendrift defeats the Barbarous
of Meldryne, the hero's home kingdom, takes custody of it. wizard-king. After pacifying the region, the hero founds the Kingdom of
Around 3400th AD: King Fendil, once again idealistic, launches an Rendrift.
attack on the other kingdoms to unify the areas surrounding the Zalts Around 5939th AD: The Kingdom of Yurecht once again intensifies its
region. Although overwhelmed in the early stages, Fendil's forces are war against the Dragon Order, but it is not settled until the end of Magic
defeated, and the war plunges into a 100-year struggle. It is also called Civilization.
the Second Magical Warring Period. 5989th AD: King Yurecht dies.
5992nd AD: Collapse of the “Sheath of Creation” project, death of
Late Magic Civilization Emperor Yscaea and outbreak of the Great Magic War.
Around 3800th AD: The frequency of wars slows down across the Around 6000th AD: End of the Magic Civilization Period.
continent. Territorial management and petty maneuvering begin to take They were respected like gods because they led their
center stage in warfare. people with their Dominion and survived in times of turmoil,
Around 4000th AD: A major war breaks out between the Zalts and the
and they are said to have united the nation as rulers worthy
Miraboa Kingdom, and the Miraboa army brings Daemons into battle
for the first time in the region. of their name.
Around 4200th AD: After the war with Miraboa, the wizard-kings of the However, it did not take long for the Blue Bloods to
Zalts region show signs of uniting, but their alliance is in doubt as each grow.
country prioritizes its own interests.
5097th AD: Appearance of King Yscaea.
5142nd AD: Unification of Leinshenk region; establishment of Holy
Great Yscaea Empire. The Divine Warlords who survived the period of
5151st AD: Kingdom of Yscaea, begins invasion outside the region, confusion after the collapse of the Divine Civilization formed
marching into western Karzoral Plateau and Cienaquerass Region. nations and came to be called Blue Bloods. They were often
5161st AD: The wizard-kings of the Zalts region try to unite again to
oppose the Kingdom of Yscaea. However, they are unable to unite, and
called “Blues” for short.
skirmishes begin among the wizard-kings in each country. In the first place, the name “Blue Blood” itself is a very
5167th AD: Kingdom of Yscaea annexes western Karzoral. conceited name. It is derived from the idea that “nobles

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cannot have the same red blood as commoners.” This also This is truly terrifying, and this is also the reason why
tells that the commoners shed so much blood and the nobles commoners could never defy the nobles.
did not. “Dominion” only extends to commoners. It also had no
Once a god-given dominance, it spread unexpectedly as effect on anyone other than Humanoids and Barbarous
nobles and commoners mingled and had children together. (although there are examples of Blue Bloods with some
In the early days of Magic Civilization, it is thought that special Dominion controlling Animals, Mythical Beasts,
about one child was born in every several tens of thousands Constructs, etc.).
with Dominion. And some children were born with It was not possible to take over control of a commoner
Dominion by a sequential birth defect, even though their who was under someone else's rule. Therefore, in order to
parents were commoners. rule commoners under the rule of other nobles, it was
However, over the generations and as time went by, the necessary to break the dominance--that is, to kill the ruling
birth rate of the Blue Bloods declined rapidly. Blue Blood.
In the past, if one of the parents were Blue Bloods, a child Battles between Blue Bloods, which meant fighting for
with Dominion was born with a high probability. However, the whole territory and the people they ruled, became less
by the middle of the Magic Civilization, the blood of the and less possible in the later stages of Magic Civilization.
nobility had been diluted, and in most cases, Blue Bloods When a commoner under the rule dies, they are released
were born only to other Blue Bloods. By this time, the from the rule. There were many attempts to take advantage
number of Blue Bloods was decreasing, and they were in of this, killing commoners under the rule of other nobles,
danger of extinction, and their presence as a privileged class resurrecting them with [Resurrection], and bringing them
was increasing. back under their own rule, but this was not very common,
Because of these influences, Blue Bloods married only partly because the resurrection rate was low.
each other, and incestuous marriages inevitably became On the other hand, when a Blue Blood dies, his
rampant. Especially in the later period of Magic Civilization, dominance lasts for 2 to 7 days. Therefore, even if a Blue
such marriages were commonplace. Blood died by accident or on the battlefield, their dominance
Although consanguineous marriage was originally would not collapse if they were revived promptly. However,
regarded as a cause of weakening the species and an act that to prevent such revival, many of the Blue Bloods who were
even animals and plants in nature avoided, in aristocratic defeated on the battlefield usually had their corpses
society it was regarded as something precious and inevitable destroyed so they could not be revived, and their deaths were
to preserve the ability of the Blue Bloods. As a result, the tragic. In many cases, the body and the head were cut off, and
nobility of those days suffered from a strange disease of only the head was brought back to prove the credit.
unknown cause called “Noble Fever.”
The person who developed Noble Fever would have a
slight fever daily, eventually leading to high fever, loss of
consciousness, and death from debility. No amount of magic The “Silver Blades” are the equivalent of nobility. Just as
could cure Noble Fever, nor could it bring the dead back to Blue Bloods are sometimes called “Blues”, Silver Blades are
life; the onset and death of Noble Fever varied from a few sometimes called “Silvers”.
months to a few years, and the severity of the symptoms The most important characteristic of Silver Blades is their
varied, but the common denominator was that it could never complete lack of Dominion. Although Silver Blades
be cured. No matter how much one strengthened their body, themselves are immune to Dominion, they were considered
even a young Blue Blood could develop the disease, and it the most free and independent during the Magic Civilization
was feared greatly. Period.
Since even Noble Elves, which are supposed to be Silver Blades are said to be descended from Divine
resistant to the diseases, were not an exception, it was Warlords born during the “War of the Gods”. Many of their
concluded that Noble Fever is not a disease but a curse. children were said to have the characteristics of Blue Bloods.
Noble Fever accounted for a significant percentage of the The nobility sometimes treasured Silver Blades and
deaths of Blue Bloods in the late Magic Civilization and was sometimes avoided them, as they were beyond the reach of
often a major problem that shook the very survival of the Dominion. Because they could not be controlled, they were
countries. troublesome as enemies, but when they were allies, they were
an effective force in defeating enemy nobles.
DOMINION As a result, many Silver Blades became warriors or
The most important feature of Blue Bloods is the generals in the service of the Blue Bloods or wandered
“Dominion”. around the country as martial artists or military strategists,
This dominance is mainly activated by eye contact, and it working with various nobles.
puts the opponent under one's control without any delay. It Throughout the Magic Civilization Period, Silver Blades
is said that the dominance could be unilaterally exercised at had various social standings. Sometimes they joined the court
a distance of a few meters without direct eye contact. as members of the nobility and were involved in the
Basically, there was no upper limit to the number of administration of the state, while other times they were
people to whom this dominance could be applied. However, treated as an extension of the commoners or oppressed as
there was a big difference in the number of people who could dangerous people beyond the reach of dominance.
execute or enforce the command simultaneously. Silver Blades often gathered to form fighting groups like
However, once an order is given, those under control will the mercenary corps; they were hired by the nobility for a
carry it out regardless of their own will, even if it is suicidal. high price.

126
While the nobility monopolized Arcane Magic,
Truespeech Magic and Spiritualism Magic were available to
all. Poor nobles sometimes earned a living by teaching magic
The majority of the people who lived during the Magic to commoners.
Civilization Period were what scholars now call commoners. Some commoners who served in the Legion were proud
Commoners were usually under the influence of a to fight for their lord and were skilled in martial arts.
“Dominion”. These commoners were also called “Common Outstanding commoners excelled in fields such as
Reds” or “Reds” in a condescending manner, as opposed to architecture, art, pottery, oration, and music. Commoners
the “Blue Bloods” of the nobility, a clear distinction. with such special talents were highly valued and allowed to
For the nobles, the number of commoners was directly live in the upper civic district. Their way of life was more
related to the national power. Therefore, as soon as a aristocratic than that of the lowly nobles.
commoner under their control gave birth to a child, the child As a result, these commoners passed on their magic and
was reported to the lord, and the lord kept the child under culture to future generations, even after the fall of Magic
their control. Civilization.
Although it varied from ruler to ruler, commoners were
basically as good as slaves. However, commoners who had P LAYING THE COMMONER
achieved excellent results as legionnaires were highly valued If the player wishes, they can play with a commoner
and sometimes became general counsellors or even generals character.
to lead the army. Having an excellent legion was a status of In such cases, however, be sure to consult with the GM
Blue Bloods, and some of these commoners lived as if they and other players to determine who is in control of such
were nobles. character.
When the wizard-king abdicated the throne, the process Even commoners cannot be ruled by hostile Aristocrats
was to break the rule over the commoners and let the new if they are ruled by someone else. Therefore, it would be safe
king rule. This was a lot of work, but it was light compared to to assume, in consultation with the GM, that the commoner
the chaos caused by the sudden death of the wizard-king and is ruled by a nobleman or a lord who is higher than the PC.
the freedom of all the people in their domain. Of course, it is also possible to be under the control of
another Blue Blood PC, but in that case, when the ruling PC
L EGIONNAIRES AND CITIZENS dies, the control of the commoner PC may also be removed
Among the commoners, those who stood on the (the control is removed in “1d+1” days after the ruler's death).
battlefield with the wizard-kings and fought for their lives If a hostile NPC or other player takes control of a PC, the
were called “Legionnaires,” while the ordinary commoners PC leaves the player's hands and is placed under the GM's
were sometimes called “Citizens.” control as an NPC. If you are playing a commoner PC, you
Legionnaires are always trained and equipped for battle, must be careful aware of this and GM should warn those
and most of them are ready to risk their lives for the nobles. players.
Of course, some Blue Bloods treated Legionnaires as mere
pawns and treated them roughly or disposable, and the
morale and skill level of Legionnaires serving such masters
tended to be low.
Citizens, on the other hand, rarely received direct orders
from the nobility and were able to live peacefully as long as
they did not rebel or neglect their work. Therefore, even
among commoners, there was a great difference in attitude
and values between Legionnaires and Citizens, and
Legionnaires were socially recognized as being in a more
respected position.

OUTSTANDING COMMONERS
The only difference between nobles and commoners is
the possession of Dominion. Therefore, among commoners,
there were many who were more capable than the nobles.

What was the life of people during the Magic Civilization Here, we will explain the life, customs, and recreations of
Period? people of that time.

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Throughout the Magic Civilization Period, most states Dancing was particularly enjoyed among the nobility.
were feudal. Especially in the later period, when warfare was less frequent,
During the Magic Civilization Period, the states were dancing skill was regarded as a sign of nobility, and elegant
ruled by the Blue Bloods, a powerful aristocracy of wizard- costumes and music were also prized.
kings who had mastered the art of advanced magic. Among the commoners, card playing, and other forms of
At the top of the social hierarchy were the wizard-kings, gambling were popular. In some countries, gambling
surrounded by their strong Legions, while Citizens oversaw developed to such an extent that nobles would sometimes
production. For the commoners, life was a rigid cycle of appear in the gambling halls incognito. Music and theater
inherited occupations and limited mobility, with farmers at were also popular among the commoners, and minstrels
the bottom of the social ladder forced into quiet, labor- were known to be a popular business for reporting what was
intensive work. happening in other countries.
However, within the commoner class, artisans with Amidst the noble and commoner populace alike, one
special skills were of high status and were given relatively thing stirred their hearts and lifted their spirits: the arena. A
preferential treatment. They were allowed to live in the place of thrilling contests, where warriors faced off to prove
vicinity of noble districts and, depending on the quality of their mettle and demonstrate their skills. Some say it began
their work, could be employed by the nobility, leading a life as a simple game, where soldiers tested their prowess and be
of freedom and elegance. Some painters who drew portraits accepted within legions they had won in battle. Others speak
of the nobility and furniture makers who made beautiful and of superior martial artists battling for glory, their thrilling
convenient furniture lived a life equivalent to that of the displays enrapturing the nobles who yearned for excitement.
nobility. And as the arena grew in popularity, so too did its
Merchants also existed in this period, allowed freedom of accessibility, becoming a source of release and escape for
movement to travel to other countries to collect goods and commoners, who could lose themselves in the spectacle and
information. However, their position was considered lower forget their troubles.
than that of artisans, and they rarely had the opportunity to
meet directly with the nobility.
The farmers, those who toiled in the soil day in and day
out, were the lowest of the low. Because of their departure from the earth and the fact
Forced to endure long, quiet hours with little that they left behind Astrayed, mad divinities, the Magic
entertainment, they were the most miserable of the common Civilization Period was a time when belief in the gods was the
folk. Their meager existence was further compounded by the most neglected of all.
strict harvest quotas and lack of mobility. Some of these poor Not all beliefs were abandoned, however, and their
souls were ruled over by wizard-kings who showed no mercy, healing powers were valued, and every city had a temple of
branding them as “serfs” rather than “peasants”. And yet, some kind.
despite their suffering, the farmers remained the most
populous of all.

In this age of rivalry, wizard-kings and nobles are often


thought to have been in constant battles.
Due to the influence of the “War of the Gods”, the However, nobles under the influence of the same wizard-
population was small throughout the Magic Civilization king or a more powerful figure (a wizard-king calling himself
Period. an emperor, etc.) who further united the wizard-kings
In the early days, the population was in the hundreds or interacted rather frequently.
thousands, holed up in a fortified city. In the places called salons.
In the middle period, the population of the region hardly Salons are sometimes formed for a specific purpose,
increased at all due to the wars among the wizard-kings, sometimes simply as a group of relatives and sometimes
although they were able to fight off the Astrayed. simply as a group of good friends.
In the late period, great states began to emerge, and the Salons were sometimes set up in a particular place, and
number of cities increased to 10,000 or more. The capitals sometimes the place was changed for each meeting. The
of empires became large cities with tens of thousands to most common style seems to have been for the nobles
hundreds of thousands of inhabitants. serving the wizard-king to meet several times a month at a
At first, the cities were only small, fortified cities, but in salon in a mansion in the royal capital.
the later period, they became quite large and tended to Nobles and Silver Blades gather in the salon and enjoy
spread out in concentric circles, with the wizard-king's castle conversations of their own accord. Some of them talked
at the center, followed by the noble, superior, commoner, about problems that could not be solved only by their own
and poor districts. personal efforts, or about dangers and threats that would
The noble districts tended to be lined with gorgeous and eventually befall them all.
eccentric structures, using magical techniques, and the Each salon had its own characteristics, and members were
landscape was distinctly different from that of the given a coat of arms to represent the salon or were required
commoners' districts.

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to wear certain clothes to create a sense of unity. While some Nevertheless, as Drakes, Basilisks, and others took the
salons had such easy-to-understand rules, others had more lead in researching magic and utilizing “Dominion,” the
bizarre rules, such as “never use your real name in the salon,” forces of Humanoids and Barbarous began to compete with
“always wear a mask,” “do not speak in a loud voice,” “meet each other.
only in the dark,” “always meet in the sauna,” “be always Barbarous kings also name themselves as “wizard-king”
accompanied by a naked member of the opposite sex.” and began to fight intensely with Humanoid wizard-kings for
The rules of the salon were determined by the salon power. However, somewhat different from other periods, in
members and there were no restrictions. Many salons had this period, Humanoid and Barbarous kings were in fierce
some secrets, and it was considered a breach of etiquette to conflict with each other, and sometimes Humanoid and
talk about it outside the salon. Barbarous wizard-kings joined hands with each other.
Some nobles worked at several salons, sharing However, this was rarely the case. Basically, Humanoid
information among them and sometimes working together. and Barbarous were at odds with each other and routinely
However, it was considered indecent to go from one salon to killed each other when they met.
another, and two or three salons at the most were considered Unlike the Humanoids, who tried to protect the blood of
acceptable. the nobility, the Barbarous hated the “Dominion” and
There was basically no membership fee for salon wanted to eradicate the blood of the nobility as much as
members, and even if someone offered a place to stay, they possible. In their value system, “Dominion” was perceived as
were not asked to pay for it. However, it was common for a serious alienation of freedom and a major denial of living a
members to give each other gifts. Barbarous life.
Drakes, Basilisks, and others used “Dominion” to
counter the dominance of the Humanoid nobility, who
thought they could subdue and subjugate everything by force
without the use of such power. As a result, even at the end of
the Magic Civilization, the Barbarous Blue Bloods still
In their quest for immortality, some daring wizard-kings existed, and it is said that “Noble Fever” did not occur in the
and nobles delved into the forbidden secret of turning Barbarous Blue Bloods.
themselves into the undead. Because of this situation, at the end of Magic Civilization,
However, their greatest miscalculation was that in doing there was even a horrifying attempt to capture the Barbarous
so, they lost their Dominion - the very source of their power. Blue Bloods and interbreed them with the Humanoid
It is a cruel irony that their Dominion, the symbol of their nobles. In the end, however, the decline of the nobles' blood
rule and authority, was based on their very blood and life did not stop, and they were headed for extinction.
force.
Although a method was devised to maintain Dominion
even for the Undead in the late stages, it was too late. The
nobility was already on the brink of extinction, and the
collapse of Magic Civilization was inevitable.
Resurrection of nobles by [Resurrection] was frequent,
and research on soulscarring was conducted at this time.
Some wizard-kings used commoners until they died and then
resurrected them, but it seems that the resurrection of
commoners was not recommended because it would result
in the land being full of undead.
And with the danger of killing precious noble mothers,
Nightmares were considered an abomination even in this era,
and discrimination against them was unavoidable even in this
era.

As magic was established around the Humanoids and


wizard-kings showed strong dominance, Barbarous often had
to struggle.

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170 cm, they are a sight to behold, though there are also
petite individuals among their kind.
Although they reach physical maturity in about 20 years,
they are not recognized as adults in Noble Elves society until
they are over 100 years old. No Noble Elf has been
confirmed to have died in the past, and it is believed that
Noble Elves are virtually immortal once they have reached
physical maturity. However, Noble Elves were relatively
immune to poison and disease because of their innate
resistance to them, but their physical frailty made them
extremely vulnerable to physical attacks, and they even died
more easily than normal Humans.
Perhaps due to these characteristics, the birth rate of
Noble Elves was extremely low and the birthrate was
declining. On the other hand, children born to Noble Elves
were almost certain to be Blue Bloods, and even if they were
not, the probability of being Silver Blades was very high.

From the War of the Gods emerged the Noble Elves,


their origin shrouded in myth and legend. The story goes that
a young Elf, chosen as one of the first Divine Warlords, was
so beautiful that even the fairy goddess Asteria was entranced
by his appearance. She seduced him and bore his child, a
born Divine Warlord who would go on to become the
founder of the Noble Elves. Whether this tale is true or not
remains a mystery, but it has endured throughout the ages,
passed down from one generation to the next. It is a story of
beauty, passion, and divine destiny woven into the very fabric
Noble Elf, the kings of magic, stand tall among the of the Noble Elves' cultural identity.
nobles. In the Magic Civilization Period, the Noble Elves rose to
They are a higher species than the Elves, with become the quintessential race. Durandal, a Noble Elf, stood
characteristics that surpass them in many ways. Their at the forefront of this civilization and gave rise to several
connection to water is stronger, their charisma inherent, and powerful wizard-kings, including the Emperor of the
their lifespan immortality, at least in terms of years. Kingdom of Yscaea. The Noble Elves were not only the
They are slender and weak, overreacting to physical pain, creators of magic but also its greatest contributors, pioneering
but they value the spirit over the body. Fighting with weapons the social system of Blue Bloods rule and wizard-kings.
is beneath them, a vulgar and lowly activity. They have a high Furthermore, while other races searched for the secret of
aptitude for magic and dominion, which they consider true immortality, the Noble Elves needed no such thing. They
power. were blessed with an eternal existence, a life without end, and
Their magic, a manipulation of the world with the power could pursue their magical quests without fear of death.
of wisdom and spirit, utilizing mana that fills the world, is While the other Blue Bloods toiled in their pursuit of
their most prized possession. It is no wonder that Durandal, immortality, the Noble Elves looked on with a cold smile,
the creator of systematic magic and the first wizard-king, is pitying the mortals who could not live for a thousand years.
believed to have been a Noble Elf. At the end of the Magic Civilization, a great change swept
The Noble Elves, a race descended from the heavens, over the Noble Elves. Their birth rate, already low,
possess a rare and ethereal beauty. Their slender and graceful plummeted due to the spread of a decadent culture and
frame exudes a weightlessness that is reminiscent of celestial rampant incestuous marriages to maintain the “purity” of
beings. Hair of platinum blonde, silver, and other light hues their bloodline. As if this were not enough, Noble Fever
frame their milky white skin which never tans. Eyes of blue, began to spread, claiming countless lives.
blue-gray, green, or violet, with a golden tint in the iris, The once-immortal Noble Elves found themselves
complete their enchanting appearance. trapped in a bleak reality, with no heirs to carry on their
When illuminated by light, their entire body glows dimly, legacy and no escape from their fear of death, which loomed
as if haloed, distinguishing them as a race far beyond the ever closer. It was a tragic end to an era of power and magic.
realm of Elves. Standing tall, with women often exceeding

130
As the Noble Elves faced the reality of their impending They prized thought, ideology, and logic above all else and
mortal demise, they were driven by a frantic desperation to reveled in the exploration of philosophical, mathematical,
find a solution. They turned to two methods: increasing their and scientific propositions. Beauty and artistry permeated
birth rate and achieving immortality. But in their madness, they’re very being, a reflection of the elegance and grace that
they often resorted to insane and tragic means, with no clear defined their culture.
path forward. Ironically, despite being the founders of magic The Noble Elves were a people captivated by the beauty
with eternal life spans, they met the same fate as the Ancient of the world. They explored their fascination through various
Magic Civilization that they symbolized. artistic pursuits, such as poetry, dance, painting, and
sculpture.
They also delved into the study of magic, which allowed
them to harness the power of their minds and overwhelm
Like other Elves, Noble Elves are generally superior in others with their might.
dexterity, agility, intelligence, and spirit and inferior in The next most favored subject among them was “love,”
strength and vitality, making them suitable for rearguards. and they held the instinctive desire to procreate in low regard,
Unlike Elves, who can stand on the frontline depending valuing instead a union that transcended it. This is one of the
on their ability score and the direction of their growth, Noble reasons why many of them praised homosexuality, which
Elves have a 2-point increase in applied damage from later contributed to the declining birthrate.
physical attacks due to their [Pain Sensitivity], so standing on In their exploration of these subjects, few interacted with
the frontline is a huge risk even if they are specialized in other humanoid species, except for those Noble Elves, who
evasion. belonged to the noble salons.
On the other hand, in addition to their aptitude as
magicians, they also have a high aptitude for Aristocrat and
Bard classes because of their [Charisma] racial ability, which
provides a bonus to the spirit-based action checks. Especially During the Magic Civilization Period, Noble Elves were
for the Aristocrat class, it can be said that that was a symbolic the symbol of nobility and were the supreme rulers of the
class of Noble Elves because they automatically learned in Humanoid world.
most of the backgrounds and can also be used as a Almost all of them were born with Dominion, making
countermeasure against [Pain Sensitivity]. them the dominant species and at the forefront of the Magic
[Sword’s Grace/Water's Child], which is an enhanced Civilization Period culture. The Blue Bloods of other races
version of [Sword’s Grace/Gentle Water] of Elves, allows were (more or less) influenced by the Noble Elves.
them to walk on water in addition to the effect of [Gentle The Noble Elves were responsible for giving people the
Water]. As a side effect of this ability, they can walk on snow power of magic and were often regarded with a mixture of
without leaving any footprints, which, combined with the respect, awe, and envy by the Blue Bloods. However, to
tendency of their ability scores, makes them highly suitable commoners, they were nothing more than overhead figures.
as spies and hunters. The Noble Elves took all of this for granted and, as a result,
However, it is not often that proud Noble Elves take on developed a tendency to unconsciously look down on other
the role of a spy themself unless they are very eccentric or races. It's not difficult to imagine that this unconscious
out of their mind. arrogance may have contributed to the downfall of the great
Noble Elves.

The Noble Elves share the Elves' love of nature and


preference for a leisurely lifestyle. However, they refer to
themselves as the descendants of a child born between a
goddess and a divine warlord, and they have no fixed
lifespan. As a result, their sense of time is even more relaxed
than that of their predestined relatives.
They acknowledge that time is an infinite resource and
that they exist somewhat outside the natural cycle of
destruction and renewal.
“Trees wither and rot, stones are ground to dust by the
wind. Beasts and men grow old and die. The only constant
in this world is us.”
From the very core of their philosophy, the Noble Elves
birthed a culture that elevated spiritual wealth above all else.
Yet, this did not entail a life of frugality. Instead, they found
attachment to material possessions to be vulgar; for all things
must eventually fade away. Thus, many indulged in luxuries
with abandon, savoring the pleasures of the moment.
Liberated by Dominion from the drudgery of daily life, the
Noble Elves enjoyed the luxury of time to enrich their spirits.

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the powerful outpouring of magic, like a river that couldn't be


dammed or a storm that couldn't be tamed. Though they
sought to harness the magic within them, their efforts were in
vain. No matter how much they trained and studied, all kinds
of magic simply failed to work.
The Manaflares were deemed “incompetent” in the
presence of magicians. In a time when magic was the ultimate
power wielded by the Humanoids against the Astrayed, the
Manaflares' lack of magical prowess significantly lowered
their social standing.
It remains a mystery whether this was influenced by their
status as Silver Blades rather than Blue Bloods with
Dominion, which only added to their persecution.
At the close of the Magic Civilization Period, the
Manaflares were used as mere slaves, serving only to supply
mana to the wizard-kings. As the Magitech Civilization
emerged, these once-vibrant beings faded into obscurity,
their corpses losing their Mana Fire and appearing no
different from that of Humans. The memory of the
Manaflares slowly faded from the public consciousness,
becoming a mere legend, with only fleeting glimpses of their
existence found in fairy tales and folklore and the chronicles
of the Magic Civilization Period.
Despite the disbelief of later sages and scholars, the
Manaflares were undeniably alive in this age of magic.

