100% found this document useful (1 vote)
820 views133 pages

Sword World 2.5 - Barbarous Rage

Uploaded by

Robert Masengale
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
100% found this document useful (1 vote)
820 views133 pages

Sword World 2.5 - Barbarous Rage

Uploaded by

Robert Masengale
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/ 133

1

``

2
3
``

4
5
``

Introduction ...............................................7 Item List .............................................. 69 Ilsan Island's Representative Domains


............................................................. 97
Part 1 Characters ........................ 8 Weapons ............................................. 69
Description of Barbarous Races ...........9 Map of Ilsan Island ........................... 100
Enhancements ..................................... 69
Diablo Warrior....................................11 Ilsan Island NPCs ................................. 101
General Equipment and Supplies ...... 69
Drake Spirit Boxer ..............................15 Part 4 Adventures and Scenarios
Living Expenses and Lodging ............. 70
in Barbarous Society ....................102
Basilisk Sorcerer ..................................19 Adventurer Tools ................................ 70
Adventures in Barbarous Society ......... 103
Dark Troll Paladin ..............................23 Adventurer Tools (Consumables) ...... 71 Barbarous PCs Basics ....................... 103
Arbor Fairy Tamer ..............................27 Accessories: Face ................................ 71 Roleplay ............................................ 104
Baba Yaga Priest..................................31 Accessories: Ears ................................. 72 Forms of Barbarous Communities .. 106
Centaur Warrior..................................35 Accessories: Neck ............................... 72 Handling of Reputation .................... 108
Scissorscorpion Artificer .....................39 Part 3 World ............................ 74 How to Create Barbarous Scenarios .... 110
Dawn Assassin .....................................43 Barbarous Scenario Basics ............... 110
Diablos ..................................................... 75
Kobold Scout.......................................47 Drakes ...................................................... 77 Creating a Scenario ........................... 111

Height Comparison Chart for Barbarous Basilisks.................................................... 79 Mixed Barbarous Humanoid


Races ....................................................51 Adventurers....................................... 113
Dark Trolls .............................................. 81
Arbors ...................................................... 83 Sample Scenario: "Where the Claws Go"
Part 2 Rules & Data .................. 52 ....................................................................... 115
Additional Rules ......................................53 Baba Yagas............................................... 85 Scenario Setting: Barbarous City of
About Transformations.......................53 Centaurs ................................................... 87 Sudrem .............................................. 116
Adding Heritor Class ..........................57 Scissorscorpions ...................................... 89 Scenario Part 1: Searching the Village
Dawns ...................................................... 91 Edge................................................... 117
List of Infusions ...................................58
Kobolds.................................................... 93 Scenario Part 2: Confrontation in the
Basic Values of Multiple Sections ......63
Ilsan Island, an Island Ruled by Barbarous Sword Labyrinth ............................... 122
List of Innate Weapons ......................64 ......................................................................... 95 Designer's Notebook ............................. 131
Barbarous's Position on Ilsan Island .. 95
List of Unique Skills ............................65
Humanoid's Position on Ilsan Island . 97

6
Terrifying yet somehow fascinating eternal nemeses,
Barbarous. You Are Going to Need Rulebooks
This book is an additional rule & data set that allows This book introduces additional rules and data to
players to enjoy Barbarous, who usually appear as enemies, “Sword World 2.5”. This book cannot be played
as characters they can control. standalone, and the Core Rulebooks of “Sword World 2.5”
By introducing this book, players can create characters are required to make full use of it.
using data of the Barbarous races. Barbarous have different In principle, new data, items, and rules assume you have
characteristics and abilities from Humanoid characters and all three “Sword World 2.5 Core Rulebooks I-III”. If you
will surely provide a new play experience. want to use this book fully, you need all of “Core Rulebooks
However, let me tell you one important thing. You can I-III”.
create and play a Barbarous character with this book, but However, TTRPG is a game where you can choose and
we do not recommend "becoming Barbarous and attacking discard rules and data, and with the GM's understanding
Humanoids". It is assumed that the play is created by and ingenuity, you can use the contents of this book even if
defeating the Upper Barbarous in the Barbarous society you use only “Core Rulebook I” or only “Core Rulebooks
and rising to prominence. Please be careful about this. I-II”. However, please note that they are required to play
the rare species of races listed in Core Rulebook II-III.
In the first part, "Character", you can create player
characters (hereinafter called PC) from 10 types of About References
Barbarous races. Initial creation and level 7 sample In this book, references to some terms are given in the
characters are provided, and you can start playing form of (see XX, p. YY). These should be handled as
immediately with the included sample scenario if it's an follows.
initial creation. (see p. YY): If there is no abbreviation and only the page
In the second part, "Rules and Data", the rules and data is indicated, it is a reference within this book.
of the Heritor class, which is necessary to control the (see XX, p. YY): where XX might be an abbreviation
Barbarous with multiple sections, are posted. In addition, for:
data on unique skills and items that can only be obtained in
Barbarous society are also described. “CR I”: “Core Rulebook I”
In the third part, "World", detailed lore and background “CR II”: “Core Rulebook II”
of each Barbarous race are described. It would be helpful “CR III”: “Core Rulebook III”
to use this for character individualization and role-playing. “ET”: “Epic Treasury”
In addition, the setting for Ilsan Island, located in the “ML”: “Monstrous Lore”
Ghauntte region, one of the typical Barbarous territories, is “MA”: “Magus Arts”
also posted. The game master (hereinafter called GM) can “AR”: “Arcane Relic”
use this as a setting for adventure when creating a scenario. “RL”: “Raxia Life”
The fourth part, "Adventures and Scenarios in “KF”: “Kingsfall, the City of Railroads”
Barbarous Society," introduces how the Barbarous society “CO”: “Constellation of Colonies Cyrecode”
is structured and the mindset of the Barbarous who live “BL”: “Natural History of Burlight”
there. Also, the handling of Reputation in Barbarous “DD”: “Natural History of Dorden”
characters and how to create scenarios are described here. “OPB”: “Outlaw Profile Book”
In addition, a sample scenario is also present, so please
make use of it when playing with a Barbarous character for
the first time.

7
``

Part 1 Characters

8
Here, we will describe the new elements added when Differences with the "Weakness check" of the Rider class
creating and playing characters using the Barbarous PC. Even with the Rider class, you can do a "Weakness
check" (see CR III, p. 85), but this is a check to hide the
weak point of the Mount by the Jockey. The Standard Value
also uses the Rider class, and the target to which the weak
The Barbarous PCs have more racial abilities than the point is applied varies depending on whether it is the PC
Humanoid PCs, including some complicated ones. itself or the Mount.
In particular, Diablos, Drakes, and Basilisks, such as The processing and results of the check are the same,
Scissorscorpions, have multiple sections or racial abilities but please treat it as a different check with a different
that transform into such a form. Standard Value.
Players should thoroughly read the features of the race
they have chosen and ensure they can use them correctly. About Barbarous PCs with Transformation Abilities
Among the Barbarous PCs introduced in this book,
Weak Points and Weakness Check Diablos, Drakes, Basilisks, and Baba Yagas have the racial
All Barbarous PCs have a weak point. This is the same ability to transform.
as the "weak point" listed in the monster data (see CR I, p. There are almost no conditions for transformation, and
390 and ML, p. 67), and they perform a "Weakness check" how their situation changes after the transformation is
to determine whether to apply it at the start of the battle. clearly stated. Also, their form before the transformation is
generally referred to as "Human form" or "Normal form";
Weakness check each transformed form has its own name.
Standard Value: Adventurer level + Intelligence modifier When you transform, make sure you understand what
Time Required: Instant changes and what happens. At the same time, check how
Description: This is a check to prevent the PC’s weak point much time is needed to return from the transformed form
from being known to the enemy. This check is performed to the original form and use it carefully.
at the time of Combat Preparation when the PC performs
the "Monster Knowledge check". If successful, PC can avoid About PCs with Multiple Sections
enemies applying PC’s own "weak point"; if they fail, the In this book, among the Barbarous PCs introduced,
enemy faction will be able to apply all of PC’s weak point. Scissorscorpions are treated as characters with multiple
At this time, the enemy faction can get the Success Value sections from the start. Diablos, Drakes, and Basilisks gain
from the Standard Value under the following conditions and multiple sections after shapeshifting.
compare it with the Success Value of the Weakness check. Barbarous with multiple sections are distinguished by
The enemy faction is the active side, and the PC is the calling the central section the Main Section and the
passive side. additional sections as Other sections.
For handling and operating multiple sections and
Judgement of the Enemy's Standard Value, Success Value, detailed rules, please refer to "PCs with Multiple Sections"
and Weak Point Application (see p. 54).
The following are the standard values of the enemy
faction. Characters not covered by these cannot perform the
check themselves.
①If the character is clearly defined as having a Sage class Here, you can find the history tables for Barbarous,
and that data exists, follow that data. which are used when creating a Barbarous PC.
②For monsters that use magic other than the above ①, The "Barbarous History Table A" and "Barbarous
use their "Magic Power". History Table B" can be used when creating a Barbarous PC
For each character that falls under either ① or ②, that has stepped out of Barbarous society and coexists with
determine the Success Value (the GM may use a fixed Humanoids.
Success Value if they wish). And then compare the On the other hand, the "Barbarous History Table C" can
maximum of those with the Success Value of the PC's be used when creating a PC that was born in Barbarous
"Weakness check". society and has lived as Barbarous. These include some
The PC's weak point will be applied if the enemy faction extremely immoral histories.
exceeds the PC's result. If the Success Value is the same or Players can decide these randomly with dice or choose
the result is higher on the PC side, the weak point will not themselves. In any case, these histories form the character's
be applied. If no characters in the enemy faction fall under atmosphere and background and do not bind actions, so
the above ① or ②, all PCs do not need to perform a please be careful in their use. They are not intended to
Weakness check, and the weak point will be automatically promote actions or words that trouble the GM or other
concealed. players.
You can choose up to three histories, and if you are
creating a Barbarous PC who plays in Humanoid society,
you can also use the history tables for Humanoid PC from
CR I, CR II, and other books.

9
Part 1 Characters

Barbarous History Table A


2d Personal Experience 2d Personal Experience
1–1 Picked up by Humanoid 4–1 You had a glimpse of Humanoids in the past
1–2 Your parents abandoned you. 4–2 Your family has always been friends with the Humanoids.
1–3 You were banished for your crimes. 4–3 You were bought out by Humanoids
1–4 You woke up to kindness. 4–4 You were a Barbarous spy
1–5 You heard the voice of the First God. 4–5 You came to a Humanoid society to train as a warrior.
1–6 You were not fitting in with your people. 4–6 You'd prefer battling strong Barbarous over weak Humanoids.
2–1 You had significantly inferior physical abilities as a child 5–1 You had amnesia.
2–2 Inspired by the Humanoid way of life 5–2 Born of Humanoid parents (or ancestors)
2–3 You are tired of killing. 5–3 You fell in love with a Humanoid
2–4 You were left behind on the battlefield. 5–4 You were injured by Barbarous and cannot forget this.
2–5 You love the Humanoid culture 5–5 Awakened to creativity.
2–6 One parent or ancestor is Humanoid 5–6 You are (were) doing Humanoid research.
3–1 You were raised as a Humanoid 6–1 You were hurt by Humanoids
3–2 Your family is after you. 6–2 Moved by passion
3–3 You have a grudge against a specific person. 6–3 You aspire(ed) to be a Humanoid.
3–4 Famous among Humanoids 6–4 You have been in Humanoid captivity
3–5 You have helped Humanoids 6–5 You can't eat human flesh.
3–6 You owe a debt of gratitude to the Humanoids. 6–6 Pessimistic about Barbarous future

Barbarous History Table B


2d Personal Experience 2d Personal Experience
1–1 Your reputation among Barbarous was tarnished. 4–1 You are (or were) the target of humanoid research.
1–2 You have a Barbarous rival. 4–2 You don't like certain Barbarous races
1–3 You have lost to humanoids 4–3 You are looking for Swords of Genesis
1–4 Your family was killed. 4–4 You have been exposed to Swords of Genesis
1–5 You get high when affected by Swords of Protection 4–5 You were in service of humanoids.
You consider humanoids to be your protectors. You don't understand the difference between humanoids and
1–6 4–6
Barbarous.
You worship humanoid culture You are (or were) trying to stop the humanoid and Barbarous
2–1 5–1
conflict
2–2 You've been forced to join the First Sword God. 5–2 You dream of becoming a humanoid.
2–3 You are in love with a humanoid. 5–3 Your allies or your loved ones prefer humanoids.
2–4 You prefer a specific race of humanoids 5–4 You sense (or have sensed) the presence of a powerful enemy.
2–5 I have made an important promise to the humanoids. 5–5 You want to destroy daemons.
2–6 You serve a humanoid king. 5–6 You want to destroy fairies.
3–1 You have memories of a previous life as a humanoid 6–1 You are (were) trying to be a craftsman.
3–2 You've hurt your people. 6–2 You are (were) trying to be a merchant.
3–3 Your people hurt your family. 6–3 You are interested in the history of humanoids.
3–4 You lost a silly bet to a humanoid. 6–4 You are interested in the social structure of humanoids.
3–5 You have saved the lives of humanoids. 6–5 You think humanoids will win over Barbarous.
You are doing (or have done) what is in the best interest of the You have hope for the humanoids.
3–6 6–6
humanoids.

Barbarous History Table C


2d Personal Experience 2d Personal Experience
1–1 A blood relative of the chief. 4–1 Never miss a chance to fight
1–2 Have beaten a parent or sibling. 4–2 Love the taste of humanoids
1–3 Feud with the family. 4–3 You like to bully children/young people
1–4 Lone wolf 4–4 Hide your true identity as much as possible.
1–5 Can't stand your parents/siblings. 4–5 Weapons care is essential.
1–6 The last survivor of your family. 4–6 Collect the body parts of your prey.
2–1 You were almost killed by a humanoid once. 5–1 Rage rather than worry.
2–2 Almost died in the first battle. 5–2 You like taking life.
2–3 You were the strongest of your generation. 5–3 You can't/weren't able to keep the secret to yourself.
2–4 Never run away from a fight. 5–4 You’ve sided with the side with the greater number.
2–5 Born/raised in a humanoid society. 5–5 Great guys, strong guys, you want to beat them.
2–6 You were imprisoned for many years. 5–6 You feel insecure when you’re alone.
3–1 Want to become chief. 6–1 Your parents tried to kill you
3–2 You are from a valuable bloodline. 6–2 You put an end to your friend.
3–3 You’ve run away from a fight. 6–3 Ate a friend/loved one.
3–4 Has/had multiple mistresses or lovers. 6–4 Being/was treated as a slave.
3–5 Look down on all kinds of Barbarous. 6–5 Was incapacitated by the Sword of Protection.
3–6 Poisoned food of other people. 6–6 Lost to a lower-ranked opponent.

10
11
Part 1 Characters

[Daemonshift]: Diablo can activate the Diablo Core and


shapeshift into Daemon form with a Major Action. After
Diablos are Upper Barbarous resembling Daemons and shapeshifting, the number of sections becomes "2", and they
can only be seen on the continent of Alframe. They are become a character with Head (Main Section) and Body
notable Barbarous alongside Drake and Basilisk. You may sections.
see them as a battalion commander or army commander This ability can only be used once every 3 hours. Once
leading a Barbarous army. Diablos were believed to have they shapeshift, they cannot return to their original Human
been created during the late Magic Civilization Period form for 1 hour. When they Shapeshift, their HP and MP
through an experiment that fused Barbarous and Daemons. are restored to their maximum values. All ongoing effects
As a result of being mass-produced as soldiers, they continue to be received by the Main Section.
awakened their unique racial identity and are thought to The Head section can use and apply all the classes,
have annihilated their creator to become independent. magic, and Combat Feats that were learned as the Human
Diablo has the ability to shapeshift from a 'Human form', form. Diablo also gains the innate weapon Bite (see p. 64).
which resembles humans, to a 'Daemon form', which is However, the Head section cannot use the equipment
about twice the height. Diablo's 'Human form' may have or items with "Stance: 1H" and "Stance: 2H".
facial features that resemble those of Humans or Elves, but The Body section can use the equipment or items of
they are generally large and muscular. Their skin is dark "Stance: 1H" and "Stance: 2H". It also gains the innate
blue, and they have prominent horns on their head (the weapon Drill (see p. 64).
number varies by individual). There are black gems called Please refer to "Base Values of Multiple Sections" (see p.
'Diablo Cores' throughout their body where mana is 63) for the values of Head (Defense only) section and Body
condensed, allowing them to float using this power. section.
Their skin is flexible yet durable, and it has a property
that instantly hardens against strong impacts. Sharp Diablo’s Weak Point
protrusions extend from the shoulders, elbows, fists, and Energy type damage +3 points
fingertips, adding to their menacing appearance. These
protruding parts are hardened from the start and can be Diablo Backgrounds
pulled out and used as weapons.. Background Starting Class Skill/Body/Mind Experience
In the midst of battle, if necessary, they can shapeshift 2-4 Bodybuilder Enhancer 10/9/9 2,500
into a massive Daemon form, but since they get quite 5-6 Boxer Grappler 11/10/7 2,000
exhausted afterward, they use it as a last resort. 7 Warrior Fighter 10/10/8 2,000
8-9 Agile
They are feared by other Barbarous due to their Fencer 12/8/8 2,500
Warrior
imposing appearance, a charismatic presence that instills
10-12 Shapeshifter Heritor 9/10/9 2,500
awe, and above all, their combat power.
Diablos have received rigorous elite education since Background Starting Class Skill/Body/Mind Experience
birth, being raised to become a figure who will lead an army 2-4 Warlock Warlock 9/9/10 2,000
in the future. Many of them, who boast excellent physical 5-6 Archer Marksman 12/7/9 2,500
abilities and unique skills of their own, become warriors, 7 Dancer Battle Dancer 11/11/6 2,000
and those who learn magic are rare. 8-9 Officer Tactician 9/10/9 2,500
Diablos are considered an adult at the age of 20, and 10-12 Sage Sage 8/10/10 2,500
their lifespan is said to be 800 years.
Diablo Ability Scores Corrections
Starting Languages: Diablos can speak, read, and write A: 2d B: 2d C: 2d+6
Barbaric and Daemonic. D: 2d E: 1d F: 1d+6
Restricted Classes: None
Soulscars: 4 Diablo Enhanced Racial Abilities
6th Level: When performing [Daemonshift], Diablo can
Racial Abilities choose whether the Head section retains the effects before
[Darkvision]: Diablo can see in the darkness as well as they the Shapeshift or loses all effects. Also, the Combat Feat
can during daytime. [Weapon Proficiency A(S)/**] and [Weapon Master]
[Flying]: Diablo can fly and move through the air with the acquired by the Main Section are treated as if they are also
power of the Diablo Core. Their movement speed will be acquired by other sections.
the same as their Agility score. Also, during combat, they 8th Level: Diablo can perform [Daemonshift] with a Minor
gain a +1 bonus to the Evasion and Accuracy for melee Action.
attacks. 11th Level: [Flying] becomes [Flying II], and Diablo's
When Diablo Shapeshift into a Daemon form with movement speed during Flying becomes "double agility
[Daemonshift], [Flying] ability moves to the Body section. If score". In addition, they gain a further +1 (total +2) bonus to
the HP of the Body section falls to 0 or below, they lose the the Evasion and Accuracy for melee attacks.
ability of [Flying].
[Daemon Skin]: When Diablo takes physical or magical
damage of slashing or bludgeoning types (only of those
types), they can always reduce the damage by 3 points. Page 26 summarizes transformation rules for Diablos,
Drakes, and Basilisks.

12
Character Description
Warrior Diablos are representative of Upper Barbarous
Diablos are well-known Upper Barbarous in the on the Alframe continent. Diablos possess exceptional
Barbarous society of the Alframe continent. Therefore, ability scores as warriors, the ability to fly, and skin that
even in the early stages, they are regarded with respect. They deflects slashing and bludgeoning damage. Furthermore,
may interact with Lower Barbarous, such as Goblins and when they get serious, they can transform into a Daemon
Bolgs, with a haughty attitude, and if they give orders or Form, significantly enhancing their combat capabilities.
threats, the Lower Barbarous will likely make way for them. When transformed, the Head main section can fully
However, if they recklessly injure, kill, or force commands, utilize the abilities of the Daemon, and the Body section can
it could lead to significant trouble if those Lower Barbarous continue to wield the weapons and shield used in its Human
have a master. Therefore, such actions should not be taken form.
lightly. Even Lower Barbarous may retaliate if they are As a warrior wielding a two-handed sword, this character
numerous, so caution is necessary. stands before the enemy, aiming to defeat them. In its
In Barbarous society, Diablos are particularly known for Human form, it acts much like a typical Humanoid warrior
excelling in combat. Therefore, they are often sought after character, leveraging its unrestricted [Flying] ability to lead
for roles such as leaders or commanders. When playing as the battle to its advantage.
a Diablos, it is fundamental to gather comrades and stand at When facing strong enemies or in a pinch, transforming
the forefront to challenge enemies. into Daemon Form with [Daemonshift] fully restores HP
A proud, disciplined, and sometimes ruthless and MP.
personality that sacrifices a few for the sake of the goal fits Additionally, the two sections can each perform a Major
Diablos, resembling a military figure. Consider basic images Action. Note that the stats and various checks for the Body
such as a battle maniac, warrior, ambitious elite, or a soldier section change according to the level of the Heritor class.
loyal to the Upper Barbarous. Of course, creating and The Heritor can also learn Infusions, allowing them to
playing a character with a contrasting personality—timid, enhance their values and use unique skills exclusive to the
overly cautious, kind-hearted, and merciful—can also be Daemon, so it is beneficial to develop this class.
surprisingly enjoyable. Mastering the unique skills of the Daemon, make your
name known on the battlefield as an excellent Barbarous
warrior!

13
Part 1 Characters

Operation at the 7th Level First, when they transform, they can perform a Major
The Diablo can now fulfill their role as a warrior to the Action with both the head and the body. The Head can
fullest, especially in terms of attack power, with their attack with Bite and [Daemonic Eyes].
Flamberge +1 and high ability scores, which are the most Since the Combat Feat they have learned is Infusion
powerful in this level range. [Active Combat Feats Use], they can use active combat feats
They can't use magic, but the Infusion [Daemonic Eyes] with either section, but only once in total. Also, [Cleave I]
from the Heritor class can be used in conjunction with cannot be declared with Bite. The body, which mainly
weapon attacks. Additionally, since they have learned a handles Flamberge +1, can be used in the same manner as
variety of Techniques, it further enhances their high attack before the transformation.
power and increases their durability. Although Moreover, due to the transformation, armor cannot be
their abilities as warriors are very high, they have limited applied to each section, so only the inherent defense of that
ability to explore or support their comrades, so they should section can be used. The armor Brigandine equipped in
focus solely on their role as warriors. The only thing they Human form will not be lost due to Denudation, but it will
can do is perform an Initiative check using Infusion fall to the ground when they transform, so they will need to
[Heritor’s Eyes]. retrieve it later.
During combat, they should start in Human form and Even during transformation, they can only use items that
adapt to the situation by alternating between the Combat were pre-stored in the Diablo Core thanks to the effect of
Feats [Power Strike I] and [Cleave I], standing on the front Infusion [Core of Holding]. When playing with this
lines and eliminating the enemies in front of them. Their character, storing about half of their items in the Diablo
durability is not low, but if their HP drops to about half, they Core is recommended.
should consider transforming with [Daemonshift] in Among the races that can transform, this character has a
anticipation of subsequent attacks. This is effective when clear role and is relatively easy to use. Having companions
fighting monsters enhanced with Sword Shards (see CR I, p. such as a "Basilisk Sorcerer" or "Baba Yaga Priest" who can
384). handle magic would make a strong team.
After transforming, their HP and MP will be fully For abilities during transformation, refer to their
restored, increasing the number of times they can use Transformation Sheet (see p. 127).
Techniques and Infusion [Daemonic Eyes]. However, there
are a few points to be cautious of after transformation.