The life span of Manaflares was about 100 years, and they
After the War of the Gods, Cardia was shattered, and
were recognized as adults at the age of 15. Their reputation
mana permeated the world. Over time, Humanoids and
was one of uprightness and fidelity, and their warrior-like
Barbarous learned to manipulate mana to their advantage
nature was the stuff of legends.
using magic.
However, the Manaflares were particularly affected by the
destruction of Cardia.
This race appears human at first glance, but their bodies
are infused with powerful mana that constantly seeps out of Manaflares are a mysterious and enigmatic race, said to
their eyes, joints, and limbs in the form of cold fire. Mana's have emerged from the chaos that followed the shattering of
fire may burn up to envelop the whole body. The colors of Cardia. Legends tell of their ancestors, Humans who were
this magical flame vary from person to person, with blue and exposed to the dense mana that filled the world at a time of
green being the most common, but some are blessed with instability.
multiple hues. Some say that their very creation was a result of this
Their most striking feature is a third hand, Mana Hand, exposure, mutations of humanity born from the raw power
born from the armpit or shoulder, that focuses the mana into of magic. Others believe that they are the offspring of those
a fiery arm capable of interacting with the world. To the who were fertilized in this same dense mana, born into a
Manaflares, this is a natural extension of themselves, and they world that was still reeling from the cataclysmic event. Their
wield it with the same ease and dexterity as their own two history is shrouded in mystery, with no exact records
hands. With practice, they can stretch this ethereal limb to remaining from the time before they emerged as a race. As
incredible lengths and perform feats that seem impossible to the Manaflares weren't established as a race until the end of
other humanoids. the War of the Gods and during the chaotic period when the
This unique ability allows them to wield weapons and first wizard-king, Durandal, invented magic as a
armor in ways no other warrior can, wielding a shield and a countermeasure against the Astrayed, there are no exact
two-handed weapon at once or wielding two swords and a records, and the lore is scattered.
shield with ease. The Magic Civilization Period was a time of great
Also, many wizard-kings valued Manaflares as a power inequality between the noble-born and those deemed
source for their entourage and for emergency use since they “inferior beings”. Among the latter were the Manaflares,
could share mana with others by touching them with this unable to control magic themselves. Despite their low social
Mana Hand. status, they possessed a unique power: the ability to share
The Manaflares possessed an innate strength of mana, mana with others. This proved invaluable to the wizard-kings,
both a blessing and a curse. Their bodies could not contain who began to surround themselves with Manaflares. Many of

132
these individuals became servants or knights of noble Many Silver Blades Manaflares remain in the families,
families, passing down their loyalty from one generation to but a certain number choose to become independent.
the next. Independent Silver Blades may become mercenaries and
By the middle of the Magic Civilization Period, the travel around the world, may serve as individual military
nobles' treatment of Manaflares had changed significantly. officers, or may join the salons of the nobility as equals.
They were no longer viewed as mere assets but rather as Some of them find someone to serve and pledge
treasured members of their households, even a symbol of allegiance to, and it is considered the greatest honor for a
their prestige. It was a sign of nobility to have a Legion of noble to get Silver Blade Manaflare to pledge loyalty to you.
beautiful and talented Manaflares. Breeding farms and
training camps were established to produce the best of the
best, and Manaflares from these elite establishments were
traded at exorbitant prices among the leading nobles. Manaflares, a species deemed inferior for their inability
With the discovery of the Daemon World and the birth to wield magic and lack of Blue Bloods' power. Yet, to the
of Summoning Arts, the Manaflares gradually lost their nobility, all commoners were inferior, and among them, the
position as legionnaires. The star of the battlefield shifted to Manaflares were the most superior.
Daemons, leaving the Manaflares to wither away. In the end, So, they sought the patronage of the elites, honing their
they were used up by wizard-kings as “living Mako Stones,” skills to become highly respected legionnaires. Some of these
in a different sense from Fluorites. They did not survive the Manaflares became surprisingly powerful for commoners.
end of the Civilization and became extinct. Amidst the ostentatious salons of the nobility, the
Manaflare Silver Blades mingled with ease, striking
friendships with their esteemed hosts as equals.
But despite their courage and strength, they remained a
Manaflares' greatest feature is the existence of Mana species that could not be born into nobility nor wield magic,
Hand. This ability allows them to use mana, which erupts and to many, they were little more than exotic pets to boast
from their body, as a third arm, giving Manaflares the of.
potential to be exceptional warriors. Amidst the bustling streets of the city, commoners,
Manaflares' warriors are characterized using two-handed especially Citizens, looked up to the Manaflares, who were
weapons and shields, as well as the ability to defend favored by the nobility, even as they secretly envied and
themselves with shields while holding weapons in both resented them. The Manaflares themselves, few and often
hands. living in poverty, harbored mixed emotions towards those
As they reach the 6th level, the range of [Mana Hand] who looked down on them despite their own weakness.
extends to 10m, expanding their tactical options, such as And yet, there were those who projected an idealized
attacking at close range with a one-handed weapon from a image of knighthood, of Manaflares riding forth on quests to
long distance. It also becomes easier to share MP with their rescue princesses. These stories, passed down through
rearguard allies. generations, now take the form of fairy tales and folk tales, a
Although they cannot use any kind of magic, they have distant memory of a bygone era.
plenty of MP due to the power of [Overflowing Mana]. This
makes them a good match for Enhancer and Runesmith
classes, which use MP to strengthen themselves. In particular,
Runesmith, which consumes a lot of MP, has high synergy.
While Manaflares cannot learn Noblesse related to
Legions, there are a few who learn the Aristocrat class as a
condition for working with Blue Bloods.

Manaflares, born without magic and without “blue


blood”, began to find pride in living as warriors in the service
of the lords. It was also a way to prove that they were not an
inferior species, not merely an external mana power, but
useful members of society.
Many Manaflares were members of noble families who
had served their master's family for generations, and from an
early age, they were taught loyalty to the master's family,
combat techniques using their three arms, and various other
skills as legionnaires.
Sometimes, Manaflares are born as Silver Blades that are
immune to Dominion, and since Silver Blades cannot
become legionnaires, they are given a choice when they come
of age: to serve the family as a part of the family, or to leave
the family and live as they wish.

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The result was a magic system that enhanced the effects


by making them more mono-functional, simplified the
procedure, and made it more flexible in terms of learning.
Durandal, fearing the spread of this magic, taught only the
basics to a very small group of disciples and kept it a secret,
thus giving it the name Arcane Magic or Mystic Magic.
After Durandal's death, his disciples studied the
inscriptions he left behind in order to learn his magic, and
they were able to decipher and reproduce them, albeit
imperfectly, and this is the origin of Arcane Magic as it is
practiced today.

To master Arcane Magic, one must be born into a noble


family. In most cases, the children of nobles learn Arcane
Magic directly from their parents, but there are also cases in
which a well-known Arcanist is hired as a tutor for a noble,
or a noble from a family that has not passed on Arcane Magic
becomes an apprentice.
The practice of Arcane Magic begins with the Grimoire
books, which use complex magic characters called
compound magic characters that combine multiple words in
a single letter. The process of learning Arcane Magic is to
create your own Grimoire by copying, deciphering, and
understanding these characters with a special ink mixed with
crushed Mako Stones.
The magic that symbolizes the Magic Civilization Period. Thus, the magic written in the Grimoire can be invoked
It was the best-kept secret, reserved only for the nobility. by simply tracing a finger with the correct grammar and
Arcane Magic was the ultimate wizard-king's magic, easy procedure, substituting the chant of the spell, and finally
to use and powerful. It is also called Grimoire Magic because vocalizing the name of the spell. In this case, it is important
it uses Grimoire to perform magic. to note that you cannot use secret Arcane Magic by simply
It is a simple and powerful magic system, and it is also copying the spell and tracing it with your finger.
excellent in that it can combine attack, defense, and While Arcane Magic is simple and powerful, it is, as the
restoration with efficiency. name implies, the best-kept secret and should not be
Grimoire is in the same lineage as Truespeech, available to anyone who has even a Grimoire. The
Spiritualism Spirit, and Deep magic systems and is a development of composite magic characters and the
simplified version of them. The concept of Grimoire is to deliberate rearrangement of the order of words in spells were
replace complicated spell-casting procedures with Grimoire done out of fear that Arcane Magic would be passed on to
so that powerful magic can be used easily if you prepare in the commoners if Grimoire was taken away from the
advance. For this reason, the Grimoire of Arcane Magic can Arcanists.
also be used as an implement by writing their Truespeech or As a result, the way magic characters are compounded,
Spiritualism spells. and the word order of the characters often differ from one
On the other hand, opening the corresponding page of noble family to another, making it difficult for Arcanists to
Grimoire and tracing spells written in magic characters with decipher the Grimoires of others who are from different
a finger requires a certain degree of accuracy, resulting in a schools.
penalty for wearing armor like that of Truespeech Magic and In addition, the Arcane Magic known to the public (as
the like. As a result, Arcanists tend to play the role of a described in this book) is the standard, and each family or
rearguard, although there are some options, such as using school of Arcane Magic had its own Arcane Magic that was
offensive or restorative magic. quietly inherited or developed. These were literally kept out
of the public domain, and even the nobles did not know the
whole picture. Some of them are said to have been extremely
Durandal, who systematized the Truespeech, powerful or even evil.
Spiritualism Spirit, and Deep magic system as a means of
countering Astrayed, and became the first wizard-king, is said
to have created Arcane Magic with the aim of achieving even
more ultimate magic.

134
physical/magical damage to Magic Power points, regardless
of the type.
Arcane Magic was a symbol of the power of wizard-kings The offensive magic is also powerful, such as the single
and nobles and represented the magic of the Magic magic [Lancare=Ruinas, Spear of Ruin], the ranged magic
Civilization Period. [Nebra=Venedamus, Venomous Miasma], and the spell that
After Durandal's death, the nobles taught the Truespeech shoots in the line [Lux=Trikience, Piercing Ray] that can be
and Spiritualism Magic to the commoners. It is believed that learned from 4th level.
this was done to empower the commoners as a force against Whether you choose to specialize in one or the other or
the Astrayed and to stimulate the study of magic by spreading aim to be an all-around player, it is a good idea to learn
knowledge. [Magica=Auguetas, Emboldened Spells], which can enhance
Some of the less affluent noble families taught magic to Magic Power with Minor Action, as early as possible.
commoners for monetary rewards, and in some countries, However, while this kind of magic is powerful, it does not
commoners were highly proficient in the Truespeech or consume a lot of MP, so it is important to use it carefully so
Spiritualism Magic. as not to run out of MP.
Fairy Magic, which was discovered by the Elves, and As with other Wizard-Type Classes, [Guided Magic] and
Divine Magic, which required listening to the voice of God, [Metamagic/Targets] are important Combat Feats. If you
had many excellent users among the commoners, and it was want to explore the way to utilize powerful wide-range attack
not uncommon for the nobility to hire them as tutors. Even magic, you should aim for [Magic Control] as well as [MP
the Summoning Arts were allowed to be learned by Save/Arcanist] to improve MP efficiency.
commoners. Other Combat Feats exclusive to Arcane Magic are
Thus, many magic systems have developed among both [Grimoire Proficiency A-S] and [Grimoire Mastery], which
nobles and commoners. But Arcane Magic was different. allow you to equip high-ranked Grimoires. Since some of the
The nobles persistently forbade the teaching of the secret higher-ranked Grimoires have powerful effects, they are
Arcane Magic to anyone other than those who were related worth considering.
to the noble lineage. It is written in the laws of most countries There are also some Runesmith class Arcane Vessels and
that if anyone taught this magic, both the teacher and the Runes for Grimoire, which can enhance range, damage,
taught would be killed, along with the whole family. magic power, and criticals, so they may be acquired as an
Along with the dominance of the Legions, Arcane Magic addition. However, considering the MP required for
was a privilege of the nobility and a symbol of power. activation, it is not difficult to imagine that the combination
Moreover, unlike Dominion, which could only be used by with Arcane Magic, which is not even MP-efficient, is a very
Blue Bloods, Arcane Magic was one of the few privileges that MP-intensive character. It is essential to carry a large amount
Silver Blades were allowed to learn. of Mako Stones with you or ask Manaflare to help you.
The Arcane Magic described in this book is a basic
selection of the most common aspects of this magic system.
The best Arcanists often create their own spells, and these
original spells are usually passed down only within the family
and are considered secrets and not taught to other families.
Although Arcane Magic has been considered a secret art, There are several possible ways to combine the Arcanist
it has been leaked to some extent, and there are some class with other classes. First, you can combine the Arcanist
Barbarous who used it. However, it was kept secret from the class with other Wizard-Type Classes to increase the total
rest, and as a result, it was completely lost by the time of the amount of MP and to learn spells of other Wizard-Type
Magitech Civilization Period due to the end of the Magic Classes to become a good all-around player and to
Civilization Period and the disappearance of the nobles. compensate for your weak points. Of course, it is also
possible to learn magic in a way that strengthens the
characteristics of the Wizard-Type Classes you are
combining.
In this case, it is best to combine it with Sorcerer or
Unlike other Wizard-Type Classes, the Arcanist class is Conjurer since Grimoire also serves as an implement and
designed to be learned by selecting one spell from the list of does not need to be prepared separately. On the other hand,
available spells at each level and writing it into the Grimoire. if you combine it with a Priest, you can be more of a Priest
For this reason, the number of available spells is far with additional Arcane recovery spells. When combined with
inferior to other magic systems. However, because of this, Warrior-Type Classes, it is not so compatible with the
each spell is strong, and what it can do is clear and easy to Marksman class due to the limitation of having to hold a
understand, making it a Wizard-Type Class that is easy to weapon in one hand. On the other hand, there are some
handle. There are attack, recovery, and defense spells, and Grimoires of A rank and above that can be used as weapons
the role of the player in the party will change greatly or shields, so it is possible to fight with them equipped.
depending on what they learn. The standard form of attack is to use [Multi-Action] for
If you want to focus on recovery and support, you should magic and physical attack, and Minor Action to give damage
learn [Corpus=Reparare, Physick Restore] and [Welm in small steps with [Acus=Malitiae, Needle of Malice].
Welm=Rejectus, Barrier of Rejection]. [Physick Restore] is a In combination with Runesmith, it is also possible to free
restoration spell of 20 power that can be learned from 1st both hands with [Floating Grimoire] after 4th level to
level and can heal Construct and Undead. [Barrier of combine with two-handed weapons or full-scale shield. With
Rejection] can be used once to create a barrier that stops that you can try even Grappler with Arcanist.

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In the age of magical civilization, the study of magic was


accompanied by the development of wondrous artifacts.
Initially created to counter the threat of Astrayed, these items
would become precious treasures, excavated from the ruins
of a bygone era. The Runesmith class emerged from the
research and development of these magical marvels.
According to legend, it was the Dwarves who first
unlocked the secrets of Arcane Vessels and Runes. Many
Dwarves toiled tirelessly, driven by the promise of great
rewards from the wizard-kings. Yet, despite their tireless
efforts, many were left with unpaid rewards and unfulfilled
demands, their stories passed down through poems and folk
tales.
Engraving mana-sensitive patterns on objects was the
starting point for a brilliant Dwarven engineer's vision to
enhance any power with a flexible, engraved body that could
pass mana through it. Thus, the concept of the Arcane
Vessels and the Runes was born.
These powerful patterns would be engraved on the
Arcane Vessels and enhance various powers. They were the
starting point for the magical items and magitech ideas that
would later be produced in large numbers during the
Magitech Civilization Period.
However, the Runesmith class was superseded by the
low-cost and versatile magitech due to its high mana
In the Magic Civilization Period, there existed a skill that consumption, inefficiency, and focus on combat. Sadly, the
allowed the creation of Arcane Vessels. These vessels, method of making Arcane Vessels and the meaning of Runes
activated by engraving intricate magical patterns called Runes were lost to history, leaving only the echoes of their once-
on weapons, armor, accessories, and more, were great power.
transformed into magical items that emanated a plethora of
powers. The masterminds behind this creation were called
Runesmiths and were held in high esteem, regarded as
equivalent to magicians.
Arcane Vessels were initially simple in design, with There were two main ways to learn the Runesmith class.
minimal ornamentation, but when activated, they underwent One is to learn from one's parents. This is common
a metamorphosis. In most cases, they became more ornate, among noble families that have breed Manaflares and Arcane
with a flashy appearance that seemed to have no practical use. Vessel users, who learned only the basics such as how to
They could take on an aura of illicitness or a sacred carve and activate the Runes.
atmosphere, depending on the nature of the engraved Rune The other is to join a Runesmith Guild, which is often the
and the user who activated the Arcane Vessel. The case with Dwarven Runesmiths, where you can learn not only
transformed appearance of an Arcane Vessel was unique, how to carve Runes, but also how to make Arcane Vessels,
and although Runesmiths could exert some control over the and other technical aspects of the craft.
design, the same Arcane Vessel could look different In either case, there was no significant difference in the
depending on the user who activated it and the nature of the way the Runes were carved or activated, and there was no
engraved Rune. significant difference in the ability to use Arcane Vessels.
The art of Runesmithing was not exclusive to magicians.
The Manaflare class could also handle it, as it relied entirely
on the passage of mana through Runes. Since big amounts of
mana was needed for large number of Arcane Vessels, many Those who seek the secrets of the Runesmith class, were
Manaflare learned the Runesmith class, and Arcane Vessels known as Runesmiths or Rune users. A Runesmith, a master
with three arms (a design unique to Manaflare) were craftsman of Arcane Vessels and Runes, and a Rune user, a
developed. The skill and precision required to create these caster who learns to engrave and activate Runes on Arcane
Arcane Vessels made them a true work of art. Vessels. While there is little distinction between the two, the
terminology often causes confusion among scholars. But in
the end, it is the magic of the Runes that unites them all.

136
In the era of the Magic Civilization, Runesmithing On the other hand, the combination with Wizard-type
techniques were revered as if they were magic themselves. class uses the same MP as a resource, so the consumption of
While not quite at the level of magic, they still held a certain MP could be a bottleneck. Also, since there is no Rune that
prestige that would befit even a nobleman. directly strengthens magic other than Arcane Magic and, to a
For Manaflares, mastering the art of Runes was the only lesser extent, Truespeech, Spiritualism, and Deep magics, it
path to gaining magical power and earning the respect and is better to take only a few useful items as Vessel Accessories
admiration of the nobility. As such, it came as no surprise when combined with Fairy Tamer or Priest. In addition to
that Rune users were as numerous among the Manaflares and the above, [Rune of Mana /+1] for a necklace is also
Dwarves. recommended.
Arcane Magic can be strengthened directly from the 1st
level because of Arcane Vessels. From 5th Runesmith level
and up, Truespeech, Spiritualism, and Deep magics can also
be strengthened by [Rune of Magic Power/+1] and [Rune of
Arcane Fury/-1] through Grimoires.
The Runesmith class is a unique one, capable of imbuing However, combining these magic systems with
weapons, armor, and accessories with immense power Runesmith class, which consumes a lot of MP, is a very MP-
through the expenditure of MP. However, such power is intense configuration, even though they are powerful. In case
limited to those who possess the class, and to pursue it blindly of making such a character, we recommend using a race with
is to create a character who is strong but does not know how high Spirit, especially Fluorites, whose MP increases with
to handle it. racial ability.
For Other-Type Classes, if you don't mind the MP
consumption, you can take Enhancer at the same time to
further enhance your character.
To use a lot of Runes, it is recommended to learn
Depending on the Arcane Vessels equipped, and the
[Arcane Vessel Proficiency] Combat Feat in order to use a
Runes learned, the Runesmith can assist other classes in
high rank Arcane Vessels which can contain more Runes.
various ways.
[Arcane Vessel Proficiency] and [Weapon/Armor/Shield
If you take only one or two levels, you should choose
Proficiency] have overlapping bonus effects, so you can
accessories that are useful in combination with any class, such
further strengthen your skills by learning them together.
as [Rune of Abilities/+2] or [Rune of Life /+5] for rings,
However, you need to be careful because you will have to
[Rune of Magic Resistance/-1] for cloaks, [Rune of Death
spend precious Combat Feat slots for them.
Prevention/+3] for necklaces.
When combined with other classes in earnest, the most
common class would be the Warrior-type class. Arcane
weapons and armors have a relatively large number of runes
that can be engraved, and they can be used for a variety of
additional effects, from simple enhancement of power,
defense, criticals, and evasion, to elements enhancing rerolls
of double 1s. Accessory Vessels are also very useful, and the
choices are vast. Arcane Vessels have Specific MP, and a
certain amount of MP is stored in them. Therefore, even a
pure Fighter or Grappler with low MP can use an Arcane
Vessel as much as they want, if only once a day. Even a
Grassrunner with no MP can use the Arcane Vessel to its
fullest once a day. If you have a Mako Stone, you can use
your Arcane Vessel many more times.
No matter which of the Warrior-Type Classes you
choose, Fighter, Fencer, or Grappler, you are sure to find a
useful Rune, whether you are a Fighter aiming create an iron-
clad wall, by prioritizing armor over weapons, or a Fencer
exploring evasive builds by using [Rune of Evasion /+1] to
strengthen your shield.
On the other hand, [Armor Piercer] and [Critical Rune/-
1] have high synergy with Grappler, and it is also attractive to
strengthen defense, which is difficult to raise for Grappler.
For those who fight mainly with [Mana Strike], [Pursuit
of Power] is the most attractive feature. The fact that learning
magic increases MP is also a nice bonus for Runesmiths, who
tend to consume a lot of MP.
Also, for magic warriors who use Arcane Magic, [Floating
Grimoire], which allows them to use two-handed weapons,
will be attractive (and can add a cool-looking feature to them).

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Dominance was a privilege reserved for the nobility, and


training in this art was a natural part of aristocratic life. But it
was a skill unrelated to other noble skills. As the Aristocrat
class developed, however, refinement of oneself as an
aristocrat was found to strengthen dominance.
Thus, the Aristocrat class was established as a technique
to raise one's status as a noble and strengthen one's
dominance.

Those born into noble families were taught the manners


and etiquette of nobles from the time they could remember
and were subjected to thorough training in manners. As
children, they were rarely taught directly by their parents, and
many hired governesses to provide them with basic education
and discipline.
Once a boy reached a certain age, the educator switched
to male tutor, but for girls, it was common for the governess
to teach them how to behave as a lady until they reached
adulthood.
These governors and governesses were often Silver
Blades who could not inherit titles of their families, some of
them were from commoners, and those with dominance
were very rare. And to hire such tutors, one had to be of
considerable family background and wealth.
Therefore, in many cases, the tutor's education did not
The Aristocrat class, a symbol of nobility during the include legion-related matters, and parents were generally
Magic Civilization Period. It is a class that deals with the responsible for that part of the education. It is said that
abilities necessary for Blue Bloods and allows the acquisition children of aristocrats usually begin to show dominance in
of the Noblesse. the second growth period between the ages of 9 and 11, when
With the acquisition of the Noblesse, the Aristocrat class they learn how to handle legions from their parents (often
gains access to two distinct types of abilities. The first male parents), in addition to the lessons provided by their
encompasses the etiquette, manners, dancing, and art of tutors.
noble society, allowing one to obtain information and charm This kind of education is the foundation of Aristocrat.
others. From here, the true Aristocrat begins by refining oneself as a
The second involves the manipulation of legions through Blue Bloods in one's own way.
Dominion, a power wielded only by the Blue Bloods. Those who were skilled in handling legions became
The Aristocrat class stands as the ultimate symbol of the generals leading vast legions, and those who mastered the
Blue Bloods, for a while the former can be acquired by Silver behavior of nobles intimidated their opponents with their
Blades and commoners, only Blue Bloods possess the gazes and dignity alone. However, even among the nobles, it
dominance necessary to command Legions with Noblesse. was rare for anyone to acquire that level of noblesse.

Aristocrat was originally a system of aristocratic behavior, The noble behavior acquired by learning the Aristocrat
including conversation, dance, meals, poetry, and other arts, class has been regarded as a symbol of wisdom, culture,
as well as aristocratic manners, and artistry, refined to grace, and elegance in the Magic Civilization society.
perfection. But it was not devoid of strategy. It was a tool to Those who were not proficient were considered
extract desired information from others, to cajole them into provincial or careless and became targets of secret ridicule
submission. and scorn. On the other hand, those who were proficient at
In the same world, the power to control Legions was a a high level were socialites, easily attracting admiration and
divine gift. The gods chose humanoid leaders and called respect.
them Divine Warlords, granting them the ability to For this reason, aspects unrelated to dominance were
command other humanoids. In the Magic Civilization considered essential for success in social circles other than
Period, the Divine Warlord lineage gave rise to the nobles, the nobility, and there were Silver Blades who could not use
or Blue Bloods, who inherited the power to control others. Legions, and even some commoners who had mastered the

138
Aristocrat class. Most of them were big merchants,
politicians, and others who had contacts with the nobility, or
artists, professional mistresses, and others who needed
patrons of the nobility. The Aristocrat class was the preferred choice of the
Among them, the high-class prostitutes in the brothels nobility, and for good reason. To truly harness the power of
targeting the nobles had Aristocrat class more rigorously than Legions, it was imperative to master the art of Noblesse. By
the aristocrats from their childhood, and all of them had learning the [Crescent Moon Formation], one could deal
mastered the class at an extremely high level (conversely, one stable damage with Legion, while the [Hollow Square
could not become a high-class prostitute unless they excelled Formation] was ideal for magicians who preferred to keep
in the Aristocrat class). their distance. And for those who wanted to support their
Among the nobles, Noble Elves were good at Aristocrat Silver Blades' comrades from the backlines, [Bodyguard
class, due to their charisma. Some of them were able to Duty] was the way to go.
control unique Legions, such as the wizard-kings of the But Legions were more than just a weapon - they were a
Kingdom of Giant Beasts, Tilla, who controlled legions of shield. In times of crisis, a noble could call upon their Legion
giant beasts. However, this was not something that everyone to take the brunt of the damage, a truly ruthless and
could master, as it depended on natural talent rather than aristocratic behavior of the Magic Civilization Period. It was
Aristocrat mastery. a matter of survival, yes, but also a reflection of the character's
morality - to what extent were they willing to go to protect
themselves and their own?
Silver Blades and (if any) commoner characters cannot
control Legions, so learning the Aristocrat class is of little use
The Aristocrat class, by itself, can be expected to play a
to them. However, Noblesse of Courtly Type are useful for
significant role in noble society.
gathering information in the court and in the city. Also, these
Conversation with other nobles, social behavior, and
Noblesse can reroll Impression checks of their companions,
getting sucking stories and secrets from commoners are areas
so they can save their companions from unexpected bad
in which the Aristocrat class excels, and they can play a major
luck.
role in court cases and city adventures in the castle town.
The Noblesse of “Courtly Type” can be learned at higher
Also, in terms of combat, by skillfully manipulating
levels of […II] and […III] to obtain additional effects. Some
Legion, it can be a stable source of damage or a shield to hold
of them give bonuses to Initiative checks and Evasion checks,
off enemy attacks. However, if the player does not learn other
so they are not useless even if they are learned by characters
Warrior-Type Classes or Wizard-Type Classes, they will
other than Blue Bloods.
have to only work with Legion, and will be a mere bystander.
To focus solely on Noblesse for Legions was deemed
Therefore, it is advisable to learn at least one of the two
“tactless” and earned one the scorn of other Blue Bloods,
specialized classes at a practical level.
branded a “war fool” or “ruthless war maker”. But for those
Legion is basically located at the same coordinates as the
who dared to specialize in Legion, a beautiful synergy could
Aristocrat class master and accompanies them. The
be achieved with the Silver Blades' Courtly Type Noblesse, a
synergistic effect of the warrior's striking power and the
dance of power and finesse.
Legion's damage will give the fighter a remarkably high level
Aristocrat class does not interfere with other classes in
of fighting power.
terms of equipment and conditions of use. Therefore, it can
If Noblesse [Hollow Square Formation] is mastered,
be combined with any other class, depending on your
Aristocrat can attack enemies at a distance with Legion,
decision.
making it a good match for magicians and the like. Legion
However, the price of organizing a good Legion is money.
does not require MP, so it is a good match for the MP
Also, repeated annihilation of a legion leads to dishonor. No
inefficient Arcanist classes. Legion can also take damage
matter how useful Legion is, it must be handled with great
instead of you, so if you use [Tortoise Formation], your
care.
survival on the battlefield will be improved.

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The Terastier continent of the period covered in this In the eastern part of the Fendil Kingdom, there existed
book was also slightly different from current times. the kingdom of Miraboa, which was skilled in dealing with
This section describes the Terastier continent, focusing Daemons and was in conflict with the Holy Kingdom of
on the late Magic Civilization Period. We will introduce Sephilia, which stubbornly maintained its faith even in this
some of the major powers and wizard-kings of this period, so period.
that players can use this information to set the background of The Barbarous were behind in their study and mastery of
their characters, and GMs can use it to create their own magic and were therefore quite marginalized in the
scenarios. Humanoid period. Nevertheless, they had a large base in the
eastern part of the Karzoral Plateau, and they seem to have
exerted a strong influence on the Cienaquerass Region in the
southern part of the continent, the Bio Region and the
Nordar Region in the east, and the westernmost part of the
continent, which would later be known as the Rendrift
In the late Magic Civilization Period, the Terastier Region.
Continent was in a period of time when the turbulent period Other wizard-kings, driven by war, arrived in the
of warring factions had relatively settled down and was being Procelsia region and established a nation in the unexplored
consolidated into a number of major powers. land of the dragon paradise.
Barbarous wizard-kings were also increasing their In the late Magic Civilization, there were many states, but
presence, and although the number of wars was decreasing, wars were rare as they grew bigger. However, there were still
the atmosphere was as tense as ever. skirmishes and tension between major powers, making this a
The Holy Great Yscaea Empire, which originated in the seemingly peaceful but very dangerous time.
Leinshenk region in the western part of the continent, was
one of the major powers representing the late Magic
Civilization Period.
Led by Everlasting Holy Emperor Noble Elf, who is said
to be alive since the Divine Civilization Period, they defeated During this era, one nation loomed over the continent
or subdued many wizard-kings and rapidly expanded their like a menacing shadow, casting fear and uncertainty into the
power from the western to the central part of the continent. hearts of all who dared to oppose it. The Holy Great Yscaea
There were other large states that could compete with the Empire, was the most powerful force in the west.
Holy Great Yscaea Empire, and in the northern part of the The Kingdom of Yscaea, led by the Noble Elf wizard-
continent in the Zalts region, the Kingdom of Fendil was king who claimed to have lived since the Divine Civilization
intermarried and allied with a number of neighboring states. Period, began its campaign of conquest by invading the
In the southwestern Yulleria region, a kingdom led by the wizard-kings of the Leinshenk region. One by one, those who
wizard-king Yurecht was gaining hegemony, and in the south- dared to resist were destroyed, while those who showed
central Feidan region, a powerful and ruthless wizard-king reverence were brought under the empire's iron grip.
who created the magical sword “Perdition Serpent” was But the unification of Leinshenk was not enough to satisfy
exercising dominance by subduing surrounding countries. the ambitions of the Kingdom of Yscaea. Its forces continued
to advance, pushing ever further into Zalts, Yulleria, and the
Karzoral Plateau. It was here, in the very heart of the
continent, that the empire's attack was most severe, driving a
deep wedge into the land and bringing the western side under
its control.
Now, the Zalts and Liezen regions to the north, and the
Yulleria region to the south, were half-surrounded, unable to
predict from which direction the next invasion would come.
Even the Cienaquerass Region was not spared, thrown into
turmoil as it too became a target of the empire's insatiable
hunger for power.
As if this were not enough, the invasion of the Karzoral
Plateau caused the Barbarous forces who had long inhabited
the land to scatter and flee. Though these Barbarous wizard-
kings may have been little more than a nuisance to the
Kingdom of Yscaea, to the other nations they were a
significant threat. Driven from their homes, they appeared
sporadically in other countries, causing chaos and confusion,
and exhausting the national powers of all who opposed them.
It is not clear whether this was the aim of the Kingdom of
Yscaea or not, but at this time, it had become an existence
that could not be ignored by any nation on the continent.

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142
Here is a description of the nations that will be featured Players can choose to portray a local lord belonging to the
in your adventure in the Magic Civilization Period. Of Fendil Kingdom Magical Federation or a noble in the service
particular importance is the dangerous invading Kingdom of of a wizard-king. Therefore, it is recommended that the GM
Yscaea and the Fendil Kingdom Magical Federation, which read the description of the Fendil Kingdom Magical
is directly threatened by it. Federation as the main setting, and that the players also read
it, if possible, in order to enjoy the game more deeply.

The Fendil Kingdom Magical Federation controlled However, the real leader of the Federation was the Fendil
most of the Zalts region during this period. Kingdom, whose influence was immense.
It is a Federation centered on the kingdom of Fendil. It In this section, we will first describe the Kingdom of
is not strictly a single state, but a collection of numerous states Fendil.
ruled by multiple wizard-kings, nominally on an equal
footing.

Dilcoeur, the home and capital of the Fendil Kingdom charisma were so great that his position as wizard-king was
Magical Federation, rose proudly. Once a mere fortified city, not threatened for the rest of his life.
it had become the very birthplace of the Kingdom of Fendil.
Its streets were alive with the whispers of history, and its
walls echoed with the secrets of a bygone era. With nearly
100,000 inhabitants in its prime, Dilcoeur had stood as a
prosperous testament to the power of magic.
And yet, it was the very magic of King Fendil that had In the late period of the Magic Civilization, the Fendil
made Dilcoeur truly enchanting - the royal city had been Kingdom's influence extended far and wide. From the
forever in bloom, and its streets had been awash with the southern tip of the Razeldawn continent to the Agia region
colors of spring. But beware, for behind the veil of beauty lay and around the Liezen region in the south, the kingdom's
a darker truth. The nobles of Dilcoeur had schemed and hold was unchallenged.
plotted, their intrigue a city unto itself. Full-scale wars among wizard-kings were no longer likely
The royal castle stood on a hill overlooking the vast Frede to occur, leading to the birth of a Federation of wizard-kings.
River, from which a noble town of three to five-story This Federation was centered around the King of Fendil,
buildings spread out, and a commoner's town spread outside recognized as the most powerful of all the wizard-kings of the
of it, surrounded by a solid wall. surrounding regions.
A large and imposing wall surrounded the Dilcoeur, Intermarried with the children of the wizard-king Fendil,
outside of which lived the peasants. Because of the cold the allied nations with multiple wizard-kings were more like
temperatures required to grow crops, their farms were a huge group of relatives. The states belonging to the
located far from the city center, and these areas were mostly Federation were all loyal to King Fendil, and each king was
ruled by the nobility. granted autonomy, ensuring no one interfered in the running
of the state.
The wizard-kings who ruled these states tried to
outmaneuver each other, expanding their territories, and
increasing their military power. Wars broke out twice within
In this period, feudalism with a wizard-king at the top was the Federation, with some trying to replace the wizard-king
the norm, and the Kingdom of Fendil was a typical example Fendil as the ruler, but no one ever succeeded in
of such a state. overthrowing the great immortal king.
King Fendil had the capital under his direct control and Once a huge enemy approached the Federation, all
entrusted the surrounding area to seven trusted nobles. countries contributed troops and fought together as one.
These nobles, in turn, had their own nobles and divided their Although not a monolithic force, the Fendil Kingdom
own domain to rule them. In return, they gave taxes and Magical Federation boasted one of the strongest military
troops to the higher nobles, eventually to King Fendil. forces on the continent.
The nobility's growing power and reluctance to pay taxes
and contribute troops was a common occurrence throughout
the Magic Civilization Period, but King Fendil's power and

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the commoners, which greatly influenced the education of


the commoners in magic.

R OYAL CASTLE R EILLEUR COMMONER ’S DISTRICT


The white castle stood tall and proud, a symbol of the The vastest area between the outer wall that surrounds
kingdom of Fendil. Its many spires reached for the sky, its the upper class, and the outer wall is the Commoner's
graceful curves a true work of art. Exquisite ornamentation District.
adorned every inch of its walls, making it a fitting residence It was inhabited by commoners, most of whom were
for the wizard-king, who was considered equal to the gods engaged in simple labor.
themselves. Although the streets were crude and cluttered, the faces
Castle Reilleur was not just a home for King Fendil, but a of the commoners living here were cheerful, indicating that
stage for politics and power struggles. Behind its symbolic the reign of King Fendil was a peaceful one.
walls lay an audience hall, a meeting hall, barracks, a magic The Commoner's District, though not elegant, had its
research tower, a library, a botanical garden, and a treasure characteristic stores and organizations, supporting a variety of
hall. Accommodations for guests were available, as well as a things.
grand dining hall.
Every day, the subjects of Fendil flocked to the castle to Mercenary Guild
attend to the affairs of state. Meanwhile, King Fendil himself The union had been organized and operated mainly by
delved deeper into his magical studies with little regard for the Silver Blades. They were responsible for escorting
such trivial matters. merchants, protecting dignitaries, exterminating dangerous
Meetings to decide the future of the state were often held mythical beasts, and various other rough tasks. Occasionally,
within these walls, followed by dark battles among the nobles, with the head of the family's permission, they would include
who fought “without weapons.” a commoner mercenary as a member. They had been hired
for a variety of tasks, such as anticipated battles or creating
ARISTOCRATIC DISTRICT disturbances to attract attention. The nobility often hired
The royal castle in the center of Dilcoeur is surrounded them.
by a forest of luxurious buildings, the aristocratic district.
Here were the residences of the nobles loyal to King Thieves Guild
Fendil, and commoners were not allowed to enter without If the mercenary guild was ostensibly in charge of rough
permission. The mansions were relatively small, and most of work, the thieves' guild was responsible for behind-the-scenes
them had small gardens. The reason for this is obvious: these work. Often operated by Silver Blades, they did not openly
were the villas of the nobles in the capital, and they all had engage in business, but their existence was recognized
splendid houses and castles once they returned to their own through an unspoken agreement, with taverns and gambling
lands. halls serving as contact points.
Some nobles lived in Dilcoeur all their lives, leaving their Although the guild was organized by criminal gangs, the
estates under their control, and since many commoners were ruling nobility often tolerated it. Even in the Kingdom of
employed by these nobles, commoners were surprisingly Fendil, the thieves' guild was regarded as a necessary evil and
common. They were well versed in the gossip of the nobles left alone. They were responsible for monitoring, controlling,
and sometimes had surprisingly valuable information. and restraining criminal and violent acts by commoners. As
a result, they did the nobles' work for them. The Thieves'
Guild also monitored migrant criminals and eliminated
GUEST H OUSES
smuggled goods brought in from other countries if necessary.
In the Aristocratic district of the royal city of Dilcoeur,
The thieves' guild operated moneylenders and gambling
there are many guest houses built by the nobility at their own
houses and had a great influence on the commoners'
expense.
underworld. In some cases, they even took advantage of the
These guest houses were often accompanied by dance
weakness of fallen nobles, but they know their place (if the
halls, and at one time, balls were held so actively that it was
nobles are serious, it is not difficult to destroy the thieves'
said, “In Dilcoeur, there is a ball somewhere every night.”
guild), and they value their relationship with the nobles as
These guest houses were often used as salons and were
win-win.
also very much utilized by the nobility for their social
gatherings.
CASINOS
As a common pastime for both nobles and commoners,
U PPER-CLASS DISTRICT
gambling halls flourished throughout the Magic Civilization
The Upper-Class District is home to skilled artisans,
Period.
artists, scholars, and commoner sorcerers.
The high-class casinos, especially those in the Upper-
Commoners who are recognized as competent by the
Class District, were popular among the nobles, who would
nobility are allowed to have their own houses, and although
visit the casinos in secret, hide their faces behind masks, and
not as many as those of the nobility, there are still many fine
enjoy betting at high rates with the upper-class citizens.
houses in the area.
There were countless small gambling halls in the
Some of the nobles had their salons in the Upper-Class
common areas, where the commoners enjoyed their daily
District, indicating the importance they attached to
entertainment. The main game was cards, and cheating was
interaction with the commoners. There was also a library for
rampant. Some drunken aristocrats preferred this kind of

144
backstreet atmosphere to the more elegant casinos, and they the amusement of the public while saving them the trouble
sometimes unexpectedly found themselves in the company of executing them.
of bigwigs. Naturally, betting matches were also held, and the event
It was the thieves guild that ran these casinos, and it was was a great success. Some nobles also enjoyed having their
implicitly understood that if anyone tried to disrupt the own legions compete against other nobles' legions, and when
gambling, they would be punished in blood. popular gladiators competed, the hall was sometimes
overcrowded.
ARENA
The arena, where slave gladiators and criminals were T EMPLES
forced to fight for their lives, was a popular facility in During the pessimistic Magic Civilization period,
Dilcoeur. Dilcoeur had temples of the Wise God Kilhia, the Blazing
On weekends, there were several large-scale matches, and Emperor Grendal, and the Fairy Goddess Asteria. Divine
commoners and nobles alike cheered the bloody shows. Ancestor Lyphos, who preached harmony and fraternity, was
Matches in the arena varied widely, ranging from unpopular and his temple was small, and he was worshipped
gladiators killing each other to races using mounts and group together with Tidan.
battles against Mythical Beasts. Sometimes, condemned Other deities continued to be worshipped but were not
prisoners were made to fight against dangerous monsters for considered important by the nobility and were only modestly
followed by the commoners.

The Fendil Kingdom Magical Federation, centered in the


Zalts region, had several states and belonged to the
Federation. Ruler: Nicola Duran (Elf/Male/245 years old)
These states were nominally on equal footing with the Capital: Valmar (Population: about 4,000)
Kingdom of Fendil, and claimed to be like-minded and to Population: about 16,000.
constitute a Federation. In the southern reaches of the Zalts region, there lies a
In fact, most of the wizard-kings in the Federation were land of prosperity and abundance.
related to King Fendil, and their family trees were so A vast expanse of fields and granaries stretch as far as the
complicated that it was said that anyone who could draw up eye can see, tended to by a people with an unshakeable
an accurate family tree of King Fendil would never be out of connection to the earth. Ruled by the noble elves, this nation
work. boasts a stable and enduring government, with knowledge
Here are some of the representative nations belonging to and skill in the art of magic held in high esteem even spread
the Fendil Kingdom Magical Federation. among commoners.
Yet, for all their prowess, they remain inexperienced in
the ways of war, their strength yet untested in the crucible of
battle. The breadbasket of the realm, their people rarely go
Ruler: Adelaide-Marise Carsoburg hungry, though this very abundance has made them a target
(Human/Female/27 years old) for those who would seek to claim their lands for their own.
Capital: Carsoburg (Population: about 5,000) It is whispered that without the potent magic of their ally, the
Population: about 10,000. wizard-king Fendil, this land would long have fallen to ruin
In the northern reaches of the Zalts region lies a kingdom and ruinous conflict.
unlike any other in the Fendil Kingdom Magical Federation.
Its people, the commoners, are treated with a harshness
rarely seen in other countries. The young wizard-king
Adelaide-Marise, who ascended to the throne at the age of Ruler: Virginia Ebergort (Dwarf/Female/64 years old)
eight, rules with an iron fist and a self-centered arrogance that Capital: Razagul (Population: about 7000)
knows no bounds. Population: about 16,000.
Despite the queen’s harshness towards the commoners, Amidst the western expanse of the Zalts region, lies a
the nobles who serve the queen are a group of exceptional kingdom that bears witness to the glory of the Dwarven kind.
individuals who have served her family for generations. Its ruler, a wizard-king of great prowess, holds the nation
However, rumors abound that the queen has been distancing in a firm and benevolent grip. A nation that has stood the test
herself from her loyal subjects, and whispers speak of secret of time, it has remained steadfastly devoted to the Fendil
meetings with a Nosferatu noble from the northern continent Kingdom, since its inception, when the wizard-king Fendil
of Razeldawn, in search of eternal youth. rescued its forefathers.
The queen, though loyal to the wizard-king of Fendil, The royal family of Dwarves has been at the helm of this
cannot help but be envious of his eternal life. Her desire for nation for generations, and their capital city stands solid,
everlasting youth is a dangerous game, and some warn that if sturdy, and proud. Its legionnaires are highly skilled, and the
she makes a contract with the Nosferatu, she will be betrayed. armor they wear is of the finest quality, full of rich and
intricate Dwarven aesthetics.

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It is ruled by a Dwarven wizard-king, but 70% of its


people are Humans, and Dwarves are less than 20% of the
total population. There are many Humans among the nobles Ruler: Ambert Ecure Burgleska
who are loyal to the king, and there are also people of other (Human/Male/31 years old)
races. Legions are organized so that each race can maximize Capital: Laka (Population: about 5000)
its characteristics, and their legions are known for their Population: about 18,000.
strength. Located to the south of the Fendil Kingdom, this
The kingdom faces invasion from the Kingdom of kingdom is currently facing an invasion from the Kingdom of
Yscaea, causing palpable tension and daily struggles for Yscaea. Its ruler, the wizard-king Burgleska, is an eccentric
peace. Under Virginia's leadership, the wizard-king, morale character who has declared to King Fendil that he will defeat
remains high, and commoners can go about their daily lives. him “whenever the opportunity arises.” Burgleska is a young,
Despite uncertainty and danger ahead, the wizard-king and brilliant, and battle-happy king who is always looking for a
her people remain resolute in defending their home and the fight.
commoners are living calmly. He is known to be rather aggressive when the armies of
Amidst the vast expanse of Kazuri Kingdom lie mines of the Kingdom of Yscaea approach, and his valiant and daring
exquisite quality, yielding the finest of armors. But the fighting style is rare in this period. Even the Kingdom of
Kingdom is not just renowned for its natural resources and Yscaea tends to avoid battles with this kingdom.
military prowess. The art of dance has emerged as a means Burgleska is even called the “Mad King Ambert” because
of release and respite in peacetime. The nobles and if there is no enemy, he moves his troops within the
legionaries of the kingdom are skilled dancers, with Wizard- Federation and attacks any kingdom without mercy at the first
king Virginia being the most graceful and poised. Her sign of an opening.
movements, hovering and soaring through the air with magic In recent years, the Kingdom of Yscaea has been very
that defies gravity, are a remarkable sight. She always leaves active and has directed its troops to that side. As a result,
all entranced, seemingly unfazed by the stature of her dance there have been no conflicts within the Fendil Kingdom
partners. Magical Federation. However, the Kingdom of Burgleska,
often thought to be full of warriors, has released many spies
and is said to be constantly gathering information.

146
“Eternal Ruler” “Philanthropic Princess”
Aristo Rukeyser Fendil Suzette Fendil
Unknown/Male/Unknown (3000+ years old) Human/Female/14 years old
“Since I was born a ruler, I must fulfill my duties as a ruler. “The duty of a true noble is to create a country where all the
Until that time, when all will perish...” people can live in peace.”
Fendil is a great wizard- Suzette is the youngest
king, the head of the daughter of the wizard-king
kingdom and the leader of Fendil.
the magical Federation that She is a Blue Blood and
unites many wizard-kings. is said to be the most
Since its establishment talented of all the children
3,000 years ago, Fendil has in her family. However, she
reigned over the kingdom does not hold this fact in
without a single high esteem, but rather
replacement. It is said that questions the slave-like
his body has been magically treatment of the
prolonged. commoners and believes
He is rarely seen in that people should be more
public now, and even in free.
meetings with the nobles She is an intelligent and
under her command, he open-minded person who,
keeps her hood up and although she does not say so
shows only his mouth. His explicitly, predicts that the
skin is as fresh as a young man's, and he is mysteriously power of the aristocracy will disappear and all will be
charming. commoners only, and she continues to search for the right
He is said to have been an extremely energetic king way to be a human being.
during the first few hundred years of his reign, but in recent She is beautiful, perfectly trained in manners, well versed
years he has rarely left his palace. He is usually calm, gives in magic, and treats commoners equally, making her a very
only minimal instructions, and leaves his subordinates to popular princess among both nobles and commoners alike.
their own initiative. It is said that she is bringing brightness to the Fendil kingdom
However, once he moves his army, he controls a vast during a decadent world.
number of legions, and it is said that no one can compete However, she is not well-liked by the traditionalist Blue
with his magical power. Bloods, and they want to silence her by marrying her off as
There are rumors that he has been walking around the soon as possible. In fact, there is even a rumor that she is
castle town incognito, but no one has confirmed this. being targeted for her life, but she is not afraid of
assassination, and her inquisitive nature often leads her to
“Loyal Old Lord” sneak out of the castle and go to the commoner's district,
much to the chagrin of her guards.
Count Robert Merlot
Human/Male/72 years old
“Pray, do not trouble His Majesty. It falls upon us, the
“Arrogant Blue Blood”
nobility, to safeguard this land and our nation.” Marquis Gregoire d'Anoure Dausset
Most of the nobles under the wizard-king Fendil are Human/Male/48 years old
Humans, and this old noble is the oldest among them. “Is it so difficult to understand? If there happens to be a
The Merlot family is a prestigious family that has served shortage of food and fodder in the Legion, it is only logical
the King of Fendil for generations and has practically to raise taxes or increase the working hours. It is a simple
supported the Fendil kingdom from behind the scenes. He solution to a simple problem, really.”
believes that it is his duty to work for the well-being of the The Dausset family is known as one of the oldest and
Fendil King and his people. most famous families since the founding of the Fendil
He is always ready to help young nobles to solve their kingdom, and Gregoire is the current head of the Dausset
problems, regardless of their motives. In this way, he family.
strengthens his ties with the young nobles and checks whether He values tradition and take great pride in his “Blue
they are useful and capable for King Fendil. Blood”, considering the commoners mere expendable
He lives a very simple life and has a minimal domain. commodities. He is a typical noble, not even conversing with
However, he is well-connected, trusted by King Fendil, and a non-Blue Bloods, even talking to Silver Blades only about the
very good sorcerer. bare minimum of things.
Robert's mother (deceased) is the daughter of King He is not pleased with the rise of young Blue Bloods, and
Fendil, and he is King’s grandson. he is determined to eliminate anyone who tries to threaten
his vested interests. He tries to prevent any attempts that
would disadvantage the Blue Bloods, even if it is a good thing

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Part 4 World

to do so. His methods are insidious, and he uses his position “Brilliant Genius”
as a cover.
Jabel Fendil
Human/Male/17 years old
“Flashing Leopardess” “It is easy to connect another world with Raxia. But if our
Odile Rachels world is destroyed as a result, what's the point?”
Human/Female/26 years old He is a young genius
“Protecting dignitaries, transporting valuables, killing magician who has mastered
monsters, searching for lost property. I'll take care of Truespeech Magic,
everything you need.” Spiritualism Magic, Deep
She is a member of the Silver Blades, the Mercenary Magic, and Arcane Magic at
Guild of Dilcoeur. the age of only 16.
Formerly the daughter of a nobleman, Dominion finally He is the biological son
did not manifest in her, and she left home as she was not fit of King Fendil and is called
to protect the bloodline and continued as a mercenary. As a “the second coming of
result, she showed great abilities in both sword and magic and wizard-king Fendil” and “a
found herself the head of the Mercenary Guild at a young genius of a different class”
age. because of his exceptional
A master of sword and Truespeech Magic, she loves the talent among the children of
thrill of battle and often goes into battle herself. She is called the king.
“Flashing Leopardess” and is feared by many because of the Although he is of noble
speed with which she moves. blood, he hides himself in
As a daughter of a former noble family, she is well his tower, hating to deal with
acquainted with the nobility and speaks to everyone without legions. He has been studying to create his own magic and
discrimination, making her popular among the commoners has recently mastered Summoning Arts to invoke Daemons
in the Downtown area, and she seems to gather a lot of and Fairy Magic to invoke fairies.
information. He is so absorbed in his own research that he does not
want to go out by himself and tries to use other people as
“Big Ears That Can Hear Anything” much as possible. He is also fond of strange and bizarre
things and is willing to cooperate with anyone who brings
Baptiste Renee such things to him or has them examined.
Tabbit/Male/34 years old His only outings are when he explores the Killas Forest,
“Look here, trust is the key to everything. If you can't build which stretches to the south of the kingdom of Fendil, where
a relationship of trust, then you're not worth working with. he may ask the Mercenary Guild for an escort or young
Trust, my friend, cannot be bought with money.” nobles for help.
Silver Blade Tabbit, Some of the mercenaries employed by him were seen
Baptiste is the dark side of muttering, “Am I my father's new body..?” but the truth is
Dilcoeur, looms like a unknown.
shadowy figure in the
streets.
As the head of the
commoner's thieves' guild,
he is a master of magic,
having even mastered the
elusive Arcane Magic. His
strict demeanor towards
money and business is
unwavering, yet he is not
without a smile for those
who can afford his services.
Baptiste values trust
above all else and never
forgives those who break
their promises, exacting a bloody retaliation for any act of
betrayal.
His endless thirst for information is his greatest weapon,
which he collects and uses to great effect. In return for
valuable information, he offers compensation or equivalent
intelligence, cementing his place as a powerful figure in the
criminal underworld.