14
15
Part 1 Characters

[Dragonification]: Drake with a Major Action engulfs


Drake's Magic Sword within their body and shapeshifts into
In the world of Barbarous, the most famous and feared a Dragon form. After shapeshifting, they will become a
elites are undoubtedly the Drakes. character with 3 sections: "Main Section
Since the earliest of times, they have acted as leaders of (Body)/Wing/Wing". Once they shapeshift, they cannot
Barbarous, orchestrated conspiracies and led armies. As the return to their Human form for 1 hour. Returning to
Barbarous live in a might-makes-right society, it is Human form also requires a Major Action.
undoubted that the abilities possessed by Drakes themselves When they Shapeshift into a dragon form, no matter
are especially superior. how much HP and MP are reduced in the human form, all
As per their name, Drakes have two elegant horns on sections will be at their maximum value. In addition, the
their heads and membranous wings on their backs. Drakes Main Section will inherit all continuous effects received
are born from eggs already holding a magical sword, and during the Human form, whether advantageous or
they grow along with this sword. And thanks to this magical disadvantageous. All these effects, along with any decrease
sword's power, they can shapeshift into a dragon form. in HP and MP from the Main Section, will be carried over
With their superior physical abilities and unique when returning to Human form.
intellect, Drakes are first-class warriors and magicians. Many The Body section can use the classes and magic, etc., as
Drakes are magical warriors; from a young age, they are they do when in Human form. Also, Drake gains the natural
thoroughly educated and trained as kings and generals. weapon Claw (see p. 64) and the unique skill [Breath of
Their combat abilities are further enhanced by Light] (see p. 65). When using [Breath of Light], movement
shapeshifting into a dragon form. Against a truly formidable is limited to Normal Move or Limited Move.
enemy, Drakes will not hesitate to undergo Dragonification. The Wing section cannot use the classes, magic, etc.,
Their bodies can range from several meters to tens of from the Human form, but they gain the natural weapon
meters, and they are taught from a young age to fight using Wing.
their fangs, wings, and shining breath. Please refer to "Base Values of Multiple Sections" (see p.
As previously mentioned, Drakes are born from eggs 63) for the values of the Body (only Defense) and Wing
and are considered adults, or in other words, full-fledged sections.
warriors, at around 15 years old. After that, they do not age
and have a lifespan of about 1000 years. Drake’s Weak Point
Newly adult Drakes are somewhat better than other Magic damage +2 points
races, but they become terrifying rulers that others cannot
approach as they grow. Drake Backgrounds
Background Starting Class Skill/Body/Mind Experience
Starting Languages: Drakes can speak, read, and write 2-4 Bodybuilder Enhancer 13/12/7 2,500
Trade Common, Barbaric, and Drakish. 5-6 Conjurer Conjurer 11/12/9 2,000
Restricted Classes: None 7 Warrior Fighter 12/15/5 2,000
Soulscars: 4 8-9 Shapeshifter Heritor 12/14/6 2,500
10-12 Sage Sage 11/13/8 2,500
Racial Abilities
[Darkvision]: Drake can see in the darkness as well as they Background Starting Class Skill/Body/Mind Experience
can during daytime. 2-4 Warlock Warlock 12/12/8 2,000
5-6 Sorcerer Sorcerer 12/11/9 2,000
[Magic Sword]: Drake possesses Drake's Magic Sword from 7 Dancer Battle Dancer 14/13/5 2,000
the time of character creation. At the time of character 8-9 Boxer Grappler 13/13/6 2,000
creation, the player can choose any B-rank melee weapon 10-12 Tactician Tactician 11/14/7 2,500
(excluding special products, school weapons, and magic
weapons) and acquire it as Drake's Magic Sword (no need Drake Ability Scores Corrections
to purchase). A: 1d B: 1d C: 2d
Drake's Magic Sword is treated as a magic weapon with D: 2d E: 2d+6 F: 2d
the chosen melee weapon's performance and as a magical
implement. Drake Enhanced Racial Abilities
Drake's Magic Sword cannot be processed or 6th Level: When performing [Dragonification], Drake can
strengthened with gamel in any way, but its performance can choose whether the Body section inherits the continuous
be changed and enhanced by Drake's exclusive Infusions effects it was receiving during the Human form or loses all
(see p. 57). effects.
11th Level: Drake will be able to perform [Dragonification]
[Flying]: Drake can fly and move in the sky with the wings with a Minor Action. Furthermore, during dragon form, all
on their back. The speed of movement is equal to the Agility sections will not decrease HP or MP due to the energy type
score. Also, during combat, they gain a +1 bonus to the effects and will not suffer any negative effects.
Evasion and Accuracy for melee attacks. 13th Level: [[Flying] becomes [Flying II], and Drake's
Due to [Dragonification], when they shapeshift into a movement speed during Flying becomes "double agility
dragon form, if the HP of any of their Wing sections falls score". In addition, they gain a further +1 (total +2) bonus to
below 0, the ability of [Flying] is lost. the Evasion and Accuracy for melee attacks.

16
Character Description
Spiritualism Magic and wrestling weapons are handled
Drakes are special in the Barbarous society. Since the by Drake Magic Warriors.
age of mythology, they have reigned as the king of Drakes possess excellent ability scores and racial
Barbarous and are revered by both Lower Barbarous and abilities, making them naturally gifted for any character
even more so by Upper Barbarous. There are several creation, promising active participation.
famous bloodlines and families, and even if they were Additionally, the racial ability [Dragonification] allows
initially created characters, they are generally not them to transform into a dragon with three sections, with the
underestimated (there are no Barbarous who actively want Main Section being able to breathe fire. Their combat
to antagonize the Drake families with traditional abilities during transformation are exceptional compared to
bloodlines). It is also acceptable to consult with the GM and other races, making them formidable in battle.
create settings for families and bloodlines. Drakes inherently possess a weapon known as the
From a young age, Drake receives a thorough elite Drake’s Magic Sword, and wrestling weapons serve that
education and learns the thoughts and methods to reign as purpose for this character. Grapplers cannot equip heavy
the king of Barbarous. In Lower Barbarous, a Drake’s glare armor, and metal armor prevents transformation.
causes others to flinch and tremble. Individuals who are not Additionally, if other types of armor are not properly
under the protection of a powerful master will quickly yield processed, they will be lost, making affordable armor easier
and divulge secrets to a Drake. to use without hesitation during transformation.
When playing as a Drake, aristocratic behavior and an Also, this character has mastered the Conjurer class and
attitude fitting for a future king suit them well. Rather than is capable of magical attacks and providing support to
behaving arrogantly, acting thoughtfully and calmly would themselves and their allies.
convey a sense of dignity and presence. With the Grappler class, they have a variety of attack
Conversely, it might also be interesting to portray a non- methods, know the appropriate timing to use Combat Feats,
standard Drake, such as one who is almost overwhelmed by and understand when to use their trump card:
the pressure of their destiny to become a king, one whose transformation. Because there are so many things they can
bloodline is on the verge of downfall due to defeat or do, you may not know what actions are optimal at first.
dishonor, or one with many siblings and a weak position. However, by getting advice from your allies and gradually
gaining experience, you should be able to fully utilize your
character.
As a magical warrior, calmly assess the battlefield and
always choose the best actions to lead your allies to victory.

17
Part 1 Characters

Operation at the 7th Level monsters in one sweep. The Point Guard worn in human
This is a magical warrior who can fully demonstrate their form will be torn and lost, and accessories other than the
abilities as a Grappler. While standing on the frontline, they Stone Dance Earrings will fall to the ground, so be careful.
can also provide support and enhancements through Also, note that the benefits of [Flying] will be lost if the HP
Spiritualism Magic. of either wing falls to 0 or below during transformation.
The wrestling weapon Chain Stick, which is Drake’s Allies like the "Arbor Fairy Tamer" or the "Baba Yaga
Magic Sword, is enhanced by an Infusion, making it more Priest," who provide support and healing from the rear with
powerful than regular weapons. However, note that there is magic, are particularly compatible. However, if there are
almost no enhancement on the defensive side, so their characters standing alongside on the front lines, the
durability is lower than that of other characters. For regular transformed character can also offer magical support while
attacks, utilize the racial ability [Flying], high Evasion, and attacking, making it highly versatile.
counterattacks with [Counter]. Although it does not have special abilities for
Although Spiritualism Magic can be used without an exploration, golems created with Spiritualism Magic can be
implement, support for allies is limited because the Combat quite handy if you have good ideas.
Feat [Metamagic/Targets] has not been learned. The See p. 128 for their Transformation Sheet.
primary strategy is to use [Multi-Action] to gradually
enhance oneself while attacking. Recommended Golem Types/5th Level
In situations where they might take severe damage or Bone Animal (see CR II, p. 421 or ML, p. 228)
when facing a magic-heavy opponent, it may be difficult to Material for Strongly Enchanted Animal Bones
make use of their strong evasion skills. In such cases, creation
Tiger's Eye Rivet (Small), Amber Eye (Small),
transforming boldly might be one of the strategies. Enhancing items
Garnet of Vitality (Small)
During transformation, the Main Section gains high
Defense thanks to the Heritor class, and the wings gain high
stats, allowing for attacks using Infusion [All-Out Attack].
The Main Section no longer benefits from increased
evasion due to armor; instead, it relies on the innate weapon Page 26 summarizes transformation rules for Diablos,
Sharp Bite rather than the magic sword's data. The triple Drakes, and Basilisks.
Major Action attacks with the two wings can defeat average

18
19
Part 1 Characters

When they shapeshift into monstrous form, no matter


how much HP and MP has decreased in Human form, all
Basilisks are Upper Barbarous with the ability to petrify sections will be at their maximum. In addition, the main
whatever they gaze upon. section will all inherit any ongoing effects they experience in
Normally, they look very similar to Humans, and it's human form, whether advantageous or disadvantageous.
almost impossible to tell them apart at first glance. Their When Basilisk returns to Human form, it will retain any
eyes are distinctive, and they usually hide their eyes or their decreases in HP and MP from the Main Section, as well as
entire face with blindfolds, colored glasses, hoods, masks, all ongoing effects.
etc., to avoid petrifying others with their gaze (and they have The Head section can use classes and magic from the
the ability to see even in this state). Human form. However, unique skills like the "Evil Eye of
Basilisks are Upper Barbarous, along with Diablos and Petrification" cannot be used. Additionally, it gains the
Drakes, and are extremely powerful beings. They are natural weapon Bite (see p. 64).
mainly skilled in handling magic, but their bodies are as Body and Evil Eye sections cannot use classes and magic
good as or better than other Barbarous, leaving no gaps. from the Human form. The Body section gains the natural
They also have high charisma as Barbarous and often have weapon Claw (see p. 64). The Evil Eye section does not have
a large number of followers and build their own kingdoms. a natural weapon but can use all the unique skills with [**
However, many Basilisks are eccentric and do not like to Evil Eye].
fight openly. They tend to indulge in strange hobbies or act Please refer to "Base Values of Multiple Sections" (see p.
as the mastermind behind conspiracies. 63) for the values of the Head (only Defense), Body, and
Like other Upper Barbarous, Basilisks have the ability Evil Eye sections.
to shapeshift and can transform into a huge, 8-legged lizard
if needed. However, their intelligence drops significantly in Basilisk’s Weak Point
this form, so they typically avoid transforming. Water/Ice damage +3 points
They often have a rivalry with Diablos and Drakes but
also have the flexibility to collaborate when necessary. Also, Basilisk Backgrounds
they prefer to manipulate others rather than take an active Background Starting Class Skill/Body/Mind Experience
front-line role. 2-4 Bodybuilder Enhancer 7/13/13 2,500
In addition to the Evil Eye of Petrification, Basilisks 5-6 Sorcerer Sorcerer 6/12/15 2,000
possess highly poisonous blood, so those who injure them 7 Warrior Fighter 9/12/12 2,000
must be prepared for retaliation. As a result, Basilisks can 8-9 Shapeshifter Heritor 8/11/14 2,500
be quite effective on the front lines. 10-12 Sage Sage 7/10/16 2,500
Basilisks are oviparous, considered adults around the
age of 15, and their lifespan is thought to be about 500 years. Background Starting Class Skill/Body/Mind Experience
2-4 Warlock Warlock 6/11/16 2,000
Starting Languages: Basilisks can speak, read, and write 5-6 Priest Priest 6/13/14 2,000
Trade Common, Basilisk, Drakish and Barbaric, and speak 7 Boxer Grappler 8/13/12 2,000
Youma. 8-9 Dancer Battle Dancer 9/13/11 2,000
Restricted Classes: None 10-12 Geomancer Geomancer 7/12/14 2,500
Soulscars: 4
Basilisk Ability Scores Corrections
Racial Abilities A: 1d+6 B: 2d C: 2d
[Evil Eyes and Petrifying Gaze]: Basilisk has the Eye Of D: 2d E: 1d F: 1d
Stone within the body and imbues its gaze with the power of
a curse. Basilisk Enhanced Racial Abilities
They can use Truespeech Magic, Spiritualism Magic, 6th Level: When Basilisk performs [Monstrous Form], they
and Deep Magic without holding a magical implement. can choose whether the Head section inherits the
Also, they get the B-rank of "Evil Eye of Petrification" from continuous effects it was receiving during the Human form
the "Basilisk Unique Skills" (see p. 66). or loses all effects. Furthermore, all sections become
immune to poison-type damage to HP and MP and negative
[Poisonous Blood]: Basilisk’s blood in the body carries poison-type effects in the Monstrous form.
deadly poison, threatening those who harm it. 9th Level: [Poisonous Blood] now deals 2d points of
If Basilisk receives 1 or more points of applied damage damage.
from a melee attack, the character who inflicted the damage 11th Level: [Monstrous Form] can now be performed with
will receive '1d' poison magic damage at the end of their a Minor Action.
turn.

[Monstrous Form]: Basilisk unleashes the Eye Of Stone's


power with Major Action, transforming into Monstrous
form. After shapeshifting, their intelligence decreases by 12 Page 26 summarizes transformation for Diablos,
points (minimum 1), and they have 3 sections: "Head (Main Drakes, and Basilisks.
Section)/Body/Evil Eye". Once they shapeshift, they cannot
return to Human form for 1 hour. Returning to Human
form is also done with a Major Action.

20
Character Description
This is Basilisk sorcerer. Basilisks as a race are suitable
Basilisks are also well-known as Upper Barbarous. for any class, but their racial abilities [Evil Eyes and
However, they have quite different personalities compared Petrifying Gaze] have range and can be used as a Minor
to the equally famous Diablos and Drakes. Action, making them well-suited for magic use. Evil Eye
Unlike Diablos and Drakes, who seek to enhance their gradually petrifies the target, slowing their movements little
status and expand their influence by winning battles and by little.
showcasing their strength, Basilisks show little interest in They also possess transformation abilities. With the
such status elevation or territorial ambitions. Many Basilisks racial ability [Monstrous Form], they can transform into a
tend to immerse themselves in their hobbies and thoughts, Monstrous form with three sections: Head, Body, and Evil
engrossed in what they want to do. Their character is often Eye. When transformed, the main section, the Head, uses
lazy and decadent, with some preferring perverse and magic, the Body performs melee attacks with innate
aesthetic tastes. They show no motivation for things they are weapons, and the Evil Eye utilizes the Evil Eye, capitalizing
not interested in and do not even try to hide such attitudes on the characteristics of each section. However, the Evasion
(however, it is not recommended to be uncooperative with check for the main section is currently a straight roll, so even
GMs or other players. Regardless of attitudes or words, when transformed, it' is advisable to avoid the front lines and
cooperation in advancing the story is encouraged). focus on combining magic and Evil Eye. Additionally,
Basilisks generally do not display a haughty attitude and intelligence decreases during transformation.
can be easily imagined as inquisitive hobbyists or introverts Before transformation, they are intellectual magicians;
who want to immerse themselves in their hobbies or after transformation, they become fearsome monsters that
research. A cool demeanor, obsessive personality, and combine poisonous blood and Evil Eye, showcasing a dual
enthusiastic energy all suit Basilisks. If their hobbies or tastes nature. Masterfully wield the ferocity of a powerful sorcerer
align, they may even serve or look up to someone as a lord and monster, using the Evil Eye to gradually corner your
or try to create their own kingdom to achieve their purposes opponent and strategically lead yourself to victory.
and hobbies.
Naturally, the Lower Barbarous fear Basilisks and avoid
confronting them, as, they as they are unsure of what might
happen on a whim.

21
Part 1 Characters

Operation at the 7th Level effectiveness. Moreover, armor is torn and lost, and shields
They are a seasoned Basilisk as an offensive sorcerer. and accessories are dropped on the spot.
By implementing [Eye Of Stone], they specialize in tactics Even if they transform, it is better not to engage enemies
that use high magic power to eliminate opponents with directly but to rely on magic or Evil Eye. In any case, the
attack magic. racial ability [Poisonous Blood] doesn’t have many
Particularly, since they have mastered the Combat Feat opportunities to be used. Treat transformation as an
[Magic Control], they can use wide-area spells like [Fireball] emergency measure, a means to recover when resources
to damage only the enemies. Additionally, having mastered like MP are exhausted, and primarily play as a sorcerer.
the Combat Feat [Fast Action] through the Scout class, if Since they have mastered Infusion [Core of Holding], it’s
they take the initiative in battle, they possess enough attack good to prepare Eye Of Stone in advance and use Ignis
power to annihilate the opponent without letting them do Charm (see p. 71) or Blessed Bead of Ignis (see p. 71) to
anything. protect themselves after transformation.
The Infusion learned in the Heritor class focuses on They are compatible with anyone if they have a
enhancing the Evil Eye, which can be used both before and Barbarous PC handling the frontline. A highly durable
after transformation. Especially with [Evil Eye Free MP / "Dark Troll Paladin" is optimal in a small group as they also
Petrification], they can use the Evil Eye without consuming have their own recovery means.
MP, allowing them to burn lower-ranked enemies with See p. 129 for their Transformation Sheet.
attack magic and gradually weaken tougher opponents with
the Evil Eye, thus deploying a versatile strategy.
Furthermore, with the Infusion [Experienced Heritor],
they can perform a Monster Knowledge check with the Columns related to Basilisks are listed below.
Heritor class, enabling them to fight by accurately targeting
weak points. Supplemental Notes on Basilisk's Unique Skills
See p. 73
Because the Heritor class is high, if they transform into
a Monstrous form, the other sections can perform attacks The [Evil Eye of Petrification] of the Basilisks can be Deflected with a
and evasion, but the crucial Main Section becomes quite Mirror
dangerous if targeted since it hasn’t mastered any Warrior- See p. 73
Type Class. Additionally, transformation causes a 12-point
decrease in intelligence, which drastically reduces magic

22
23
Part 1 Characters

Racial Abilities
[Darkvision]: Dark Troll can see in the dark as if it were
Dark Trolls are a race of warriors with large and daylight.
powerful bodies and a vigorous will to fight.
They stand over 3 meters tall, with skin as black and [Weakened]: As long as Dark Troll is under the sun, they
hard as rock and bodies bulging with thick muscles. Their receive a -2 penalty to Accuracy checks and Evasion checks.
form is magnificently imposing, reminiscent of a
masterpiece sculpted by an exceptional artist. [Troll Physique]: Dark Troll has a large and robust
Among the Barbarous, the Dark Trolls are the typical physique. Their Defense is increased by +1.
warriors who spend their lifetime continually honing
themselves and polishing their skills. They are typically Dark Troll’s Weak Point
proud, disdainful of tormenting the weak, and thrive on Magic damage +2 points
battling those who are strong.
At the same time, many become devout followers of the Dark Troll Backgrounds
gods, particularly tending to worship the war god, Background Starting Class Skill/Body/Mind Experience
Dalkhrem. Dark Trolls who assume the mantle of paladin, 2-4 Bodybuilder Enhancer 9/13/8 2,500
merging Divine Magic with their formidable physique, are 5-6 Boxer Grappler 10/14/6 2,000
regarded as an iron-clad defense. 7 Warrior Fighter 9/14/7 2,000
As a rare weakness, Dark Trolls are weakened by 8-9 Priest Priest 8/13/9 2,000
exposure to sunlight. Nevertheless, they possess sufficient 10-12 Spy Scout 10/13/7 2,500
combat power and do not use this as an excuse to shy away
from battles. Background Starting Class Skill/Body/Mind Experience
Additionally, they have maintained a deep loyalty to the 2-4 Tactician Tactician 9/12/9 2,500
Drakes since ancient times, often serving as their guards or 5-6 Geomancer Geomancer 10/12/8 2,500
subordinates. Fearless in the face of death, they are 7 Dancer Battle Dancer 11/14/5 2,000
dependable allies and formidable adversaries. 8-9 Jockey Rider 11/12/7 2,500
Dark Trolls are recognized as the lowest rank of warriors 10-12 Hunter Ranger 11/13/6 2,500
at the age of 15 and achieve independence. They reach their
physical peak at around the age of 200, with a typical lifespan Dark Troll Ability Scores Corrections
of 300 years, although living to the full extent of this span is A: 2d B: 1d C: 2d
rare. D: 2d+6 E: 1d F: 2d

Starting Languages: Dark Trolls can speak, read, and write Dark Troll Enhanced Racial Abilities
Barbaric and Giantish. 6th Level: Dark Troll gains a new racial ability, [Limited
Restricted Classes: None Regeneration].
Soulscars: 4 [Limited Regeneration]: Once per day, Dark Troll can
recover "adventurer level x 5" HP with a Major Action.
11th Level: Dark Troll can perform [Limited Regeneration]
with a Minor Action.

24
Character Description
They are a Dark Troll paladin who worships the war god
Dark Trolls are a representative warrior race, and they Dalkhrem.
consider high combat power to be a value sought Possessing excellent qualities as warriors, especially with
throughout life. high strength, they wield very heavy weapons and wear metal
Most Trolls spend their days training, honing their armor, which sets them apart from Humanoid heavy
bodies and skills. Their attitude and philosophy embody the warriors with superior attack power and durability.
essence of true warriors, and they lead a notably ascetic The racial ability [Troll Physique] enhances their
lifestyle. However, they recognize this as an intrinsic aspect warrior aptitude with a clear and powerful effect. However,
of their nature and do not impose it on others. [Weakened] imposes a penalty when they act under the sun,
Generally, Trolls love battle and rejoice at the so they prefer to operate at night or indoors whenever
appearance of strong enemies. They also tend to be devout, possible.
never failing to pray to their gods and giving thanks for being As a priest, their abilities are not particularly exceptional,
able to fight. but they can fulfill the minimum roles required of a priest.
They do not fear death but believe they should not die Above all, their high durability allows them to prioritize
in vain. Overall, they are extremely loyal, and it is common healing their comrades’ injuries, even while enduring their
to see them serving Drakes since the age of mythology. own.
If challenged to a fight, they generally do not refuse. They stand firm before the enemy, drawing their
However, they have no interest in engaging the weak and attention as they withstand assaults and push back entire
will ignore or refuse challenges from them. If faced with an armies with their durability, all while annihilating alongside
unavoidable confrontation, they will mercifully try to kill their comrades.
them instantly.
Dark Trolls are fundamentally a thoughtful race, though
there are also impulsive individuals and short-tempered
individuals among them. If you play while imagining
samurais or warriors, it may bring out the essence of Dark
Trolls.

25
Part 1 Characters

Operation at the 7th Level


As a durable frontline warrior, this paladin possesses
well-rounded ability scores and classes.
The two-handed axe Dinojaw's provides ample attack Here are references for Diablos, Drakes, Basilisks transformation
rules and notes.
power, while the sturdy metal armor Dontrecia's Great
Armor of Perseverance and the racial ability [Troll Timing Suitable for Transformation
Physique] provide a robust defense that effectively resists See p. 32
minor blows. Additionally, [Toughness] boosts HP, and
Accessory Section Restrictions
with the racial ability [Limited Regeneration] gained at level See p. 40
6 and the paladin's Divine Magic, this character
demonstrates exceptional durability and survivability, akin Handling of Innate Weapons as Rank Increases
to an unsinkable ship. See p. 44
Divine Magic is more tailored towards gradually healing "Stance: 1HW" Innate Weapons
and supporting oneself and allies during combat with the See p. 45
Combat Feat [Multi-Action] rather than solely strengthening
allies. While it's possible to heal and support numerous Reusing Equipment with Denudation
See p. 53
targets with [Metamagic/Targets], it's advisable to always
monitor MP levels as they aren't particularly high. Release of Restraint by Transformation, Destruction of Narrow Places
Although many Techniques have been mastered, it is See p. 54
advisable to use only the most beneficial ones depending on
Examples of Transformation
the situation to conserve MP for Divine Magic. Use See p. 56
[Beetleskin] against high-damage opponents and [Cat's Eye]
against foes with high evasion, selecting Techniques based Processing of Weapon and Items With "Stance: 1H#" and "Stance:
on the circumstances. 2H#" after Transformations
See p. 73
While this character excels in single-target attack power
and durability, they are vulnerable to facing multiple Item Held by Diablos During Transformation
enemies or debuffs. Therefore, it's advisable to have allies See p. 73
with area attack capabilities, such as "Diablo Warrior" or
those proficient in multiple magical attacks, like "Basilisk
Sorcerer" and "Arbor Fairy Tamer".

26
27
Part 1 Characters

Racial Abilities
[Flame of Anger]: Arbors acquire the unique skill of [Fire
Arbors are a rare race believed to have evolved from Weapon] (see p. 68) or [Fire Shield] (see p. 68) upon
plants into Barbarous. Although they do not have flowers, character creation.
their characteristics are similar to those of Meria (see CR II,
p. 269), and some even consider them a variant of birch Arbor’s Weak Point
Meria. Fire damage +3 points
Their appearance is similar to that of humans, but their
skin is white, their hair is white or pale green, and their Arbor Backgrounds
foreheads and bodies are covered with countless eye-like Background Starting Class Skill/Body/Mind Experience
patterns, making them easily distinguishable. 2-4 Fairy Tamer Fairy Tamer 9/7/14 2,000
It is said that during the Great War of the Gods, the trees 5-6 Sorcerer Sorcerer 10/7/13 2,000
that the Dwarves cut down and burned in large numbers, 7 Conjurer Conjurer 11/7/12 2,000
filled with resentment, took on human form due to the 8-9 Priest Priest 11/8/11 2,000
protection of the Second Sword, Ignis, and still harbor a 10-12 Spy Scout 12/8/10 2,500
strong hatred for the Dwarves. During the Magitech
Civilization Period, they were driven out when their forest Background Starting Class Skill/Body/Mind Experience
home was burned down, leading them to also despise 2-4 Warlock Warlock 9/8/13 2,000
Magitech. 5-6 Geomancer Geomancer 10/9/11 2,500
They usually live in their own communities deep within 7 Druid Druid 11/7/12 2,000
the forest, but they sometimes cooperate with upper 8-9 Tactician Tactician 10/10/10 2,500
Barbarous, such as Drakes, to engage in espionage activities. 10-12 Sage Sage 10/8/12 2,500
Due to their limited number of soulscars, they may also lead
operations to invade humanoid territories. Arbor Ability Scores Corrections
They are skilled in covert operations and adept at A: 2d B: 2d C: 1d
handling magic. Whether driven by resentment or not, they D: 1d+3 E: 2d F: 2d
possess the ability to manipulate fire, and their combat
prowess should not be underestimated. Arbor Enhanced Racial Abilities
Arbors produce seeds, and when these seeds are buried 6th Level: Arbor can activate [Fire Weapon] with a Minor
in the ground, they emerge above the surface in the form of Action. Alternatively, they can increase the damage of [Fire
an infant after about a year. They are considered adults at Shield], adding +2 points to the magic damage dealt to the
around 20 years old and reach the end of their soul's lifespan active character (for a total of +3 points).
at about 300 years, at which point their bodies transform 11th Level: Arbor can enhance the physical damage caused
into trees. by [Fire Weapon] by +2 points (a total of +4 points).
Alternatively, they can boost Defense with [Fire Shield] by
Starting Languages: Arbors can speak, read, and write Trade +3 points (a total of +5 points).
Common, Barbaric, and Drakish. They can also speak
Sylvan.
Restricted Classes: None
Soulscars: 2

28
Among the Arbors, there are those who are hedonistic
or materialistic. Given their surprisingly diverse
Arbors are creatures that harbor strong hatred, personalities, roleplaying them freely according to your
particularly towards Dwarves and the Magitech Civilization, preferences is encouraged.
making it difficult to get along with them (when playing, if
your party includes Dwarves or Artificers, make sure to Character Description
discuss and decide on roleplay aspects). Arbors are suitable for Fairy Tamers with the
Generally, they are quiet and rational, tending to act appropriate ability scores. They are armed with a bow and
thoughtfully and methodically. They are very similar to can eliminate enemies with shooting attacks.
Meria and, due to their longevity, are usually calm, patient, Arbors possess a racial ability called [Flame of Anger],
and known for their endurance. However, when they and when chosen as a character, they must choose between
become emotional, they can display considerable passion. [Fire Weapon] or [Fire Shield]. [Fire Weapon] enhances
According to legend, Arbors transformed from plants the weapons of themselves and their allies with fire, while
into Barbarous due to their forest being burned, driven by [Fire Shield] increases Defense and returns some damage
anger and resentment. They have a unique relationship with back to attackers. It is advisable to choose the option based
fire and flames. The dilemma of having the ability to on the party composition and class structure.
manipulate fire while also being vulnerable to it complicates Although it may seem simple for Barbarous PCs to have
the Arbor's mentality and sometimes distorts it (and the fact only one racial ability, it is highly versatile and can be used
that fire is ineffective against Dwarves adds to their anguish). for a long time, even as you grow.
To exact revenge on Dwarves and eradicate the Fairy Magic offers a choice of type, allowing for various
Magitech Civilization, they actively cooperate with other roles such as attack specialization, exploration, utility-
races. They are skilled in stealth and assassination, focused magic, or even incorporating healing. While
formulating meticulous plans, and executing missions managing MP is crucial, they can also attack with their bow,
calmly. so they may not need to worry about running out of breath.
They also have a loving nature and can form romantic Support your allies with racial abilities and magic, and
relationships beyond their own race. While they can only include shooting attacks where necessary to excel as a highly
bear children with the long-lived Meria, deep relationships versatile rearguard character.
with other races are also seen.

29
Part 1 Characters

Operation at the 7th Level With the Combat Feat [MP Save], you can cast spells
As a Fairy Tamer, this character possesses high Magic more frequently. In critical moments, use Mako Stones
Power and abundant MP. They also have the abilities of an alongside your spells to extend your casting duration.
archer, and various checks are attempted through the Sage Although summoning a fairy with the [Summon Fairy] spell
class. can be costly in terms of MP and Mako Stones, it can
The unique skill [Fire Weapon] chosen through the temporarily boost their actions, turning the tide in a
racial ability [Flame of Anger] can be used as a Minor disadvantageous situation or enhancing their offensive
Action from level 6 onwards. It enhances not only the capabilities.
frontline allies but also the character's own bow attacks, so it Allies with high melee attack abilities, such as the
should be used proactively. frontline "Diablo Warrior" or "Drake Spirit Boxer," would
The Fairy Tamer's Gems needed to wield Fairy Magic be a good match. Provide support with [Fire Weapon] and
are equipped in the Ornate Jewelry accessory, which allows then eliminate enemies together with magic.
for the use of all types, making the choice of type flexible.
You can refer to the additional rules for "Contract with
Fairies" (see MA, p. 136), and if the GM permits, you may
adjust the contract type to the 3 or 6 type variation.
Even if you stick to the 4 types as per the rulebook, the
high power of Fairy Magic can be fully demonstrated. With
the Combat Feat [Hawk Eye], this character can use the
long-range Fairy Magic effectively on shielded targets.
Recommended types include fire, which specializes in
attacks, and light, which also offers recovery abilities. During
exploration, water and wind types can be useful for their
effects. The earth type can enhance allies' defense, while the
dark type disrupts enemy minds, among other effects.
There are many spells available, and you might not
know what to do initially, but choose something you like
from the above image and start using spells you understand
first.

30
Baba Yaga Priest

31
Part 1 Characters

Baba Yaga’s Weak Point


Physical damage +2 points
Typically, Baba Yagas are Barbarous with forms
resembling human females and primarily live alone in the Baba Yaga Backgrounds
deep forests, leading a quiet life. Background Starting Class Skill/Body/Mind Experience
Long hair is a characteristic feature; no matter how short 2-4 Sage Sage 9/8/9 2,500
it is cut, it grows back to waist length every morning (the cut 5-6 Conjurer Conjurer 8/8/10 2,000
hair disappears by the next day). 7 Sorcerer Sorcerer 7/8/11 2,000
They are a rare species due to their limited interactions 8-9 Priest Priest 7/10/9 2,000
with other Barbarous. Only females exist, and they primarily 10-12 Fairy Tamer Fairy Tamer 7/9/10 2,000
mate with humanoids (especially humans) to produce
offspring. Sometimes, they are feared for allegedly taking Background Starting Class Skill/Body/Mind Experience
away human children from towns (There is a legend that 2-4 Hunter Ranger 10/6/10 2,500
they eat these children after mating, but this is just a rumor. 5-6 Tactician Tactician 8/9/9 2,500
In reality, they do not need to kidnap people). 7 Warlock Warlock 7/7/12 2,000
They have a strong obsession with magic, and at the 8-9 Druid Druid 9/6/11 2,000
same time, they are born experts in natural magic. As a 10-12 Geomancer Geomancer 10/8/8 2,500
result, they study and master all kinds of magic.
They can temporarily increase their soulscars, Baba Yaga Ability Scores Corrections
enhancing their magical aptitude. During this time, their A: 2d B: 1d C: 1d
faces and skin take on the appearance of an ugly old woman, D: 1d E: 2d F: 1d+6
and their personalities also turn brutal.
Their usual demeanor is gentle and thoughtful. They Baba Yaga Enhanced Racial Abilities
may sometimes live in towns while pretending to be human 6th Level: With [Witch's Fire], Baba Yaga can choose to
or assist those in trouble in the forest. consume additional MP even for spells that say "Target: 1
Baba Yagas are considered adults at the age of 15 and Area (Radius XXm)/YY". If they choose to do so, the power
have a lifespan of about 300 years. table roll increases by +1 for all targets.
11th Level: When using [Witch's Fire], the additional MP
Starting Languages: Baba Yagas can speak, read, and write consumed is reduced to "half of the spell’s level (rounded
Trade Common, Arcana, Barbaric, and Drakish. up)"..
Restricted Classes: None
Soulscars: 2 (+2 during Witch Transformation) Timing Suitable for Transformation
Barbarous PCs capable of shapeshifting into multiple
Racial Abilities sections may wonder when to shapeshift to fully benefit
[Witch Transformation]: Baba Yaga can transform into a from this powerful ability, even if they understand its
witch with a Minor Action or during Combat Preparation. potential.
Upon transformation, all Magic Power increases by +1, and The timing for shapeshifting may depend on your class
their soulscars increase by 2 points (a total of 4 points). composition and your companions’ abilities. Generally, the
Additionally, they gain access to the racial ability [Witch's Human form offers more versatility and helps minimize
Fire]. damage, so use shapeshift primarily for HP and MP
Even if Baba Yaga shapeshifts into a witch, their current recovery. A good rule of thumb is to shapeshift when your
HP, MP and other attributes remain unchanged. They will HP is below half at the start of your turn or when your MP
also retain all ongoing effects. is below 10, as this can provide sufficient recovery while
After shapeshifting into a witch, they cannot revert to avoiding danger.
their original form for 1 hour. Returning to their original However, since shapeshifting boosts attack power and
form requires a Major Action. annihilation power, consider using it aggressively to fully
leverage these abilities. If you anticipate a battle with a
[Witch's Fire]: Intensely consuming mana reacts like a ghost powerful enemy, you might want to shapeshift in advance or
fire, momentarily enhancing the magic effect. during the first round of combat.
When Baba Yaga uses a spell with Major Action for Be aware that most of your armor and accessories will
"Target: 1 Character" using the power table, they can choose fall off when you shapeshift and can only be retrieved after
to consume additional MP equal to the spell's "level(rank)". the battle. Additionally, you will not be able to return to your
If they consume additional MP when using the power original form for a certain period of time once you have
table for the "Target: 1 Character" spell, if the result of the shapeshifted.
2d is "3-10", treat it as "+2" to that roll (up to 12). "Double
1s"(2) will be used as is. This die modification applies even
if the magic is resisted, but it does affect the power table rolls
after a critical result.
[Witch's Fire] can only be used if Baba Yaga has
transformed into a witch using [Witch Transformation].

32
Character Description
It is a Baba Yaga priest who has the ability to transform
Baba Yagas are the most reclusive. They originally lived into a Humanoid-like old woman. They worship the
in isolation deep in the forest, focusing on research into Immortal Queen Zeides.
magic and herbs. Although the number of sections of Baba Yagas remains
Many have personalities that resemble magicians or unchanged, their magic power increases upon
researchers, with quite a few being self-centered and narrow- transformation, granting them access to the powerful racial
minded. Some arrogantly believe that they and their magic ability [Witch's Fire].
are superior. When using their racial ability [Witch It is effective when rolling on the power table for both
Transformation], they adopt the appearance and demeanor damage and recovery, but be aware that MP consumption
of the evil, ominous witches from fairy tales. Aware of this, increases. Overuse can quickly deplete their MP.
some Baba Yagas dislike using [Witch Transformation], Outside of combat, they can excel in exploration and the
while others embrace it. use of herbs through the Ranger class, and in Insight and
They basically love immersing themselves in solitary Monster Knowledge checks through the Sage class.
research and study, making them comfortable with isolation. Carefully choose the right moments for transformation
However, to reproduce, they need a humanoid partner, so and [Witch's Fire], and ensure you support your
some are passionate and periodically take the initiative in companions.
romantic relationships.
They sometimes take on apprentices, and many have
surprisingly caring personalities (due to often living alone,
they are awkward in relationships, which frequently leads to
the tragedy of being misunderstood). If they join a party,
they often try to take on the role of strategist to protect their
comrades. However, being poor communicators, they may
initially be awkward or anger their comrades (be mindful not
to truly upset fellow players!).
Generally, they dislike stupid people and are averse to
Lower Barbarous like Youma. However, if a Baba Yaga is
fond of someone's appearance, they may love them for their
stupidity and even develop romantic feelings for them.

33
Part 1 Characters

Operation at the 7th Level Divine Magic pairs well with any character and should
As a priest, this character excels in support and healing be in high demand when forming a team. It is especially
abilities. While they may lack significant offensive power, beneficial to be able to heal other sections when characters
they are highly skilled in exploration and support, earning like "Diablo Warrior" or "Drake Spirit Boxer" transform.
them expertise in these areas. As for the frontline, the combination with the "Dark
The racial ability [Witch's Fire] becomes more powerful Troll Paladin" is also quite effective. Although this means
at level 6, enhancing area effects. However, this doesn't having two users of Divine Magic, the Dark Troll's weakness
significantly impact the character’s overall performance. It's to sunlight can be mitigated by Zeides' Specialized Divine
generally more beneficial to focus on enhancing healing Magic [Sunshade], allowing for unhindered activity under
spells such as [Cure Wounds]. the sun.
Additionally, this character is equipped with the
accessory Goddess's Veil, which allows healing spells to crit.
This can lead to exceptionally high effects, potentially fully
healing critically injured allies. It's not an exaggeration to say
that this character specializes in healing.
Aside from Goddess's Veil, this character does not have
particularly notable equipment. During combat, there is
very little to do besides casting Divine Magic. While using
Divine Magic, such as [Force], in conjunction with [Witch's
Fire], can be highly effective for attacks, it’s important to
manage MP carefully to ensure sufficient resources for
healing.
The Ranger class excels in outdoor exploration, while
the Sage class is highly effective in knowledge-related
checks, both of which can assist the party in various
situations. Additionally, the substantial MP recovery
provided by Magic Herbs can significantly enhance the
party’s overall survivability.

34
35
Part 1 Characters

Centaur Backgrounds
Background Starting Class Skill/Body/Mind Experience
Centaurs are Barbarous and look like the upper body of 2-4 Bodybuilder Enhancer 8/9/9 2,500
a human sprouting from the neck of a horse. 5-6 Fairy Tamer Fairy Tamer 7/9/10 2,000
Most live in grasslands and plateaus, with minimal 7 Warrior Fighter 8/10/8 2,000
interaction with other Barbarous, and have developed their 8-9 Sorcerer Sorcerer 7/8/11 2,000
own distinct culture. Many are proud and disdainful of 10-12 Hunter Ranger 9/8/9 2,500
cowardly behavior. They are known to fight bravely and
squarely. They are particularly concerned with strength and Background Starting Class Skill/Body/Mind Experience
tend to enjoy battles. They excel at group combat, skillfully 2-4 Druid Druid 8/7/11 2,000
coordinating with their comrades to form impressive Agile
5-6 Fencer 10/8/8 2,500
formations, famously sweeping through the battlefield like a Warrior
7 Dancer Battle Dancer 9/10/7 2,000
gust of wind.
8-9 Tactician Tactician 9/9/8 2,500
In major battles, they may cooperate with other
10-12 Geomancer Geomancer 8/8/10 2,500
Barbarous or fall under their command. However, they lack
a strong sense of solidarity with other Barbarous, and there
Centaur Ability Scores Corrections
are records of them fighting with Humanoids against other
Barbarous in the past. A: 2d+6 B: 1d C: 2d
They are well over 2 meters tall and weigh around 500 D: 2d E: 1d F: 2d
kilograms. Due to their physique and hoofed feet, Centaurs
struggle in tight spaces but demonstrate unparalleled Centaur Enhanced Racial Abilities
strength on the plains. 6th Level: [Martial Art of the Horse People] is enhanced,
Of course, Centaurs have a high aptitude as warriors and allowing the Centaur to carry one character on themself and
can acquire skills (Stunts) equivalent to those of mounts. treat that character as a passenger (see CR III, p. 91).
Additionally, with relatively few soulscars, they also have a 11th Level: [Martial Art of the Horse People] is enhanced,
notable aptitude for Fairy Magic. and the Centaur can reduce the penalty adjustment due to
Centaurs mature early, and by the age of 10, they are poor footing to half (rounded up) of the usual.
allowed to stand on the battlefield as adults. They have a
lifespan of about 100 years. List of Stunts That Can be Applied to the Centaur
When applying to Centaur, the "Compatible" field of
Starting Languages: Centaur can speak, read, and write Stunts should be ignored.
Barbaric and Centaurian.
Restricted Classes: Grappler 1st Level [Intimidation], [Attack Obstruction],
Soulscars: 3 Rider [Elevated Attack], [Tandem], [Charge], [HP
Required Enhancement]
5th Level
Racial Abilities Rider
[Lion's Fury], [Improved Elevated Attack],
[Half-Horse, Half-Human]: Centaurs are equipped with a [Trample], [Improved Hp Enhancement]
Required
wrestling weapon, Hoof (see p. 64) and have a movement 10th Level [Mounted Command], [Greater Elevated
speed that is twice their agility. They cannot ride any Mounts Rider Attack], [Super Charge], [Improved Attack
(though they can be Mounted). Additionally, they cannot Required Obstruction], [Orochi's Fury]
equip any accessories in the Feet section; instead, the Feet ※ Stunt [Lion's Fury] is treated as an effect that enables a
accessory section on the character sheet is changed to waist melee attack with a "Hoof" in addition to the normal Major
accessory (they have two "accessory: waist" sections). Action.
※ Stunt [Orochi's Fury] is treated as an effect that does not
[Martial Art of the Horse People]: The Centaur’s upper suffer the penalty effect to Evasion checks in addition to the
body is always treated as if they are riding. They can benefit effect of [Lion's Fury].
from the effects of some equipment and items that are
effective when riding. By increasing their Rider class level,
they can apply some of the Stunts they learn to themselves.
However, if they are controlling a Mount with the Rider
class, all Stunts will apply to the Mount instead of
themselves.
Please refer to the "List of Stunts that can be applied to
the Centaur" for Stunts that have an effect on Centaur
themself.

Centaur’s Weak Point


Earth damage +3 points

36
Character Description
This is a Centaur warrior. The Centaur's greatest racial
Centaurs are a warrior race comparable to Dark Trolls, ability, [Martial Art of the Horse People], allows them to
but they are distinguished by their reclusive nature. apply Stunts learned by increasing the Rider class level
Unlike Dark Trolls, who often serve under Drakes and directly to themself. This makes it possible to have an attack
take part in their armies, Centaurs generally avoid mingling power comparable to that of a mounted character.
with other races. They are highly independent, valuing Although the applicable Stunts are limited, once applied
themselves, their families, and their tribes. Therefore, and with both hands-free, this character can demonstrate
Centaurs who become PCs are likely to be outcasts expelled abilities distinct from those of a Humanoid Rider right from
from their tribes or eccentrics who have left their tribes to the start.
pursue warrior training on their own. This character has learned the Stunt [Charge] and the
That said, they are not entirely uncooperative. During Combat Feat [Aimed Attack I], enabling attacks that balance
the Diabolic Triumph, they were part of the Barbarous high accuracy and damage. With a strong defense as well,
army and occasionally worked with other races. They also this character can serve as an excellent warrior from the
value their obligations to benefit this sentiment to other moment of creation.
races. Once they recognize someone as a companion, they Charge through the battlefield as the vanguard and shape
hold that person in high regard. the course of the battle!
Additionally, due to their body structure, Centaurs do
not favor indoor spaces, especially narrow areas with many
stairs. They prefer wide outdoor environments and would
rather avoid entering cities if possible (when roleplaying, do
so without hindering scenario progression).
Possibly due to their seclusion, Centaurs do not
discriminate much between Barbarous and Humanoids and
sometimes form friendly relationships with Humanoids. A
cool but passionate personality suits Centaurs well, though
some are also hot-blooded and talkative.

37
Part 1 Characters

Operation at the 7th Level Details on the effects of Stunt [Lion's Fury] and
This warrior wields a spear and is equipped with sturdy [Orochi's Fury]
metal armor and a shield, boasting impressive attack power When Centaur gains the effect of Stunt [Lion's Fury], it
and durability. allows for an additional Major Action to perform a melee
The basic strategy remains unchanged: swiftly advance attack with Hoof, effectively granting two Major Actions. If
to the enemy’s front line and deliver a powerful spear strike. a melee attack or similar action was performed during the
The armor and shield block enemy attacks, and the original Major Action, the target of the Hoof attack can
character can also avoid them with surprisingly high either remain the same or be changed. This additional
Evasion. Major Action is performed after the original Major Action.
The greatest feature of Centaurs is that, due to their If a Melee Attack with Hoof is performed using the
racial ability [Martial Art of the Horse People], various Stunt additional Major Action granted by [Lion’s Fury], a penalty
effects can be applied to themselves. This character has a of -2 to Evasion is applied until the start of the next turn.
high Rider class level and has learned many Stunts, so when The Stunt [Orochi's Fury] is treated as an effect that does
benefiting from those effects, it possesses combat power that not incur a penalty to Evasion checks, even if an additional
is comparable to other Barbarous PCs. Additionally, the Major Action is performed due to [Lion's Fury], differing
Normal Lance is always considered to be in a mounted state, from the original Stunt effect.
allowing attacks using the "1HR" power table. However,
since the Stunt [Lion's Fury] has not been learned, Normal
Lance and Hoof cannot be used simultaneously.
Additionally, due to the Ranger class, they have acquired
the [Survivability] and [Indomitable] Combat Feats,
showcasing impressive durability. If outdoors, exploration is Columns related to Centaurs are listed below.
also possible, and it has high recovery abilities through herbs
and potions. Details on the effects of Stunt [Lion's Fury] and [Orochi's Fury]
See this page.
This character does not possess any abilities that use
MP, including Techniques and magic. As a result, it lacks Accessory Section Restrictions
explosive power and skill check modifications compared to See p. 40
others. When fighting with allies, it pairs well with those
When Barbarous PCs Operate Mounts with Rider Class
who can actively provide support. Suitable partners include See p. 73
a "Drake Spirit Boxer" for the frontline or a "Kobold Scout"
for the rearguard.