148
At its peak, i.e., at the end of the Magic Civilization Yscaea, who bore the title of “King of Yscaea and Everlasting
Period, the Kingdom of Yscaea was a superstate that Emperor of the Holy Empire”. The other lands that made
controlled almost a quarter of the Terastier Continent, up the empire were divided into several grand duchies, each
beginning in the Leinshenk region in the northwest and of which had a form of government in which the so-called
including the western and southern parts of the vast Karzoral Wizard Grand Dukes further divided and ruled the lands
plain and the northern Cienaquerass Region. And it was the among the subordinate nobles.
largest state of the Terastier Continent. It had a history of Each of the Wizard Grand Dukes boasted great power,
growing enormously through invasions and conquests and but they were far from equals with the emperor, and they
was seen as a symbol of overwhelming fear by neighboring were sworn to absolute loyalty and obliged to mobilize their
states and even by the Barbarous of Karzoral, as it continued troops at a moment's notice.
to attack other states until the very end. Here, we will describe the Kingdom of Yscaea, the largest
The suzerainty was the Kingdom of Yscaea, located in the state in the history of Terastier, and its characteristics, with a
Leinshenk region and ruled directly by the Emperor of focus on the Suzerain Kingdom of Yscaea.

under the rule of the Gravekeepers as sacred lands, and they


continued to maintain the country without an alive king.
In the Leinshenk region, where the Kingdom of Yscaea The Kingdom of Yscaea during the reign of the
is nestled, the earth still bears witness to the battles of gods Gravekeepers was by no means a large kingdom, but there
long past. Legends tell of the great war that would later be were many Noble Elves wizard-kings and powerful Blue
known as the “Battle of Eoterra and Donvilk”. Bloods who made pilgrimages to the land where their
According to the myth, in the final phase of the battle, the ancestors died. And as a result, the influence of the
Divine Warlord Yscaea, founder of the Noble Elves, and Gravekeepers is said to have been immeasurable.
Barbarous King Devigan killed each other. Only a young tree This changed at the end of the middle of the Magic
was left in the place where Yscaea died. Civilization Period, in AD 5097. It is said that one late
Moved by grief for her son, the fairy goddess Asteria wept autumn day, a cool-looking Noble Elf suddenly walked into
for three days and three nights, her tears falling upon the a meeting of Gravekeepers and said,
earth and forming a shimmering lake. In honor of her fallen “I, Yscaea, the Divine Warlord, am eternal. Death holds
child, she named the lake “Ys” and tasked the children of no power over me. Thus there is no need to guard my tomb.
Yscaea with its protection, charging them with the role of the I release you from the duty my mother has put on you. Time
first Gravekeepers. has passed, and it has been a great privilege.”
And so, the Noble Elves, who had listened to Asteria's Naturally, the Gravekeepers could not accept this, and
plea and had fought to protect the lake during the War of the they immediately tried to defeat the insolent man by magic.
Gods, continued to call this land their home long after the The next moment, however, the Gravekeepers realized that
end of the Divine Civilization. they, as Blue Bloods, were bound by the Dominion of the
man in front of them.
“Do you still dare to doubt me? I shall grant you freedom
so you can answer.”
In the early days of the end of Divine Civilization and the The Gravekeepers, who were relieved of their rule, all fell
rise and development of Magic Civilization, the Leinshenk to their knees on the spot and recognized him as their king.
region, like other regions, was in turmoil and chaos. The newly crowned king, with a proclamation of “return
However, the area around Ys Lake, a sacred place for to the age of the gods,” led his troops on a march to
Noble Elves, was always protected by powerful legions neighboring countries. In a short time, he unified the
controlled by Noble Elves and was relatively stable, although provinces and announced the establishment of the Holy
it could not completely defeat Astrayed, the mad angels. Great Yscaea Empire, declaring himself the Everlasting Holy
Other races, such as Elves and Humans, began to gather Emperor. Through repeated invasions and annexations, the
to seek asylum, and it was not long before the Noble Elves Kingdom of Yscaea grew enormously for several hundred
became the ruling class of the state. years until the end of the Magic Civilization Period.
Thus, the Kingdom of Yscaea was born. The Kingdom However, after the Emperor of Yscaea failed in his
was not really a kingdom at that time, and Divine Warlord “Sheaths of Creation” project and died, natural disasters and
Yscaea, who died here, was nominally the king, while the Daemons attacks devastated the Leinshenk region. The
state itself was run by a council of elders called the Daemons in Leinshenk, who had broken free from the
Gravekeepers. Emperor's dominion, began to take over the lands of
Even as magical powers enabled them to resist the Leinshenk. The Wizard Grand Dukes, who had also left the
Astrayed and wizard-kings began to appear throughout Emperor's dominion, waged a great war against each other,
Leinshenk, the kingdoms of Ys Lake and Yscaea remained

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hoping to become the new Emperor themselves. This all roamed. The lore of the kingdom died out as abominable
played a role in the end of the Magic Civilization Period. history.
By the time the Magitech Civilization period began, there In the distant future, the name Yscaea will only be
were no traces of the Noble Elves' holy kingdom of Yscaea, remembered in the magical armor worn by the soldiers of the
except in the “Sheaths of Creation,” where Daemons Empire, which was found mainly in various places. Few
people know about its origins.

Yscaea is the sovereign state of the Kingdom of Yscaea At the pinnacle of the city stands a magnificent castle, a
and the most important state in the empire as the residence wonder of magic and natural architecture. The spiraling
of the emperor, with a long history and prestige dating back staircase, delicately woven within the tree's bark, descends
to the Divine Civilization, although it is not as large as the from the castle to the surface of a serene lake, serving as the
other grand duchies and has a relatively small population. bustling main street of this arboreal metropolis.
This is partially due to the location of the kingdom. The Bridges and stairs connect the sprawling branches to form
Kingdom of Yscaea is located in the center of Ys Lake, a a labyrinthine town replete with houses and stores. Here, the
saltwater lake in the heart of the Eottera Plains in the higher a house is situated above the lake, and the closer it is
midwestern part of the Leinshenk region and is dominated to the trunk, the more esteemed its rank.
by a giant tree that grows in the center of the lake. There is a The branches surrounding the castle are lined with the
water town surrounding the giant tree, but it is kept small apartments of the Wizard Grand Dukes, their homes a
because it is believed that if it continues to expand, it will only testament to the grandeur of their powers.
cover the lake, and it has abandoned the idea of expanding Most residents of this city of branches are either Blue
to accommodate the population. Bloods, the wealthiest of the commoners, or the servants who
For this reason, being allowed to live in the Kingdom of attend to their every need. In the lower, unbranched area,
Yscaea in the empire was a great privilege and a fear of many. several scaffolds encircle the massive trunks, where most of
It is said that conspiracies, plots, and sometimes even bloody the commoners reside. These scaffolds, built just above the
conflicts broke out within the empire just to obtain the right surface of the lake, provide a humble abode for the
to have a home in the kingdom. fishermen who sustain the city's economy.
On the other hand, due to the inconvenience of its Amidst the salt-polluted terrain surrounding Ys Lake,
location in the midwestern Leinshenk region, the role as a there lie several colossal caves that house the kingdom's
political center was transferred to the Grand Duchy of public facilities, including academies and libraries. The
Bivouac in western Karzoral in the later period, and the largest of these caverns is a sight to behold, housing the grand
Kingdom of Yscaea became more significant as an imperial headquarters of the Royal Army, complete with a vast
symbol. training hall.
After this time, the emperor also became less and less The kingdom's crops struggle to grow in the hostile
involved in politics and concentrated on his “Sheaths of environment, save for the magical grapes and mushrooms
Creation” project, leaving most of the governance matters at that can only be found within the capital. The rest of their
the disposal of the Wizard Grand Dukes. vegetables and grains are obtained from neighboring
Nevertheless, the Kingdom of Yscaea remained an countries, once through donations and now through annual
important land throughout the history of the empire and tributes.
remained a symbol of imperial authority until the day it was As for meat, crows are raised for their meat and eggs,
wiped off the map by the fall of the emperor and the while a small number of pigs and goats are reared in some of
catastrophe of Leinshenk. the caves. The kingdom also raises magnificent Hippogryphs
and Pegasus, which are mainly used for transportation
purposes.
The climate surrounding Ys Lake is a temperate wonder,
Saltwater Lake Ys, where the Kingdom of Yscaea is with mild summers and winters that showcase the distinctive
located, is a huge, almost circular lake. Fish and shellfish are four seasons. Come autumn, the trees don a cloak of bright
abundant, and many aquatic mammals, such as dolphins and red leaves that eventually fall off and blanket the land in
dugongs, live here. winter.
In the center of the site, a huge tree with a trunk diameter A truly breathtaking sight to behold is the lake's center, a
of more than 3 km rises to the sky, and Noble Elves spent vivid shade of red from the abundance of fallen leaves. But
many years working on its trunk and branches, transforming for the commoners residing in the lake's lower strata, the
it into a place for human habitation. large amount of leaves every year is a constant headache.
This giant tree is believed to have grown from the corpse
of Divine Warlord Yscaea (according to Gravekeepers, this
was the reason why the tree could grow even in salt water)
and was once called “Yscaea's Tombstone”. The population of the Kingdom of Yscaea, which has a
However, with the return of Yscaea and the dismantling long history as a sacred land for Noble Elves, boasts one of
of the Gravekeepers, the emperor abolished this name, and the highest rates of Noble Elves in the Terastier Continent.
it became known as Lerulan, the Tree City, by his own However, even at its peak, Noble Elves accounted for about
naming. 10% of the population of less than 10,000 people. About 50%

150
of the population is made up of Humans, followed by Elves, continents, and by the end of Magic Civilization, Yscaean
and except for a few Wizard Grand Dukes, Dwarves are rare Magical Armor had an astonishingly high prevalence
to be found in this kingdom. throughout Raxia.
In the other minority races, Lildraken are relatively In addition, because of its foundation and its history, the
common, perhaps due to the kingdom's location, and there Kingdom of Yscaea had an unusually strong belief in the fairy
are enough of them to have a small Lildraken District. goddess Asteria, and there was a very mysterious temple of
Although feudalism was the common political system in Asteria built on a tree.
this period, the size of the kingdom is far beyond the scale of
the feudal system. Basically, the kingdom was not limited to
Lerulan, the Tree City, and was ruled directly by King
Yscaea. However, in the rest of the empire (including
Leinshenk), there are two or three Wizard Grand Dukes per
region, each of whom has been delegated the right to govern The Kingdom of Yscaea was a beast of a nation,
a vast area of land on the condition of absolute loyalty to the constantly on the prowl for its next prey. Tense relations with
Yscaea emperor and payment of taxes. neighboring countries were the norm, even after AD 5400,
The Wizard Grand Dukes further divided the land they when the emperor stepped back from the empire's politics.
ruled, leaving it to the leading Blue Bloods to rule. The country was massive but slow to move due to the
The three Wizard Grand Dukes in charge of the internecine rivalries of the wizard dukes. It was difficult for
Leinshenk region are former Gravekeepers, each a powerful them to mount a full-scale invasion beyond the level of local
Noble Elf who has lived a long time, but in other regions, the lords.
lords were often appointed from those who had originally Yet, like a pack of ravenous wolves, they would still attack
reigned as wizard-kings in those upper regions on the at the slightest hint of weakness. Even neighboring countries
condition that they would bend their knees, and their races that showed no signs of vulnerability would be subjected to
were mixed. sporadic invasions.
As long as they remained loyal to the emperor and did Countless wizard-kings, unable to bear the relentless
not cause serious losses to the empire, land grabs between pressure, eventually surrendered their territories to the
domains outside the kingdom tended to be tolerated, and empire.
there were many intrigues and conflicts over land. In AD
5400, the power to govern the empire was delegated to the COLUMN: WHAT WAS THE “SHEATHS OF CREATION“
Grand Duchy of Bivouac, and the seat of government was P ROJECT ?
moved to the Grand Duchy of Bivouac. Although this greatly Most of the truth has been buried in the darkness of
increased the power of the Grand Dukes of Bivouac, the final history and has not been handed down to future generations,
decision-making authority remained with the emperor, and but speculation has continued based on the memoirs of some
anyone who questioned his authority, even the Grand Duchy nobles and the actions of Emperor Yscaea.
of Bivouac, was immediately crushed, so the influence of the One of the most popular theories is that he was trying to
emperor never weakened. create a new Sword of Genesis.
The greatest characteristic of the army of the Kingdom of Whether he was trying to create a new world or to make
Yscaea and the Kingdom of Yscaea is that the main force of clear the victory or defeat of the War of the Gods that had
the army was composed of magic warriors. Therefore, the not been settled is unknown. However, it is thought that
ratio of Manaflare, who were highly valued as military officers “Sheaths of Creation” may have been a vessel to accept this
in other countries, was quite small, and they were not placed new Sword of Genesis.
in the core of the army. Emperor Yscaea had been collecting materials for this
This is due in large part to the existence of the magical project from all over the world, and at one point, he became
armor that was invented and mass-produced by Emperor too absorbed in his research to stay away from politics. Since
Yscaea himself. The magic armor was a combination of there are many Daemons living around the “Sheaths of
magic and weaponry, and even a single soldier in Yscaea's Creation” site, there is a theory that he was trying to bring out
army wore this armor, showing his prowess with a a new Sword of Genesis from the Daemon World, but the
combination of martial arts and magic. There are various truth is unknown.
types of armor, such as large armor for captains, cavalry In the end, however, this plan failed, and perhaps
armor for jockeys, and armor that can change into multiple because of it, the Kingdom of Yscaea was also destroyed.
forms for Blue Bloods. All records have been lost, and posterity will only be left
Because of its superiority, Yscaean Magical Armor was with the remains of three huge towers and a large crack in the
often captured by enemy nations and offered to other ground.

151
Part 4 World

In 5400 AD, the Kingdom of Yscaea controlled a large Divine Civilization Period. The capital is a white palace
area in the Leinshenk region, the northern part of the carved directly from the mountains above the headwaters of
Cienaquerass Region, the western and southern parts of the the Great Falls of Basiana, and the castle town is located in
Karzoral plain, and the areas in between. the northern part of the Leinshenk region.
Each region was divided into two or three grand duchies, Mythical beasts are abundant in the mountains, and their
which were ruled by a Wizard Grand Duke. Some of these main contribution is to train them and provide them as
grand duchies are introduced here. cavalry for the imperial magic cavalry soldiers. Although it is
a grand duchy with a long history and prestige, it is often
regarded by other countries as a limited country with only the
export of mythical beasts.
However, it has been suggested that Grand Duke Liana
Ruler: Shorga Zeldow Notag Bivouac may be more involved in the Emperor's plans than other
(Human/Male/42 years old) Grand Dukes of Magic, as she offered her lands north of the
Capital: Undurlugh Ghazal (Population: about 15000) capital Basiana for Emperor Yscaea's mysterious “Sheaths of
Population: about 60,000. Creation” project.
It is one of the leading grand duchies of the Kingdom of
Yscaea, ruling approximately half of western Karzoral, with
its capital in a large city built on the Ghazal Plateau in the
western center of the Karzoral Plateau. Ruler: Artow-Ev Burwega (Valkyrie/Female/19 years old)
Taking advantage of the high altitude, they cultivate Capital: Douffe-Tarvayer (Population: about 10000)
highland vegetables such as cabbages, as well as tea and Population: about 34000.
pepper, and have gained great wealth and influence through It is the most eastern of the Karzoral duchies. The region
trade in these products. has traditionally been a land where several nomadic clans
As of 5400 AD, the political center of the Kingdom of have coexisted, sometimes fighting each other and
Yscaea was the Grand Duchy of Bivouac, where the Grand sometimes fighting off the Centaur invasion from the
Council was held to decide the administration of the empire. northeast. Since being incorporated into the empire, they are
However, this is also a ruse that is easily overturned with a mainly treated as mercenaries and have sworn to destroy the
single word from the emperor. enemy as soldiers of the empire if asked, instead of living as
At first glance, Grand Duke Shorga appears to be a small before in the land of their fathers.
and harmless human with a smile on his face, but in fact, he Although they do not have magic soldiers, which is rare
is a powerful politician and a fierce fighter who has fought in the Kingdom of Yscaea, they are feared by both sides.
many battles against Barbarous, known as the “Wolf of the The Wizard Grand Duchess is traditionally the head of
Storms”. the largest nomadic clan and is currently a Valkyrie girl called
“Mother Bear” who leads a cavalry of nearly 10,000
cavalrymen.

Ruler: Grodac Silverguard (Dwarf/Male/164 years old)


Capital: Dolkan (Population: about 8000)
Population: about 30,000.
It is a grand duchy that governs the northern part of
Cienaquerass. The capital city of Durkan is one of the leading
blacksmith cities in the region and is home to the Mithril
mine. It currently undertakes the mass production of magical
armor and is a key point of the empire.
Originally an indigenous nation in the Cienaquerass
Region, the Silverguard Wizard Grand Guke was quick to
recognize the threat of the wizard-king Rahab and his
Undead Legion in the south and surrendered the country to
the Kingdom of Yscaea in a show of reverence as a
countermeasure. As a result, the war with wizard-king Rahab
was averted.

Ruler: Alea Liana (Noble Elf/Female/5852 years old)


Capital: Basiana (Population: about 4000)
Population: about 6000.
It is a grand duchy ruled by a Noble Elf wizard-king, a
former Gravekeeper, who is said to have lived since the

152
“Everlasting Holy Emperor” “Wolf of the Storms”
Yscaea Shorga Zeldow Notag Bivouac
Noble Elf/Male/Unknown Human/Male/42 years old
“The creation of a new age of the gods... is insufficient for “I'm really troubled by His Majesty the Emperor's sudden
such a feat. It is not enough.” order. Don't you think so, huh?”
In the kingdom of He is the Wizard
Yscaea, which had been run Grand Duke of Bivouac, the
by a council of largest grand duchy in the
Gravekeepers, a mysterious western Karzoral Plateau
figure suddenly appeared and the political center of
and claimed to be the king. the Kingdom of Yscaea, and
He quickly conquered the effectively the number two
Leinshenk region, and in position after the Emperor
less than 150 years, he of Yscaea.
conquered nearly a quarter He is a little over 160cm
of the Terastier continent, tall with a slight build, long
creating the largest empire black hair in a braid, and a
in Terastier's history. beard. He always smiles
The founder of Noble with narrowed eyes, giving
Elves, he calls himself a others an impression of a
Divine Warlord demigod, a happy king.
great hero born from a But the man who unites
young Elf and the goddess Asteria. the many Wizard Grand Dukes and steers the empire is not
The person in question was supposed to have died in the just a gentleman. Beneath Shorga’s reassuring smile lies the
War of the Gods in an encounter with the Barbarous King face of a cold-hearted politician and a merciless businessman.
Devigan, but he has not said whether the legend itself was He will stop at nothing to ensure the prosperity of the empire
wrong or whether someone resurrected him by some means. and Bivouac and will do everything in his power to hunt down
Therefore, most of the imperial people believe (though they and destroy those he perceives as his enemies.
do not say it out loud) that he is only using the name Yscaea Although he frequently complains about the emperor, he
to assert his legitimacy or that he is a madman who really is, in fact, fiercely loyal to the emperor and the empire, and
believes he is Yscaea. his idea is to identify the disgruntled elements by making it
However, there are rumors that he has dominated nobles appear that he is dissatisfied with the emperor.
with his Dominion, so it is certain that he is not an ordinary In these conspiracies, he has often approached the Blue
man. Bloods gathered at the salons.
Yscaea claims that his goal is to achieve the creation of a He was also an excellent Arcane Vessel user who wielded
new magic Sword of Genesis and the return of the Age of the twin curved swords and fought with the Barbarous forces in
Gods. Some people believe that his invasion is to gather the east. He often says, “Look at my belly. I've already
materials and human resources for this purpose, and he is forgotten how to fight.” But it is rumored to have retained the
not so much interested in expanding his empire's territory. same ability as when he was called “Wolf of the Storms”.
In fact, he seems to be devoting most of his time to his
“Sheaths of Creation” project, leaving most of the domestic
and political affairs to the Wizard Grand Dukes. However,
he sometimes orders the Wizard Grand Dukes to invade as
if by chance, so there is no time for the surrounding countries
to feel at ease.
Recently, he seem to be interested in Summoning Arts,
and there has been a series of invasions in search of countries
with famous Summoning Arts users.

153
“Mother Bear” “Immortal Ambassador”
Artow-Ev Burwega Mehrdad Zaakshiz
Valkyrie/Female/19 years old Noble Elf/Male/(self-identified) 3112 years old
“Ah, today is a good day to die...” “Emperor Yscaea is most generous. Should you pledge
She is the head of the your obedience without hesitation, I shall grant you the right
“Gray Bear Clan,” the to draw from the air of this land till its soil and quench your
largest nomadic clan in the thirst from its flowing streams.”
southern Karzoral region. He is a Noble Elf, wearing a dark blue robe with a red
Since the Grand Duchy of border and a mask covering the upper half of his face.
Burwega is headed by the Although he claims to be a survivor of the Divine Civilization
Wizard Grand Duke, who is Period, his name is recorded in history at the time of the first
the leader of the largest declaration of war by the Kingdom of Yscaea against its
number of nomads, Artow- neighbors, but before that, his history is shrouded in mystery.
Ev became known as Artow- Mehrdad Zaakshiz is the ambassador of the Kingdom of
Ev Burwega after her Yscaea, and his role is to visit the country they are about to
predecessor was killed by invade and demand its surrender and submission.
16-year-old Artow and the Mehrdad's demand has always remained the same: if you
clan was incorporated into remain loyal to the emperor, become part of the empire, and
the “Gray Bear Clan”. follow its ways, you will not die but will continue to live in
Burwega. your own country... Failure to comply with his demands will
Artow is nearly two result in an immediate declaration of war.
meters tall and has a muscular physique that is unmistakably Because of these negotiations, Mehrdad's life was
feminine. Her bare skin is covered with scars from the threatened more than once. In fact, it is recorded that he was
battlefield, but she prefers to wear revealing clothes as if she beheaded and burned on numerous occasions.
were proud of them. But he still goes to the country at the next declaration of
Riding on the back of a huge gray bear, the tribe's totem, war and imposes unforgiving conditions.
and swinging a huge spiked iron ball on a chain in all Some fear that Mehrdad is an immortal monster, while
directions, she looked hardly 19 years old, and despite her others believe that there is more than one since his true face
age, she became a feared figure known as “Mother Bear”. is unknown. Only the emperor knew which was the truth.
She and the Karzoral Screamers who accompany her are
the troublemakers who are deployed when an invasion “Rocktimer”
reaches a stalemate, and their death-defying rampage is
terrifying enough to strike fear into the hearts of both friend Nasheem Arulf, Countess of Arulf
and foe alike. Newman/Female/23 years old
“Hmmm. How do you like her? She is cute even when
big.”
She is a Newman woman who lives in the upper echelons
of the “Tree City” in the Kingdom of Yscaea. Although she
comes from a lowly noble family, she has been given the rank
of Count, the lowest rank in the upper echelons of the
kingdom. This is thanks to her special talent.
She has the power to turn control birds and make legions
out of them, so she has taken control of the Roc birds that
nest in the caves of Lerulan, the Tree City, training them and
using them as a sky defense force.
Although she is a count, she prefers the company of birds
to that of people, and her words and actions are not refined
as noble. Although she does not like social gatherings, she is
easily disliked by other nobles and is sometimes harassed by
them. In such cases, she sometimes asks for a favor at a salon
where there are eccentric nobles.

154
Part 5 GMing and Scenarios

155
Part 5 GMing and Scenarios

The adventures of the Magic Civilization Period are the Many people have an eye for the PCs, and the GM
adventures and stories of nobles. should make sure that the basic attitude of the NPCs in the
In this period, there were no adventurers in the game is to be neither overbearing nor demeaning to them.
traditional SW2.0, but aristocrats with curiosity, a sense of PCs are considered to be handy with excellent potential.
justice, and a sense of mission, who took on various incidents Therefore, PCs will be asked to solve various cases and will
and adventures. be relied upon as an asset.
GMs should understand such basics before preparing
their scenarios. CREATE H IGHER -LEVEL N OBLES AND WIZARD-KINGS
Normally, PCs, as nobles, are quite low-ranking.
Therefore, the PCs are sworn to the higher nobility or
wizard-king (whether they are enamored or not depends on
each PC (see p. 26)).
It is often that they will bring incidents and problems to
The Magic Civilization Period is divided into three PCs.
distinct periods: Early, Middle, and Late. These higher nobles may tell PCs to do a job or a task or
Among them, this book recommends the “Late Magic ask for cooperation. They may invite PCs to an evening party
Civilization Period”, AD 5400s. or a ball.
The reason is that the frequency of wars was relatively The GM should set up such high-ranking nobles and
low, the culture was mature, and there was a good balance wizard-kings as NPCs. Basically, they should be friendly to
between the noble’s daily life in the upper class and the the PCs. Of course, they can also be snooty rulers, but be
battles with the enemies. careful not to be too much or too little, as it may make the
If you prefer a story about people who fights for a safe play awkward.
place to live and protect their people from a crazy divine
creature called Astrayed (see p. 178), then “Early Period” is
SALON WHERE PCS GATHER
for you.
The salon (see p. 15, 128), a gateway to adventure, is the
If you want to depict an era in which wizard-kings are in
equivalent of the traditional “Adventurer's Guild”.
a great rivalry, and the war continues, you may choose the
It could be a room in a PC's luxurious mansion or a
“Middle Period”. However, both of them are more battle-
private room in an upscale restaurant in the upper-class
centered scenarios.
district. The organizer of the salon could be the PC
themselves or a well-established NPC set up by the GM. This
PC'S STATUS NPC can guide the story and provide information for a new
Basically, PCs are still young nobles with little power. group of PCs, making it easy to ask for work or advice.
They have no vast territory, no vast wealth, and few A gathering place for like-minded adventurers, the salon
personal connections or power. However, their future is is a hub of activity where the GM can make good use of the
promising, and they are expected to make great strides and NPC's and create a unique and exciting atmosphere.
breakthroughs.

This section describes how to create a scenario for the solved. When you offer the total amount of reward, please
Magic Civilization Period. It is assumed to be set in the “Late reduce it by 10-20%.
Period”. Magic Civilization Period Approximate Total
Remuneration per Character
Average
Total Sword
Adventure Reputation
Remuneration Shards
Level
The nobles of the Magic Civilization Period valued
1–3 1,000G 10 4–6
reputation as well as money as rewards.
3–4 2,000G 15 5–8
Therefore, Reputation is offered as a reward for the 4–5 3,000G 20 6–9
scenario in terms of “how much reputation will be gained by 5–6 4,000G 25 7 – 11
solving the problem/case”. 6–7 5,000G 30 8 – 12
This means that the lower the monetary reward is, the 7–8 6,000G 35 9 – 14
higher the Reputation obtained as a reward tends to be. 8–9 8,000G 40 10 – 15
9 – 10 10,000G 45 11 – 18
R EWARDS 11 – 12 15,000G 50 13 – 20
When you offer a job to a PC, it is advisable to use the 13 – 14 20,000G 60 16 - 24
following table as a guideline. 15 or more 30,000G+ 70+ 20+
Please note that the total amount of the reward includes
treasures and loot that can be obtained before the case is

156
R EPUTATION
The number of experience points obtained after The Basic Structure of the Court Type Scenario
successfully completing a scenario is “1000 + level of Introduction
defeated monsters x 10”, which is the same as in the Core The noble PCs who gather mainly in the salon will be
Rulebooks. asked to solve a case or problem. They may also work on
their own initiative to solve a case based on rumors at the
court or in the city.
Here, the GM should specify objective of the scenario
and “the first 1-3 clues”.
Here are some typical patterns for creating a scenario set
in the Magic Civilization Period. Please use them as hints for Investigation
your own scenario creation. In this phase, the PCs are tasked with unraveling a
Of course, you can still create scenarios in the mystery, following a trail of clues that will lead them closer to
conventional way. their objective.
The GM should have carefully crafted a web of intrigue,
where each clue discovered reveals a new piece of the puzzle.
T WO T YPES OF SCENARIO P ATTERNS
The players must seek out various NPCs, gathering
There are main types of scenario patterns for Magic
information and piecing together the mystery.
Civilization Period.
They will explore the site of the incident, searching for
new clues to aid them in their investigation. As they progress,
1) Court Scenario a wealth of information will be presented to them in rapid
The scenario is set in the court and its surroundings, succession.
mainly in the city center, where the wizard-kings and higher It is essential to have a diverse team, with classes ranging
nobles the PCs serve live. from Scout, Sage to Aristocrat, all of which will prove
This is a city adventure type scenario where PCs will invaluable in this quest for truth.
deepen their relationship with NPCs, find out the truth of the
case, and solve it. The Truth
This is a scenario pattern in which roleplay emphasized This is the part where the information gathered in the
and “Courtly Type” Noblesse of the Aristocrat class will be investigation part is combined and the flow of the
very important. information is checked to find out the truth to reach the
objective of the scenario.
2) War Scenario The goal is to achieve the objectives by conducting more
This is a scenario in which a foreign enemy attacks or in-depth investigations and pursuing suspicious characters in
invades the nation to which PCs belong. order to unravel the mysteries and problems that emerge as
In addition to seeking the cooperation of various NPCs information is laid out.
and making maneuvers to delay the enemy invasion in order
to gain the upper hand in the war, the game focuses on Climax
Legion-led battles. It is the last obstacle to achieve the objective of the
In addition to all classes that are useful in combat, the scenario. PCs will mainly fight against the boss character.
“Legion Type” Noblesse of the Aristocrat class will be very In some cases, they may have to confront the boss NPC
important. with evidence to detain them or argue with them.