38
39
Part 1 Characters

[Scorpion Body Art]: The Upper Body section, while being


the Main Section, allows the Scissorscorpion to attempt
Scissorscorpions are Barbarous with the upper body of Evasion checks with "Heritor class level + Agility modifier".
a human emerging from the head of a giant scorpion. If they have mastered any Warrior-Type Classes that allow
They are known by this name due to their two powerful them to attempt Evasion checks, such as the Fighter class,
scissor-like forelimbs among the Androscorpions. they can select one of the classes' Standard Values before
Scissorscorpions are superior individuals within the race rolling.
and are warriors of high rank. If the HP of the Scorpion section becomes 0 or less, the
Androscorpions are emotionless, prioritize the will of effect of the Upper Body section being able to attempt an
the group, and have the nature to sacrifice individuals to save Evasion check with the Heritor class is lost, but they can still
the many. They exhibit unusually orderly behavior for make Evasion checks with Warrior-Type classes or have to
Barbarous, are loyal to their mission, and do not hesitate to make it as a "straight roll" (see CR I, p. 91).
sacrifice themselves if necessary. They have similarities to
social insects like ants and bees. Scissorscorpion’s Weak Point
It is rare for Barbarous to have an excellent aptitude for Physical damage +2 points
Magitech, and many of them can handle Magitech by
mastering magispheres. While they do not understand the Scissorscorpion Backgrounds
essence of Magitech, they are skilled in using it and know Background Starting Class Skill/Body/Mind Experience
how to make it useful for themselves. 2-4 Artificer Artificer 10/8/8 2,000
They are born and raised in their own kind's settlements 5-6 Archer Marksman 12/8/6 2,500
and rarely leave. However, Scissorscorpions, who possess 7 Warrior Fighter 10/10/6 2,000
more freedom and flexibility of thought than normal 8-9 Shapeshifter Heritor 10/9/7 2,500
Androscorpions, may venture out from their homes for 10-12 Hunter Ranger 11/9/6 2,500
purposes such as scouting, exploration, or training.
Scissorscorpions are oviparous and are considered Background Starting Class Skill/Body/Mind Experience
adults at the age of 12. Aging begins at around 120, and 2-4 Sorcerer Sorcerer 8/9/9 2,000
when they are judged by the group as unable to work and 5-6 Sage Sage 9/9/8 2,500
useless, they are expelled. The lifespan is thought to be 7 Dancer Battle Dancer 11/10/5 2,000
about 200 years. 8-9 Tactician Tactician 9/9/8 2,500
10-12 Alchemist Alchemist 10/7/9 2,500
Starting Languages: Scissorscorpion can speak, read, and
write Barbaric, Androscorpion, and Magitech. Scissorscorpion Ability Scores Corrections
Restricted Classes: None A: 1d+6 B: 1d C: 2d
Soulscars: 4 D: 2d E: 2d F: 2d

Racial Abilities Scissorscorpion Enhanced Racial Abilities


[Darkvision]: Scissorscorpions can see in the darkness as 6th Level: [Scorpion Body] is enhanced, the 'section: back'
well as they can during daytime. field on the character sheet increases by one and can be
treated as having two of those sections.
[Scorpion Body]: In addition to a human torso, the lower 11th Level: [Scorpion Body Art] is enhanced. Even if the
body has the form of a giant scorpion with pincers. The HP of the Scorpion section becomes 0 or less,
Scissorscorpion is treated as a character with 3 sections: Scissorscorpion will not lose the effect of [Scorpion Body
Upper Body (Main Section), Scorpion, and Pincers. Always Art].
follow the rules of "PCs with Multiple Sections" (see p. 54).
The Upper Body section can handle equipment and Accessory Section Restrictions
items like a human but not weapons such as Kick. The When a PC can shapeshift into multiple sections, most
Scorpion section is treated as having multiple legs and has weapons and shields are held in their hands and the
the innate weapon of a Scorpion Tail and the unique skill accessories worn on their body will fall to the ground. The
[Poisonous Tail]. The Pincers section has the innate only exception is for accessories in the “Accessory: Ears”
weapon Pincers. section. Please note that for the "Other Section," there is no
Scissorscorpion cannot equip waist and feet accessories, exception.
and the "accessory: waist" and "accessory: legs" sections on Scissorscorpion PCs cannot equip accessories in the
the character sheet are lost. Additionally, they cannot ride "Accessory: Waist" and "Accessory: Feet" sections. This
any Mount other than magitech mounts. means that they cannot equip these items in the "Other
Although it is a character with multiple sections, section" as well. Similarly, Centaur PCs cannot equip any
exceptionally, the Upper Body does not increase Defense accessories corresponding to the "Feet section".
and can equip armor (no basic stats correspond to the
Upper Body section). Please refer to "Basic Values of
Multiple Sections" (see p. 63) for the various values of the
Scorpion and Pincers sections.

40
Character Description
This is a Scissorscorpion Artificer. Scissorscorpions are
Among the Barbarous PCs, the most peculiar are large Barbarous that come with three sections from the start:
probably the Scissorscorpions. The thinking of Body, Scorpion, and Pincers. If you want to handle sections
Androscorpions, including Scissorscorpions, resembles that other than the main section, which is the Body, mastering
of social insects like ants and bees or machines. They the Heritor class is essential.
essentially unite as a race and use their organizational power This character is armed with a gun and shield, and
to protect their territory. despite being an artificer, they step onto the frontlines to
However, as they are, it would be difficult to play them fight right in front of the enemy. The Marksman class allows
as a PC. Therefore, if you want to enjoy playing a for shooting, and while the Artificer class does not allow for
Scissorscorpion PC, it is better to consider them as an evasion, the racial ability [Scorpion Body Art] makes it
outcast who has strayed from such an organization. Human- possible to attempt evasion with the Heritor class.
like emotions and fluctuations are considered cacophony The greatest advantage is the ability to handle multiple
and foreign to Androscorpions. Those who possess such sections simultaneously without the need for transformation
feelings may have trouble living with their kind and might or other procedures. The Tail attack includes unique skills
very well venture into the outside world alone. that inject poison, making their combat power high.
Even as an outcast, the hallmark of Androscorpions is If the Heritor class level is low, the values of other
their rational and calm thinking and decision-making. sections will remain low, so it is recommended that it be
Furthermore, since Scissorscorpions are a warrior species, leveled up.
they excel at calmly assessing battle situations and Make full use of multi-section attacks to annihilate the
maneuvering to their advantage. enemy.
Scissorscorpions are adept at group activities and highly
value those they recognize as comrades. Another
characteristic is that they do not think selfishly and are
willing to sacrifice themselves for their comrades.

41
Part 1 Characters

Operation at the 7th Level In addition to managing MP, ammunition, as well as the
It is a character that possesses multiple sections without reload count like a regular artificer, this character also
transforming and exhibits high attack power through guns requires management of other abilities and HP in the
and innate weapons. They are equipped with two guns: the "Transformed Sheet" (see p. 130), making it more
single-handed, shield-compatible Derringer and the two- challenging to operate compared to other characters.
handed Tempest, which has been modified into a Magic However, this also means that the character has many
Weapon and deals with high damage. These can be options and can choose the appropriate action according to
switched using the Modified Weapon Holder, with the extra the situation.
back section from their enhanced racial. Typically, when in Because the character can adapt their actions based on
the rearguard, they unleash high-power fire with Tempest, their companions, they can work well with any group.
and when in the frontline, they enhance their Defense with Especially with characters like the "Baba Yaga Priest" or the
shield and Derringer, performing compound attacks with "Kobold Scout," who can provide significant support, they
the gun, Pincers, and Scorpion Tail. will be even more reliable.
This character is capable of fighting both in the frontline
and rearguard, but the Heritor class has enhanced the
durability of other sections and innate weapons, making
them more effective in the frontline. The Main Section's
evasion ability is secured with the Combat Feat [Archer's
Grace], ensuring minimum survivability. However,
compared to other frontline characters, the maximum HP
Columns related to Scissorscorpions are listed below.
is lower, requiring caution.
Other sections are significantly enhanced with Infusion Accessory Section Restrictions
[Section Quick Reaction] and [Section Quick Reaction II]. See p. 40
Attacks with innate weapons have also been ranked up with
"Stance: 1HW" Innate Weapons
[Innate Weapons Mastery A], and depending on the See p. 45
situation, they might become more reliable than the Main
Section. When Barbarous PCs Operate Mounts with Rider Class
The power of the guns is quite strong, especially since See p. 73
they deal magical damage. When taking the initiative, the
[Shotgun Bullet] unleashed with Tempest has the potential
to inflict fatal damage on multiple enemies with a single shot.

42
43
Part 1 Characters

Dawn Backgrounds
Background Starting Class Skill/Body/Mind Experience
Dawns are Barbarous, covered in dark-colored fur, and 2-4 Sorcerer Sorcerer 9/6/12 2,000
have a similar stature to Humans. 5-6 Boxer Grappler 11/5/11 2,000
They excel in stealthy actions and infiltrate the territories 7 Assassin Fencer 12/6/9 2,500
and towns of Humanoids using skilled disguises. In many 8-9 Spy Scout 11/6/10 2,500
cases, they hide in slum areas and back alleys, dressed in 10-12 Priest Priest 10/7/10 2,000
robes with hoods that also hide their faces, and act at night.
Known for their loyalty, they often serve the Upper Background Starting Class Skill/Body/Mind Experience
Barbarous. Their subdued, emotional expression is 2-4 Geomancer Geomancer 11/7/9 2,500
considered ideal for their primary role as shadows. 5-6 Archer Marksman 12/4/11 2,500
Accomplished Dawns showcase their talents not just as spies 7 Dancer Battle Dancer 10/7/10 2,000
but also as assassins. 8-9 Warrior Fighter 11/8/8 2,000
Their ability to see in darkness and their clawed hands 10-12 Warlock Warlock 11/5/11 2,000
are perfect for Dawns, who lurk in the shadows, striking
from the dark. They are agile and capable of eliminating Dawn Ability Scores Corrections
large numbers of pursuers single-handedly. A: 2d+6 B: 2d C: 1d
Dawns are also known for their strong faith, directed D: 2d E: 2d F: 1d
towards the gods of the second sword, such as War God
Dalkhrem, Immortal Queen Zeides, and Sea Snatcher Dawn Enhanced Racial Abilities
Eiryak. They strive to remain faithful to their teachings. 6th Level: The innate weapon by [Assassination Skills]
They maintain deep connections with temples that becomes A-rank Talons (see p. 64), and the increase in
worship these gods of the Second Sword. These temples Extra Damage further increases by +1 point (total +3 points).
quietly root themselves in Humanoid society, and the This weapon can be used even if Dawn has not acquired
Dawns work to spread their teachings. [Weapon Proficiency A/Wrestling].
Furthermore, Dawns are considered adults at the age of 11th Level: The innate weapon by [Assassination Skills]
10 and have a lifespan of about 70 years. becomes S-rank Piercing Claws (see p. 64), and the bonus
to the Accuracy check increases by a further +1 (total +2).
Starting Languages: Dawn can speak, read, and write The increase in Extra Damage further increases by +1 point
Barbaric and Trade Common. (total +4 points). This weapon can be used even if Dawn has
Restricted Classes: None not acquired [Weapon Proficiency S/Wrestling]. Also, the
Soulscars: 2 bonus modification of [Familiar Darkness] is further
increased by +2 (total +4).
Racial Abilities
[Darkvision]: Dawn can see in the darkness as well as they Handling of Innate Weapons as Rank Increases
can during daytime. The innate weapons such as "Claws" or "Bites" that many
races of Barbarous PCs possess are all treated as melee
[Assassination Skills]: Dawn has the innate weapon Claws. weapons of the "Wrestling" category.
Claws can be deployed and retracted as a Minor Action, and These weapons cannot be processed or enhanced in any
when not in use, they are indistinguishable from a human's way. Instead, you can increase the rank of the weapon or
claws. Furthermore, Melee Attacks with this weapon gain a add type effects through Infusions.
+1 bonus to Accuracy checks, and Extra Damage is When the rank of an innate weapon increases, the name
increased by +2 points. This innate weapon cannot be and data of these weapons change, and they become more
enhanced in rank by Infusions (see p. 57). powerful as the rank increases.
Even if the rank of the innate weapon increases, each
[Familiar Darkness]: Dawn is adept at erasing their presence section can still be used without exception. If you only
and detecting others. They receive a +2 bonus to their handle innate weapons, you do not need [Weapon
Success Value for 'Disguise check (for themself only)' (see Proficiency A/Wrestling], [Weapon Proficiency
CR I, p. 103), 'Hide check' (see CR I, p. 104), and 'Follow S/Wrestling], or [Weapon Master].
check' (see CR I, p. 104). On the other hand, if you acquire these, not only the
Main Section but also the Extra Damage of all sections
Dawn’s Weak Point including other sections will increase.
Accuracy +1

44
Character Description
Dawns have a high aptitude for reconnaissance and
Dawns live in the darkness and shadows, both within assassination. Their racial ability [Familiar Darkness] is
Barbarous society and Humanoid society, where they suitable for solo actions and reconnaissance, and it is certain
remain hidden in the shadows. to be effective when performing missions alone.
As a race, Dawns are stealthy creatures who live in the While direct combat ability may be modest compared
shadows. They tend to avoid conspicuous actions as much to other Barbarous PCs, it is a character with high versatility,
as possible. They undergo training to erase their presence, including Claws innate weapons.
making them silent and almost imperceptible. To make the most of the racial ability, it is advisable to
However, they show strong motivation and a sense of prioritize leveling up the Scout class. Instead of fighting
responsibility when it comes to infiltrating Humanoid head-on, guide the battle to your advantage by gathering
territories or carrying out missions. Therefore, they should information and maneuvering before the battle begins.
actively speak up during strategy meetings. In infiltration
missions, they can disguise themselves and speak like "Stance: 1HW" Innate Weapons
Humanoids. Characters with innate weapons of "Stance: 1HW", such
They are deeply pious and tend to never miss their daily as Dawns and transformed Drakes, who have claws in the
prayers. Many of them are Priests of the war god Dalkhrem Main Section, treat those weapons as if they are equipped in
or the Immortal Queen Zeides, and their magic is both hands and handle them similarly to weapons that
invaluable in missions and on the battlefield. enhance punches. By learning the Combat Feat [Dual
Dawns are more closely related to the Lower Barbarous. Wielding], it is possible to perform two attacks with claws
Due to their many stealth missions, they are sometimes on both hands.
ridiculed or belittled by the martial Barbarous. However, The innate weapon Pincers is also "Stance: 1HW", but
they are used to this and are adept at brushing it off. Their since it is not handled with the Main Section, the effect of
loyalty to their master is high, and Dawns are valued for the Combat Feat [Dual Wielding] cannot be used.
achieving their objectives swiftly without unnecessary talk.
Roleplaying as a cool professional would highlight the
characteristics of Dawns.

45
Part 1 Characters

Operation at the 7th Level multiple sections, especially due to transformations, tend to
Fencer class and Scout class are elevated, making this learn the Heritor class, making it somewhat difficult to learn
character suitable for covert missions. The attacks from the other Other-Type Classes.
Fencer class are executed using the Claws innate weapon, In terms of combat roles, they stand on the frontline and
which are enhanced by their racial ability. attract and dodge the opponent's attacks, making them
Due to the reduced cost of purchasing weapons, the compatible with any frontline character. For rearguard
character is well-equipped with armor and items. Although allies, those who increase attack power with [Fire Weapon]
their attack power and endurance as a warrior are not higher like "Arbor Fairy Tamer" are well-suited.
than other Barbarous PCs, the character aims to excel not
only in combat but also in exploration and information
gathering through the Scout class and the newly acquired
Sage class.
With fewer soulscars, they are less affected by Swords of Columns related to Dawns are listed below.
Protection compared to other Barbarous and are not easily
detected during solo nighttime activities. They can anticipate Handling of Innate Weapons as Rank Increases
See p. 44
traps and other dangers in advance, increasing their survival
ability during exploration. "Stance: 1HW" Innate Weapons
In combat, rather than dealing direct damage and See p. 45
defeating the enemy head-on, the strategy involves using the
Combat Feat [Taunting Strike II] to draw attacks towards
themselves, then evading to activate the effect of [Dodge],
and aiming for a killing blow. Although the number is not
large, they have also mastered Techniques, allowing them to
temporarily enhance each ability.
Even in situations where they don't have the right
equipment, they can expect to be active if there are scenes
where they can utilize their high combat ability.
No companions are particularly compatible with this
character, but since they have a high Scout class and Sage
class, they can be said to be compatible with all Barbarous
PCs who have not learned those classes. Characters with

46
47
Part 1 Characters

Racial Abilities
[Species Limit]: A Kobold can only advance to the 5th level
Kobolds are known to be at the bottom of the Barbarous in any adventurer class.
hierarchy, despised and treated like slaves, known as weak
creatures. [Disregard]: When a Kobold is the target of an attack or
They are timid and submissive in nature and approach unique skill, they may ask the GM to divert it to another
everyone with a low posture. This may be a survival character; the GM will change the target to another
technique in Barbarous society, as there are no entities character to the extent that the game rules allow. This ability
weaker than Kobolds. can only be used once per combat.
However, Kobolds are dexterous and good at chores.
Their cooking skills are particularly excellent, to the point [Attention to Detail]: Kobolds are experts at detailed,
where some Humanoids hire Kobolds as cooks. careful work, gaining a +2 bonus to Dexterity checks while
Also, they excel in communication skills, and most not in combat. Kobolds can also learn work skills, up to a
Kobolds can speak the language of Humanoids. Therefore, total of 15 levels. However, as PCs, they are limited to 5
they are sometimes used as interpreters. levels in a single skill with this ability during character
Kobolds are not considered a threat by most opponents creation. But can grow work skills past level 5 using Raxia
and are generally ignored. Therefore, they often survive in Life rules.
battles, showing unexpected tenacity.
However, as a species, they are inherently weak and Kobold’s Weak Point
quickly reach their growth limit. Magic damage +2 points
Additionally, they are short-lived because they mature
early. They are considered adults at five years old and do Kobold Backgrounds
not live beyond 30 years. Background Starting Class Skill/Body/Mind Experience
2-4 Hobbyist Sage or Bard 7/4/7 2,500
Starting Languages: Kobolds can speak, read, and write 5-6 Scout Scout 9/4/5 2,500
Barbaric and Trade Common. They can also speak Youma. Agile
7 Fencer 8/5/5 2,500
Restricted Classes: None Warrior
Soulscars: 1 8-9 Hunter Ranger 7/5/6 2,500
10-12 Sorcerer Sorcerer 6/4/8 2,000

Background Starting Class Skill/Body/Mind Experience


2-4 Officer Tactician 8/4/6 2,500
5-6 Geomancer Geomancer 6/6/6 2,500
7 Dancer Battle Dancer 7/6/5 2,000
8-9 Archer Marksman 9/5/4 2,500
10-12 Artificer Artificer 8/3/7 2,000

Kobold Ability Scores Corrections


A: 2d B: 2d C: 1d
D: 1d E: 2d F: 2d

Kobold Enhanced Racial Abilities


There are no enhancements to Racial Abilities.

48
Character Description
This is a Kobold scout who is clearly inferior in ability
Kobolds are the lowest tier in Barbarous society. Even compared to other Barbarous PCs.
compared to Humanoid slaves, there isn't much difference The racial ability [Species Limit] limits the growth of any
in how they're treated. class level to only 5 levels. The ability scores are also low,
Their dexterity and interpersonal skills have allowed and it can be said that the suitability for warrior, magician,
Kobolds to survive such harsh treatment. and other roles is clearly lower than that of other races.
Kobolds are aware of their weak status and have learned However, in activities such as exploration and
to curry favor with the strong and perform their tasks reconnaissance that use dexterity, they can often perform
flawlessly to avoid their master's displeasure and survive. better than other races due to [Attention to Detail].
While not all Kobold players need to roleplay in a servile Furthermore, the racial ability [Disregard] allows them
manner, it's important to keep in mind that Kobolds are to redirect one attack aimed at them to another, which, if
weak, miserable, and discriminated against. used skillfully, can enhance survivability. This character has
Since Kobolds are inherently weak on their own, players acquired the Bard class, so it is minimally capable of
should quickly find a figure to serve. This could be PCs or providing support and dealing damage.
important NPCs in the scenario (in which case, you should Rather than stepping forward and acting as a main force,
get the GM's permission). Then, fully use your class and aim to be the supporting force by covering the weaknesses
serve your master. of your companions and focusing on support.
Additionally, Kobolds excel in communication skills
and language abilities. Therefore, they can understand and
converse in Humanoid languages. So, when Humanoids
appear, Kobolds can actively engage in communication and
may even switch sides if their safety is guaranteed.
Choosing Kobolds as PCs means you cannot expect to
excel in combat or magic. Hence, when playing Kobolds,
imagining a feeble pet or a servile yet cunning strategist is
advisable.

49
Part 1 Characters

Operation at the 7th Level As for companions, it is recommended to have reliable


This character is a Kobold who has grown to the racial allies that can protect them. A sturdy frontline is necessary,
ability [Species Limit]. With the Bard class, they use and magical support would also be appreciated. Since all of
Spellsongs for support and Finales for both attack and them have greater abilities than this character, they should
healing while also mastering numerous Other-Type Classes. be beneficial.
During non-combat situations, the racial ability [Attention to By fully utilizing their abilities, this character finally has
Detail] allows them to exhibit exploration capabilities the potential to stand alongside other Barbarous PCs. The
equivalent to a level 7 character. difficulty of handling is high, and while prioritizing survival,
The checks acquired through the newly learned Sage they demonstrate their role to help their companions.
class can be utilized as effectively as other Barbarous PCs,
and combined with Bard's abilities, the character has
mastered many languages.
Additionally, the Alchemist class enables the handling of
Evocations, allowing support for allies beyond magic.
Primarily, they use [Vorpal Weapon] to increase damage
and [Barkmail] to enhance defense, and in critical
situations, they can use high-rank cards to reduce the
opponent's evasion with [Paralyzing Mist].
For the use of Spellsong, the character is equipped with
the "Lute of Elegance," which allows the omission of "♡"
Rhythm when using Spellsongs and Finales. This is
particularly useful when utilizing [Finale: Summer Vitality]
to heal HP. The power of the Finales is greatly enhanced by
the Combat Feat [Intense Finale].
In combat, their survival ability is clearly lower than that
of other characters, so they need to act with utmost caution
to survive. The racial ability [Disregard] is one of their few
survival skills, but since it can only be used once per battle,
they need to carefully decide which enemy and ability to use
it against.

50
Height Comparison Chart for Barbarous Races

Approximate Height by Race


Height Race (Form)
120cm Kobolds
160-170cm (human Diablos (Human form), Drakes (Human form), Basilisks
large) (Human form), Arbors, Baba Yagas, Dawns
160-200cm Scissorscorpions
about 2m Centaurs
about 3m Diablos (Daemon Form), Dark Trolls
About 5 m (body length) Basilisks (Monstrous Form)
Several meters to several
tens of meters (total Drake (Dragon Form)
length)

51
Part 2 Rules & Data

Part 2 Rules & Data

52
This section describes the rules for dealing with hands or similar organs. If time permits, they can be
transforming and its cancellation when dealing with collected later.
transforming characters. In transformations where the section number does not
change, you can continue to hold them as they are.
Transforming Races
The transforming race is explicitly stated in any racial Restrictions Due to Armor
ability as "transforming" or "shapeshifting". If you wear armor of the "metal armor" category, you
The transformable races published in this book are cannot perform a transformation where the section number
"Diablo", "Drake", "Basilisk", and "Baba Yaga". In these rules, changes.
we mainly document the rules for situations where these Armor of the category "nonmetallic armor" can be worn
four races transform. while performing a transformation where the section
number changes, but the armor may be torn, broken, or lost
What is Needed at the Time of Transformation during the process.
A transformable race may have items necessary for
transformation. If there are items listed in the Reusing Equipment with Denudation
"Transformation Items" section of the "Summary of Barbarous PCs that increase sections with
Transformations" (see p. 54), you need to have those items transformation will struggle with choosing armor. Initially,
at the time of transformation. you may be forced to choose between refraining from
transforming or settling for inexpensive armor.
Diablo: Diablo Core (see p. 69) Once you have ample money, consider applying
Drake: Drake’s Magic Sword (see p. 69) "Denudation" (see p. 69) to your armor. You can transform
Basilisk: Eye Of Stone (see p. 69) even when equipped with "metal armor," like weapons and
Baba Yaga: None accessories. The armor does not break when you transform
but falls to the ground. This allows for reuse by collecting it
Transformation Without Item Restrictions later.
Baba Yaga race that does not require items at the time The cost of modification varies depending on the rank
of transformation. of the armor, so whether to modify or buy a spare and throw
it away should be discussed in terms of the performance and
Transformation Action price range of the armor.
The action to transform is explicitly stated for each race
as either a Major Action, Minor Action, or Combat Handling of Accessories
Preparation. When a transformation that changes the section number
is performed, all accessories equipped other than
Change in Section Numbers Due to Transformation "Accessory: Ears" will fall off on the spot. Like items held in
When the number of sections increases due to hand, they can be collected later if time permits.
transformation for a race, it is treated as having multiple In the case of transformations that do not change the
sections after transformation. Please refer to "PCs with section number, accessories will remain equipped unless
Multiple Sections" (see p. 54) for the treatment of sections instructed by the racial abilities.
after transformation.
Transformation in Narrow Places
Notes for Standard Combat, Advanced Combat Transformations that change the section number may
If a PC within the skirmish area transforms during not be possible in narrow places. If you are in a confined
combat and the number of sections changes, the number of space where only an average character (1 section) can enter,
characters within the skirmish area changes. Please refer to transformations that increase the section number cannot be
the "Skirmish Range Table" (see CR II, p. 55) and notify all performed.
participants if the size changes. The GM may decide that transformations are not
possible when setting such narrow places or when the PC is
Limitations During Transformation in a particularly narrow place. However, please try to notify
There may be restrictions when transforming, the PCs as much as possible in advance or issue a warning
depending on equipment and circumstances. before that action.
Even in these narrow situations, transformations that do
Handling of Weapons and Items Held in Hand not change the section number can be performed.
If you perform a transformation where the section
number changes, items such as "Stance: 1H" and "Stance:
2H" that were held in both hands before the transformation
will fall to the ground due to the movement or change of

53
Part 2 Rules & Data

Release of Restraint by Transformation, Destruction of Characters with Multiple Sections


Narrow Places Among Barbarous PCs, Scissorscorpions always have
A PC that can transform into multiple sections will three sections. Also, Diablos, Drakes, and Basilisks are
naturally become larger than before transformation. The treated as characters with multiple sections while they are
degree of difference varies from individual to individual, but transformed into their respective forms.
these should be managed by the number of characters
(number of sections). Restrictions due to Multiple Sections
If you are restrained in a human form or trapped in a Characters with multiple sections cannot ride any
narrow and closed place, you may use the transformation to Mount.
escape. It can be treated as an effect of "losing
disadvantageous effects when transforming". In that case, do Main Section and Other Sections
not be too strict about what happens to the restraining items PCs with multiple sections are treated as either a "Main
or enclosed structures, but rather think of a good way to Section" or "Other Sections."
create a good narrative moment. These PCs perform a "Death Check" when the HP of
The presentation of escaping from a predicament by the "Main Section" drops to 0 or less, and if they fail, they
transformation may be a convenient element, but the GM die. Even if the HP of "Other Sections" drops to 0 or less,
should think carefully and make judgments to make it more they will not die.
fun and/or dramatic.
Handling of the Main Section
Transformation While Mounted The Main Section is treated the same as other characters
When a transformation is performed while mounted, the PC can handle. Each ability score, maximum HP, and
and the section number changes, the mounted state is maximum MP are as written on the character sheet, and
automatically canceled. However, the mounted state can be racial abilities, combat feats, classes, spells, languages, etc.,
maintained if the transformation does not change the can also be used by the Main Section as is.
section number.
Main Section Losing Hands
Cancelling Transformation The Main Sections of Diablos, Drakes, and Basilisks
After transforming, it is possible to return to your lose their hands due to transformation. These sections
original form at your own will. However, if it is indicated that receive a -4 penalty due to "Both legs cannot be used" (see
you cannot return to your original form for a certain period CR I, p. 97) for skill checks where hands are needed.
of time after transforming, you cannot return to your The Diablo PC does not receive this penalty when the
original form in any way until that time has passed. The Body section that has arms performs the check (their Main
action to cancel the transformation is also clearly stated in Section is the Head). Also, the Scissorscorpion PC does not
the racial ability, just like the transformation itself. receive this penalty because the Main Section has arms.

Cancelling Transformation from Multiple Sections Checking the Values of the Main Section
When a PC whose section number has changed due to The basic values of the Main Section are as it is on the
transformation returns to its original form, there are no character sheet, but the Defense of the Main Section of
place restrictions. Diablos, Drakes, and Basilisks is determined by the "Heritor
class level" they have acquired, referring to the "Basic Values
About Races That Transform into Humanoids of Multiple Sections" (see p. 63).
In the case of Humanoid PCs, Spriggans (see AR, p. 16)
can perform transformations. Although the form changes, Status Carryover When Transforming Back
the section number does not change, so the changes in the When you transform back from a form with a Main
situation at the time of transformation are almost the same Section and return to your original form, you carry over the
as Baba Yaga. state of the Main Section. The total amount of HP damage
received, and MP consumed remains the same, and if you
were subjected to ongoing state changes such as
petrification, they are carried over as is.
Within Barbarous PCs, there are races that have
multiple sections. Here, we describe how to handle when a
single PC has multiple sections.

Summary of Transformations
Action required for Unable to undo
Race Transformation Ref. Number of Sections Time Required to
Transformation (5th level or Transformation time (5
Name Item Page after Transformation Transform Again
lower) levels or less)
Diablo Diablo Core 69 2 Major Action 1 Hour 3 Hours
Drake’s Magic
Drake 69 3 Major Action 1 Hour -
Sword
Basilisk Eye Of Stone 69 3 Major Action 1 Hour -
Baba Minor Action or Combat
None - 1 1 Hour -
Yaga Preparation

54
Handling of Other Sections [Footwork], [Shadow Sneak], [Shukuchi], [Run-and-Gun]
Each other section is treated as a single character per These passive combat feats have additional effects on
section. However, there are restrictions on the operation, movement, and since the other sections follow the
and special processing may also be performed. movement of the Main Section, they can equally gain effects
during that movement.
Classification of Other Sections
In principle, the "monster classification" of other sections [Targeting], [Hawk Eye]
is the same as the Main Section. Other sections of Diablo, These are passive combat feats with effects for stray
Drake, Basilisk, and Scissorscorpion are all treated as shots or taking targets through cover. All other sections can
"Classification: Barbarous". gain the same effects as the Main Section.

Movement of Other Sections [Enhanced Resistance I], [Enhanced Resistance II]


Other sections exist at the same coordinates as the Main These are passive combat feats that increase Fortitude
Section, and all follow the movement of the Main Section. and Willpower. These increase in accordance with the
increase in the Main Section's resistance.
Checking the Values of Other Sections
The "maximum HP", "maximum MP", and "Defense" of [Weapon Proficiency A/Wrestling], [Weapon Proficiency
other sections are determined by the "Basic Values of S/Wrestling], [Weapon Master]
Multiple Sections" (see p. 63) for each section name. These passive combat feats handle high-ranking
At this time, if the Main Section has learned the Heritor wrestling weapons and increase their damage.
class (see p. 57), the status will increase depending on the Innate weapons possessed by characters with multiple
level. sections, exceptionally, do not require usage conditions, and
can use high-rank weapons.
Skill Checks and Standard Values of Other Sections These passive combat feats are effective for increasing
In principle, the Other Section cannot use the classes or the damage of all innate weapons handled by the Main
abilities acquired by the Main Section. Unless specified by Section and all Other Sections.
racial abilities, skill checks, except for proactive ones such
as Accuracy checks using the Heritor class and Evasion Other Sections: Unconscious and Disabled Sections
checks, cannot be performed. When the HP of the Other Section drops to 0 or less,
perform the Death Check with the Fortitude of the Main
Expansion of Skill Checks by Certain Effects Section as the Standard Value.
Some Infusions (see p. 57) have an effect that allows the The other section will become unconscious if you
Other Section to use the class acquired by the Main Section succeed in the Death Check. You can recover it from
for the Standard Value of the check in addition to these unconsciousness by using effects that awaken
checks. unconsciousness, such as [Awaken] (see CR I, p. 232).
If you fail the Death Check, that section is not dead but
Fortitude and Willpower of the Other Section is treated as a disabled section. Other sections that have
When the Other Section needs to perform a Fortitude become disabled will no longer recover HP by normal
or Willpower check, the check will be performed using the means and will not wake up even with [Awaken].
Main Section's Fortitude and Willpower as the Standard Once a section has become a disabled section, unless
Value in principle. effects that revive or regenerate limbs or parts of the body,
When a PC with multiple sections becomes the target of such as [Resurrection] (see CR II, p. 135) or [Physical
a wide-ranging effect at the same time, these resistance Gimmick] (see CR II, p. 139) are applied, it cannot be
checks are performed only once, and their results are handled again.
referred to by all sections. Even if these means are used to recover the disabled
section, there is no soulscar accumulation.
Check of Evil Eye
The Evil Eye check performed by "Basilisk (monstrous Handling of Other Section Values After Ending
form)" with the Evil Eye section uses the Standard Value of Transformation
the check written in unique skills. In the case of a PC temporarily possessing another
section due to transformation, the other section is lost when
Combat Feats Applicable to Other Sections the transformation is released. There is no need to keep
Combat Feats learned by characters with multiple track of the status until then, and if you transform again, all
sections are basically applied only to the Main Section. the HP and MP of the other section are restored to their
Other sections cannot receive most of the effects of passive maximum value.
combat feats and cannot declare and perform active combat However, if the other section is in an unconscious or
feats. disabled section state, even if you transform again, it remains
However, for some Combat Feats, there are ones that in the state of unconscious or disabled section.
can be applied to the Main Section and all other sections.

55
Part 2 Rules & Data

Category and Rank of Innate weapons


All innate weapons are treated as melee weapons in the
A PC with multiple sections has innate weapons in each wrestling category. By learning the Infusion [Innate
section. Weapons Mastery A/S/SS], the innate weapon's rank
Innate weapons are clearly named for each section and increases and the weapon's name changes. Please refer to
are exclusive weapons for each section. They can be used the "List of Innate Weapons" (see p. 64) for each name and
without being held in hand, always treated as being data.
equipped, and cannot be unequipped at will.
A section with an innate weapon can perform melee
attacks using it.
It is convenient for PCs with multiple sections to manage
the status of each section using the "Transformed Sheet" (see
p. 132).

Summary of Handling Multiple Sections


Innate Can Use
Transformed Available Notes on transformation (5th level and
Race Name Section Weapon (B “Stance: 1H or
Form Name Accessories below)
Rank) 2H” Items
Head
Bite Cannot "Ears" only -
Diablo Daemon Form (Main)
Body Drill Can - Racial Ability [Flying]
Body
Claws Cannot "Ears" only Unique skill [Breath of Light] available
(Main)
Drake Dragon Form
Wing Wing Cannot - Racial Ability [Flying]
Wing Wing Cannot - Racial Ability [Flying]
Head Intelligence -12; Racial Ability [Poisonous
Bite Cannot "Ears" only
(Main) Blood]
Body Claws Cannot - Racial Ability [Poisonous Blood]
Basilisk Monstrous Form
Evasion check +2; Racial Ability
Evil Eye None Cannot - [Poisonous Blood]; unique skill [Evil Eye
of Petrification] available
Upper Other than No armor restrictions; Racial ability
Body None Can "Waist" and [Scorpion Body Art]; does not refer to
Scissorscorpion - (Main) "Feet" Defense
Scorpion Scorpion Tail Cannot - Unique skill [Poisonous Tail] available
Pincers Pincers Cannot - -

Examples of Transformation Also, Defense is determined by the Heritor class level,


Rudolf is a young Basilisk, adventurer level 5, Fighter so Rudolf's head Defense at level 3 becomes "2".
class level 5, Sorcerer class level 3, and Heritor class level 3. However, all weapons, armor, and accessories other
His values in Human form are as follows: than the "Section: Ears" are removed during the
transformation and cannot be used. The head can use the
Max HP: 41 weapon Bite (see p. 64).
Max MP: 30
Dexterity modifier: +3 〇Other Sections
Agility modifier: +3 The basic values of the "Body" and "Evil Eye" are not the
Strength modifier: +4 Main Sections, so he refers to the Heritor class level 3
Intelligence modifier: +4 column.

Since he is a Basilisk, when he transforms, his sections 〇Infusions


become "Head (Main Section)", "Body", and "Evil Eye". Each time he raises the Heritor class by 1 level, he can
learn one Infusion.
〇Main Section Rudolf has learned [Section Quick Reaction],
His "Head," because it is the Main Section, retains the [Tenacious Infusion I], and [Enhanced Evil Eye
same values as before the transformation. Due to the A/Petrification].
transformation, the intelligence is reduced by -12 points, so
the Intelligence Modifier changes from "4" to "2". 〇Summary After Transformation
The values of each section of Rudolf will be as follows.
Rudolph Values
Section Name Max HP Max MP Innate Weapon Accuracy Extra Damage Evasion Defense Notes
Head (Main) 41 30 Bite 8 +9 8 2
Body 37 16 Claws 7 +7 7 5
Evil Eye 21 16 None - - 9 1 [Evil Eye of Petrification] A rank
※Values with [Section Quick Reaction], [Tenacious Infusion I] added.

56
Please refer to "Basic Values of Multiple Sections" (see
Heritor Class And Infusions p. 63).
Heritor Class Other-Type Minor Class Characters without the Heritor class in PCs with
This is a class for a character with multiple sections to multiple sections should refer to the "0" column.
control multiple sections at the same time. Those who excel
in this class are called Shapeshifters or Heritors. Infusions
When you learn the Heritor class, characters with
multiple sections can treat this class as the Standard Value When you acquire the Heritor class, you can learn not
when attempting some checks in actions outside the Main only to enhance sections but also Infusions.
Section. Infusion allows races with multiple sections to enhance
Characters without this class must make those checks as their basic stats and unique skills, and when you learn it, the
a straight roll (see CR I, p. 91). stats of other sections are mainly enhanced, and the number
In addition, you can learn special techniques called and effects of unique skills are expanded.
Infusions every time the Heritor class rises by 1 level.
Heritors are proficient in the following: Learning Infusions
Each time a character takes a level in Heritor, they may
- Accuracy checks (other sections only) (see CR I, p. 103) choose an Infusion from the list of Infusions (see p. 58) and
- Evasion checks (other sections only) (see CR I, p. 104)※ learn it.
※ Scissorscorpion's Main Section can make checks with Some Infusions require a minimum Heritor level to
this Standard Value even with the Main Section due to the learn and cannot be gained by Heritors of a lower level. For
racial ability [Scorpion Body Art]. example, a 5th-level Heritor will know five different
Infusions and can learn any Infusion that requires 5 levels
Limitations on the Heritor Class for Different Races or fewer in the Heritor class.
There are no restrictions on the races that can learn the
Heritor class. However, due to the characteristics of the Prerequisite Infusions
class, it is meaningless to learn it for characters other than There are Infusions in which an Infusion is stated in the
those with multiple sections, such as Diablos, Drakes, item marked as a "prerequisite". These cannot be newly
Basilisks, and Scissorscorpions. acquired unless all the Infusions written in that item have
already been acquired and the prerequisites are met.
Use Outside of Skill Checks
When performing an Accuracy check or Evasion check Classification of Infusions
with the Heritor class, you can count "Heritor class level + As a principle, Infusions always exert their effects if they
Strength modifier" as Extra damage of the weapon when have been learned.
determining physical damage.
Acquisition and Expansion of Unique Skills by Infusions
Strengthening of Sections By learning Infusions, there are instances where a
As the level of the Heritor class increases, the "Defense" character can gain new unique skills, or the usage and effects
of the Main Section and the "Maximum HP", "Maximum of available unique skills can be expanded.
MP", and "Defense" of sections other than the Main Section Please refer to the unique skills of each Infusion.
are enhanced.

Exclusive Infusion per Barbarous PCs


Ref. Ref. Ref.
Race Name 1st Level or Higher 5th Level or Higher 10th Level or Higher
Page Page Pag
[Active Combat Feats Use] 59 [Erosive Poisonous Breath] 60 [Otherworldly Behavior] 62
[Body Effects Continuation
[Warrior-Type Classes Use] 59 60 [Soul Absorption] 62
I]
Diablo [Chain of Curses] 59 [Daemonic Roar] 60 [Body Effects Continuation II] 62
[Daemonic Eyes] 59 [Raw Deal] 62
[Great Daemonic Mastery/Success
[Daemonic Mastery /Success Value] 59 62
Value]
[Shining Light Breath] 59 [Magic Sword Reinforced] 60 [Radiant Breath] 62
Drake [Magic Sword Reforged] 59 [Magic Sword Absorption] 60 [Enhanced Magic Sword SS] 62
[Enhanced Magic Sword A] 59 [Enhanced Magic Sword S] 60
[Darkvision] 59 [Titanic Physique] 61 [Second Evil Eye] 62
[Evil Eye Half MP/**] 59 [Evil Eye Free MP/**] 61 [Evil Eye Destruction Control] 62
[Enhanced Evil Eye A/**] 59 [Enhanced Evil Eye S/**] 61 [Enhanced Evil Eye SS/**] 62
Basilisk
[Evil Eye Success Value
59 [Evil Eye Mutation I] 61 [Evil Eye Mutation II] 62
Amplification]
[Casting Magic] 63
[Mobile Shooting] 59 [Cross Strike] 61 [Scorpion Attitude Control] 63
Scissorscorpion
[Weakening Venom] 59 [Stronger Poison] 61 [Deadly Poison] 63

57
Part 2 Rules & Data

Exclusive Infusions ①Name


Some infusions can only be acquired by certain races. The name of the Infusion.
Please check the "** Exclusive Infusions **" sections in the
list to learn more about them. ②Prerequisites
Prerequisites and other conditions must be met to
acquire the Infusion.

③Applicable Sections
Innate Weapons Mastery A The name of the Section affected by the Infusion. If
Prer. None Appl. Section All Human Form No more than one is listed, all of them are affected.
Sum. Innate weapons of all sections have been raised to rank A.
All sections will change the innate weapon they possess to rank ④Human Form
A. If the Main Section has acquired the Combat Feat [Weapon
Proficiency A/Wrestling], the increase in Extra Damage will also If the Infusion is effective only for multiple sections, it is
Eff.
apply. labeled "No"; if it is also effective for the Human form before
For sections without an innate weapon, this Infusion has no the transformation, it is labeled "Yes".
effect.

⑤Summary
Summary of the Infusion.

⑥Effect
A detailed description of the infusion.

Section Quick Reaction I


Prer. None Appl. Section All Other Sections Human Form No
Core of Holding Any other section can operate during a Major Action
Sum. transformation, and all other sections get +1 to Accuracy and
Prer. None Appl. Section Main Section Human Form No Evasion checks.
Using consumables such as Mako Stone and Potion types becomes During the transformation with a Major Action, the master can
Sum.
possible during transformation. make a Major Action with any other section of your choice during
Items other than weapons, armor, shields, and accessories are Eff. your turn.
stored in Drake’s Magic Sword, Eye Of Stone, and Diablo Core and Also, during the transformation, all other sections get a +1 bonus
can be used during transformation. to the Accuracy and Evasion check.
The items that can be stored are limited to those of "Stance: -".
When used on others, they can only be used within "Range: Touch".
Eff.
The character can store an item with a Minor Action before or Natural Aspect
after transformation.
Prer. None Appl. Section All Other Sections Human Form No
There is no limit to the number of items that can be stored, but
once an item is stored, it cannot be taken out again or used except Sum. It is possible to enhance any type of attack by the innate weapon.
during transformation. When the master acquires it, they can choose one type from
This Infusion has no effect if Scissorscorpion's character learns "fire", "water/ice", "wind", "earth", "lightning," or "energy", and during
it. the melee attack with the other section, they can enhance that type.
Eff. Master can choose whether to make the enhancement with
Minor Action each time they attempt an attack.
Resilient Core I Basilisk's character cannot select the "water/ice" type with this
Infusion.
Prer. None Appl. Section Main Section Human Form No
Sum. Main Section’s Defense +1, Max HP +5
Eff.
The Defense of the Main Section is increased by +1 points, and Tenacious Infusion I
the maximum HP is increased by +5 points.
Prer. None Appl. Section All Other Sections Human Form No
Sum. Other Sections’ Defense +1, Max HP +5
Innate Weapons Mastery A Eff.
Defense of all Other Sections’ is increased by +1 point, and the
maximum HP is increased by +5 points.
Prer. None Appl. Section All Human Form No
Sum. Innate weapons of all sections have been raised to rank A.
All sections will change the innate weapon they possess to rank Heritor’s Eyes
A. If the Main Section has acquired the Combat Feat [Weapon
Prer. None Appl. Section Main Section Human Form Yes
Proficiency A/Wrestling], the increase in Extra Damage will also
Eff. Master can attempt an Initiative check with the "Heritor class level +
apply. Sum.
Agility modifier" as the Standard Value.
For sections without an innate weapon, this Infusion has no
effect. Master will be able to sense the signs of a battle and prepare for
it.
Eff.
They will be able to perform an Initiative check with the "Heritor
class level + Agility modifier" as the Standard Value.

58
Enhanced Magic Sword A
Prer. [Weapon Prof. A/**] Appl. Section - Human Form Yes
Sum. Enhance Drake’s Magic Sword to A rank
Change Drake’s Magic Sword to any A rank melee weapon of the
Active Combat Feats Use master’s choice. They cannot change it into a magic weapon, special
All Other products, or school equipment.
Prer. None Appl. Section Human Form No Eff.
Sections In order to handle this magic sword, the master must have
The Other sections are able to use the active combat feats that the acquired the [Weapon Proficiency A/**] Combat Feat in the
Sum.
Main section has acquired. corresponding category.
The Other sections will be able to declare the active combat feats
that the Main Section has acquired. The number of declarations is
Eff. treated separately for each section, but the master needs an effect
similar to [Ever-Changing] (see CR I, p. 253) to declare the same
Combat Feats for more than one section during the master turn.

Warrior-Type Classes Use Darkvision


Prer. None Appl. Section - Human Form Yes
Prer. None Appl. Section All Other Sections Human Form No
The Other section can use the Standard Value of Warrior-Type Sum. Grants Darkvision
Sum. The master will be able to see things in the dark as they would in
Classes acquired by the Main Section. Eff.
When the "Other" section attempts an Accuracy check or Evasion daylight.
check, the master can substitute any of the Warrior-Type Classes
Eff.
acquired by the Main Section as the Standard Value instead of the
Heritor class. Evil Eye Half MP/**
Prer. None Appl. Section Evil Eye Human Form Yes
Sum. Halve the consumption of MP for any [** Evil Eye]
Chain of Curses Select from the [** Evil Eye] that the master has learned. When
Prer. None Appl. Section Main Section Human Form Yes Eff. using the selected Evil Eye, they halve the consumption of MP
Sum. Allows the use of unique skill [Chain of Curses] (round up). It applies at all ranks.
The master will be able to use the unique skill [Chain of Curses]
(see p. 65). It is used by the Main Section during the Daemon form.
Eff.
The use of this unique skill is possible after Normal Move or Enhanced Evil Eye A/**
Limited Move. Prer. None Appl. Section Evil Eye Human Form Yes
Sum. The effect of Evil Eye can be used at A rank.
Master can choose from the [**Evil Eye] that they have learned.
Daemonic Mastery/Success Value Eff.
The chosen Evil Eye will be usable with the effect of A rank.
Prer. None Appl. Section Main Section Human Form Yes This Infusion can be learned multiple times but is limited to
Sum. Success Value +1 for unique skills different Evil Eye names.
Master gets a +1 bonus to the Success Value of all unique skills
Eff.
available to them (see p. 65).
Evil Eye Success Value Amplification
Prer. None Appl. Section Evil Eye Human Form No
Sum. Success Value of all Evil Eyes +1
When in Monstrous form, all [** Evil Eyes] gain a +1 bonus to
Eff.
their Success Value.