3) Other Conclusion
There is nothing against playing scenarios that are not The story reaches its peak as the case is finally solved.
included in the above, such as killing Mythical Beasts that are The aftermath is revealed, the consequences of the PCs
destroying your domain, exploring Divine Civilization ruins, actions laid bare. The adventurers return to their daily lives,
or exploring the depths of the earth to find a good Mako taking a well-deserved break from danger and excitement,
Stone mine. The noble PCs are welcome to try any of the but not without growing stronger, sharpening their skills, and
types of scenarios that have traditionally challenged preparing for the next thrilling chapter of their journey.
adventurers.
Since noble PCs are basically hobbyists, it is not unnatural 2) Basic Structure of War Scenario
for them to dive into dungeons on a whim.
Introduction
However, please note that players may complain that they
In the elegant salon, the PCs are gathered, listening with
were looking forward to seeing aristocratic PCs in the noble-
bated breath as the high-ranking nobles and wizard-kings
led Magic Civilization Period, if the scenarios are only
deliver grave news. An army of hostile forces is approaching,
dungeon-diving every time.
their intent unknown.
If the PC's level is still low, this should not be a large-scale
B ASIC SCENARIO STRUCTURES war. Rather, it is an invasion of a small force trying to seize a
This section describes the structure of the scenario. frontier territory, or powerful scouts laying the groundwork
Please refer to the scenario “Heir to the Giant Beasts” in for future attacks.
this book, which is also structured in the same way as “1)
Court Scenario” in the following.

157
Part 5 GMing and Scenarios

The GM should provide details about the enemy's size GM could use Impression checks to add depth to the village's
and movements, offering much-needed clarity for those inhabitants.
afraid to fight. Yet, caution must be exercised, for the Finally, the climax could be reached by having the PCs
information is based on prior scouting and investigation by fight against the enemy scouts and advance troops, setting the
higher-ranking nobles and wizard-kings who instruct the PCs stage for an intense and memorable Climax battle.
to fight. And as such, the intel is not always accurate, leaving
open the possibility of a clever trap set by the enemy. Climax
However, if the players are still new to Magic Civilization The culmination of events has led to this moment - the
adventures and war scenarios, it is better to start with a PC- final battle with the enemy's main army.
friendly and advantageous approach, giving as much Victory is crucial for the PCs to complete their mission.
information as possible. The battle feels like an exam, a test of their preparedness,
In this period, most wars were fought by small units of a their knowledge of the enemy's forces, and their strategies.
few dozen to a hundred men, and it was rare to mobilize an With proper preparation, they should have the upper hand
army of thousands or tens of thousands of men. In other and defeat the enemy with ease. As in war, the outcome of
words, a PC with a legion can function as a sufficient army. the battle is to some extent predetermined, but not always.
The PCs may be taken by surprise, given false
Preparation/Survey information, or trapped, leading to unexpected outcomes. As
Depending on the size and objectives of the enemy, the the campaign/games progresses, the stakes get higher, and the
PCs prepare for battle. battlefield becomes more challenging, creating a dramatic
They should know that preparation is key, and that it goes and unforgettable climax.
beyond simply equipping themselves with weapons and
armor. No, they must delve deeper, seeking out information Conclusion
that will give them the advantage they need to emerge Once the victory conditions are met, the PCs have
victorious. They should ask themselves: Is the information achieved their objective. Describe how the PCs defeated the
accurate? What are the enemy's subsequent moves? Are opposing forces and stage a victory.
there any weak points to exploit? How can we fulfill the Depending on the scale of the war, the PCs may either
conditions for victory, or defeat the enemy? return to their daily routine or move on to the next battlefield.
And so, they turn to their sources: scouts who have They can take a short rest and level up during this time.
ventured forth, prisoners who have defected, merchants and
travelers with knowledge of other lands, thieves guild who
lurk in the shadows, and nobles with secrets to share using
Impression checks. With each piece of information, their
plans take shape, and they move ever closer to their goal.
Amidst the chaos of battle, the players may call upon a The scenario should be based on a problem that occurs
trusted ally, an NPC, to aid them in their time of need. The in the country where the PCs live. It may be a trivial problem
tides of war shift, and victory or defeat hinges on a single or a serious one.
move, a clever tactic, a brilliant idea. For those new to the Here are some scenario patterns for sessions in the Magic
game, it is wise to orchestrate scenarios where the players can Civilization Period, from which the GM can choose and flesh
gain an advantage with the help of NPCs and other events. out any number of scenarios.
But as the players grow accustomed to the game, they will By changing the pattern each time, you can enjoy a
find themselves faced with greater challenges, such as the colorful campaign. By having the same NPC appear in
enemy's strategic use of false information to sow confusion, different scenarios, you can create a deeper world and
or the interference of other powerful nobles seeking to expand the story.
sabotage the players' success. However, even in such a
scenario, be careful to minimize misinformation and traitors. 1) Court Scenario
Succession Problem
On the Battlefield The uncertain fate of a kingdom hangs in the balance, as
With all the preparations done, the PCs are ready to the question of succession looms large. The mere possibility
march towards the battlefield. But the enemies aren't always of an unborn heir, their untimely demise, or even their
waiting, and so the GM must carefully consider the voluntary absence, can send shock waves through the nation.
placement of the enemy forces to ensure that the information And yet, even when the ruler is still alive, the choice of a
provided to the PCs beforehand is effective. successor is never a simple matter. Legitimacy and lineage
A simple map of the battlefield can help the players are hotly debated, with the foolish firstborn and the excellent
visualize the terrain and make the battle more thrilling. The second born pitted against each other. These disputes are but
GM can also consider the enemy's disposition, portraying a small glimpse into the complex and treacherous world of
them as head-on or simple-minded to give the players an noble politics.
advantage. For instance, the enemy could be divided into
smaller, more manageable units, enemy might be surprised, Tyrannical Lord
or the PCs could have superior knowledge of the situation. In a domain ruled by a dark lord or tyrant, problems
When the PCs arrive at the battlefield, they could find abound, negatively affecting both the land and its people.
themselves in a plain, a forest, or a mountainous region, and The lord unjustly takes away PCs lands and resources,
the nearby village could provide valuable information. The imprisons their families, or falsely accuses them of treason.

158
The people live in fear, with no hope and darkness reigning times, PCs step forward, ready to take on the challenge. They
supreme. scour the lands for a cure and direct the transportation of
Weak Lord food to those in need. The fate of the people rests on their
The once powerful lord, now weakened by unexpected shoulders, and they are determined to find a way to save
generational changes or lack of successors, struggles to retain them.
their position. Health problems, youth, or the machinations
of their own retainers have left them unable to rule Finding Mineral Deposits, Discovery of New
effectively. Technology, Successful Reclamation
But from this weakness, an opportunity arises for the PCs Something is found in the domain of a PC, or an NPC
to prove their loyalty and overcome a powerful adversary. close to the PC, that leads to new income. This may change
The stakes are high, but success in this scenario will bring the power balance of the domains or stimulate the desire of
with it not only rewards, but also the admiration and respect other nations to conquer it, which may lead to jealousy of
of those who witness their triumph. other nobles or even invasion.

2) War Scenario COLUMN: T HE ACTUAL SCENARIO CAN BE R OUGH!


Invasion of Other Countries The scenario in this book has been described in great
As the sun sets on the frontier, the PCs rally their legions detail, including NPCs and other settings, so that anyone can
to defend against the armies of rival nations. But this is not GM the scenarios.
just a battle of brute force on the battlefield. No, the game When GMs create their own scenarios, they do not need
can be arranged as a courtroom scenario, where the players to go into such detail; just a few notes on NPC settings are
must prevent sabotage by spies and terrorists, or even prevent sufficient, and lines and actions can be improvised.
their allies from making alliances with the enemy. However, it is advisable to prepare in advance the
The stakes are high and the tension palpable, as the dialogues of NPCs in important scenes to avoid mistakes or
players fight not just for territory, but for the very survival of forgetting important subtle clues.
their nation. This is a game of strategy, of cunning, and of
outward-looking ambition, as the players navigate the
treacherous waters of international diplomacy and war.

Other Enemies
The Legion deals with sudden and accidental problems
caused by the Divine Beings, Daemons, Undead, and so on.
The main task is to lead Legions to defeat monsters, but there
may be conspiracies of other countries or distorted plans and
experiments of evil sorcerers lurking in the background.

Military Training and Mythical Beast Hunting


Amidst the clamor of sharpening swords and the
cacophony of marching boots, a grand event looms on the
horizon. The wizard-king has summoned their loyal subjects
to participate in a full-scale combat scenario - one that will
test their mettle against Constructs and Mythical Beasts alike.
But danger can also lurk in the shadows, as whispers of
assassination plots threaten to upend the very foundations of
the kingdom. Amidst the chaos, a band of adventurers rises
to the challenge, striving to protect their lord and uncover the
sinister machinations of their enemies.

3) Other
Natural Disaster
In the face of natural disasters, even the most powerful
noble or wizard-king is powerless. Only the PCs possess the
strength to lead the way in evacuating the people and fending
off the ruthless opportunists who seek to take advantage of
the chaos. Such is the burden of heroism, and the weight of
destiny, that can fall upon their shoulders.

Outbreaks of Disease and Famine


A shadow looms over the lands, as disease and hunger
ravage the people. The magic that once protected them
seems to falter, unable to keep up with the speed of the
spreading plague and the scale of the famine. In these dark

159
Part 5 GMing and Scenarios

This scenario is set in the Kingdom of Giant Beasts, Tilla,


a remote part of the Fendil Kingdom Magical Federation, This scenario is designed for 3 to 5 Blue Bloods PCs,
and follows the events surrounding the succession to the created by Quick Creation.
throne. The session is expected to take 4-5 hours.
As nobles in the service of this frontier kingdom, PCs The combat rules are assumed to be “Standard Combat”
receive a request. (see CR I, p. 158), but Simplified Combat and Advanced
The king of the Kingdom of Giant Beasts, Tilla, wizard- Combat can be used without any problems.
king Tilla IV, has been afflicted with “Noble Fever” and is
said to have only a few days to live. Originally, his only
daughter, Princess Lemuria, was supposed to inherit the
throne as it was, but someone claiming to be the king's The story takes place in the Kingdom of Giant Beasts,
bastard appeared at this time, and the succession issue Tilla, a forest kingdom located near Karzoral Plateau at the
became complicated at once. southern end of Fendil Kingdom Magical Federation.
Bartow, the king's aide, and military officer, asks PCs to Centered on the royal city, the population is about
investigate the identity of this self-proclaimed “bastard 12,000, and the soldiers are strong. The legions of giant
prince” and prove that Princess Lemuria is the rightful heir beasts, led by the wizard-king Tilla IV, inspire both awe and
to the throne. fear.
The PCs must uncover the identity of Luo, who claims to As one of the front lines against the Holy Great Yscaea
be a prince, and crush the conspiracy lurking behind him. Empire, Tilla is always in danger of invasion. Yet the forest's
natural dangers and the Tilla royal family's special ability to
control giant beasts and form legions have kept the Empire
at bay.
The PCs can be from this kingdom, or they can be nobles
who just happen to visit or have villas here.

ULUS, THE R OYAL CAPITAL


Nestled in the heart of a lush forest lies a splendid fortress
city, a true jewel of nature. The royal castle, standing tall in
the center, surveys its surroundings from atop the trees,
watching over its lands and people with a vigilant eye.
Being a frontier kingdom, the city bustles with life, as a
myriad of merchants come and go, their goods and wares
enriching the lively and bustling streets. Noble families, both
within and outside the forest, toil tirelessly as they engage in
forestry and agriculture, lending their unwavering support to
the kingdom.

160
Because of his wild upbringing, he is very rough and
abusive, but his dancing skills are quite good.
Wizard-king Albert Tilla IV
(Blue Blood/Human/Male/57 years old) Count Claver Hecht, Close Associate of the King
He was an excellent wizard-king, excelling in both (Blue Blood/Human/Male/44 years old)
charisma and combat skills. A vassal who has been flattering to the king, he pretends
The secret art of controlling giant beasts has been passed to be neutral, but is planning to support Prince Luo. He is a
down from generation to generation, and the Holy Great typical small-time guy who wants to take a big slice by putting
Yscaea Empire forces could not easily attack because of this Luo on the throne.
king.
However, he is suffering from “Noble Fever” and no Baron Femme Vold, Magic Researcher
longer has much time left to live, and his consciousness is (Blue Blood/Elf/Male/140 years old)
often clouded. He is a royal magic researcher, and although he poses as
a neutralist, he is the mastermind behind the incident.
Princess Lemuria He secretly hates the king, and is trying to install his
(Blue Blood/Human/Female/16 years old) puppet, Luo, on the throne to make him more obedient to
She is the only daughter of King Tilla IV. She wants to the Kingdom of Yscaea.
continue the King's legacy, but she thinks it is too heavy a
burden.

Sein Bartow Italicized sentences in the text are explanations to be


(Silver Blade/Manaflare/Male/58 years old) conveyed to the players. Please read them to the players if
He was a close aide and military officer of the king. She necessary.
was the King's childhood friend and best friend. He asks for The next section is information for GM, who should read
PC's help to make the princess Lemuria an heir. carefully.

Queen Arte
(Blue Blood/Human/Female/54 years old)
Wife of Wizard-king Tilla IV. She was born in the
It is all a conspiracy by Vold, the magic researcher.
Miraboa Kingdom, a prestigious magic kingdom, and the
As an Elf, he despises Human Blue Bloods, and in the
marriage was a political ploy to deepen relations with the
chaos of Tilla IV's short life expectancy, he has set up a fake
Miraboa Kingdom. She wants her daughter to take the
prince and is trying to control the country from behind the
throne, but her relationship with the king has grown cold.
scenes by himself, eliminating the feeble Princess Lemuria.
Vold is planning to frame Queen Arte for the
Prince Luo assassination of the king, disqualify Princess Lemuria and her
(Blue Blood/Nightmare/Male/31 years old) family, and place Prince Luo on the throne.
He appeared in this country claiming to be the son of If the evidence of the king's assassination is gathered and
King Tilla IV and a commoner. He is older than Princess Vold is hunted down and defeated, the case will be basically
Lemuria and claims to be the heir to the throne. closed.

Nestled within the Arnak Forest, once known as “Tilla,


The Sea Of Trees”, there stood a kingdom unlike any other.
This was the Kingdom of Giant Beasts, Tilla.
As the frontline of defense for the Fendil Kingdom
Magical Federation, Tilla's army of giant beasts was feared by
many - including the Holy Great Yscaea Empire.
King Tilla IV was renowned as an excellent wizard-king,
but his reign was coming to an end as he succumbed to the
fatal “Noble Fever”.
With his young princess heir and the fate of the kingdom
hanging in the balance, a mysterious man claiming to be a
prince appeared.
The future of Tilla - and indeed, the entire Fendil
Kingdom Magical Federation - was now uncertain.

The PCs have heard the aforementioned disturbance.

161
Part 5 GMing and Scenarios

The story begins with the visit of Bartow, a close aide and
military officer of the wizard-king Tilla IV, to the salon where 1) Bartow, military officer (office in the royal palace/PC's
these PCs gather. salon)
Bartow, being a military officer, was not good at scheming 2) Princess Lemuria (Private room in the royal palace)
and tactics, and he asked the PCs, who were not affiliated 3) King Tilla IV, Wizard-King (Private room in the royal
with any faction, to help. palace)
4) Queen Arte (Private room in the royal palace)
Bartow's Request 5) Hecht, king’s aide (private office in the royal palace/private
The salon for the PCs can be set freely by the PCs. room at home)
If there is no particular preference, the PCs' salon should A) Rumor from maids
be “Golden Lion” prepared for the wizard-king Tilla IV or a B) Rumors in the city
noble. The salon is located in a guest house near the castle
and is mainly used by the PCs. Conditions for Moving to the Next Scene
Bartow, the king’s aide and military officer is the guardian When PCs reach the “side effects of the potion” and the
of this salon, but he is not the type to interfere. “forgery of the royal ring” information, or on the second
night of the first day of the investigation, Bartow will tell them
One morning in the salon where you gather, Bartow, the to go to the ball, and move on to the next scene.
king's aide and military commander, pays a visit. Even if you decide that the PCs have already done
Manaflare Silver Blade, a loyal warrior who has served enough research, please proceed with investigation.
the king faithfully for over 40 years and still shows absolute
loyalty to him in his rugged face. Passage of Time
He has a favor to ask of you. Time passes when PCs meet someone or move
somewhere. PCs can meet or visit at most 3 people (3 places)
“My dear friends, I am certain you have heard the rumors in a day.
circulating about His Majesty the King's health. It is said that It is not necessary to follow the process strictly, but GMs
he has Noble Fever and his condition is rapidly deteriorating. should allow time to elapse based on this guideline.
The throne was intended to be passed down to his only The GM may allow the PCs to spread out. In this case,
daughter, Princess Lemuria, whilst he was still able to do so. the time may be reduced, but note that the number of
However, there are whispers of a man who claims to be the participants in the checks will be reduced.
long-lost son of the late Queen Sena, who tragically passed
thirty years ago. 1) B ARTOW, M ILITARY OFFICER
As you may recall, the late Queen Sena was pregnant at Bartow is seriously concerned about the king's health and
the time of her untimely passing. Unfortunately, her child did also seems to care about king’s daughter Lemuria.
not survive. I have confirmed that this so-called prince named
Luo is indeed an imposter, for the true prince is no longer
Bartow
with us.
It pains me to say this, but I fear that there are those who (Silver Blade/Manaflare/Male/58 years old)
seek to bring chaos and turmoil to our kingdom by spreading Profile
such falsehoods. That is why I humbly request your “I want to protect His Majesty and this country.”
assistance in uncovering the truth and putting a stop to these He is a childhood friend of King Tilla IV and a loyal
malicious acts.” confidant. He is a rugged man, not good at politics and
bargaining.
Location
Bartow promises a reward of “4000 G per person” and,
During the day he works at the palace to protect the king,
also they will get, “25 points of Reputation” for solving this
and at night he stays in his private room in the palace. At the
case.
beginning of the scenario, he is visiting PC's salon.
If PCs ask why Bartow himself does not go to investigate
Effective and Ineffective Categories
the case, he tells the PCs that as a military officer, he is not
Effective: Speechcraft +2
good at investigating such cases because he has lived his life
Not effective: None
on the battlefield and that he is too close to the king to make
Information and Benefits
a move.
Bartow is convinced that Princess Lemuria is the right
person to be the ruler. Prince Luo, who Bartow seems to be
convinced that he is an imposter, but Bartow is a little
frightened.
Upon receiving the request, the PCs will begin their PCs can get the following information from Bartow:
investigation, which may require the PCs to meet with several
people in order to gather information.
According to Bartow, the pretender to the prince, Luo, is - About the Prince
now staying with another close associate, a noble named “Why is the prince an imposter?” He saw a stillborn baby
Hecht, who is a civil official. 30 years ago.
With Bartow it is easy to meet and talk to the following “What is Prince Luo like?” He doesn't know the details,
people; the GM should offer them as options to the PCs. but he heard that he is a Nightmare, grew up in a country in
PCs can also gather rumors from maids and in the city. the north, and is a very rough man.

162
“The real prince who died was also a Nightmare?” It is (Blue Blood/Human/Female/16 years old)
true, though it has not been made public. Queen Sena died Profile
because her child was a Nightmare and was wounded by its “If there is someone more worthy of the throne than …
horns. me, then I think that person should take it...”
The following information will be told if Bartow's PCs The only daughter of the wizard-king Tilla IV. She is a
Impression check is 16 or more. serious and gentle girl, but she is withdrawn and timid, and is
“Was the real prince really stillborn?” Bartow is troubled worried about whether she is fit to be a ruler.
and confesses that he killed him on the king's order. He She is more concerned about her father than the
theorizes that King Tilla IV was deeply in love with Queen succession to the throne and even wants to pass it on if there
Sena and could not forgive Nightmare for killing her. He also is another heir to the throne.
says that he still deeply regrets the murder. Location
Basically, she doesn't go out of her room in the palace
- About Aide Hecht very often.
“Who is Hecht?” A nobleman and a close aide along with Effective and Ineffective Categories
the military officer Bartow. He is dissatisfied with the fact that Effective: Etiquette +2.
Bartow, a Silver Blade, is close too the king. Not effective: Intimidation
“Why is Hecht in charge of Luo?” Although the reason Information and Benefits
is not clear, it is likely that he wants to patronize Luo, make Although she is regarded as an incompetent princess, she
him their puppet by putting him on the throne, and secure a may actually surpass Tilla IV in her handling of giant beasts.
strong position in the kingdom. She has Jill, Grey Lynx (CR I, p. 455) living in her room as a
“Is Hecht good?” He is a competent civil official. pet, indicating that she is an extremely loyal legionnaire.
However, he is petty, jealous, and easily blinded by greed, At her core, she is noble and compassionate, and PCs can
and the country will be in turmoil unless someone strikes a sense that she has the potential to be a good ruler if she only
balance. studies kingship.
If PCs get 16 or more on the Impression check, she will
- About Tilla IV relax and speak calmly.
“How sick is he?” He can't disclose this publicly. Over
the past month, his illness has progressed so rapidly that his - Succession to the Throne
ability to think is now dim. “Do you like animals?” she considers them all dear
“What is the power to manipulate the giant beasts?” friends.
Although the details are still unknown, Tilla's family has “Do you like Giant Beasts?” Of course, she likes them,
inherited from generation to generation the ability to turn not but she doesn't want to use them as "war tools” because she
only ordinary animals but also giant beasts into legionnaires. feels sorry for them.
This is the key to national defense. “Do you want to inherit the throne?” She knows her
mother expects her to do this, and though she is uncertain of
- About Princess Lemuria her abilities, she is determined to fulfill her duty. She holds a
“Is she fit to be a ruler?” She is often called incompetent steadfast conviction that animals and giant beasts should not
and unfit for a king, but Bartow doesn't think so. She may be be embroiled in human conflicts, and that the safety of all
too kind and reluctant, but she is a noble with great potential. individuals, both human and non-human, should be
“Can she control giant beasts?” She is still inexperienced, safeguarded.
but her ability to communicate with animals and to “About Prince Luo” If he possesses greater abilities than
manipulate them at will is genuine. her and demonstrate care for the welfare of the nation and its
creatures, she would be honored to entrust him with
- About Queen Arte responsibility. However, if he regards both humans and
“What kind of person is she?” She is a second wife from animals as mere commodities, she humbly requests that he
the Miraboa Kingdom, a prestigious magical kingdom. Since should be stopped if possible.
it was a political marriage, the couple is not on good terms. “About Queen (Mother) Arte.” I know that she cares
However, she continues to take care of him devotedly. about princess very much, but she feels under pressure
Naturally, she thinks that her daughter, Princess Lemuria, because the expectations for her succession to the throne are
will succeed to the throne, and she seems to be upset by the too high.
appearance of a man claiming to be Prince Luo. “About the King (Father).” She thinks he cares for her,
but she has never felt much affection for him. However, she
2) P RINCESS L EMURIA (P RIVATE ROOM IN THE R OYAL respects the way he cared for animals.
P ALACE) “About Hecht” His once flirtatious gaze now seems to be
With Bartow's accompaniment, PCs will be able to meet tinged with disdainful contempt ever since the arrival of
Princess Lemuria. Prince Luo.
Princess Lemuria greets them in the reception room 3) K ING T ILLA IV, WIZARD-K ING (P RIVATE R OOM IN THE
connected to her room. She is a bit nervous about meeting R OYAL P ALACE)
PCs for the first time, but she trusts Bartow and is open to King Tilla IV is lying ill in his bed.
conversation with them. As a guard, a huge Sabertooth Tiger (CR III, p. 329)
stands by the bed, watching the PCs with watchful eyes.
Princess Lemuria

163
Part 5 GMing and Scenarios

Tilla IV is in a constant state of drowsiness due to “Noble - About Miraboa Kingdom


Fever” and is in no condition to speak properly. PCs cannot “About the Country” A nation that has always been at the
make Impression checks against him. forefront of magical research. It was one of the first to
Sometimes he rambles on and dazzles, “Why, Sena... recognize the existence of the other world, and now
Why did you leave me, Sena ......?” “Forgive me, Luo..., I Summoning Arts and Summoning Daemons are very
was ......”. popular there. There are many outstanding nobles, and girls
Bartow tells PCs that Sena was the first queen and that are marrying into various countries.
both mother and child died during childbirth. “What are Summoning Arts?” The nobles of Miraboa
They also see that the king is in tears and keeps are researching the use of Daemons as legionnaires, and at
apologizing in rambling tones to Luo (because he thinks that the same time, Daemons are sometimes sealed in lamps, jars,
his son Luo, whom he had ordered Bartow to kill, is still etc. and carried around for protection.
alive). “Do you have a jar with Daemon in it?” She has brought
Tilla IV cannot speak properly and does not know much it with her as one of her bride's belongings. However, she has
more than that. never taken it out of her room and has not touched it for a
long time.
4) QUEEN ARTE (P RIVATE R OOM IN THE R OYAL P ALACE)
Queen Arte is mainly at the palace. At night, she goes to 7) Vold, Magic Researcher (Magic Tower)
her room and does not see anyone. When PCs are 8) Dispensary
accompanied by Bartow, they can see her at the palace. PCs will be able to move there if they found about them
during the conversation.
Queen Arte
(Blue Blood/Human/Female/54 years old) 5) H ECHT , K ING’S AIDE (P RIVATE OFFICE IN THE R OYAL
Profile P ALACE/P RIVATE R OOM AT H OME)
“There can only be one ruler, and that ruler is none other In contrast to Bartow, who is a military officer, Hecht is a
than Lemuria. Is it not evident?” civilian. In his office at the castle, he is doing paperwork on
She is the wife of King Tilla IV and the mother of this day.
Lemuria. She seems to be very desperate to make Lemuria
ruler. Her expression is rather morbid, and she seems to be Hecht (Blue Blood/Human/Male/44 years old)
in a deep thought. Profile
Location “If Prince Luo is indeed the progeny of the late queen,
During the day she is in the botanical garden of the royal then he is the rightful heir to the throne.”
palace, tending to the plants and bringing medicines to the He is the civil official in charge of the internal affairs of
King's room. At night, she is in his room. the Kingdom of Tilla.
Effective and Ineffective Categories He has a friendly smile, but his eyes are cold as if he is
Effective: Charm +2 pricing PCs out, and he keeps a subtle distance as if he is wary
Not effective: Intimidation of them.
Information and Benefits He is easily influenced by woman and will follow the lead
“I am not loved by Her Majesty...,” she sadly spills out. of those who are strong in their opinions.
She also learned from King Tilla IV that the name “Luo” Location
is the same as the name of the prince who was not born. He is at the castle in the mornings and afternoons and at
However, she says, “Prince Luo is supposed to be dead, isn't home at night.
he, Bartow?” she says with a devilish look on her face. Effective and Ineffective Categories
Effective: Charm +2, Intimidation +2
- Succession to the Throne Not effective: None
“Princess Lemuria.” Not only is she kind-hearted, but her Information and Benefits
talent may be even greater than her father's. He claims that he does not know Prince Luo very well,
“Prince Luo” He must be an imposter. If he is real, they but when pressed, he tells, “I do believe that he may be
must be able to control Giant Beasts. lodging at the “White Wolf”, a tavern and inn of great
renown situated in the heart of downtown.”
- About Tilla IV PCs will be able to move to “6) White Wolf”.
“Not loved?” She has married from the Miraboa
kingdom for the sake of bloodline exchange, and she loves - Succession to the Throne
the king. But he never really loved her. “Princess Lemuria” She seems unreliable and evasive.
“Are you in charge of medicine?” That is correct. With such a weak spirit, she may not be able to resist the
“What kind of medicine?” An antipyretic made from a invasion of the Kingdom of Yscaea.
dried decoction of elithe herb, said to be effective against “Bartow.” He is not a nobleman, but it does not make
Noble Fever. A Baron Vold magic researcher attached to the sense for him to be a close associate of the king. If Princess
court, has make it for the king. Another painkiller is bought Lemuria becomes the ruler, she will be a puppet of Bartow
from a dispensary in the town. and Queen Arte.
“Painkillers?” It is to relieve joint pain from fever. She “Queen Arte.” The relationship between the queen and
heard about the medicine from Mister Hecht. His Majesty is completely cold. Yet, the queen seems to be
delivering medicines every day and taking care of him