Shining Light Breath


Prer. None Appl. Section Main Section Human Form No
Change "Range/Area" of [Breath of Light] to "50m/Shot" and Power
Sum.
to 30
The unique skill [Breath of Light] (see p. 65), which can be used
Eff. by the Main Section, now has a "Range/Area" of "50m/Shot" and the Mobile Shooting
damage it inflicts is "Power 30 + Adventurer level + Vitality modifier". Prer. [Targeting] Appl. Section Main Section Human Form -
During a Normal Move, by forsaking the Major Action of the other
Sum. section, the Main Section becomes capable of carrying out a
Magic Sword Reforged Shooting Attack and Activation of Magitech with Minor Actions.
Prer. None Appl. Section - Human Form Yes The other section is dedicated to moving and maintaining the
Sum. Can increase the minimum strength and Power of the Magic Sword posture necessary for shooting.
When the master performs a Normal Move during their turn by
At the start of each session, the master can increase the minimum Eff.
strength of Drake’s Magic Sword to a maximum of +5. The Power forsaking the subsequent Major Action of the Scorpion and Pincers
also increases by the same amount they increase. sections, the Upper Body section becomes capable of carrying out a
Eff. Shooting Attack and Activation of Magitech with Minor Actions.
The increased minimum strength will return to its original value
when the session ends, and at the start of the next session, the master
can increase it again by any value up to +5.
Weakening Venom
Prer. None Appl. Section Scorpion Human Form -
Enhance the effect of the unique skill [Poisonous Tail] by adding
Sum.
action check -1.
The unique skill [Poisonous Tail] will be enhanced.
If the target fails to resist the poison, in addition to the damage, it
Eff.
will receive the effect of "suffering a -1 penalty on action checks for
10 seconds (1 round)".

59
Part 2 Rules & Data

Resilient Core II
Prer.
[Resilient Core
I]
Appl. Section Main Section Human Form No Erosive Poisonous Breath
Sum. Main Section’s Defense +1 (+2 total), Max HP +5 (+10 total) Prer. None Appl. Section Main Section Human Form Yes
The Defense of the Main Section is increased by +1 points (+2 Sum. Allows the use of unique skill [Erosive Poisonous Breath]
Eff. The master will be able to use the unique skill [Erosive Poisonous
total), and the maximum HP is increased by +5 points (+10 total).
Breath] (see p. 65). It is used by the Main Section during the
Eff.
Daemon form. The use of this unique skill is possible after Normal
All-Out Attack Move or Limited Move.
Prer. None Appl. Section All Other Sections Human Form No
Sum. The Other sections can use the Combat Feat [All-Out Attack]
The Other sections can declare that it has learned the following
Body Effects Continuation I
Combat Feat [All-Out Attack]. Prer. None Appl. Section All Other Sections Human Form No
When transforming, the Main Section can pass on its effects to any
Sum.
Eff. [All-Out Attack] other optional section.
When declared, the Extra Damage for the next melee attack The continuous effects received before the transformation can be
increases by "Heritor class level" points. As a risk, the user will passed on to any other section, not just the Main Section, at the time
Eff.
receive a -3 penalty to the Evasion check. of transformation. Specify the section to inherit, and that section
must inherit all effects in a bundle.

Innate Weapons Mastery S


[Innate Weapons Daemonic Roar
Prer. Appl. Section All Human Form No Prer. None Appl. Section Main Section Human Form Yes
Mastery A]
Sum. Innate weapons of all sections have been raised to rank S. Sum. Allows the use of unique skill [Daemonic Roar]
All sections will change their innate weapon to rank S. If the Main The master will be able to use the unique skill [Daemonic Roar]
Eff. Section has acquired the Combat Feat [Weapon Proficiency Eff.
(see p. 65). It is used by the Main Section during the Daemon form.
S/Wrestling], the increase in Extra Damage will also apply. The use of this unique skill is possible after Normal Move or
Limited Move.

Tenacious Infusion II
[Tenacious Appl. All Other Human
Prer. No
Infusion I] Section Sections Form
Sum. Other Sections’ Defense +1 (+2 total), Max HP +5 (+10 total)
Defense of all Other Sections’ is increased by +1 point (+2 total),
Eff.
and the maximum HP is increased by +5 points (+10 total). Magic Sword +1
Prer. None Appl. Section - Human Form Yes
Sum. Enhance Drake’s Magic Sword by +1.
Section Quick Reaction II Apply the Magic Weapon +1 enhancement to the master’s own
[Section Quick Appl. All Other Human Drake’s Magic Sword, gain a +1 bonus to the Accuracy check, and
Prer. No Eff.
Reaction I] Section Sections Form add +1 to Extra Damage.
Further Accuracy +1 (+2 Total) and Evasion +1 (+2 Total) in other There is no cost or time required for enhancement.
Sum.
Sections
The Accuracy of all other Sections is increased by an additional
Eff. +1 (+2 in total), and their Evasion is increased by an additional +1 Magic Sword Absorption
(+2 in total). Prer. None Appl. Section Main Section Human Form No
Makes the melee attacks of the Main Section similar to those of the
Sum.
Magic Sword.
Experienced Heritor The Main Section's melee attack will be carried out using the
Prer. None Appl. Section Main Section Human Form Yes weapon data of Drake’s Magic Sword, not the innate weapon they
Master can make a "Monster Knowledge check" with the "Heritor Eff. have. The category is also treated as Drake's Magic Greed, and the
Sum. increase in damage due to the [Weapon Proficiency A/**] of that
class level + Intelligence modifier" as the Standard Value.
From the experience of confronting a large number of monsters, category can be applied.
the master can estimate the strength of the opponent.
The master will be able to perform a "Monster Knowledge check"
Eff.
(see CR I, p. 106) with the "Heritor class level + Intelligence Enhanced Magic Sword S
modifier" as the Standard Value. In this check, the master cannot [Enhanced Magic Sword
identify the weak point of the monsters. Prer. A] & Appl. Section - Human Form Yes
[Weapon Proficiency S/**]
Sum. Strengthens the Drake's Magic Sword to rank S
Technique Infusion Changes the Drake's Magic Sword to any S-rank melee weapon.
Prer. None Appl. Section All Other Sections Human Form No It cannot be changed into a magic weapon, special product, or
Sum. The Other section can be enhanced with Techniques. Eff. school equipment.
The Other sections become capable of using all Techniques In order to use this magical sword, the master must have acquired
mastered by the Main Section. When using them, MP is consumed [Weapon Proficiency S/**] in the corresponding category.
Eff.
from each section. The MP consumption of the Other section
cannot be substituted with things like "Mako Stones".

60
Resilient Core Mastery
Human
Titanic Physique Prer.
[Resilient Core
II]
Appl. Section
Main
Section Form
No
Prer. None Appl. Section Body Human Form No Further Defense +2 (+4 Total), Max HP +10 (+20 Total) in Main
Evasion of the Head and Evil Eye sections is increased by +2 due to Sum.
Sum. Section
the giant body. Defense of the Main Section is increased by an additional +2 (+4
When in Monstrous form, the form gives [〇Attack Obstacle = Eff. in total), and their maximum HP is increased by an additional +10
+2/+2" to Head and all Evil Eye sections. These sections gain a +2 (+20 in total).
Eff. bonus to Evasion checks against melee and ranged attacks.
This effect is lost when the HP of the Body section becomes 0 or
less. Innate Weapons Mastery SS
[Innate Weapons
Prer. Appl. Section All Human Form No
Mastery S]
Evil Eye Free MP/** Sum. Innate weapons of all sections have been raised to rank SS.
[Evil Eye Half
Prer. Appl. Section Evil Eye Human Form Yes All sections will change the innate weapon they possess to rank
MP] Eff. SS. This effect will not allow the use of any weapon other than the
Sum. Change any [**Evil Eye] consumption MP to "None". innate weapon of their respective section.
** is based on [** Evil Eye MP Half/**]. The master can use the
Eff.
selected Evil Eye without consuming MP. It applies to all ranks.
Meticulous Infusion Mastery
Appl. Human
Enhanced Evil Eye S/** Prer.
[Section Quick
Reaction II] Section
All other
Sections Form
No
[Enhanced Evil Eye Appl. Evil Human Further Accuracy +1 (+3 Total) and Evasion +1 (+3 Total) in other
Prer. Yes Sum.
A/**] Section Eye Form Sections
Sum. The effect of Evil Eye can be used at S rank. The Accuracy of all other Sections is increased by an additional
Master can choose from the [**Evil Eye] that they have learned. Eff. +1 (+3 in total), and their Evasion is increased by an additional +1
The chosen Evil Eye will be usable with the effect of S rank. (+3 in total).
Eff.
This Infusion can be learned multiple times but is limited to
different Evil Eye names.
Tenacious Infusion Mastery
[Tenacious Appl. All other Human
Evil Eye Mutation I Prer.
Infusion II] Section Sections Form
No
Prer. None Appl. Section Evil Eye Human Form Yes Further enhance Other Sections Defense +2 (+4 Total), Max HP
Sum. The master will gain an additional Evil Eye. Sum.
+10 (+20 Total)
The master will gain an additional unique skill [** Evil Eye] at Defense of all Other Sections is increased by an additional +2 (+4
rank B. Eff. in total), and their maximum HP is increased by an additional +10
Once per turn, they will be able to use either [Evil Eye of (+20 in total).
Petrification] or the [** Evil Eye] that they acquired through [Evil
Eye Mutation]. Even if the activation timing of each Evil Eye is
different, they can only use one type during your turn. Realm of the Malevolent One
Eff. The color of the Eye Of Stone will be determined by the type of Prer. None Appl. Section - Human Form Yes
Evil Eye they choose.
Sum. Creates a barrier to ward off the effects of the Swords of Protection
During the monstrous form, the master will be able to use any of
the [** Evil Eye] once per turn with the Evil Eye section. With a Major Action, it unleashes the power of the Heritor to
Once the master acquires this Infusion, the [Evil Eye of temporarily ward off the effects of Swords of Protection.
Petrification] will be able to turn targets into ores or semi-precious During transformation, it can be used with a Major Action with
stones (the effect remains the same). the Main Section.
Eff. When used for 3 minutes (18 rounds), all characters of the
'Barbarous' classification within a '2 (radius 30m)/All ' range existing
at 'Range/Area: Caster/-' will no longer receive any adverse effects
from Swords of Protection.
This effect can only be used once a day.

Cross Strike Mana Release


Prer. None Appl. Section Pincers Human Form - Prer. None Appl. Section All Human Form Yes
Sum. Roll the power table twice, Critical Threshold +2 Sum. Learn the Combat Feat [Wordbreak]
When the attack of the innate weapon Pincers with Pincers In human form and during all sections of transformation, the
section hits, the master refers to the power table, rolls the power master can learn and attempt to use the Combat Feat [Wordbreak]
table twice, and calculates the total with Extra Damage as damage. Eff. (see CR I, p. 264) with a Major Action.
Eff. Please note that additional damage is only recorded once. The Standard Value for the check is "Adventurer level +
At this time, the determination of the power table twice will Intelligence modifier".
increase the Critical Threshold by +2 points on both rolls (it
becomes harder to critical).

Stronger Poison
Prer. None Appl. Section Scorpion Human Form -
The Success Value of [Poisonous Tail] is increased by +1, and the
Sum.
damage becomes "1d+2" points
The [Poisonous Tail] effect given by the Scorpion section's innate
Eff. weapon Scorpion Tail gets a +1 bonus to its Success Value, and the
damage given becomes "1d+2" points.

61
Part 2 Rules & Data

Enhanced Magic Sword SS


[Enhanced Magic Sword S] &
Appl. Section - Human Form Yes
[Weapon Master]
Strengthens the Drake's Magic Sword to rank SS
Otherworldly Behavior Changes the Drake's Magic Sword to any SS-rank melee weapon. It
Prer. None Appl. Section All Human Form No cannot be changed into a weapon with “Not for Sale” or “Cannot be
Abandon the Major Action of the Main Section, and allow the Body Traded”, a special product, or school equipment.
Sum. The Infusion [Magic Sword Reinforced] effect does not apply to this
section to perform two Major Action.
The master acts to defeat the enemy, throwing away intelligence SS-ranked weapon.
and following the Daemonic impulse.
The Main Section will not perform a Major Action, while the
Eff. Body section can perform two Major Actions. This effect cannot be
used if the Major Action of the Main Section has been completed
during your turn. Also, when using this effect, all sections will receive
a penalty of -2 to Evasion for 10 seconds (1 round).
Second Evil Eye
[Evil Eye Mutation I] Appl. Section Evil Eye Human Form Yes
Soul Absorption Obtain an additional Evil Eye.
Prer. None Appl. Section Main Section Human Form Yes The master will obtain an additional Evil Eye. During the Human form,
Sum. Allows the use of unique skill [Soul Absorption] they can use the gaze acquired through "Evil Eye of Petrification" and [Evil
The master will be able to use the unique skill [Soul Absorption] Eye Mutation I], [Evil Eye Mutation II] once per turn.
(see p. 65). It is used by the Main Section during the Daemon form. In the monstrous form, one more Evil Eye section is added (the total
Eff.
The use of this unique skill is possible after Normal Move or number of sections becomes 4). One of the two Evil Eye sections will be
Limited Move. assigned the [Evil Eye of Petrification], and the other will be assigned "any
Evil Eye acquired through [Evil Eye Mutation I], [Evil Eye Mutation II].
The master cannot use the Evil Eyes that were not assigned to the Evil Eye
Body Effects Continuation II sections.
[Body Effect Appl. Human
Prer. Body No
Continuation I] Section Form
During transformation, choose which effects the Main Section Evil Eye Destruction Control
Sum. [Enhanced Evil Eye SS/ Evil Eye of Appl. Evil Human
should inherit, one by one.
Yes
In addition to the effects of [Body Effect Continuation I], when Destruction] & [Magic Control] Section Eye Form
other sections inherit, the master can now choose which section will The master can control the target of [Evil Eye of Destruction].
Eff.
inherit each effect, and further, they can choose to take or leave each This Infusion can be declared when using [Evil Eye of Destruction/SS
effect. A single effect cannot be inherited by multiple sections. Rank], and it allows the master to preemptively exclude any character
within the effect range from the target.
This effect is valid even in Human form, but in that case, it counts as a
Raw Deal declaration for declared type feats. In monstrous form, the Evil Eye section
Prer. None Appl. Section Main Section Human Form Yes can independently declare this Infusion.
Sum. Allows the use of unique skill [Raw Deal]
The master will be able to use the unique skill [Raw Deal] (see p.
65). It is used by the Main Section during the Daemon form. The Enhanced Evil Eye SS/**
Eff. [Enhanced Evil Eye Appl. Evil Human
use of this unique skill is possible after Normal Move or Limited
Prer. Yes
Move. S/**] Section Eye Form
Sum. The Evil Eye effect can be used at the SS rank.
Master can choose from the [**Evil Eye] that they have learned.
Great Daemonic Mastery/Success Value The chosen Evil Eye will be usable with the effect of SS rank.
Eff.
[Daemonic Appl. Main Human This Infusion can be learned multiple times but is limited to
Prer. Yes
Mastery/Success Value] Section Section Form different Evil Eye names.
Sum. Success Value +1 for unique skills (+2 total)
Master gets a +1 bonus (+2 total) to the Success Value of all
Eff.
unique skills available to them (see p. 65). Evil Eye Mutation II
[Evil Eye Mutation Evil
Prer. Appl. Section Human Form Yes
I] Eye
Sum. Obtain an additional Evil Eye.
The master will acquire an additional Evil Eye at B-rank. In one
turn, they can only use one of the Evil Eyes acquired through [Evil
Eye Mutation I] or [Evil Eye Mutation II]. Therefore, the Evil Eyes
Radiant Breath that the master can use in one turn are limited to the combination
Eff. of '[Evil Eye of Petrification] + either acquired through [Evil Eye
[Shining Light Appl. Main Human Mutations]'.
Prer. No
Breath] Section Section Form Once the master acquires this Infusion, the [Evil Eye of
Sum. Change [Breath of Light] to [Radiant Breath] Petrification] will turn the target into a precious stone (expensive
The unique skill [Breath of Light] is enhanced, becoming gem).
[Radiant Breath]. The target becomes "1 Area (Radius 6m) / 20", and
the damage becomes "Power 40 + Adventurer level + Vitality
modifier" of the energy magic damage.
Eff.
If the master has acquired the Combat Feat [Magic Control], they
can exclude any character from the targets within the range. Also,
with the Combat Feat [Magic Convergence], it is possible to make
the target 1 Character.

62
Casting Magic
Prer. None Appl. Section Evil Eye Human Form No
Sum. Evil Eye can cast a spell with Major Action.
The Evil Eye section can cast a spell learned by the wizard class
by the Main Section with a Major Action. Scorpion Attitude Control
Magic Power uses the one from the Main Section. Also, when Prer. None Appl. Section Scorpion Human Form -
casting magic, all Combat Feats learned by the Main Section can be Sum. The master will no longer fall.
declared and used. MP must be consumed from the Evil Eye The Scorpion section becomes capable of responding flexibly to
Eff.
section. Eff. impacts and shifts in the center of gravity in a lower posture. It will
If any of the Evil Eye sections cast a spell with this effect, other no longer fall prone, regardless of any effects.
sections cannot cast a spell in the same turn. Similarly, this Infusion
effect cannot be used in the turn where the Main Section has cast a
spell. Deadly Poison
Prer. [Stronger Poison] Appl. Section Scorpion Human Form -
The Success Value of [Poisonous Tail] is increased by +1 (+2 total),
Sum.
and the damage becomes "2d" points
The [Poisonous Tail] effect given by the Scorpion section's innate
Eff. weapon Scorpion Tail gets a +1 bonus (+2 total) to its Success Value,
and the damage given becomes "2d" points.

Here is a summary of the basic values of each section of a character with multiple sections. Each time the Heritor class is
increased, see and apply the new entry for "class level".

Basic Values of Multiple Sections


Body or Upper
Head Wing Evil Eye Scorpion Pincers
Heritor Body
Level Max Max Max Max Max Max Max Max Max Max Max Max
Def. Def. Def. Def. Def. Def.
HP MP HP MP HP MP HP MP HP MP HP MP
0 14 10 1 20 10 1 10 5 0 10 10 0 16 6 2 12 6 2
1 17 12 1 24 12 2 13 6 1 12 12 0 20 8 3 15 8 2
2 20 14 2 28 14 3 16 7 2 14 14 0 24 10 4 18 10 3
3 23 16 2 32 16 4 19 9 3 16 16 0 28 12 5 21 12 3
4 26 18 3 36 18 5 22 11 4 18 18 1 32 14 6 24 14 4
5 29 20 3 40 20 6 25 13 5 20 20 1 37 16 7 27 16 4
6 32 22 4 44 22 7 28 15 6 22 22 1 42 18 8 31 18 5
7 36 24 4 48 25 8 32 17 7 24 24 2 47 21 9 35 20 5
8 40 26 5 53 28 9 36 19 8 27 27 2 52 24 10 39 22 6
9 44 29 5 58 31 10 40 21 9 30 30 2 58 27 11 43 24 6
10 48 32 6 63 34 11 44 23 10 33 33 3 64 30 12 47 26 7
11 52 35 7 68 37 12 48 26 11 36 36 3 70 33 13 52 28 7
12 56 38 7 73 41 13 53 29 12 39 39 3 76 36 14 57 30 8
13 60 41 8 78 45 14 58 32 13 42 42 4 83 40 15 62 32 8
14 65 44 8 83 49 15 63 35 14 45 45 4 90 44 16 67 34 9
15 70 47 9 88 53 16 68 38 15 48 48 4 97 48 17 72 36 9

63
Part 2 Rules & Data

The following is a list of innate weapons of multiple section characters.

Name of Innate Weapon at Rank Increase


B Rank A Rank S Rank SS Rank
Claws → Talons → Piercing Claws → Murderous Talons
Bite → Sharp Bite → Cleaving Bite → Steel Rending Bite
Wing → Pointed Wing → Powerful Wing → Wing of Judgement
Drill → Piercing Drill → Penetrating Drill → Destructive Drill
Scorpion Tail → Whiptail → Sharp Tail → Dream Tail
Pincers → Hard Pincers → Crushing Pincers → Indestructible Pincers

B-Rank Wrestling
Name Stance Min STR Acc. Power ③ ④ ⑤ ⑥ ⑦ ⑧ ⑨ ⑩ ⑪ ⑫ Crit Rate Add'l Dmg Price Notes
Claws 1HW 1 - 6 0 1 1 2 3 3 4 5 5 5 ⑩ - -
Bite 2H# 1 - 11 1 2 2 3 3 4 5 6 6 7 ⑩ - -
Wing 1H# 1 - 6 0 1 1 2 3 3 4 5 5 5 ⑪ - -
Drill 1H# 1 - 16 1 2 3 4 4 5 6 7 7 8 ⑪ - -
Scorpion Tail 1H# 1 -1 11 1 2 2 3 3 4 5 6 6 7 ⑩ - -
Pincers 1HW 1 +1 6 0 1 1 2 3 3 4 5 5 5 ⑪ - -
Hoof 1H# 1 - 11 1 2 2 3 3 4 5 6 6 7 ⑪ - -

A-Rank Wrestling
Name Stance Min STR Acc. Power ③ ④ ⑤ ⑥ ⑦ ⑧ ⑨ ⑩ ⑪ ⑫ Crit Rate Add'l Dmg Price Notes
Talons 1HW 1 - 16 1 2 3 4 4 5 6 7 7 8 ⑩ - -
Sharp Bite 2H# 1 - 21 1 2 3 4 6 6 7 8 9 10 ⑩ - -
Pointed Wing 1H# 1 - 16 1 2 3 4 4 5 6 7 7 8 ⑪ - -
Piercing Drill 1H# 1 - 26 2 3 4 5 6 8 8 9 9 10 ⑪ - -
Whiptail 1H# 1 -1 21 1 2 3 4 6 6 7 8 9 10 ⑩ - -
Hard Pincers 1HW 1 +1 16 1 2 3 4 4 5 6 7 7 8 ⑪ - -

S-Rank Wrestling
Name Stance Min STR Acc. Power ③ ④ ⑤ ⑥ ⑦ ⑧ ⑨ ⑩ ⑪ ⑫ Crit Rate Add'l Dmg Price Notes
Piercing Claws 1HW 1 +1 21 1 2 3 4 6 6 7 8 9 10 ⑩ - -
Cleaving Bite 2H# 1 - 31 2 4 5 6 7 8 9 10 10 11 ⑩ - -
Powerful Wing 1H# 1 - 26 2 3 4 5 6 8 8 9 9 10 ⑪ - -
Penetrating Drill 1H# 1 - 36 3 5 5 7 8 9 10 11 11 12 ⑪ - -
Sharp Tail 1H# 1 -1 31 2 4 5 6 7 8 9 10 10 11 ⑩ - -
Crushing Pincers 1HW 1 +1 26 2 3 4 5 6 8 8 9 9 10 ⑪ - -

SS-Rank Wrestling
Name Stance Min STR Acc. Power ③ ④ ⑤ ⑥ ⑦ ⑧ ⑨ ⑩ ⑪ ⑫ Crit Rate Add'l Dmg Price Notes
Murderous Talons 1HW 1 +1 26 2 3 4 5 6 8 8 9 9 10 ⑨ - -
Steel Rending Bite 2H# 1 - 41 4 6 6 7 9 10 11 12 12 13 ⑩ - -
Wing of Judgement 1H# 1 - 36 3 5 5 7 8 9 10 11 11 12 ⑪ - -
Destructive Drill 1H# 1 - 46 4 6 7 9 10 10 12 13 13 14 ⑪ - -
Dream Tail 1H# 1 -1 41 4 6 6 7 9 10 11 12 12 13 ⑩ - -
Indestructible 1HW 1 +1 36 3 5 5 7 8 9 10 11 11 12 ⑪ - -
Pincers

64
Here, we list the unique skills that Barbarous PCs may ►Daemonic Roar Res. Temporary
possess due to race or potentially acquire as they grow. Standard Heritor class level + Res.
The "►" in the name of unique skills indicates that they Willpower
Value Spirit modifier SV
are unique skills used with Major Action. Similarly, "⏩" Rank - Summary Fortitude & Willpower -2
indicates Minor Action, and "△" indicates that it can be used The Diablo raises a scream, instilling fear in the
surroundings.
during Combat Preparation. Those marked with "◯" are Within the "Range/Area: Caster/-" for "1 area (Radius
always active. Effect
6m)/All", the target in the range will receive a -2 penalty to
Also, "Standard Value" is the Standard Value you check Fortitude and Willpower for 3 minutes (18 rounds).
when determining the Success Value when using that unique Using this effect will consume 6 MP.
skill. "Resistance Standard Value (Res SV)" represents the
Standard Value the target uses when attempting resistance ⏩Raw Deal Res. Can’t
against that Success Value. The details of the "Resistance" Standard
item follow the notation of "Resistance Types" (see CR I, p. - Res. SV -
Value
167). A weak point that applies +3 damage
Rank - Summary from poison, disease, and curse type is
applied.
Diablo Unique Skills Choose something disadvantageous in the logic of the
Daemon and apply it to the target.
Diablo's unique skills are a part of the Summoning Arts All characters within "1 area (Radius 6m)/20" under
"Range/Area: 2(30m)/Target" will gain a weak point (see
transformed into unique skills. You can make them usable Effect
CR I, p. 390, ML, p. 67) of "+3 poison, disease, and curse
by learning specific Infusions. There is no increase in rank type damage" for 10 seconds (1 round).
or effect for each unique skill. This effect can only be used once per round. Also,
using it will consume 4 MP.