164
devotedly. If His Majesty dies right now, Princess Lemuria Hecht welcomes him, arranges lodging and takes care of
will succeed to the throne immediately. It would be most his money, but he feels that it is obvious that Hecht intends
convenient for the queen. to make me the king and make Luo his puppet.
“Prince Luo” He was carrying a ring with a tiger's He is motivated to succeed to the throne because he
emblem, which only members of the Tilla royal family are thinks it is a man's dream to become a wizard-king and fight
supposed to have. Therefore, the prince must be the heir. in wars.
And if the princess is not interested in the succession, the
prince should be the one to take the throne. Since he doesn't - Succession to the Throne
know how to rule, Hecht wants to teach him everything... “Is you really a prince?” He has the ring with the tiger's
emblem, a sign of royalty, so there's no doubt about it. He
6) WHITE WOLF was an abandoned child, but he was given this ring.
The “White Wolf” in the downtown is an inn and tavern “Is the ring real?” That old man Hecht says that it is the
for commoners where simple people gather. It is famous for real one, so must be the real one.
its bustling atmosphere, but now Prince Luo’s Legion “Are you interested in the throne?” It is only natural that
soldiers occupy the inn with their own faces, eat vulgarly, a strong nobleman becomes a wizard-king. I will crush the
drink and make noise even in the daytime. Kingdom of Yscaea.
Seated at the far end of the inn is a wild man - Prince Luo “Who told you that you are a prince?” It was a tall man
- dressed in fancy, fur-decorated clothing. in a robe that hid his face.
“Details about that person” He guesses that person was a
Explosive Situation race other than a human. Sometimes he would whisper,
As they try to approach Prince Luo, a rough fellow stops “Halifel”. Luo didn't know what he meant, but he knew he
them. He tells the PCs, “Get the hell out of this restaurant! was making fun of Luo. He was a condescending and
It's reserved for His Highness Prince Luo!” and try to kick annoying talker, but Luo was interested when he told him he
them out. was going to make me king. After that, he was Luo to Hecht.
For any PC, please perform an Evasion check with Target “About Hecht.” A small man that only looks large, and
Number 11. If they succeed, they evade a kick. If failed, the Luo is not going to follow him. Will gives him money. But
PC suffers “2d+3” physical damage. Luo thinks there is still someone behind the scenes who is
If PCs want to fight back, they should make an Accuracy manipulating Hecht.
check with Target Number 12. If they succeed, their “About your race.” I’m a Nightmare. So what?
opponent will be blown up spectacularly. “Prince Luo was supposed to have died as a baby.” I was
Repeat until the PC hits the enemy. Players may switch to raised as an abandoned child in a country temple. I don't
another PC in the middle of the fight. know anything more than that.
When the PC’s counterattack hits the target, and he is
blown away, Prince Luo happily steps in front of the PCs. Detecting the Authenticity of a Ring
To find out the real value of Luo’s ring of tiger's emblem,
Prince Luo PCs can make a Target Number 18 check with “Sage or
(Blue Blood/Nightmare/Male/31 years old) Scout class + Intelligence modifier”.
Profile Although it is hard to tell for sure since PCs have limited
“Since I'm the oldest prince, I'm the next wizard-king. access to it on Luo’s hand, they can tell that the ring looks
Ain't no damn problem?” new, although it is well-textured.
He is a man who lives like a thief in the territory of the When PCs pointed this out to Luo, he insists that he had
Fendil Kingdom Magical Federation with his legion of it with him since he was picked up, and never handed it over.
thieves. He is a coarse and vulgar person who cannot be
considered a nobleman. The Word Halifel
He does not hide his horns, the sign of Nightmares. If PCs succeed the Insight check with Target Number of
He seems to take good care of his subordinates. 13, they will find that this is an old elven, meaning “fool” or
He is wearing a ring with a tiger's emblem, a symbol of “ignorant”, which is a very strong abusive word for Elves, and
the royal family of Tilla. is rarely used by anyone except Elves.
Location Also, in the Kingdom of Giant Beasts, Tilla, the most
In the morning, he sleeps at the White Wolf, and in the known Elf is Vold, a magical researcher attached to the royal
afternoon, he wanders around town and cannot be found. At court.
night, he makes noise at the White Wolf.
Effective and Ineffective Categories 7) Vold, Magic Researcher (Magic Tower)
Effective: Prestige +2, Charm +4 9) Royal Seals Workshop
Not effective: None PCs will be able to move there if they found about them
※Charm is only from women. during the conversation.

Information and Benefits 7) VOLD, M AGIC R ESEARCHER (M AGIC TOWER )


A strange magician man (Vold, a magic researcher As a magic researcher attached to the royal court, Vold
attached to the royal court) told him “You are a prince of the continues his daily research on magic, but as an Elf, he looks
Kingdom of Giant Beasts, Tilla” and he came here. down on Humans and is always annoyed at the fact that he

165
Part 5 GMing and Scenarios

works for the Human wizard-king and is treated as a regarding the king's deteriorating state, I shall provide you
researcher rather than a key political or military official. with the very elixir. It is but an antipyretic derived from dried
He usually stays in his magic tower and rarely comes out. and steeped elithe.” (He retrieves the medicine from the
When PCs visit Vold's tower, he lets them in. However, it is drawer.)
cluttered with magic books, dried medicinal herbs, and “How do you get materials?” “I gather herbs in the Arnak
various experimental apparatuses, and it is not clear to the Forest myself. Though it is perilous, for I cannot tame the
untrained eye what is in there. beasts that dwell within, the medicinal plants I discover there
Vold is the mastermind behind this series of events, but are most precious indeed.”
until he is confronted with multiple pieces of evidence, the
GM should remain patient and resolute. - About Research
“About the Royal Bloodline” “There are a great many
Femme Vold, Magic Researcher nobles who make use of animal legions, yet there are
(Blue Blood/Elf/Male/140 years old) precious few among their ranks who can command great
Profile beasts or even the largest of creatures. 'Tis a mystery indeed
“Does not the natural order dictate that the superior man why the gift should be found solely within the House of Tilla,
should rule over the inferior?” despite the fruits of my own inquiries.”
He is a magician who has served the Kingdom of Giant “Can Prince Luo control giant beasts?” “My apologies,
Beasts, Tilla, for three generations. but I am not privy to that information. As you may know, the
He is researching the bloodline of the Tilla tribe, which inheritance of power is not always a guarantee amongst blood
is capable of control giant beasts, ostensibly to improve their relatives. Nevertheless, I believe that his qualities shall be put
capabilities and maintain a stable bloodline. to the test in due time.”
However, his research project is to create Giant Beasts “Are you researching Daemons? (Looking at Daemon
Legions, with the aim to replicate the process. However, that Contracts)” “It is the latest magic, but I dare not meddle with
goal has been virtually abandoned, and in recent years, he has it, for it is perilous.” (lie)
been secretly researching Summoning Arts in his tower to “When asked the meaning of “Halifel,” he blurts out that
obtain the power of a new Daemon. he doesn't know. When told directly, he is obviously
He pretends to be an intelligent and gentle man, but in offended.
his essence, he is an elitist, and because of this, wizard-kings
in the past have not promoted him beyond the rank of Steal a Daemon Contract and Medicine
researcher. Now he is planning to turn over to the Holy Great If the PC wishes, they can steal a Daemon Contract and
Yscaea Empire with the Kingdom of Giant Beasts, Tilla as a a packet of medicine.
gift. If they succeed in the Pickpocket Check with a Target
Location Number of 13, they can steal without being noticed. If they
He studies in my tower all day long. can distract Vold with conversation or other means, the
Effective and Ineffective Categories Target Number will be 11.
Effective: Speechcraft +2 If Vold finds out, he will be very wary and will not
Not effective: Prestige respond to further questions.
Information and Benefits
He says to PCs that the invasion of the Holy Great Yscaea 8) DISPENSARY
Empire could be powerful and that it is obvious that they will The dispensary is located in a section where commoners
take advantage of the opportunity to attack when Tilla IV live.
dies. For this reason, he said, people need a strong and The store sells medicines for commoners who do not
excellent leader. benefit much from magic, but sometimes medicines with
He implicitly prefers Prince Luo to Princess Lemuria, but more efficient effects than magic can be obtained, and some
when asked specifically which he prefers, he evades the nobles also use the store. However, most of them are just for
question. relaxation, and their actual effects are not as dramatic or as
If the PC looks around the room for clues, have the PC certain as spells.
perform a check with “Scout class level +Intelligence Here, PCs can get information about the medicine the
modifier”. If they succeed in Target Number of 12, they will queen is buying by talking to the shopkeeper.
find a bundle of Daemon Contracts and a freshly made Effective and Ineffective Categories
packet of medicine on the office desk. Effective: Prestige +2
Not effective: None
- Succession to the Throne
“Princess Lemuria” “It is a regrettable circumstance, for - Medication
it holds no significance to be adored by beasts if one does not “About the painkillers, the queen is buying.” It relieves
have a purpose for them.” joint pain and other symptoms associated with fever.
“Prince Luo.” “I do believe that decisiveness and military “What are the actual effects of painkillers?” The pain will
prowess are necessary qualities for a king in turbulent times.” lessen, but only temporarily.
“What are the side effects?” It is true that when the pain
- The Medicine of the King gets worse, one has to take this medicine frequently. This
“Are you making medicines and giving them to the medicine itself has no side effects. However, depending on
queen?” “Indeed. Should you harbor any uncertainty the combination of the two, side effects may occur.

166
“Combination?” There is an antipyretic made from a “Relationship between former Queen Sena and His
decoction of elithe grass, which, when combined with this Majesty the King” Queen Sena was a childhood friend of His
painkiller, is said to dramatically lower the fever but worsen Majesty, and the marriage was ostensibly a love marriage.
the disease in reaction. Rumor has it that the marriage was a stolen marriage from a
military officer Bartow, who was also a childhood friend.
9) R OYAL SEALS WORKSHOP
The workshop is authorized by the royal family to make B) R UMORS IN THE CITY
various official seals. It mainly produces medals, jewelry with If PCs go to a town where commoners live and talk to
family crests, seals, etc. It is in the Upper-class district and is them, they can gather a lot of rumors.
staffed by commoners.
If PCs ask Bartow, he will give them permission to visit Effective and Ineffective Categories
and investigate the site. Otherwise, it is usually off-limits. Effective: Intimidation +2 Prestige +2
The head of the workshop will tell PCs about Prince Not effective: None
Luo's ring of the tiger's emblem.
- Information
Effective and Ineffective Categories “Medicinal Herbs” A court sorcerer, who appears to be
Effective: Prestige +2 Vold, is sometimes seen picking medicinal herbs in the
Not effective: None forest.
“About Vold” They have seen an Elf magician-like figure
- About the Ring of Tiger's Emblem conversing with an unseen stranger in the forest.
“Have you made a ring with the tiger's emblem lately?” “About Queen Arte.” It is said that Queen Arte
He indeed made it. He received the order about a month ago sometimes comes directly to the dispensary to buy
and delivered it about a week ago. medicines. There are rumors that some medicines help the
“Is it real?” This is the official royal coat of arms, based king, and others hurt him.
on drawings approved by His Majesty the King. “About Vold” On rare occasions, he can be seen
“Who placed the order?” The issuance of official royal frequenting the suspicious bar of the downtown area.
seals and the direction of their production are under the
jurisdiction of Master Hecht. No one is allowed to make a PCs will be able to visit C) Suspicious Bar (Thieves'
seal without the permission of His Majesty the King or Mr. Guild).
Hecht.
“Do you have proof of that?” He has a purchase order C) SUSPICIOUS B AR (T HIEVES' GUILD)
signed by Mr. Hecht. Without it, the order would not have A tavern located in a rickety part of the Commoner's
been accepted. district functions as a thieves' guild. Various information is
bought and sold here for money.
If the PCs ask, they can borrow this order form. This is Refer to the “Information Fee Table” below, and PCs can
important evidence that Hecht abused his authority and pay the information fee required by the Success Value of the
forged the royal coat of arms. Impression check to obtain the information indicated in the
table.
A) R UMOR F ROM M AIDS
Ladies who work in the court are familiar with gossip. Information Fee Table
Impression checks on maids should be treated as if they were Success
made to an unspecified number of people. Information Fee Requested
Value
Regardless of money, information is not
Effective and Ineffective Categories 0 – 10
available.
Effective: Prestige +4 Charm +2 11 – 12 1,000G
Not effective: None 13 – 14 500G
15 – 16 200G
- Information 17 – 18 100G
“Queen Arte's relationship with His Majesty the King.”
19+ Free
The relationship appears to have been cold from the time of
their marriage and only came into existence after the birth of
- Information
Princess Lemuria.
“Queen Arte's Nursing.” The daily medicines for King
“Is Vold comes here?” A sorcerer in a robe, his face
hidden by a hood, comes. He buys medicines from the guild
Tilla IV are carried by Queen Arte. The queen's devotion
and distributes them to the dispensary. The funny fact is that
seems genuine, but it may be to facilitate the succession of
he is fond of saying “Halifel” sometimes.
the throne to Princess Lemuria.
“Is Luo a real prince?” It is well known that the prince “What medicines?” Painkillers. If used incorrectly, they
can be addictive and cause side effects. This is probably the
was stillborn. Although the truth is not known, the king seems
reason why they do not wholesale directly to dispensing
to believe it is true.
pharmacies.
“Hecht and Luo.” It seems that Count Hecht is having a
hard time dealing with the coarse, arrogant, and selfish Prince
“Daemon Contract” A substitute used to summon
Daemons. They are few, but they are available, and “Halifel”
Luo.
is the main buyer.

167
Part 5 GMing and Scenarios

If the Success Value is 16 or more, PCs find that Luo’s


Daemon Contract and Medicine Package Dance is self-made and that he is naturally talented and
If PCs show them the Daemon Contract and the attractive.
medicine packet, they will tell you that the medicine packet If the Success Value is 15 or less, the Dance of Luo will
is the same as the one sold to the “Halifel” and the Daemon mesmerize PCs, and they will feel that they have nothing to
Contract is the same as the one they sold (they will tell PCs complain about.
this for free). When Luo finishes his dance, he tells Princess Lemuria:

“If you've got power and you'd rather let it go to waste


than use it right, give it to me. If I'm king, I'll make sure to
use all of it.
On the second night of the investigation (or at a Ain't no need to be scared of the Kingdom of Yscaea!
convenient time for PCs), Bartow invites Luo to a party at the We're switching to a warship, not some cowardly, rotten
royal palace. vessel. I'll make sure to take out every last one of 'em!
This is a strategy to determine Luo's true identity and, at Hahahaha!”
the same time to let it be known that he was not suitable for
the royal court. The words are so impolite yet so powerful that none of
The PCs are asked to be present and join the party. the nobles refute them. Luo leaves the place with a wry smile
Princess Lemuria and Count Hecht will also attend the party. on his face.
Princess Lemuria, however, is not very good at such
events and tries to hide behind the PCs and Bartow.
Princess Lemuria's Awakening
In the remote Tilla Kingdom, the parties held at the castle As Luo leaves, Princess Lemuria enters the lounge. But
are just as grandiose as those in the Fendil Kingdom. then, the princess suddenly looks up.
In the castle's dance halls, elegant music flows as Blue Suddenly, Princess Lemuria bursts in, her eyes widening
Bloods and their relatives, Silver Blades, and even some in alarm. “Father! Father is in danger!” she cries out, urgently
senior citizens dance, creating an enchanting world of beseeching the PCs for help.
nobility. It is then revealed that the Sabertooth Tiger in the king's
Meanwhile, in another room, lavish food and desserts are bedroom is actually a Princess's loyal legion, who shares her
prepared, where nobles discuss the management of their senses and alerts her to danger.
estates, their earnings, and their hobbies, with budgets that According to the Princess, an unknown monster has
commoners could never fathom. appeared in her father's room, and she implores the PCs to
The topic of succession to the throne is kept to a rush to his aid. The urgency of her plea is palpable, and the
minimum since Princess Lemuria is present, but the curious gravity of the situation hangs heavy in the air.
gazes of the partygoers are all on her as they try to discern
who is more suitable to be the next king, Princess Lemuria
or Luo.
Suddenly, a murmur is heard from the dance hall. Luo Together with Princess Lemuria, PCs hurry to the
has finally arrived, and the air is filled with anticipation and bedroom of King Tilla IV. They cannot hear anything except
excitement. for the music of the ball, but as they approach the bedroom,
they can hear the sounds of the battle.
Luo, contrary to expectations, is dressed in formal attire. As PCs rush into the king's bedroom, where they find two
However, the designs are wild and somewhat avant-garde, Daemons. On the floor lies a fallen Daemon Zalbard (CR I,
with extensive use of fur and animal prints. Men call him p. 489), the bodies of countless guards, and a dying
“vulgar,” while women sigh a little at his novelty and his Sabertooth Tiger guarding the king.
imposing attitude. When the PCs enter the bedroom, Princess Lemuria
Luo tells Bartow the following: murmurs, “Protect my father...,” and slumps down, and at
the same time, Sabertooth Tiger also falls on the floor.
“I didn't give a damn about the stupid games, but I went A battle breaks out.
anyway. And what do you know, the princess is here too.
If the next king is a wimp, who knows what the hell will (Combat)
happen to this country! 1 x Valbravers (CR II, p. 396)
If you ain't gonna fight, then just hand over this damn 1 x Gildrekk (CR II, p. 398)
country to me! I'll make it strong as hell, no doubt about it.” ※The two Daemons are assumed to be at the same
coordinates and 5m away from the PCs.

Princess Lemuria looks horrified at Luo’s irreverent


attitude. Bartow then asks the PCs to measure Luo’s abilities. After the Combat
Luo’s dance, though unique, is both powerful and Post-battle investigation reveals that Daemons emerged
graceful and has a fascinating appeal to those who see it. from a large jar placed inside the king's bedroom.
PCs competing with Luo’s Dance should perform If PCs succeed in Appraise, check on Target Number 13
“Impression check/Dancing”. for the shards of the shattered jars, they find that this jar has
Daemons sealed there.

168
If PCs have obtained the Daemon Contract at Vold's To implicate the queen, he suggested the use of
Tower, they will find that the handwriting of the spell for medicaments that had side effects and added extra jars to the
sealing the Daemon on this jar is the same as that of Vold's. king's chambers.
It was Vold who devised this plan, not I.”
- Truth
It was Queen Arte who placed the jar containing the The PC may, of course, move to charge Hecht with a
Daemons. She brought the jar with her when she married the crime. In this case, Bartow will take care of it. The PCs are
king and had it carried to the king's bedchamber as protection then instructed to capture Vold immediately.
against any attempt on the king's life by Luo's wild nature or
ideas.
Vold sensed this and created an additional Daemon
Sealing Jar, which he placed using Count Hecht's Legion. In
When the PCs run into the magic tower where Vold lives,
the midst of a ball, Hecht brought the jar and visited the
Vold is waiting for them in the hall on the first floor.
bedroom himself to retrieve it. Unfortunately, the witness, a
If the evidence gathered by the PCs is insufficient, let
guard, was killed by the Daemons, and there is no one left to
them try to bluff their way out of it. However, if their plan
testify.
fails, he is short-tempered and arrogant by nature and will
If this situation continues, Queen Alte will be accused of
soon reveal his true nature and try to kill all the PCs to keep
assassinating the king. If that happens, Princess Lemuria will
their mouths shut.
also lose her support and be eliminated from the competition
Note that Vold is immediately enraged if PCs say
for the throne's succession.
“Halifel.”
However, Princess Lemuria saw the whole sequence of
Vold's eyes burn with anger and frustration, his madness
events through the eyes of Sabertooth Tiger as Hecht brought
on full display as he glares at the PCs.
in the jar and ordered Legion to open it after she left his
“How dare you sneak around like that, you wretched
bedroom.
vermins?” he spits, his voice seething with contempt.
Witnessing the horrifying incident, the princess finally
“It is most unbecoming for a mere human to declare
makes up her mind that “the throne cannot be handed over”
himself a wizard-king, especially when a nobleman such as
and asks PCs to cooperate with her again.
myself, a baron of the realm, is present. Mark my words. I
shall not be underestimated!
I shall dispatch all of you with ease, vanquish Bartow and
Queen Arte, enthrone Luo, and take this kingdom into my
Early morning of the next day. Bartow, having learned the own hands! Taming a madman such as he will prove a trivial
situation from Princess Lemuria, decides to go with PC to the task, and I shall make him my puppet!”
house to pursue Count Hecht (if PCs take the initiative, With a cry, Vold opens the lids of the jars beside him,
Bartow will follow them). unleashing sinister shadows that writhe out into the room.

P URSUING COUNT H ECHT From the jars emerge Ragnakang (CR II, p. 402), Grunel
Hecht hears about the commotion in the king's (CR II, p. 399), and Gildrekk (CR II, p. 398).
bedchamber. However, he does not know that Princess However, the Daemons go berserk and rip out Vold's
Lemuria actually controls Sabertooth Tiger and witnessed heart with a single blow.
the whole thing. Therefore, Hecht is still in his house. Having killed Vold, Daemons now target the PCs.
Then, Luo appears with his legion (he was following the
Hecht is surprised and panics when PCs suddenly get into PCs).
the house.
Naturally, he denies everything at first, but when PCs tell Luo stands over Vold, whose body writhes in a pool of
him what Princess Lemuria has witnessed, he gets very upset. blood. A cruel smile plays at the corners of Luo’s lips as he
Also, if they point out either or both of the “fake ring of speaks.
tiger's emblem” and “the side effects of a drug,” he will be “It looks like the Daemons you thought you could control
open to contemplation. turned against you before you had a chance to make me your
Even if PCs had not reached those proofs, if they say puppet. Now that my employer is gone, I guess my prince act
something akin to, “Luo is not fit to be a king. If he becomes is finished.”
king, there will be a war with the Kingdom of Yscaea, and this Luo looks up at the Daemons and braces himself.
country will be destroyed sooner or later”, Hecht will tell the “Now it’s just us versus them. I was bored as hell when I
truth in exchange for his own protection (Hecht was already moved here. Give me one of them.”
getting tired of Luo’s coarse and arrogant attitude). Joy fills Luo's expression as he delivers his final words.
If PCs say that Hecht will not be charged with a crime, he If there are no objections from the PCs, Luo will take on
speaks the following: Ragnakang.
Combat.
“My desire was to enthrone Prince Luo, a mere puppet, Grunel is reinforced with 7 x Sword Shards.
and thus wield my power over the government. Grunel and Gildrekk should be treated as being at the
For this purpose, the queen was accused of assassinating same coordinates and 5 meters away from the PCs.
the king and was to be disqualified.

169
If the PC wins, the game ends; if the PC loses, the request Stirring Daemons
fails. The death of Vold was only the beginning of a new
chapter in the Kingdom of Giant Beasts, Tilla.
Hidden amongst the people, other Daemons,
summoned by Vold, continued their work to bring about the
DAEMONS DEFEATED kingdom's destruction. The PCs, tasked with tracking down
At about the same time the PCs defeated the Daemons, these Daemons, must navigate a treacherous path of
Luo also defeated Ragnakang. deception, where nobles and commoners alike may be in
Luo says, “I don't like conspiracies, tricks, and all that disguise.
shit. My employer's dead, and I've been busted as a phony. Amongst the revelry and dancing, they must distinguish
Being a king's too much damn hassle, so I'm gonna do what between the alluring temptations of the Daemons and the
the hell I want.” He throws away the ring and leaves the place. true intentions of those around them.
If the PCs try to detain them, he will try to escape. If the
PCs try to restrain him, combat will take place. Use Proud The King is Dead! But…
Strongman (CR III, p. 413) with the Legion “Skilled Troops The once-great king, Tilla IV, passed away, but his
/Humanoid”. Luo has half of his HP. demise was far from peaceful. The appearance of his son
created an uproar that led to the king turning into an Undead.
Whether PCs let Luo leave or defeat him, Vold’s Driven by the belief that his son was still alive, Tilla IV lost
ambition to manipulate him from behind is crushed, and control of his Legion and began attacking neighboring villages
Princess Lemuria will take over the throne. and territories. The king who became the Undead lost the
If he escaped, Luo would lead his own Legion to raid the ability to control his Legion but instead went with his hordes
Kingdom of Yscaea forces hiding near the border. They are of Undead.
repulsed. However, Luo will not return to the Kingdom of Now, the PCs are called upon to put a stop to the
Giant Beasts, Tilla. rampaging king and guide his restless corpse to a peaceful
rest.
The PCs will be rewarded as promised, experience points
“1000 + (number of defeated monsters x monster level)” and
25 Reputation.

I F THE CONSPIRACY IS NOT STOPPED


If the PCs fail to uncover the plot of Vold and Hecht, and
the king's poisoning and the assassination plan with Daemons
are attributed to Queen Arte, the request fails.
Experience points are only “500 + (number of monsters
killed x monster level)” without any Reputation gained.
Eventually, Luo becomes king, the queen, and Princess
Lemuria are imprisoned, and Bartow and the PCs are exiled.

If you want to follow up this scenario with a campaign,


you can create the following scenarios. Of course, if you can
think of other scenarios, feel free to create them.

The Queen's Awareness


Even though the throne succession turmoil is over,
Princess Lemuria is still not yet ready to be a queen, and she
needs to be more prepared.
To solidify her resolve and confidence as a queen, and in
order for her talent for controlling giant beasts to be better
understood and enhanced, she must enter the Sea of Trees
and dominate the beasts.
The PC will be the escort and enter the Sea of Trees with
the princess. Then, weaken the attacking giant beast (reduce
its HP to about 1/10) and let the princess dominate it.
Naturally, the assassins of the Kingdom of Yscaea will be
looking for an opening to stop them, so they cannot afford to
lose sight of them.

170
Part 6 Monsters

171
Part 6 Monsters

The data in this part are those of monsters that may be The GM is free to change Arcane spells for each monster
encountered during the Magic Civilization Period. All of as long as it does not exceed the level limit.
them cannot no longer be seen in the present time (around
310 of the continental calendar). CHANGES TO E XISTING L EARNED M AGIC SYSTEMS
Monsters appearing in existing rulebooks, supplements, If you wish to use an existing monster data as a monster
and databooks may also be encountered in Magic Civilization in the Magic Civilization Period, you may replace either
Period adventures, except for “Construct (magitech)” created Truespeech Magic or Spiritualism Magic with Arcane Magic.
in the Magitech Civilization Period and Humanoid In this case, the level and Magic Power of the magic before
Barbarous, with classes that do not exist in the Magic the replacement are kept as they are, and the Arcane Magic
Civilization Period. GMs are free to design their own that can be cast is according to the table above.
adventures without being restricted to the monsters in this
section.
Please refer to the rulebooks Barbarous Tales and Ignis
Blaze for how to read the monster data.
When the GM introduces a monster, they may be
accompanied by a Legion.
If you wish to have a Legion accompany the monster, first
raise the monster's monster level by 1 (the other data are left
There was no Alchemist class in Magic Civilization as they are). After that, select an appropriate legion from the
Period, and Evocation is basically never used for adventures. “NPC Exclusive Legions” (see p. 65).
However, even in this book, the loot of each monster is Also, when a monster has a Legion, it is assumed to have
marked with the “color name and symbol” data related to the the following Noblesse according to its raised monster level.
material card. While it's unlikely that a monster thought to
be extinct in the current period actually existed, it's not M ONSTER WITH L EGIONS DURING COMBAT
impossible. It's also possible that an adventurer from the If the monster is controlling legions, the GM must inform
current period could appear in the Magic Civilization Period the PCs of this at the beginning of the battle. Also, the PCs
due to some time-travel effect. In the latter case, material can determine the type of Legion without any check and can
cards cannot be purchased and must be obtained through check its Might.
crude card-making from loot. The monster's Legion is treated as following the
Given these possibilities, we have left the data Aristocrat monster in the same way as the PC’s Legion. If the
unabridged. monster is affected by a wide area effect, the monster's
Legion is also treated as if it is also affected (see p. 118).
The GM who controls the monster, who will be the
Aristocrat, will decide whether to make a Substitution or not,
Some monsters know and can use Arcane Magic. Here is which Noblesse to use and so on.
an example of the pattern of Arcane Magic that a monster The monster Legion will never retreat as long as its
learns, and the monster can use Arcane Magic up to the level controlling monster is still fighting.
it has learned according to this example.

Arcane Magic Used by Monsters


Arcanist Ref.
Spell Acquired
Level Page
1 [Lancare=Ruinas, Spear of Ruin] 40
2 [Nebra=Venedamus, Venomous Miasma] 40
3 [Acus=Malitiae, Needle of Malice] 40
4 [Lux=Trikience, Piercing Ray] 40
5 [Welm=Rejectus, Barrier of Rejection] 40
6 [Magica=Auguetas, Emboldened Spells] 40
7 [Atmos=Iraptio, Atmosphere Ignition] 41 Noblesse Used by Monsters
8 [Lancair=Damnatorius, Spear of Disaster] 41 Monster Level Noblesse Acquired Ref. Page
9 [Magna=Saltous, Giant Leap] 41 1 [Crescent Moon Formation] 59
[Denebras=Cayence=Luminous, Punishing 3 [Hollow Square Formation] 59
10 41 5 [Hammer and Anvil] 60
Ray]
11 [Kerelitas=Walatous, Arcane Flight] 41 7 [Flying Wedge Formation] 60
12 [Defensio=Perfectus, Faultless Defense] 41 9 [Solo Dash Formation] 60
13 [Mors=Tempestus, Death Flare] 42 11 [Heavy Artillery] 62
14 [Lancare=Ferriodeus, Spear of Godslaying] 42 13 [Counter-Fire Formation] 62
15 [Spatium=Teleportus, Phase Shift] 42 15 [Strength of a Thousand Men] 62

172
13 Chartung Schlag
Int: Average Perc: Five senses (Darkvision) Disp: Hostile
Lang: Barbaric, Drakish, Arcana Hab: Various
5 Chartung Rep/Weak: 17/20 W.P.: Physical damage +2 points
Initiative: 18 Movement Speed: 13
Int: Average Perc: Five senses (Darkvision) Disp: Hostile Fortitude: 15 (22) Willpower: 18 (25)
Lang: Barbaric, Drakish, Arcana Hab: Various
Rep/Weak: 13/16 W.P.: Physical damage +2 points
Initiative: 11 Movement Speed: 10 F Style Accuracy Damage Evasion Def. HP MP
Fortitude: 7 (14) Willpower: 8 (15) Weapon 15(22) 2d+12 15(22) 12 80 95

Unique Skills
F Style Accuracy Damage Evasion Def. HP MP
↝Arcane Magic 13 Level /Magic Power 19 (26)
Weapon 6(13) 2d+3 6(13) 3 30 40

Unique Skills ○☑↝Magic Aptitude


↝Arcane Magic 5 Level /Magic Power 8 (15) They can use the Combat Feats [Guided Magic], [Magic Convergence],
[Magic Control], [Hawk Eye], [Metamagic/Targets], [Wordbreak].
☑Magic Aptitude
○Mana Defense
They can use the Combat Feats [Guided Magic], [Metamagic/Targets],
Monster receives -6 points of any magic damage less it receives. Also,
[Wordbreak].
each time the attacker hits with a melee attack, the attacker is dealt 6 magic
damage.
Loot
2–7 Arcana-Language Book (170G/White A) Loot
8+ Ordinary Grimoire (500G/White A) 2–8 Esoteric Spellbook (1,500G/White S)
9 – 11 Rare Grimoire (3,000G/White S)
Description 12+ Mystery Grimoire (6,000G/White S)
Chartung, a Barbarous with an unsightly visage, bared its gnashing teeth
and was cloaked in an aura of mana, emanating the same quality as that of Description
Manaflare.
It is the pinnacle of magic prowess within the Chartung tribe. Its power
It boasted an exceptional aptitude for magic and had mastered the art
is both feared and revered, fiercely guarded by the pulsating energy of mana
of Arcane Magic. Its abilities were reminiscent of telekinesis, which it used
that surrounds it, a force to be reckoned with for any who would dare to
to supplement its inferior physical capabilities. However, even with this aid,
challenge it.
its body remained largely immobile. It is believed that this deficiency, among
others, led to the extinction of its kind at the close of the Magic Civilization
Period.

9 Chartung Lekager
Int: Average Perc: Five senses (Darkvision) Disp: Hostile
Lang: Barbaric, Drakish, Arcana Hab: Various
Rep/Weak: 14/18 W.P.: Physical damage +2 points
Initiative: 15 Movement Speed: 11
Fortitude: 11 (18) Willpower: 13 (20)

F Style Accuracy Damage Evasion Def. HP MP


Weapon 10(17) 2d+8 10(17) 6 50 65

Unique Skills
↝Arcane Magic 9 Level /Magic Power 13 (20)

○☑↝Magic Aptitude
They can use the Combat Feats [Guided Magic], [Magic Convergence],
[Magic Control], [Metamagic/Targets], [Wordbreak].

○Mana Defense
Monster receives -3 points of any magic damage less it receives. Also,
each time the attacker hits with a melee attack, the attacker is dealt 3 magic
damage.

Loot
2–7 Ordinary Grimoire (500G/White A)
8 – 11 Esoteric Spellbook (1,500G/White S)
12+ Rare Grimoire (3,000G/White S)

Description
Amidst the Chartung tribe, there stands a mighty figure. Powerful and
wise, it has honed its skills in the art of magic. While its physical prowess
may pale in comparison to others, its general mana has grown to impressive
heights. It can repel many attacks, leaving its foes in awe of its strength.

173
Part 6 Monsters

●Leg
○Limited Attacks
The number of Leg sections that can attack or use its unique skills
against the same target in one round is limited to two.
16 Mountain Tortoise
Int: Average Perc: Five senses Disp: Neutral ↝Trample/Can't
Lang: None Hab: Forests, Grassland This ability can only be used on a character that is in a prone. In a
Rep/Weak: 21/24 W.P.: Wind damage +3 points “Range: Touch” Leg section deals to one prone character 2d+32 points of
Initiative: 20 Movement Speed: 20 physical damage.
Fortitude: 23 (30) Willpower: 19 (26)
Loot
F Style Accuracy Damage Evasion Def. HP MP Small Shell Fragment of Mountain Tortoise (100G/Gold Red
2–6
Bite (Head) 19(26) 2d+16 17(24) 14 87 18 Black A) x 2d
Slam (Body) 18(25) 2d+18 16(23) 22 116 13 Shell Fragment of Mountain Tortoise (500G/Gold Red Black A)
7 - 13
x 1d
Trample (Leg) 17(24) 2d+20 16(23) 14 93 9
Large Shell Fragment of Mountain Tortoise (6,000G/Gold Red
Trample (Leg) 17(24) 2d+20 16(23) 14 93 9 14+
Black S)
Trample (Leg) 17(24) 2d+20 16(23) 14 93 9
Trample (Leg) 17(24) 2d+20 16(23) 14 93 9
Description
Sections: 6 (Head / Body / Leg x 4) Main Section: Head
The giant tortoise, whose name evokes images of mountains, had a
Unique Skills carapace so immense that it was said to have been covered in soil and trees.
●Head Layers upon layers formed it, but it was prone to chipping, which proved
to be a blessing in disguise. The fragments, with their natural, beautiful
↝Shell Guard
patterns, were used as materials for jewelry coveted by even the most
The head is completely retracted into the shell. When the head is
powerful of wizard-kings and aristocrats.
retracted into the shell, Head section cannot be a target of any attack or
Alas, their vain desires led to the demise of this magnificent species,
effect. On the other hand, Head section cannot perform any actions other
now extinct due to overhunting.
than [↝Surprise Bite]. The retracted state can be ended at will with a Minor
Action.
When the HP of Body section becomes 0 or less, the retracted state is
automatically canceled, and this ability cannot be used.
This monster, in its first encounter, already has its head retracted into
its shell.

○Long Neck
Bite attacks can attack any character within 10 meters, ignoring
skirmishes.

↝Surprise Bite/19(26)/Danger Sense/Neg


This ability can only be used while the Head is in the shell because of
the [↝Shell Guard]. On failed check head deals 2d+16 points of physical
damage to the target. Target may counter this unique skill with an Evasion
check with a -4 penalty instead of a Danger Sense check.
When this ability is used, the retracted state is automatically released.

▽Grab
When a target is hit by a Bite attack or [↝Surprise Bite], the target is
grabbed up. The target cannot move, and from the next round, it is
automatically hit by a Bite attack.
When the target attempts to escape, it follows de-bonding (see BT, p.
34, CR EX, p. 72). The monster itself can release the target which was
grabbed by Minor Action by its own action. A character released from a grab
will immediately fall prone at the same coordinates as this monster.
While a character is grabbed by this ability, the Head section cannot
attack other characters, nor can it use the [↝Shell Guard] ability. On the
other hand, Body and Legs sections cannot make melee attacks against a
character grabbed by Head section.

●Body
☆Dance of Parasitic Birds/18(25)/Fortitude/Neg
A flock of parasitic birds living on tortoise back attack in a frenzy. In the
“Range/Area: 30m/Target” they deal 2d+12 physical damage in a radius
3m/5. All sections of this monster are automatically excluded from the target
of this effect.
This ability can be used up to twice per round.

▽Debris Drops/18(25)/Fortitude/Neg
If Body section is hit by a melee attack or by the effect with “Range:
Touch”, debris and fragments fall from the carapace if monster is dealing 10
or more points of applied damage. The character causing the damage should
make a Fortitude check and, if failed, falls prone and receives “2d+10” points
of physical damage. If the character falls prone, it cannot get up during its
next turn.

174
7 Cluster Bones 10 Ball of Eyes
Int: Low Perc: Magic Disp: Hostile Int: Servant Perc: Magic Disp: Instructed
Lang: None Hab: Tombs, Ruins Lang: Arcana Hab: Indoor
Rep/Weak: 13/17 W.P.: HP Recovery (deals damage instead), + 3 points Rep/Weak: 17/20 W.P.: Energy type damage +3 points
Initiative: 15 Movement Speed: 15 (Flying) Initiative: 15 Movement Speed: 10 (Floating)
Fortitude: 9 (16) Willpower: 10 (17) Fortitude: 12 (19) Willpower: 14 (21)

F Style Accuracy Damage Evasion Def. HP MP F Style Accuracy Damage Evasion Def. HP MP
Bones 10(17) 2d+6 9(16) 7 52 21 Slam 11(18) 2d+8 11(18) 6 72 46

Unique Skills Unique Skills


○Bone Body ○Psychic Resistance
A Cluster Bones is immune to criticals from edged weapons. This monster does not have the ability of [○Psychic Immunity].
However, it is not affected by psychic type (weak).
○2 Actions For any other psychic type of effect or ability, the monster gains a +4
A Cluster Bones can perform two Major Actions in one round. bonus when performing Willpower.

↝Whirling Bones/8(15)/Fortitude/Neg ○Vigilant Signal


The character attacks any character in the skirmish in which it resides The creator or user of this monster can attune to Ball of Eyes of their
with a whirlpool of bones; any character that fails Fortitude suffers 2d points choice in advance. When this monster sees a suspicious person or intruder,
of physical damage and falls prone. it sends out a signal alarm within a radius of 100m. Only previously attuned
This ability can only be used once per round. characters will be able to detect it.
A character with [○Psychic Immunity] cannot be attuned to this
↝Bone Mass Spearhead/9(16)/Evasion check/Neg monster.
If there is a prone character that can be attack be a melee attack by this
monster, the bones uncoil and link newly, transforming into a huge weapon. ↝Hundred Resentful Stares/11(18)/Willpower/Neg
Then, the monster makes a melee attack against the prone character. In a “Range: Caster” will stare at “30m Radius/All” with many eyes. A
If the targeted character fails an Evasion check, it receives 2d+15 points character who fails Willpower rolls 1d and suffers the following effect. This
of physical damage. effect is of psychic type and lasts for 10 seconds (1 round). A character who
Regardless of the success or failure of the attack, the bone will is attuned with this monster with [○Vigilant Signal] is not affected by this
immediately loosen again and return to their moving state. effect. It costs 10 MP for this monster to use this unique skill.
1d Effect
Loot Once again, a Fortitude with Target Number 17 must be
Always Sturdy Bones (30G/Red B) x 2d performed. If they fail, their HP becomes 0. Regardless of the
2–5 Sturdy Bones (30G/Red B) x 2d success or failure of the Fortitude check, the target cannot
1
6+ Magical Bones (250G/Gold Red A) perform any movement or action on their next turn. Also,
during the duration of the effect, any action check is penalized
by -4.
Description On their next turn, the target performs a self-inflicted wound
It is an undead creature with numerous human bones dancing in the with Major Action. This action reduces the current HP by 10
whirlpool. They repel anyone who approaches them, and if they fall, their 2 points. If the target can perform multiple Major Actions, all of
bones connect with each other to form a huge weapon that attacks them. them must be applied to this action (the HP reduction is also
It is said that one of the wizard-kings made them for executing criminals applied multiple times).
and repeatedly enlarged them by adding the bones of executed criminals. The target goes into a frenzy. On their next turn, they try to
There have been no sightings of Raxia in later times, and it is said that only move in a random direction with Full Move while shouting
a few existed, and that they may have all perished. something absurd. If the character is in a melee state, the
3–4
character performs retreat action. If the character cannot move,
they cannot make any action except screaming, and they suffer
a -4 penalty to any action check for the duration of the effect.
The target immediately falls prone. They will not be able to get
5–6
up on their next turn.

Loot
Always Zombie Eye (30G/Red B) x 2d
2–6 Crystal Tears of Resentment (500G/White A)
7+ Crystal Tears of Sorrow (1,000G/White S)

Description
A grotesque and eerie construct, with dozens of eyeballs encased within
a translucent, gelatinous sphere. The eyes, once alive, are now hollow, their
pain and resentment harnessed as a source of energy to propel the construct.
Originally designed as an indoor guard, this construct is held in place by
a negative psychic force that gradually dissipates over time, leaving it to decay
from the inside out, until it finally crumbles to dust. Its method of creation
lost to the ages, this horror marvel of the Magitech Civilization Period
remains a haunting reminder of the depths of human ingenuity and cruelty.

175
Part 6 Monsters

10 Bicorn
Int: High Perc: Five Senses Disp: Neutral
Lang: Sylvan Hab: Forests
Rep/Weak: 16/20 W.P.: Accuracy +1
Initiative: 17 Movement Speed: 30
Fortitude: 14 (21) Willpower: 14 (21)

F Style Accuracy Damage Evasion Def. HP MP


Horn 13(20) 2d+14 12(19) 10 81 128

Unique Skills
↝Fairy Magic 10 Level/Magic Power 14 (21)
The contracted classes and available ranks using WT should be 5
class/10 ranks for the four types: earth, wind, light, and dark.

○☑Magic Aptitude
They can use the Combat Feats [Multi-Action], [Guided Magic], [Magic
Convergence], [Magic Control], [Hawk Eye], [Metamagic/Targets],
[Metamagic/Distance], [Rune Master].

↝Healing Horn/14 (17)/Fortitude/Neg


Completely recovers the target's HP and removes any poisons, diseases,
curses, and cures petrification. This has no effect on Constructs and
Undead.
An Undead character affected by this unique skill must make a
Fortitude save, and if it fails, it is immediately destroyed.
A character may only receive this effect once per day. In the case of a
character with multiple sections, the effect is available up to once per section
and once per day.
This unique skill costs 14 MP to use.

☆Horn of Power
For 10 seconds (1 round), an attack with horns gains a +2 bonus to
Accuracy checks and +6 points of damage.
Using this effect consumes 5 MP.

▽Horn of Mana
If the Bicorn's MP reaches 0, it dies instantly, its horns crumbling into
useless dust.

Loot
Always Unicorn Horn (300/Gold Red A)
Always Beautiful Horn (1,000G/Gold Red S)

Description
A higher species than Unicorn (CR II, p. 383), with a second horn
vertically aligned on the forehead.
Although wary, it was gentle and non-hostile, but its second horn was
considered the best material for the Arcane Vessels (see p. 43), and therefore
it was overhunted during the Magic Civilization Period, leading to its
extinction.

List of Summonable Daemons


Lv Daemon MP Essential Offerings Other Offerings Vessel Total Cost Daemon Seminarium
11 Egdelwonk 22 Serpent (250) 6,000 3,500 9,750 Stage 3
13 Svegarabar 26 A living giant eagle (1,000) 10,000 5,500 16,500 Stage 4

176
13 Tricorn
Int: High Perc: Five Senses Disp: Neutral
Lang: Sylvan Hab: Forests
Rep/Weak: 18/22 W.P.: Accuracy +1
Initiative: 22 Movement Speed: 40
11 Egdelwonk
Fortitude: 18 (25) Willpower: 18 (25) Int: High Perc: Five senses (Darkvision) Disp: Instructed
Lang: Arcana, Daemonic Hab: Various
Rep/Weak: 17/20 W.P.: Bludgeoning damage +3 points
F Style Accuracy Damage Evasion Def. HP MP Initiative: 16 Movement Speed: 16
Horn 18(25) 2d+15 17(24) 13 120 152 Fortitude: 14 (21) Willpower: 14 (21)

Unique Skills
F Style Accuracy Damage Evasion Def. HP MP
↝Fairy Magic 14 Level/Magic Power 18 (25)
Bite (Head) 19(26) 2d+16 17(24) 14 87 18
The contracted classes and available ranks using WT should be 7
Slam (Body) 18(25) 2d+18 16(23) 22 116 13
class/14 ranks for the four types: earth, wind, light, and dark.
Tail (Tail) 17(24) 2d+20 16(23) 14 93 9
○Multiple Declarations = 2 times Sections: 3 (Head / Body / Tail) Main Section: Head
Unique Skills
○☑Magic Aptitude
●All Sections
They can use the Combat Feats [Multi-Action], [Guided Magic], [Magic
Convergence], [Magic Control], [Hawk Eye], [Metamagic/Targets], ○Hawk Eye
[Metamagic/Distance]. It can shoot and use abilities through covers.

☑Horn of Mana Strike ●Head


For 10 seconds (1 round), a horn attack gains a +3 bonus to Accuracy ☆Independence/11(18)/Various/Neg
checks and deal +28 damage. At the same time, Tricorn gains a -1 penalty This ability targets Constructs, Undead, Daemons, Fairies, Mount, and
to Fortitude and Willpower. Legion with a master or contractor. The target must be within “Range/Area:
Using this unique skill consumes 8 MP. 30m/Target” and “Target: 1 Character ○ (single Legion unit is the target of
this effect)”.
↝Healing Horn/18 (25)/Fortitude/Neg The master or contractor of the specified target performs an action
Completely recovers the target's HP and removes any poisons, diseases, check with “Class related to a service or contract + Spirit modifier” as the
curses, and cures petrification. This has no effect on Constructs and Standard Value (this check is not an action check), and compare the Success
Undead. Value. If the two have the same or higher Success Value, there is no effect,
An Undead character affected by this unique skill must make a but if the Success Value is lower than the Egdelwonk’s result, the target
Fortitude save, and if it fails, it is immediately destroyed. cannot act for 10 seconds (1 round).
A character may only receive this effect once per day. In the case of a Using this ability consumes 5 points of MP. It can be used only once
character with multiple sections, the effect is available up to once per section per round on the same target.
and once per day. This effect does not affect the Egdelwonk itself.
This unique skill costs 18 MP to use.
●Body
▼Horn of Life ↝Divine Magic 11 Level/Magic Power 14 (21)
This effect can be used when HP is reduced by more than 20 points of
applied damage at the same time.
○☑↝Magic Aptitude
3 MP is consumed, and HP is restored by 10 points immediately.
They can use the Combat Feats [Multi-Action], [Guided Magic],
[Metamagic/Targets], [Metamagic/Distance], [Metamagic/Time].
▽Horn of Mana
If the Tricorn's MP reaches 0, it dies instantly, its horns crumbling into
●Tail
useless dust.
↝Tail Shot/14(21)/Evasion/Neg
Loot The Tail tip strikes an enemy character at “Range/Area: 30 m/Shot”,
Always Unicorn Horn (300/Gold Red A) dealing “2d+14” points of physical damage. The Tail itself is not detached,
Always Beautiful Horn (1,000G/Gold Red S) x 2 and this ability can be used as many times as necessary.

Loot
Description Always Crystallized Daemon’s Blood (800G/Red A)
A higher species than Unicorn (CR II, p. 383), with tri horns. 2-6 Daemon’s Scales (600G/Red A)
The three horns are arranged in an equilateral triangle, with the apex 7+ Green Scales (1,600G/Gold Red S)
pointing upward. Like a Bicorn, it is said that this species was overhunted
for its horns and became extinct.
Description
Amidst the chaos of the Magic Civilization Period, a Daemon slithered
through the battlefield, its serpent form adorned with a green coat of arms.
It pledged its loyalty to the mad god Laris, but its true power lay in its
ability to kindle the flames of independence within the hearts of followers.
The Daemons were one of many summoned to the frontlines, alongside
Golems, Undead, and Legions, each with their own unique abilities. But as
the dust settled and the ages passed, these many of those creatures faded
into myth.
Wise sages would later speculate that these Daemons, who fiercely
prized their independence, may have been pushed Daemons to revolt
against their very creators.

177
Part 6 Monsters

Daemons brought forth a host of malevolent beings that brought about the
13 Svegarabar civilization's ruin, the moment they spiraled out of control.
Int: Average Perc: Five senses (Darkvision) Disp: Hostile
Lang: Arcana, Daemonic Hab: Various
Rep/Weak: 17/22 W.P.: Bludgeoning damage +3 points
Initiative: 22 Movement Speed: 20/20 (Flying)
Fortitude: 19 (26) Willpower: 16 (23)

F Style Accuracy Damage Evasion Def. HP MP 11 Astrayed


Bite (Head) 16(23) 2d+10 14(21) 15 68 61 Int: High Perc: Five Senses (Darkvision) Disp: Hostile
Weapon (Body) 14(21) 2d+12 14(21) 14 88 31 Lang: Ancient Celestial (can also speak) Hab: Various
Wings (Wings) 14(21) 2d+10 14(21) 12 63 27 Rep/Weak: 19/23 W.P.: Magic damage +2 points
Sections: 3 (Head / Body / Wings) Main Section: Head Initiative: 19 Movement Speed: 20
Fortitude: 15 (22) Willpower: 14 (21)
Unique Skills
●Head F Style Accuracy Damage Evasion Def. HP MP
○Invincible Army Weapon 14(21) 2d+16 13(20) 12 85 73
All Daemon characters (without distinguishing friend or foe) within a
“30m” radius, including the monster itself, all of their sections gain the Unique Skills
following abilities: ○Soldier of the Ancient War
- It can act until HP becomes “-(its Fortitude)” (negative amount). However, Any physical or magical damage caused by this monster will be
unique skills that are lost when HP becomes 0 or less (for example, [○Attack increased by +2 points for any Humanoid, Barbarous, or Divine Being
Obstacle] and [○Flying]) are still lost when HP becomes 0 or less. character.
- If the HP is 0 or less, the Accuracy check of the melee attacks gains a +2
bonus, and damage is increased by +4 points. ↝Limited Divine Magic/Magic Power 12 (19)
Among Divine Magic, can cast only [Force Explosion], [God Hand]
☆Protective Wall Formation with Magic Power 12.
With “Range/Area: 30m/Target”, a protective wall is created under
“Target: 1 Character”. The protective wall follows the target and ○☑↝Magic Aptitude
automatically covers the target's applied damage up to a cumulative total of They can use the Combat Feats [Multi-Action], [Guided Magic], [Magic
10 points, regardless of physical or magical damage. Damage that cannot be Convergence], [Magic Control], [Hawk Eye], [Metamagic/Targets],
covered by the wall is dealt to the original target. Multiple protective walls [Metamagic/Area], [Wordbreak].
cannot be placed on a single target at the same time. A protective wall
disappears when it has covered the accumulated damage of 10 points or after
☑Mana Strike = +12 damage
3 minutes (18 rounds) have elapsed. A protective wall cannot be directly
An Astrayed may deal an additional +12 damage to their next melee
targeted by any effect.
attack. If they do, they receive a -1 penalty to Evasion, Fortitude, and
Using this unique skill consumes 5 points of MP.
Willpower checks until their next turn.
○Hawk Eye
It can shoot and use abilities through covers.