►Daemonic Eyes Res. Can’t


Standard ►Soul Absorption Res. Half
- Res. SV -
Value Standard Heritor class level +
Res. SV Willpower
Inflict 2 points of damage & user Value Intelligence modifier
Rank - Summary
recovers. Deals Power 40 damage. If
Diablo's sharp gaze makes the surroundings wither and Rank - Summary resistance fails, the user's HP and
inflict minor damage. MP recover by '10' points.
At "Range/Area: 1(10m)/Target", they can choose any It drags the soul into the Daemon world and exhausts
number of targets and inflict "2" points of curse magic it.
Effect damage on each. Afterward, they recover HP (Main With 'Range/Area: 1 (10m)/Shot', select any number of
Section recovers when transformed) equal to the total value targets, and deal HP and MP 'Power 40 + Heritor class
of the applied damage given to all targets. Effect level + Intelligence modifier' curse magic damage.
Using this ability consumes 2 MP per character If the target fails in resistance, the user's (using section)
targeted. HP and MP recover by '10' points for each character. To
use this effect, it consumes 20 points of MP for each target
character.
►Chain of Curses Res. Half
Standard Heritor class level +
Res. SV
Value Intelligence modifier
Willpower
Drake Unique Skills
Rank - Summary Deals Power 20 damage
They hurt themselves and spread that injury as a curse. Drake's unique skill is [Breath of Light], which emits an
With "Range/Area: 1(10m)/Target", Diablo can choose energy breath from their mouth. This unique skill can be
any number of targets, and deal each one "Power 20 + used even if they have not learned Infusions at all. It is
Heritor class level + Intelligence modifier /Critical
Threshold 10" curse magic damage.
enhanced by learning Infusions [Shining Light Breath] and
Effect [Radiant Breath].
To use this ability, Diablo must consume 5 points of
HP and 4 points of MP per target 1 Character (HP
consumption is 5 points regardless of the number of
targets, and HP is consumed from the Main Section during ►Breath of Light Res. Half
transformation). Standard Adventurer level + Vitality
Res. SV Fortitude
Value modifier
Rank - Summary Deals Power 20 damage
►Erosive Poisonous Breath Res. Half
Attacks a "Target: 1 Character" by spewing a mass of
Standard Heritor class level + Vitality energy at "Range/Area: 2(30m)/Shot", causing "power 20 +
Res. SV Fortitude
Value modifier Adventurer level + Vitality modifier" points of energy
Rank - Summary Deals Power 10 damage magic damage.
Effect
Attacks by spraying a poisonous mist from the mouth. If Drake has learned the Combat Feat [Targeting], it
Within "Range/Area: 1(10m)/Shot" and "1 area (radius will not cause a stray shot.
Effect 4m)/10" deals "Power 10 + Heritor class level + Vitality This effect can only be used once per round, and
modifier/Critical Threshold 10" poison magic damage. cannot be used on consecutive turns.
Using this effect will consume 8 MP.

65
Part 2 Rules & Data

Basilisk Unique Skills ⏩Evil Eye of Unlocking Res. Neg


Standard Adventurer level + Spirit
The unique skills of the Basilisk all carry the name of [** Evil Res. SV Willpower
Value modifier
Eye]. Individual rank increases are possible with Infusions. If they
Rank B Summary Destroy the locks.
raise the rank, some effects will be enhanced, or the content will
Eye Of Stone turns yellow. Within "Range/Area: 1
be changed. Please refer to the effects of each unique skill per rank. (10m)/Target" and "Target: One Object", it destroys locks.
Even if they have learned a high-rank Evil Eye, it is possible to Effect
If the lock is magical, then Success Values are compared.
use it at a lower rank than they have learned. All Evil Eyes used Using this effect will consume 4 MP.
with Minor Actions may only be used once per round.
Rank A Summary Destroying the locks.
⏩Evil Eye of Petrification Res. Neg
Effect
Same as B Rank, but "Range/Area: 2(30m)/Target" will cost
8 MP.
Standard Adventurer level + Spirit
Res. SV Willpower
Value modifier Destroy what is mechanically
Gives Petrification (“Dexterity Rank S Summary
fastened.
Rank B Summary
or Agility /-6”) All parts of the item that are mechanically fastened, such as
This is automatically acquired at rank B when creating screws, nails, and fasteners, are destroyed, making it unusable
a character. Moreover, there is a possibility that it may be (parts that are adhered with adhesive or are welded with metal
reflected by a mirror (see p. 73). It gives within are not destroyed). With "Target: 1 character", Basilisk can also
Effect "Range/Area: 1 (10m)/Target", "Target: 1 Character" the target the character, and if the target fails the Willpower check,
effect of "Petrifaction (Dexterity or Agility)" (see CR II, p. Effect all the fasteners of the items it is equipped with or holding are
329, ML, p. 71) within Range/Area: 1(10m)/Target". Using destroyed. If the equipment items being held are magical, a
this effect will consume 5 MP. separate comparison is made (Success Values will be the same
as with Truespeech Magic 15 level [Perfect Cancellation] (see
Gives Petrification (“Dexterity or Agility CR III, p. 138, MA, p. 109)). Using this effect will consume 24
Rank A Summary
/-6”) MP.
Same as rank B but "Range/Area: 2(30m)/Target," and the
Effect
Success Value is modified by a bonus of +1 for the first time. Destroy structures with 100 or less
Rank SS Summary
HP.
Either "Petrifaction (Dexterity or Regardless of the material or Defense, structures with 100
Intelligence/-6)" or "Petrifaction (Agility or HP or less will be destroyed. Basilisk can also limit it to only
Rank S Summary
Intelligence/-6)" is given at Basilisk's destroy certain areas (cylinders, rectangles, and other simple
discretion. Effect
shapes) that are large enough for them to pass through. If the
Same as Rank A but "Range/Area: 2(50m)/Target", and target has magical protection, it becomes a comparison of
Basilisk can change the target ability score each time to a Success Values. Using this effect will consume 32 MP.
Effect combination of "Dexterity or Intelligence" and "Agility or
Intelligence" (they can also use it without changing it to
"Dexterity or Agility").
Evil Eye of Revitalization Res. Neg
Standard Adventurer level + Spirit
Res. SV Willpower
Either "Petrifaction (Dexterity or Value modifier
Intelligence/-12)" or "Petrifaction (Agility or Continue to stare for 1 minute,
Rank SS Summary
Intelligence/-12)" is given at Basilisk's Rank B Summary and boost recovery from sleep
discretion. for only 12 hours.
In addition to the effect of S rank, the ability score of Eye Of Stone turns blue.
Petrifaction is reduced to "-12", and the "cumulative 3 times for To get the effect with this Evil Eye, Basilisk must keep
Effect the same ability score" required to completely petrify a character staring for 1 minute (exceptions are actions that can be
with monster data remains the same. Using this effect will used with Minor Action). The resistance check is
consume 10 MP. Effect performed only once at the end of the stare.
With "Range/Area: 1 (10m)/Target", for the next 12
►Evil Eye of Destruction Res. Half hours, the target's HP recovery effect due to sleep will be
the same ratio as MP recovery (50% every 3 hours). Using
Standard Adventurer level + Spirit
Res. SV Willpower this effect will consume 3 MP.
Value modifier
Rank B Summary Deals Power 10 damage Use a Minor Action to cancel the target's
Rank A Summary
When acquiring this Evil Eye, Basilisk chooses the type Technique and restore the target's MP.
and Eye Of Stone color from either "Earth/Yellow", If the target is affected by any Technique, all of them will be
"Water/Ice/Blue", "Fire/Red", "Wind/Green", canceled. For each effect that is canceled, the target will recover
"Lightning/Purple", "Energy/White or Colorless", Effect
1 MP point. This effect can be used with a Minor Action
"Slashing/Silver", or "Bludgeoning/Black". Once chosen, ("Duration: Instant"). Using this effect will consume 6 MP.
Effect
they cannot change it or acquire multiple [Evil Eyes of
Destruction]. It deals "Power 10 + Adventurer level + Spirit Halve the duration of the 'poison' or
Rank S Summary
modifier/Critical Threshold 10" points to "Target: 1 'disease' effects on the target.
Character" within "Range/Area: 1 (10m)/Shot". Using this If the target is under the effect of a 'poison type' or 'disease
effect will consume 4 MP. type' whose duration is not permanent, this will halve the
duration of that effect (rounded up if measured in rounds). For
Rank A Summary Deals Power 10 damage effects that progress or heal over time, all of that time will be
Effect
Same as B Rank, but "Range/Area: 2(30m)/Target" will cost halved (note: a character afflicted with a 'poison' that will kill in
Effect 1 hour will die in 30 minutes under this effect). No comparison
8 MP.
will be made between the poison's Success Values or the poison
Rank S Summary Deals Power 20 damage or disease effect itself. Using this effect will consume 12 MP.
Same as A Rank but "Range/Area: 2(50m)/Target", Power 20
Effect Rank SS Summary Rejuvenate the target.
will cost 12 MP.
The physical age of the target is rejuvenated to half of its
Rank SS Summary Deals Power 30 damage current age at that time. The effect from the second time
Same as S Rank but Power 30, “Target: Any Point”, and the Effect onwards on the same target rejuvenates to '1 year old'. When
Effect rejuvenated to '1 year old', the target, unless it is Runefolk, loses
cost will be 20 MP.
knowledge and memory. Using this effect will consume 36 MP.

66
⏩Evil Eye of Exaltation Res. Optional Evil Eye of Revivification Res. Optional
Standard Adventurer level + Standard Adventurer level +
Res. SV - Res. SV Willpower
Value Spirit modifier Value Spirit modifier
For 10 seconds (1 round) agility Continue staring for 10 minutes
Rank B Summary Rank B Summary
or strength +6 to awaken.
Eye Of Stone turns red. The Eye Of Stone turns green.
With "Range/Area: 1(10m)/Target ", it increases either To get the effect with this Evil Eye, Basilisk must
Effect the agility or strength score of "Target: 1 Character " by +6 continue staring for 10 minutes as a rule (exceptions are
points for 10 seconds (1 round). Using this effect will those that can be used with Minor Action). The Willpower
consume 6 MP. Effect check is only done once at the end of the stare.
It affects within "Range/Area: 1(10m)/Target" and
Rank A Summary For 10 seconds (1 round) agility or strength +6 "Target: 1 Character," and if HP is 0 or less and the target
Effect Same as B Rank but "Range/Area: 2(30m)/Target". is unconscious, it makes HP 1, and the target awakens.
Using this effect will consume 3 MP.
Rank Summary
S In addition, it gives "Psychic Immunity"
In addition to the effect of rank A, it also gives the effect of Rank A Summary Available for use with Minor Action.
Effect It becomes "Range/Area: 2(30m)/Target", and Basilisk can
"Psychic Immunity" to the target during the effect time.
Effect use the effect of B-rank as Minor Action. Using this effect will
Agility or strength +12 and "Psychic consume 6 MP.
Rank SS Summary
Immunity"
The effect duration becomes "3 minutes (18 rounds)", and Rank S Summary Restores the disabled section.
the specified ability score increases by +12 points. Stacking If the target is "disabled section" (see CR III, p. 99), it will be
Effect
Effect different ability score increases on the same target is allowed. restored. Using this effect will consume 12 MP.
Additionally, the "Psychic Immunity" effect can be
incorporated. Using this effect will consume 18 MP. Rank SS Summary Forcefully resurrect the target.
Changes Resistance to Negated and the target is forcibly
⏩Evil Eye of Dissipation Res. Neg resurrected. It is treated in the same way as [Resurrection] (see
CR II, p. 135), but the target does not have a loss of memory
Standard Adventurer level + Spirit Effect from just before death. This effect is a curse type, and even if
Res. SV Willpower
Value modifier the target does not wish it, they will be resurrected forcibly if
One temporary effect is lost at they fail in Willpower. Their soulscar also increases (see CR I,
Rank B Summary p. 185). Using this effect will consume 24 MP.
random.
Eye Of Stone turns green.
With "Range/Area: 1 (10m)/Target", "Target: 1 ◯All-Seeing Evil Eye Res. N/A
Character" will randomly lose one temporary effect (magic,
Standard
Effect
Technique, Spellsong, Evocation, Stratagem, etc.). After - Res. SV -
determining the Success Value of Evil Eye, confirm the Value
effects that can be eliminated by comparing the Success Keep within sight and add +2 to
Rank B Summary
Value and randomly determine the effect to be lost from a specific check.
among them. Using this effect will consume 6 MP. Eye Of Stone turns purple.
This Evil Eye is treated as "Range/Area: Caster/-" and
Rank Summary One temporary effect is lost at random.
A "Range: 2-3 areas (Radius 10m)/Space". Also, it does not
Same as B Rank but "Range/Area: 2(30m)/Target", and the require any actions other than the S rank effect and does
Effect not consume MP. Even when using the S rank effect, the
cost will be 9 MP.
effects of other ranks continue to apply without
One temporary effect is lost at Effect interruption.
Rank S Summary Assume that everything within range is in normal sight.
random.
In addition to the A-rank effect, it causes the target to lose all Basilisk will not be caught off guard from behind, and they
temporary effects it is receiving for those that Basilisk won the will receive a +2 bonus to the Danger Sense checks in
Effect comparison with the Hide checks or abilities of a similar
Success Value comparison. Using this effect will consume 18
MP. nature. As it is always in effect, there is no MP
consumption.
The user's HP and MP recover by 3
Rank SS Summary It also sees through invisibility within
points for each lost effect. Rank A Summary
First, use it as an A or S rank effect (paying MP cost). After range.
that, Basilisk will recover their own HP and MP by "the number Within "Range: All Areas (Radius 30m)/Space," Basilisk can
of temporary effects lost by the target x 3" points. If the Evil Eye Effect sense and see those invisible within the range. They do not
Effect receive any action restrictions or penalties for invisibility.
section was used during the monstrous form, select any one
section to recover. MP cost of this effect is only to activate the
A or S rank. Rank S Summary Marks an invisible character.
With a Minor Action, once per round, Basilisk will be able
to mark an invisible character within "Range/Area:
2(30m)/Target," "Target: 1 Character," "Resistance: Can't". For 1
Effect
minute (6 rounds), the marked target will have its outline clearly
visible to others, losing all benefits of being invisible. Using this
effect will consume 5 MP.

Rank SS Summary See through the effect of [〇Mimicry]


Effect Automatically see through all [〇Mimicry] within range.

67
Part 2 Rules & Data

⏩Evil Eye of Manipulation Res. Neg ►Evil Eye of Stagnation Res. Neg
Standard Adventurer level + Spirit Standard Adventurer level + Spirit
Res. SV Willpower Res. SV Willpower
Value modifier Value modifier
Prohibit the Full Move of the Rank B Summary Prohibit Minor Actions
Rank B Summary
target. Eye Of Stone turns black.
Eye Of Stone turns white or colorless. Within "Range/Area: 1(10m)/Target", "Target: 1
Within "Range/Area: 1(10m)/Target", it prevents Character" becomes unable to perform any Minor Action
Effect Effect
"Target: 1 Character" from making a Full Move. Using this for 10 seconds (1 round). It is possible to perform actions
effect will consume 4 MP. that can be performed with Minor Action with Major
Action. Using this effect will consume 6 MP.
Furthermore, it prohibits the target's
Rank A Summary movement by magic, items, or unique
Rank A Summary Prohibit Minor Actions
skills.
In addition to the effect of rank B, it becomes "Range/Area:
In addition to the B-rank effect, the target will not be able to Effect
2(30m)/Target".
make special moves using magic, items, or unique skills for 10
seconds (1 round). You will also lose abilities that assist or Rank Summary
Effect S Success Value +1
accompany movement, such as the Combat Feat [Shadow
In addition to the effect of rank A, it gains a +1 bonus to
Sneak]. Only walking or flying using the body section that they Effect
Success Value.
originally had is possible. Using this effect will consume 8 MP.
Furthermore, it prohibits the target's Prohibit the target's Major Action once
Rank S Summary Rank SS Summary
movement by magic, items, or unique skills. and all Minor Actions.
In addition to the effect of rank A, it becomes "Range/Area: For 10 seconds (1 round), the target will not be able to
Effect perform any Major or Minor Actions. However, if the target can
2(50m)/Target".
perform multiple Major Actions, it will be considered that the
Rank SS Summary Transfer the target. number of times has been reduced by one, and the remaining
This effect has "Range/Area: 2(20m)/Target". Transfers the Effect
Major Actions can be performed. The effects of this Evil Eye
target to the desired location. The destination for the transfer in do not extend to additional Major Action actions such as
Simplified Combat is all areas that can be visually confirmed [Haste]. Even in such cases, no Minor Actions can be
(however, when the frontline area is in melee, Basilisk cannot performed. Using this effect will consume 12 MP.
choose the rearguard area of a faction different from the target),
Effect
in Standard Combat, Advanced Combat, it is any point within
20m. If the total distance and height is within 20m, Basilisk can
also transfer it in mid-air, in which case, if the target cannot fly,
Arbors Unique Skills
it will immediately receive fall damage according to the fall
distance. Using this effect will consume 32 MP.
►Fire Weapon Res. Optional
Evil Eye of the Soul Transfer Res. Neg Standard Adventurer level + Res.
-
Standard Adventurer level + Spirit Value Intelligence modifier SV
Res. SV Willpower Give the weapon the power of
Value modifier Rank - Summary
Continue to stare for 1 minute, fire.
Rank B Summary Wrap Arbor’s anger of fire around the weapon. They
then possess the target.
The Eye Of Stone turns silver. To get the effect of this give the fire's power to any target in "Range: Caster" and
Evil Eye, Basilisk must stare at it for 1 minute. A Willpower "target: 1 area (radius 3m)/5". The target treats melee attacks
and ranged attacks as a fire type done with a magical
check is made only once at the end of the stare. The effect Effect
will disappear if a curse is removed from the target or the weapon for "3 minutes (18 rounds)", and the physical
mineralized body after the consciousness is transferred. damage dealt is increased by +2 points.
Basilisk takes over and controls the body of "Target: 1 This effect is treated the same as Spiritualism Magic
[Fire Weapon]. Using this effect will consume 8 MP.
Effect Character" in the "Range/Area: 1 (10m)/Target" for 1
minute (6 rounds). Physical abilities depend on the target.
During this time, the target is in a state of complete ►Fire Shield Res. Optional
consciousness collapse and cannot perceive anything. Standard Adventurer level +
While demonstrating this effect, Basilisk body (all sections Res. SV -
Value Intelligence modifier
when transformed) will mineralize (depending on the color Increase Defense and return fire
of the Eye Of Stone). Using this effect will consume 8 MP. Rank - Summary
damage to the attacker.
Continue to stare for 1 minute, then possess Creates a wall of fire with Arbor’s anger. Erects a wall of
Rank A Summary fire in front of the target of "Range: Caster" and "Target: 1
the target.
Same as B Rank but "Range/Area: 2(50m)/Target" will cost area (Radius 3m)/5". The target will have +2 Defense for 3
Effect Effect minutes (18 rounds), and moreover, characters who use a
12 MP.
melee attack or a "range: touch" effect on this affected target
The duration becomes "nighttime (from
Rank S Summary will receive "1" point of fire magic damage after the effect is
18:00 to 6:00)".
processed. Using this effect will consume 8 MP.
The B-rank effect can be fully utilized during the night (from
18:00 to 6:00). If used before 18:00, there will be no effect. The
Effect
effect will be automatically canceled at 6:00. Using this effect
will consume 24 MP.
Change the consciousness of the
Rank SS Summary
target. ◯Poisonous Tail Res. Neg
Basilisk stares at any two targets. If both fail in Willpower, Standard Heritor class level + Vitality
Res. SV Fortitude
the same effect as the S-rank between those two targets will be Value modifier
created. In other words, it transfers the consciousness from one Rank - Summary Deals 1d damage
body to the other and fuses them. The range is equivalent to A- Injects poison from the tip of the tail into the target's
Effect rank, and the duration is "Permanent". The consciousness that body. In addition to the usual damage, a target hit by the
operates the body automatically switches between night (18:00- Effect
"Scorpion Tail" attack will receive 1d poison magic
6:00) and day (6:00-18:00). The body of the one whose damage.
consciousness has been transferred will turn into a mineral.
Using this effect will consume 36 MP.

68
Here, we feature special items that can only be handled by Barbarous PCs or those with a "soulscar".
For each item, please refer to "How to Read Detailed Data" (see CR I, p. 300, ET, p. 124).

Drake’s Magic Sword Base Price: Cannot be Traded


Popularity 8 App. Various Category (Rank) Various
Summary This is the magic sword innate to Drakes. Era Current
This is the magic sword innate to Drake. When creating Drake's character, you You cannot normally enhance this weapon; it is enhanced
choose one B-rank melee weapon from any category and acquire it. You cannot by Infusions like [Enhanced Magic Sword A] (see p. 59).
Effect choose a weapon with an icon. This Magic Sword user can perform [Dragonification]
This item can be used as a magical implement. (see p. 16) by taking the magic sword into their body.

Magic Weapon +2 Base Price: 20,000/40,000/80,000/160,000


Popularity 10 App. Various Item Class Weapon and Armor Enhancements
Summary Process the weapon, further +1 to Accuracy check, Extra Damage Era Ancient Magic Civilization
This enhancement can be applied to a weapon that has been enhanced with The base price represents the processing cost of the
Magic Weapon +1, a weapon with an icon, or an SS rank weapon. "B/A/S/SS rank".
Effect This processing requires one month.
Weapons that have been enhanced with this will gain a further +1 bonus on the
Accuracy check, and the Extra Damage will be further increased by +1 point.

Soulscar Processing Base Price: 3,000/6,000/12,000/24,000


Popularity 10 App. Various Item Class Weapon and Armor Enhancements
Summary Increases Extra Damage by the same amount as wielder’s soulscar Era Current
This is a weapon modification method that only Barbarous can Wielder can choose to apply this increase in Extra Damage
understand. It temporarily turns the wielder’s soulscars into power to every time the weapon hits or when determining total damage. Once
defeat enemies. used, it cannot be reused for 10 minutes (60 rounds).
If an attack with a weapon that has this enhancement hits, Extra Damage This modification can also be applied to weapons that have
Effect
will increase by the same amount as the wielder’s soulscar. At the same already been enhanced.
time, they will take fixed damage equal to the number of their soulscars to The base price represents the processing cost of the "B/A/S/SS
their HP. rank".
This processing requires one month.

Denudation Base Price: 1,000/2,000/4,000/8,000


Popularity 12 App. Various Item Class Weapon and Armor Enhancements
Summary Discard armor on the spot with a Minor Action Era Current
Tricks are applied to the seams of the armor, allowing it to be It takes 10 minutes (60 rounds) to equip armor that has undergone
removed instantly. this modification.
This modification can be applied to B to SS rank metal armor and This modification is also effective for armor that has other
Effect nonmetallic armor. enhancements.
Armor that has undergone this modification can be instantly removed The base price represents the processing cost of the "B/A/S/SS
and dropped on the spot with a Minor Action. rank".
This processing requires one week.