●Head and Wings


▼Counter
A Svegarabar can use [Counter] combat feat.

●Body
○Attack Obstacle = Impossible • +4
The size of the head prevents it from being a target for melee attacks.
The head cannot be attacked in melee. Against any ranged attacks, Head
receives a +4 bonus to Evasion checks.
When the Body falls to 0 HP or lower, this effect disappears.

●Wings
○Flight
All section receives a +1 bonus to Accuracy and Evasion only for melee
attacks.
If the Wings section falls to 0 HP or lower, this unique skill cannot be
used.

☑All-Out Attack
A Wings can deal an additional 8 damage on its next attack. However,
any Evasion check made by this section this turn receives a -3 penalty.

Loot
Always Crystallized Daemon’s Blood (800G/Red A)
2-6 Feathers (1,000G/Red S)
7 – 10 Vivid Feathers (3,000G/Gold Red S)
11+ Vivid Feathers (3,000G/Gold Red S) x 2

Description
Daemon is a towering humanoid entity standing at nearly five meters
tall. Its visage bears the countenance of a fierce bird of prey, while its back is
adorned with magnificent plumage, rumored to have contributed to the fall
of Magic Civilization. The Daemon's mighty power to command other

178
Loot
Always Bones of the Divine Soldier (900G/Red A) 13 Astrayed Biter
2 – 11 Sacred Armor (600G/Gold Black White A) Int: High Perc: Five Senses (Darkvision) Disp: Hostile
12+ Divine Armor (2,700G/Gold Black White S) Lang: Ancient Celestial (can also speak) Hab: Various
Rep/Weak: 20/25 W.P.: Magic damage +2 points
Initiative: 22 Movement Speed: 30
Description
Fortitude: 17 (24) Willpower: 16 (23)
Astrayed, divine creatures that once served as the sentinels of the gods
fought ferociously in the War of the Gods. Some, however, continued to
rage on even after the battle was won, attacking indiscriminately. They F Style Accuracy Damage Evasion Def. HP MP
preyed on Humanoids, Barbarous, and even their own kind. Bite (Head) 16(23) 2d+18 16(23) 14 95 83
Though the humanoid form is considered the weakest among the Trample (Body) 15(22) 2d+17 15(22) 13 100 41
Astrayed, they stand tall at a towering 2.5 meters and possess awe-inspiring
strength. Despite their physical prowess, the Astrayed have been reported to Sections: 2 (Head / Body) Main Section: Head
have gone extinct during the Magic Civilization Period, and no sightings have Unique Skills
been made in later periods. ●All Sections
○Soldier of the Ancient War
12 Air Astrayed Any physical or magical damage caused by this monster will be
increased by +2 points for any Humanoid, Barbarous, or Divine Being
Int: High Perc: Five Senses (Darkvision) Disp: Hostile
character.
Lang: Ancient Celestial (can also speak) Hab: Various
Rep/Weak: 20/24 W.P.: Magic damage +2 points
Initiative: 21 Movement Speed: 25/25 (Flying) ●Head
Fortitude: 15 (22) Willpower: 15 (22) ↝Limited Divine Magic/Magic Power 14 (21)
Among Divine Magic, can cast only [Force Explosion], [God Hand]
with Magic Power 14.
F Style Accuracy Damage Evasion Def. HP MP
Weapon 15(22) 2d+16 14(21) 12 90 78
○Multiple Declarations = 2 times
Unique Skills
○Soldier of the Ancient War ○☑↝Magic Aptitude
Any physical or magical damage caused by this monster will be They can use the Combat Feats [Multi-Action], [Guided Magic], [Magic
increased by +2 points for any Humanoid, Barbarous, or Divine Being Convergence], [Magic Control], [Hawk Eye], [Metamagic/Targets],
character. [Metamagic/Area], [Wordbreak].

○Flight ☑Mana Strike = +14 damage


An Air Astrayed receives a +1 bonus to Accuracy and Evasion only for An Astrayed may deal an additional +14 damage to their next melee
melee attacks. attack. If they do, they receive a -1 penalty to Evasion, Fortitude, and
Willpower checks until their next turn.
↝Limited Divine Magic/Magic Power 13 (20)
Among Divine Magic, can cast only [Force Explosion], [God Hand] ●Body
with Magic Power 13. ○Attack Obstacle = +4 • +4
The monster’s height hinders attacks.
○☑↝Magic Aptitude The Head section gains a +4 bonus to Evasion checks against melee and
They can use the Combat Feats [Multi-Action], [Guided Magic], [Magic ranged attacks.
Convergence], [Magic Control], [Hawk Eye], [Metamagic/Targets], When the Body section falls to 0 HP or lower, this effect disappears.
[Metamagic/Area], [Wordbreak].
Loot
☑Mana Strike = +13 damage Always Bones of the Divine Soldier (900G/Red A)
An Astrayed may deal an additional +13 damage to their next melee 2 – 10 Fangs of the Divine Beast Soldier (1,200G/Gold Red S)
attack. If they do, they receive a -1 penalty to Evasion, Fortitude, and 11+ Sharp Fangs of the Divine Beast Soldier (7,200G/Gold Red
Willpower checks until their next turn. S)

Loot Description
Always Bones of the Divine Soldier (900G/Red A) This was an Astrayed, towering at almost two meters tall, a monstrous
2–9 Sacred Armor (600G/Gold Black White A) carnivore that had wrought havoc on the battlefield with its unmatched
10+ Divine Armor (2,700G/Gold Black White S) ferocity. Its very presence spread fear and death as it unleashed its
unparalleled aggression on all who dared cross its path.
Description
This Astrayed had wings on its back and was capable of flight. Its size
was almost the same as a common Astrayed.

179
Part 6 Monsters

14 Astrayed Chief 15 Astrayed Flicker


Int: High Perc: Five Senses (Darkvision) Disp: Hostile Int: High Perc: Five Senses (Darkvision) Disp: Hostile
Lang: Ancient Celestial (can also speak) Hab: Various Lang: Ancient Celestial (can also speak) Hab: Various
Rep/Weak: 21/25 W.P.: Magic damage +2 points Rep/Weak: 22/26 W.P.: Magic damage +2 points
Initiative: 23 Movement Speed: 25 Initiative: 25 Movement Speed: 30/30 (Flying)
Fortitude: 18 (25) Willpower: 17 (24) Fortitude: 19 (26) Willpower: 18 (25)

F Style Accuracy Damage Evasion Def. HP MP F Style Accuracy Damage Evasion Def. HP MP
Weapon 17(24) 2d+19 16(23) 15 120 88 Weapon 18(25) 2d+19 17(24) 15 130 93

Unique Skills Unique Skills


○Soldier of the Ancient War ○Soldier of the Ancient War
Any physical or magical damage caused by this monster will be Any physical or magical damage caused by this monster will be
increased by +2 points for any Humanoid, Barbarous, or Divine Being increased by +2 points for any Humanoid, Barbarous, or Divine Being
character. character.

↝Limited Divine Magic/Magic Power 15 (22) ↝Limited Divine Magic/Magic Power 16 (23)
Among Divine Magic, can cast only [Force Explosion], [God Hand] Among Divine Magic, can cast only [Force Explosion], [God Hand]
with Magic Power 15. with Magic Power 13.

○Multiple Declarations = 2 times ○Flight II


An Astrayed Flicker receives a +2 bonus to Accuracy and Evasion only
for melee attacks.
○☑↝Magic Aptitude
They can use the Combat Feats [Multi-Action], [Guided Magic], [Magic ○☑↝Magic Aptitude
Convergence], [Magic Control], [Hawk Eye], [Metamagic/Targets], They can use the Combat Feats [Multi-Action], [Guided Magic], [Magic
[Metamagic/Area], [Wordbreak]. Convergence], [Magic Control], [Hawk Eye], [Metamagic/Targets],
[Metamagic/Area], [Wordbreak].
☑Mana Strike = +15 damage
An Astrayed may deal an additional +15 damage to their next melee ☑Mana Strike = +16 damage
attack. If they do, they receive a -1 penalty to Evasion, Fortitude, and An Astrayed may deal an additional +16 damage to their next melee
Willpower checks until their next turn. attack. If they do, they receive a -1 penalty to Evasion, Fortitude, and
Willpower checks until their next turn.
Loot
Always Bones of the Divine Soldier (900G/Red A) Loot
2–6 Sacred Armor (600G/Gold Black White A) Always Bones of the Divine Soldier (900G/Red A)
7 – 13 Divine Armor (2,700G/Gold Black White S) 2–5 Sacred Armor (600G/Gold Black White A)
14+ Legendary Armor (12,000G/Gold Black White SS) 6 – 11 Divine Armor (2,700G/Gold Black White S)
12+ Legendary Armor (12,000G/Gold Black White SS)
Description
It was one size larger than a standard Astrayed. Often, a small group of Description
Astrayed would form a platoon with it, and it would act as a commander. It had wings similar to those of the Astrayed Air and was a flying type of
Astrayed. With high aerial combat capabilities, it played the role of a platoon
leader leading multiple Astrayed Airs during the War of the Gods.

180
17 Astrayed Ruler 19 Astrayed Rusher
Int: High Perc: Five Senses (Darkvision) Disp: Hostile Int: High Perc: Five Senses (Darkvision) Disp: Hostile
Lang: Ancient Celestial (can also speak) Hab: Various Lang: Ancient Celestial (can also speak) Hab: Various
Rep/Weak: 23/27 W.P.: Magic damage +2 points Rep/Weak: 24/29 W.P.: Magic damage +2 points
Initiative: 26 Movement Speed: 30 Initiative: 28 Movement Speed: 40
Fortitude: 21 (28) Willpower: 20 (27) Fortitude: 23 (30) Willpower: 22 (29)
F Style Accuracy Damage Evasion Def. HP MP
F Style Accuracy Damage Evasion Def. HP MP Bite (Head) 22(29) 2d+23 22(29) 18 155 103
Weapon Trample (Body) 21(28) 2d+23 20(27) 16 175 51
20(27) 2d+22 19(26) 16 155 103
(Upper Body)
Kick (Lower Sections: 2 (Head / Body) Main Section: Head
19(26) 2d+20 18(25) 17 175 51
Body)
Unique Skills
Sections: 2 (Upper Body / Lower Body) Main Section: Upper Body ●All Sections
Unique Skills ○Soldier of the Ancient War
●All Sections Any physical or magical damage caused by this monster will be
○Soldier of the Ancient War increased by +2 points for any Humanoid, Barbarous, or Divine Being
Any physical or magical damage caused by this monster will be character.
increased by +2 points for any Humanoid, Barbarous, or Divine Being
character. ●Head
↝Limited Divine Magic/Magic Power 18 (25)
●Upper Body Among Divine Magic, can cast only [Force Explosion], [God Hand]
↝Limited Divine Magic/Magic Power 17 (24) with Magic Power 18.
Among Divine Magic, can cast only [Force Explosion], [God Hand]
with Magic Power 17. ○Multiple Declarations = 2 times

○Multiple Declarations = 2 times ○☑↝Magic Aptitude


They can use the Combat Feats [Multi-Action], [Guided Magic], [Magic
○☑↝Magic Aptitude Convergence], [Magic Control], [Hawk Eye], [Metamagic/Targets],
They can use the Combat Feats [Multi-Action], [Guided Magic], [Magic [Metamagic/Area], [Wordbreak].
Convergence], [Magic Control], [Hawk Eye], [Metamagic/Targets],
[Metamagic/Area], [Wordbreak]. ☑Mana Strike = +18 damage
An Astrayed may deal an additional +18 damage to their next melee
☑Mana Strike = +17 damage attack. If they do, they receive a -1 penalty to Evasion, Fortitude, and
An Astrayed may deal an additional +17 damage to their next melee Willpower checks until their next turn.
attack. If they do, they receive a -1 penalty to Evasion, Fortitude, and
Willpower checks until their next turn. ●Body
○Attack Obstacle = +4 • +4
●Lower Body The monster’s height hinders attacks.
○Attack Obstacle = +4 • +4 The Head section gains a +4 bonus to Evasion checks against melee and
ranged attacks.
The monster’s height hinders attacks.
When the Body section falls to 0 HP or lower, this effect disappears.
The Upper Body section gains a +4 bonus to Evasion checks against
melee and ranged attacks.
When the Lower Body section falls to 0 HP or lower, this effect ○Thick Legs
disappears. Astrayed Rusher does not fall prone even if they are subjected to a
prone effect. Also, they do not receive any penalties due to poor footing.
○Thick Legs When the Lower Body falls to 0 HP or lower, this effect disappears.
Astrayed Ruler does not fall prone even if they are subjected to a prone
effect. Also, they do not receive any penalties due to poor footing. ↝Trample with Both Feet
When the Lower Body falls to 0 HP or lower, this effect disappears. The Astrayed Rusher may Trample twice during the same turn but must
attack two different characters when doing so.
Loot
Always Bones of the Major Divine Soldier (1,800/Red S) Loot
2–8 Divine Armor (2,700G/Gold Black White S) Always Bones of the Major Divine Soldier (1,800/Red S)
9+ Legendary Armor (12,000G/Gold Black White SS) 2–9 Great Fangs of the Divine Beast Soldier (3,600G/Gold Red
S)
10+ Perfect Great Fangs of the Divine Beast Soldier
Description (18,000G/Gold Red SS)
A giant humanoid Astrayed, over 3 meters tall, was known to have
reigned over battlefields with its overwhelming presence.
Description
This was an Astrayed in the form of a huge beast that stood 3 meters
tall. It had tusks as big as ivory and was said to have trampled and crushed
everything with its massive body.

181
Part 6 Monsters

Description
23 Astrayed Virtues It was a humanoid Astrayed that was over 5 meters tall. It was said to
Int: High Perc: Five Senses (Darkvision) Disp: Hostile have been in a position to lead an army of over one hundred Astrayed..
Lang: Ancient Celestial (can also speak) Hab: Various
Rep/Weak: 23/27 W.P.: Magic damage +2 points
Initiative: 26 Movement Speed: 30
Fortitude: 21 (28) Willpower: 20 (27)

F Style Accuracy Damage Evasion Def. HP MP


None (Head) - - 27(34) 18 180 123
Weapon
27(34) 2d+28 26(33) 20 200 61
(Upper Body)
Kick (Lower 26(33) 20 200 61
26(33) 2d+28
Body)
Sections: 3 (Head / Upper Body / Lower Body) Main Section: Head
Unique Skills
●All Sections
○Soldier of the Ancient War
Any physical or magical damage caused by this monster will be
increased by +2 points for any Humanoid, Barbarous, or Divine Being
character.

●Head
↝Limited Divine Magic/Magic Power 21 (28)
Among Divine Magic, can cast only [Force Explosion], [God Hand]
with Magic Power 21.

○Multiple Declarations = 2 times

○☑↝Magic Aptitude
They can use the Combat Feats [Guided Magic], [Magic Convergence],
[Magic Control], [Hawk Eye], [Metamagic/Targets], [Metamagic/Area],
[Wordbreak].

☑Greater Mana Strike = +21 damage


The Upper Body section may deal an additional +21 damage to their
next melee attack. If they do, the Upper Body section receives a -1 penalty
to Evasion, Fortitude, and Willpower checks until their next turn. The Head
section is not affected by this ability.

●Upper Body
☑Cleave II
Astrayed Virtues can attack with a weapon up to 5 target characters
within the skirmish in which it resides.

●Lower Body
○Attack Obstacle = Impossible • +4 /+4 • +4
The monster’s height hinders attacks.
The Head section cannot be the target of melee attacks and has a +4
bonus to Evasion checks against ranged attacks.
The Upper Body section gains a +4 bonus to Evasion checks against
melee and ranged attacks.
When the Lower Body section falls to 0 HP or lower, this effect
disappears.

○Thick Legs
Astrayed Virtues does not fall prone even if they are subjected to a
prone effect. Also, they do not receive any penalties due to poor footing.
When the Lower Body falls to 0 HP or lower, this effect disappears.

↝Double Barrel/26(33)/Evasion/Neg
Astrayed Virtues kicks the character in the same skirmish with both legs,
launching the target out of the skirmish 10m in the direction of the Astrayed
Virtues’ choice. Upon landing, the target will receive 30 physical damage and
is knocked prone.
Loot
Always Bones of the Major Divine Soldier (1,800/Red S)
2–6 Divine Armor (2,700G/Gold Black White S)
7 – 12 Legendary Armor (12,000G/Gold Black White SS)
13+ Mythical Armor (27,000G/Gold Black White SS)

182
As Sword World 2.5 has already been translated by the When a character from this period acquires the Priest
time this book was completed, it is only natural to write about class, their belief is limited to the Ancient Gods, Major Gods,
the availability of races and classes if you want to play using and the Minor Gods mentioned above.
Sword World 2.5. All previous restrictions (see p. 32) should
still be in effect, with added restrictions for Sword World 2.5-
specific races and classes.
Although there is not much information about the state
B ARD
of the Alframe continent during the Magic Civilization, we do
The development of the Bards' techniques was gradual,
know about the races and classes during that period thanks
as they were not organized into a unified system. And for a
to the core rulebooks and supplements.
long time, it remained only Spellsongs. It was not until the
You can use this information to play on the Terastier
late Ancient Magic Civilization period that a new form of
continent using SW2.5 classes or try to create your own
magical melody, Finale, was introduced to the world.
version of the Alframe continent by playing with SW2.5 races
If the game is set in the early or middle Magic Civilization
as well. In one case, you can do so before the Wall of the
Periods, the characters of that period cannot use Finales if
Abyss appears in the early and middle Magic Civilization
they acquire the Bard class.
periods or during the Daemonic invasion of the late period.

Lykants, Meria, and Tiens from 2.5 Core Rulebooks can GEOMANCER
be selected and found during the Magic Civilization Period. Geomancers existed during the Divine Civilization
See the SW2.0 section about other races (see p. 32). Period, where they predicted weather and natural disasters
by observing the pulse of life (Qi) in the world.

DRUID
Druids are believed to have originated after the War of
P RIEST the Gods and during the early days of the Ancient Magic
Similar to the previous section on Sword World 2.0, Civilization. The war caused the loss of many lives, including
there are restrictions on the gods that priests can worship. animals and plants.
Most of the Minor Gods did not exist during the Magic The first Druidic rituals were held to comfort the souls of
Civilization period. The only known Minor Gods from this these victims and help them reincarnate without becoming
period are Sadur, the Wandering God, and Meigal, the lost. Thus, Druids became priests who were responsible for
Fraud God. All other Minor Gods became deities after the memorial services, seasonal festivals, and more.
fall of the Magic Civilization, or there is not enough
information to say otherwise.

This book mentions some races that are listed as having


no Dominion and being immune to it, but the rules for this
are not clearly stated. For example, Grassrunners have a
background with the Aristocrat class but cannot use
Dominion. For those races, the following rule can be used.

For characters that do not have Dominion (either


because of race or backstory), the GM can limit them to not
being able to use Legion Type Noblesse and only allowing
them to learn Courtly Type Noblesse.

183
Part 6 Monsters

Air Astrayed ....................................................................179 Half Mantle .......................................................................95


Angels ................................................................................ 13 History Table ....................................................................25
Anklet ................................................................................ 96 Holy Great Yscaea Empire ................................... 142, 149
Arcane Magic .................................................................... 37 Impression check ............................................................112
Arcane Vessel Mastery ..................................................... 44 Incompetence Mark .......................................................119
Arcane Vessel Proficiency A ............................................ 44 Jabel Fendil .....................................................................148
Arcane Vessel Proficiency S ............................................. 44 Kazuri Kingdom .............................................................145
Arcane Vessels .................................................................. 43 Kingdom of Burgleska ....................................................146
Arcanist .................................................................... 37, 134 Kingdom of Carsoburg ...................................................145
Aristo Rukeyser Fendil ...................................................147 Kingdom of Fendil..........................................................143
Aristocrat .................................................................. 57, 138 Kingdom of San Angele .................................................145
Armlet ............................................................................... 96 Kingdom of Yscaea .........................................................150
Artow-Ev Burwega ..........................................................154 Lariat Necklace .................................................................95
Astrayed ........................................................... 13, 122, 178 Legion..............................................................................116
Astrayed Biter .................................................................179 Legion Type ......................................................................57
Astrayed Chief ................................................................180 Legions ..............................................................................14
Astrayed Flicker ..............................................................180 Lerulan, the Tree City ....................................................151
Astrayed Ruler ................................................................181 Long Mantle ......................................................................95
Astrayed Rusher ..............................................................181 Mana Hand .......................................................................21
Astrayed Virtues..............................................................182 Manaflare ..........................................................................21
Backgrounds ..................................................................... 35 Manaflares .......................................................................132
Ball of Eyes .....................................................................175 Mehrdad Zaakshiz ..........................................................154
Baptiste Renee ................................................................148 Monocle ............................................................................94
Belt .................................................................................... 95 Mountain Tortoise ..........................................................174
Bicorn..............................................................................176 Muffler...............................................................................95
Blue Bloods ................................................. 12, 14, 17, 124 Nasheem Arulf ................................................................154
Boots ................................................................................. 96 Necklace ............................................................................95
Bracelet ............................................................................. 95 Noble Elf ...........................................................................19
Charisma ........................................................................... 19 Noble Elves .....................................................................130
Chartung..........................................................................173 Noblesse ............................................................................57
Chartung Lekager ...........................................................173 Normal Creation ...............................................................32
Chartung Schlag ..............................................................173 Odile Rachels ..................................................................148
Choker .............................................................................. 95 Overflowing Mana ............................................................21
Cluster Bones..................................................................175 Pain Sensitivity ..................................................................19
Commoners ....................................................... 14, 17, 127 Poncho ..............................................................................95
Corset ................................................................................ 95 Quick Creation .................................................................27
Courtly Type ..................................................................... 57 Ranks .................................................................................25
Darkvision ......................................................................... 19 Ring ...................................................................................95
Devigan ...........................................................................149 Robert Merlot .................................................................147
Dilcoeur ..........................................................................144 Runes .................................................................................43
Disguise ............................................................................. 94 Runesmith ................................................................ 43, 136
Dominion ......................................................... 13, 116, 126 Salons ................................................................................15
Durandal ........................................................................... 13 Sheaths of Creation.........................................................151
Egdelwonk.......................................................................177 Shorga Zeldow Notag Bivouac .......................................153
Fake Moustache ................................................................ 94 Silver Blades ....................................................... 14, 17, 126
Fendil Kingdom Magical Federation .............................143 Sunglasses ..........................................................................94
Garterbelt .......................................................................... 95 Suzette Fendil..................................................................147
Glasses ............................................................................... 94 Svegarabar .......................................................................178
Gloves................................................................................ 95 Sword’s Grace/Water’s Child...........................................19
Grand Duchy of Bivouac ...............................................152 Tilla .................................................................................160
Grand Duchy of Burwega ..............................................152 Toe Ring ...........................................................................96
Grand Duchy of Liana ...................................................152 Trendy Shoes ....................................................................96
Grand Duchy of Silverguard ..........................................152 Tricorn ............................................................................177
Gregoire d'Anoure Dausset ............................................147 Ulus .................................................................................160
Grimoire Mastery ............................................................. 38 Wristband .........................................................................95
Grimoire Proficiency A .................................................... 37 Yscaea ..................................................................... 149, 153
Grimoire Proficiency S ..................................................... 37

184
Designer's Notebook
Kei Kitazawa Tanaka Kouji
This was a particularly difficult birth. It has been nine years since the release of SW2.0 Core
The enigmatic Magic Civilization Period has always been a Rulebook I, and we are now entering the 10-year anniversary
subject I wanted to explore further. I remember how of the release of SW2.0. At this major milestone, this book
challenging it was to narrow it down to a single work, as there was started as a project to approach it from a different and
were so many things I wanted to include. new angle.
However, after numerous discussions among the staff, we Although we have explored different regions, we have
believe we have succeeded in creating a unique and never attempted to move through time series. Furthermore,
challenging setting for the Magic Civilization Period. We we were very eager to delve into the past era of Magic
hope you will enjoy the adventures of the Blue Bloods, which Civilization when Humanoids had the greatest power.
differ from those of ordinary adventurers. However, it was a continuous process of trial and error when
For this work, I was responsible for the basic idea, while we started the project. The fact that we can now deliver the
Tanaka Kouji created the race and class data and quick book to you in this form is the result of the efforts of all the
creation rules, and Miyuki Kiyomatsu developed the item staff members, as well as the prompt and precise work of the
and monster data. Bethe Yuli Kurosaki and I wrote the world editors and designers. I would like to take this opportunity to
guide, and I also handled the scenario. thank them again.
Additionally, a new editor was assigned to this project, but The three new classes and two new races are easy to
this disrupted our schedule from the start. I apologize for any understand and strong, yet they also have a lot of depth when
inconvenience this may have caused to the designers and used. Hope you will enjoy them.
illustrators. We will see you again once you have experienced the
With the help of many, I believe this is a wonderful book. Magic Civilization Period to the fullest and have the true
We hope you enjoy your adventures in the Magic Civilization power of the wizard-king inside your body.
Period as much as we enjoyed creating them.

Staff List Web Content


Supervision:………………………….…... Kei Kitazawa
(Group SNE site)
Writers:……..……………………………... Tanaka Kouji , Miyuki
Kiyomatsu
http://www.groupsne.co.jp/
You can find here errata and FAQ, and interviews.
World Designers:…,…………………... Kei Kitazawa, Bethe
Yuli Kurosaki
(Fujimi Shobo official TRPG ONLINE Introduction page
Scenario Creation:……………………….. Kei Kitazawa
of “Sword World 2.0”)
Development: …………………………… Group SNE
https://fujimi-trpg-online.jp/game/sw.html
This page contains information on downloads for various
Cover Illustration:………………………. Shinnosuke Hino sheets and new releases.
Color Frontispiece Illustrations:…… Ario, Ishosho, Usui
Rina, Kankuro, (SNE's “Sword World 2.0 Days”)
Shinnosuke Hino, http://sw2.blog.shinobi.jp/
Mikako Mikagi The development diary of Group SNE staff is posted here.
Text Item Illustrations: ………………. Ario, Ishosho, Usui
Rina, Kankuro,
Shiroichi Ohno, Tai Original Release Date: 2017/09
Nakajima, Shinnosuke
Translation Release Date: 2023/05
Hino
Map Illustration: …...………….……….. Yuya Kobayashi
Text Design: ……………………..………. Takahiro Sato
Editing: …………………………………….. Tomonori Kumagai This is a free, unofficial, fan-based translation.
Please support original creators by buying Sword
Editing:…........................................... Auquid World books and supplements.
Translation:……….............................. Auquid, Momo

185
Part 6 Monsters

186

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