Barbarous Portable Set Base Price: 100


Popularity 6 App. Miscellaneous items stored in a sack Item Class General Equipment and Supplies
Summary Adventurer Set for Barbarous Era Current
This is a bag of useful items that Barbarous carries with them when they go on a mission. The contents are the same as those in the
Effect
Adventurer Set (see CR I, p. 290, ET, p. 115).

Eye Of Stone Base Price: Cannot be Traded


Popularity 8 App. Various Item Class General Equipment and Supplies
Summary Hidden power of Basilisks Era -
This is the Basilisk's Evil Eye itself, with hidden abilities and transformation capabilities. Depending on the type of Evil Eye used, its color
Effect will change. It can be treated as a "magical implement".
Strictly speaking, it is not an item and cannot be transferred to others or discarded at will.

Diablo Core Base Price: Cannot be Traded


Popularity 8 App. Various Item Class General Equipment and Supplies
Summary The gem imbued with power that Diablos were born with. Era -
It is a gem that has been endowed with transformation abilities and flying abilities since the birth of Diablo. Strictly speaking, it is not an
Effect
item and cannot be transferred to others or discarded at will.

69
Part 2 Rules & Data

Tinted Potion Base Price: 500


Popularity 14 App. Cloudy medicine in a bottle Item Class Potions
Summary Restores the HP of those who have been soulscarred. Era Current
This is a Healing Potion mixed with soulscars, and it has a murky blue If a character with 0 points of "soulscar" consumes it, they must
color. If a character with 1 or more points of soulscars consumes it, the make a Fortitude check with a Target Number of 13, and if they fail,
Effect HP of the target will recover by 'Power 20 + Ranger class level + they will take magical damage equal to the amount recovered. The
Intelligence modifier + consumer's "soulscar"' points. effects of healing and damage are both treated as poison type and
"Resistance: Neg".

Jet Black Revitalizing Wine Base Price: 2,000


Popularity 10 App. A vial of black liquid Item Class Potions
Summary Temporarily increase the maximum HP by soulscars x5 points. Era Current
When taken for 3 minutes (18 rounds), the maximum HP increases by a number of soulscars x 5 points.
Effect
This effect can only be obtained once a day.

Soulscarred Dried Meat Base Price: 1,000


Popularity 12 App. Dark-colored dried meat Item Class Herbs
Summary Enhancing those with soulscars Era Current
This is dried meat that has been given a special effect by intentionally scarring it The ability score that gets this effect is randomly
with soulscars during production. determined from among the six scores. This effect does not
Effect When a character with one or more soulscars eats it, they gain a +1 bonus to a overlap with different ability scores.
skill check with a Standard Value for one ability score for 10 minutes (60 rounds). If a character with 0 soulscars eats it, they do not receive
the above effect and take 5 poison magic damage.

Soulscar Shackles Base Price: 3,000


Popularity 13 App. A bracelet that emits a black aura Item Class Adventurer Tools
Summary Soulscar restrains those with few soulscars. Era Ancient Magic Civilization
It is a magical restraint created to restrain humanoids and weak Barbarous. A character with 2 soulscars will experience severe
A character who has been filled with this bracelet will be limited in its actions headaches and discomfort. All skill checks receive a -2
according to the soulscars of that character. penalty.
Effect A character with 1 or 0 soulscars becomes unable to move properly due to A character with 3 soulscars of three points will feel a
severe fatigue. Regardless of the original moving speed, the moving speed becomes little awkwardness. There are no restrictions on actions.
1, and all skill checks receive a -4 penalty. If the character has 4 or more soulscars, it will not be
affected by this item at all.

70
Humanoid Blood Base Price: 50
Popularity 6 App. A vial of blood Item Class Adventurer Tools (Consumables)
Summary Take it when necessary. Era Current
Effect It is a small bottle filled with fresh Humanoid blood. One bottle contains blood equivalent to 1 HP point.

Residual Chalk Base Price: 100


Popularity 10 App. Cloudy white chalk Item Class Adventurer Tools (Consumables)
Summary This leaves a trace that can only be seen by those with soulscars Era Current
It is a chalk made by grinding the claws of a Ghoul into powder and mixing it This effect is lost after 12 hours; even characters without
Effect with chalk. The letters and symbols written with this chalk cannot be seen unless soulscars can see what was written.
they are a character with at least one soulscar.

Ignis Charm Base Price: 1,000 + 10 reputation


Popularity 12 App. A palm-sized symbol depicting a sinister sword Item Class Adventurer Tools (Consumables)
Obtain the same bonus modification as soulscar for a resistance
Summary Era Current
check
By declaring breaking immediately after making a roll for Fortitude or Willpower check, the user will receive a bonus of the same value as
Effect
their number of soulscars.

Wrath Cloaker Base Price: 1,000 + 10 reputation


A palm-sized symbol depicting a dragon with its neck
Popularity 12 App. Item Class Adventurer Tools (Consumables)
painted over
Obtain a bonus of the same value as soulscar for the Weakness
Summary Era Current
check
In the combat start process, after making a Weakness check and declaring breaking immediately after getting the 2d roll, the user will get a
Effect
bonus of the same value as their number of soulscars.

Camouflage of Soulscars Base Price: 1,100


Popularity 13 App. A plain black cloak Item Class Adventurer Tools (Consumables)
Summary For one hour, hide from those who do not have soulscars Era Current
It is a disposable cloak that makes the user invisible. When a character with at If the user performs any actions during the duration or
least one soulscar wears it, they become unrecognizable to characters with zero intentionally makes a sound, the effect will be lost
Effect
soulscars for one hour. Movement while using this item is limited to Limited immediately.
Move.

Blessed Bead of Ignis Base Price: 5,000 + 30 reputation


Popularity 12 App. A jet black eye-like gem Item Class Adventurer Tools (Consumables)
The result is treated as an automatic success by breaking at the time
Summary Era Current
of the Death Check.
After making a Death Check and obtaining the result of 2d, if the user declares breaking, that result is treated as "double 6s (automatic
Effect
success)", and they will awaken with HP at 1. This item only has an effect once per day.

Soulscar Night Visor Base Price: 600


Popularity 11 App. Simple goggles worn on the upper part of the face Equipable Section Face
Summary Gain Darkvision for soulscar x hours Era Magitech Civilization
It's a disposable goggle for Barbarous who don't have Darkvision.
Effect When equipped, they will be able to see things as if it were daytime in the dark for 1 hour per number of soulscars of the user.
Night Visor will be lost when the duration has passed or when the equipment is removed.

71
Part 2 Rules & Data

Stone Dance Earrings Base Price: 1,000


Popularity 11 App. Earrings made of a number of small, hard gemstones Equipable Section Ears
For 3 minutes (18 rounds), the Defense of the Main Section
Summary Era Magitech Civilization
increases by +1.
This earring enhances Defense by deploying it in response to transformation When used, the Defense of the Main Section will be
and dancing around faces and vital sections. increased by +1 point for only 3 minutes (18 rounds). After
Effect It is equipped by races with multiple sections due to their transformation abilities the effect duration, this item will be shattered and lost.
(Diablos, Drakes, Basilisks), and is used by the Main Section's Minor Action after This item has no effect on characters without multiple
transformation, according to racial abilities. sections or in their human form before transformation.

Numerous Earrings Base Price: 1,000 + 50 Reputation


Popularity 14 App. Earrings (various) Equipable Section Ears
Summary Allows to equip two accessories to ears Era Various
It's an earring modification that allows the equipping of another non-earring This item requires an extra 1,000G on top of the normal
accessory in the Ears slot. The new earring will have a new name like “Numerous market price of the earring to be modified and 50
Effect
Bat's Earrings”. Reputation. If the original item is a Barbarous renowned
item, the required reputations are also combined.

Hell's Earrings Base Price: 2,000


Popularity 14 App. Black swirl-shaped earrings Equipable Section Ears
Summary Enhance the hearing of those with soulscar Era Ancient Magic Civilization
It is a magic earring given to Barbarous spies.
Effect
A character equipped with this earring gains a bonus to Listen checks equal to a number of soulscars.

Untrue Collar: Thin Base Price: 100


Untrue Collar: Thick Base Price: 1,000
Popularity 8 App. A necklace made from human hair Equipable Section Ears
Summary Change to a physique similar to a human. Era Current
When a wielder with at least one soulscar has this item equipped, it This effect is lost when the user becomes excited, such as in combat,
becomes about 170cm tall, and the limbs look exactly like a human. and breaks, returning to their original form. The "Untrue Collar: Thin"
Effect The face and torso remain in their original form. lasts for 10 minutes (60 rounds), and the "Untrue Collar: Thick" lasts for
1 hour. When the effect time has elapsed, or the equipment is removed,
the collar will break and be lost.

72
When Barbarous PCs Operate Mounts with Rider Class Supplemental Notes on Basilisk's Unique Skills
Barbarous PCs can learn the Rider class and operate Basilisk's unique skills are divided into four ranks:
mounts just like Humanoid PCs. Mounts can be rented or 'B/A/S/SS', each represented by one Evil Eye. When using
purchased by buying a "Mount Contract" or "Mount them, declare any rank that you have learned so far and
Ownership Certificate", just like in a Humanoid society's exert the corresponding effect.
Rider's Guild. It is possible to deliberately use lower rank Evil Eye,
With the operation of Mounts, Centaurs cannot ride on which you have learned at a higher rank, for a lower rank
any Mount, and Scissorscorpions can only ride on magitech effect.
mounts. Also, PCs like Diablos, Drakes, and Basilisks,
which can have multiple sections by transforming, cannot Processing of Weapon and Items With "Stance: 1H#"
ride after transformation. and "Stance: 2H#" after Transformations
Even these characters can operate a mount without Weapons like Spiked Boots, which are used without
riding by learning the Stunt [Remote Command]. holding in hand, are marked as "Stance: 1H#". When
Please note that if a Centaur character is operating a Barbarous PCs that transform into multiple sections equip
Mount this way, all Stunts will have an effect on that Mount, these and transform, please treat them as dropping on the
and the effect of [Martial Art of the Horse People] will not spot, just like weapons and accessories, in principle.
be able to be exerted.
Item Held by Diablos During Transformation
Diablos transform into a Daemon form with a Body
other section having hands.
Before transformation, it is possible to transform while
still holding weapons, shields, items, etc., that were held in
hand during the Human form, and after transformation,
they remain in the hands of the Body section.
Only those with "Stance: 1H" and "Stance: 2H" can be
held.
In addition, after transformation, if it is an item stored in
"Diablo Core" with the effect of [Core of Holding], it can be
taken out at the time of transformation and kept in hand at
the time of transformation completion.
Please note that other items will fall to the ground once.

The [Evil Eye of Petrification] of the Basilisks can be


Deflected with a Mirror
The [Evil Eye of Petrification] used by the PCs, or
monster Basilisks, can be attempted to be deflected by a
mirror.

When targeted by the [Evil Eye of Petrification], a


character holding a mirror or something similar will attempt
resistance as usual with Willpower. If the Success Value of
the resistance is 4 points or more higher than the Success
Value of the Evil Eye, they can deflect the Evil Eye and
apply its effect to the user, the Basilisk. At this time, the user,
the Basilisk, cannot attempt to make a Willpower check and
will be affected.

73
Part 3 World

Part 3 World

74
powerful Daemons as a military force. Although Daemons
Summary were generally superior in combat power, their control was
The Diablos is a higher-level Barbarous unique to the difficult, and it is said that many countries and wizard-kings
Alframe continent, unseen in any other continent. were destroyed by runaway Daemons.
It is said to be a race created by fusing Barbarous and In the midst of this turmoil and chaos, a wizard-king
Daemons in the late Magic Civilization Period, but it is still appeared who fused Barbarous and Daemons and wielded
a mystery which Barbarous and which Daemons were fused. their tremendous abilities at will. It is not certain, but it is
However, to lend credibility to this theory, many thought that the wizard-king who did this was a Humanoid.
elements in the appearance of the Diablos remind one of Over more than 100 years, countless hideous experiments
the Daemons. Smooth blue-black skin, large prominent were repeated, and finally succeeded in creating Diablos.
horns on the head. Sharp protrusions on the shoulders, Whether it was according to the intentions of the
elbows, fists, and fingertips accentuate its ominous form. planner is not certain, but the completion of Diablos was
Above all, the most characteristic feature is the black wonderful. As an army general, they were loyal to the king's
jewel in various parts of its body, where mana is condensed. orders, their combat power was unmatched, and they
Despite not having wings, the Diablos can float due to the wielded tremendous power. Although inferior to pure
strong power contained in this jewel. Daemons, they could be controlled and increased at will,
Their facial features resemble Humans and Elves, and and a large number of Diablos were deployed to the
some believe that they are not a fusion of Barbarous but of battlefield.
Humanoids and Daemons. Some have blue-black color all However, as the Magic Civilization Period came to an
over their bodies, but only the faces and thin parts of the end, Diablos was suddenly released from the control of the
skin have the skin color like Humanoids, and they look as wizard-king. They cooperated with each other, revolted
if they are clothed in tight leather clothing even when naked. against their ruler, and began to seize the throne.
This skin has the ability to instantly harden when hit Even after that, the Diablos maintained their power and
while having excellent elasticity and flexibility, providing expanded during the era of chaos. The Diablos, who were
high defense power. Furthermore, they can fight with these treated as man-made weapons, turned the tables and
protrusions growing from their skin, which can be pulled out defeated the Drakes, Basilisks, and Nosferatu and began to
and used as weapons like swords or spears. rule as Upper Barbarous.
The Diablos are a combat race that can be described as Diablo showed a great presence in the chaotic era from
a living weapon created for the sole purpose of fighting. the fall of the Magic Civilization to the rise of the Magitech
Furthermore, Diablos have the ability to transform and Civilization. From their Daemon-like appearance and
become gigantic. When they grow larger, their height overwhelming strength, they began to be called by the title
exceeds 3 meters, presenting an imposing and awe-inspiring of "Daemon Kings" around this time.
figure that could be mistaken for a Daemon. Since then, the Diablos have become a target of fear as
While many of the other Upper Barbarous are skilled one of the Upper Barbarous in the Alframe continent. Even
in magic, the Diablos lean more towards physical strength during the "Diabolic Triumph", they gathered the armies of
and can display powers similar to Summoning Arts as their the Barbarous, skillfully manipulated them, and destroyed
unique skills. many Humanoid nations. And even now, the Diablos are
Originally, they seem to have been treated as plotting to unify the continent, vigilantly accumulating their
subordinates to Drakes and Basilisks, but now they are power.
feared and reign as beings that can stand shoulder to
shoulder with these Upper Barbarous. They are particularly Culture
skilled at leading armies and are said to display bravery in
war that surpasses Drakes and cunning that matches Perhaps because they were originally created as
Basilisks. Therefore, they often command many lower weapons, the culture and values of Diablos closely resemble
Barbarous, and it is not uncommon for them to establish those of Humanoid soldiers. Therefore, names such as
their own nations. "Cadet," "Lieutenant," "Captain," "Major," "Colonel," and
"General" are assigned based on the degree of physical and
mental development and strength. During the time of
History "Diabolic Triumph", there were also individuals who
It is not certain when Diablos began to appear, as referred to themselves as "Emperor."
Barbarous rarely records history. However, it is commonly Although a hierarchy based on strength is fundamental
thought that they were created towards the end of the in Barbarous societies, the presence of discipline and
Ancient Magic Civilization era, about 3,000 years ago. absolute obedience to superiors can be considered a unique
The Magic Civilization Period was a time of war and value.
turmoil, with wizard-kings possessing powerful magic They resemble Drakes in being excellent generals and
techniques and the power of Magic Power vying for strategists. However, a significant difference from Drakes is
supremacy. These wizard-kings devised ways to contact an their emphasis on military and armed strength. Drakes excel
Otherworld - "Daemon world", and began to summon in arts and aesthetics and possess elegance in loving such

75
Part 3 World

things, while Diablos tend not to have much interest in such Infusions, Diablos can exhibit a wide variety of
things and tend not to show respect. individualities.
They believe that strength is everything and victory is
what they seek, and they tend not to neglect efforts and
ingenuity for that purpose. Therefore, as individuals, they
are enthusiastic about mastering martial arts, and in the
military, they spare no effort in studying tactics and
strategies.
From such values, many Diablos have a particular
interest in weapons. They have no aesthetic or artistic
interest but seek only power and functionality and may
collect weapons.
Also, some Diablos excel in singing and dancing, which
derive from martial arts training. It is not due to instinct or
art but tends to be refined by proper procedure and training,
and perfection is valued more than improvisation.
Surprisingly, they also have a fondness for games and
gambling. Games are considered to be entertainment
derived from the process of simulating war, and gambling
seems to be rooted in the intention of learning about the
unpredictability of the battlefield.

Place in the Society


In the Barbarous society, Diablos is positioned in the
Upper Barbarous. Among the lower Youma Barbarous,
Goblins and Bolgs will almost unconditionally bow their
heads and will not think about resisting. It's not uncommon
for Trolls and Ogres to obey.
Diablos on the Alframe continent is indeed a symbol of
military power and overwhelming warriors. There are
hardly any Barbarous that would oppose Diablos, excluding
other Upper Barbarous. They sometimes form their own
Barbarous territories, and in that case, they reign as kings.
The perception that Diablos are terrifying does not
change even in Humanoid society. It is similar to Drakes in
plotting conspiracies and starting wars to expand their
power, but the existence of greedy Diablos who win is a
threat in itself. Those who strongly influence the
surrounding Humanoid states are called "Daemon Lords"
and are particularly feared.

Racial Characteristics
As for the tendency of the ability scores, Diablos have a
high aptitude for mastering Warrior-Type Classes, excelling
in dexterity, agility, strength, and vitality. They can fly at no
cost, so they can gain an advantage in close combat, and
their options for exploration and movement also expand.
The ability to transform into a huge Daemon form can
also be a powerful trump card, but at the same time, there
is a risk of armor breaking (they can avoid this with
Denudation (see p. 69)), so it matches better with the Battle
Dancer class or the Grappler class than the Fighter.
Since neither intelligence nor spirit is particularly low, it
is also possible to aim to be a magic warrior. By expanding
the Heritor class, Diablos can learn a large number of
aggressive unique skills such as Infusion, enabling various
strategies. Among the Infusions learned in Heritor, there
are also [Heritor’s Eyes], which can gain initiative and
significantly change characteristics. Therefore, by learning

76
The Drakes, who combined the dexterity of Humans
Summary and the strength of dragons, were indeed the strongest
Drakes have been reigning as the king of Barbarous beings. Even taking into account that the great war of the
since ancient times. They are representatives of the Upper gods began with a surprise attack, the achievements of the
Barbarous, a noble class in Barbarous society, and rulers. original Drakes were tremendous, and it is said that they
Youma, such as Goblins and Bolgs, are afraid and grovel even frightened ordinary Humans and gods.
just by hearing their name, and Trolls also pledge their However, in exchange for their high degree of
loyalty to Drakes. completion as a species, the birth rate of Drakes was low,
The reason is simple and clear. In the survival of the and it took time to raise them. This also had an impact, and
fittest Barbarous society, their strength stands out. it is clear from later history that they never succeeded in
Not only the simple strength of the arm but also the high completely subjugating the Humanoids.
intelligence, aptitude for magic, and even the beautiful and Nevertheless, it was not easy to defeat the powerful
majestic appearance that makes the viewer feel awe silently Drakes as years passed, and their presence was huge even
tells the dignity of the rulers in the Barbarous world. in the Magic Civilization Period after the gods left. In this
Usually, Drakes look relatively close to Humans. era when powerful wizard-kings reigned supreme, the
However, what is significantly different is that large Drakes naturally ruled as kings, dominating not only the
membranous wings are on their back, and beautiful horns Barbarous but also the Humanoids. However, the Drakes,
grow from their forehead. who were naturally uncooperative and had high pride, seem
Also, Drakes always carry a magic sword. This magic to have never cooperated with each other. As a result,
sword is something they have had since they were born, and although they had overwhelming power as individuals, they
it is like a part of their body. Drakes born from eggs appear never managed to overthrow all the Humanoids and take
in the world, hugging this magic sword; as they grow, the control during the Magic Civilization Period.
magic sword grows bigger and stronger. At the same time, The pride of these Drakes became a fatal issue in the
this magic sword is also a symbol of Drakes's life, and if it is subsequent Magitech Civilization Period. The invention
broken, many will suffer a severe shock and die. and spread of magitech, which many Humanoids could
The power of the magic sword, so strongly connected, handle easily, rapidly promoted the prosperity and
grants the Drakes the ability to transform. By absorbing this expansion of Humanoids' dominions and easily drove out
power into their bodies, the Drakes can change into the the Barbarous. Youma, such as Goblins, have vigorous
form of a giant dragon, further enhancing their combat fertility and mature early. Thus, they are easy to supplement
power. Their scales emit a metallic shine, and their wings as a military power. However, these Youma are a mob
become sharp blades. They release a shining Breath of without a good leader, and the number of Drakes to be led
Light from their mouths with a force that can easily burn is scarce - moreover, it is rare for Drakes to cooperate with
those who confront them to ashes. each other, so ultimately, the Barbarous significantly decline
This transformation ability is a symbol of the power of due to the power of numbers and magitech.
the Drakes and is said to be their awe-inspiring true form. The decisive factor was the appearance of the "Swords
The proud Drakes do not easily use Dragonification. of Protection." This invention was fatal for the Drakes, who
However, they believe that winning is to protect their pride, have a high number of soulscars. It was not very harmful to
so when facing a powerful enemy, they do not hesitate to the Youma with a small number of soulscars, but the Drakes
change into their magnificent form. could not even approach them, and it became difficult to
Moreover, although many of the Barbarous are short- interfere with the Humanoids' territories as these were mass-
lived, the Upper Barbarous, the Drakes, are immortal and produced.
live a long life of about 1,000 years. As previously As the Magitech Civilization Period entered its later
mentioned, Drakes are oviparous, producing several eggs in stages and approached its end, there were hardly any Drakes
their lifetime, and are recognized as full-fledged warriors at to be seen on the surface. In fact, it seems that they were
the age of 15 to 20. pushed to the brink of extinction.
At this point, the remaining Drakes finally decided to
cooperate. And they created a powerful leader, the
History Barbarous King - even a godlike being beyond that, and
It is believed that Drakes are a race that was born in a caused the Diabolic Triumph.
considerably old era among the Barbarous. The plan was successful, and the Magitech Civilization
According to the traditions left on the Alframe met its demise. However, in the turmoil, the Barbarous
continent, it is said that when the second sword was King also fell, and the leadership of the Barbarous collapsed
discovered, and the war god Dalkhrem was born, its form again. As a result, both the Humanoids and the Barbarous
was that of Drake. shared the pain, and the situation moved to the current state
Dalkhrem created the first Barbarous as a likeness of of the Alframe continent.
himself, and by adding the power of the dragon, he
completed it as a single species. Their descendants are
thought to be the current Drakes.

77
Part 3 World

Culture Even among such Drakes, very few are born without a
magic sword. Such Drakes are usually killed immediately
Barbarous, in general, tends to lack creativity and after they are born, but sometimes they are left alive for
productivity. They prefer fighting and find joy in amusement. However, even in such cases, they receive
destruction, so this can be seen as a natural consequence. treatment equal to or less than that of Youma, and the
This is true even for the ruling class of Barbarous, the Youma do not fear them.
Drakes, but given their intellectual level, which far surpasses In battle, there are times when the magic sword is
the average of Humanoids, they have a surprising cultural broken or lost. Since the magic sword is like a heart or an
aspect due to their longevity exceeding that of Elves. organ to the Drakes, it is normal to die at that moment.
The ruling Drakes do not labor themselves (mainly However, there are rare cases where they survive, and those
Youma or Humanoid slaves do the work). However, in who do are placed in an even more miserable situation.
return, the Drakes are known for devoting themselves to the And for Humanoids, Drakes are a symbol of fear, and
artistic aspect and demonstrating their unique sense. the most powerful enemy to be feared. If their castle is
Buildings in the Drake style often feature thorny identified, it is not uncommon for armies and adventurers
protrusions and ominously twisted patterns, resulting in a to be sent to subdue them, but they are not easy opponents
truly ominous appearance. This tendency is also seen in to win against and often end up being defeated.
clothing, with designs that convey dignity while at the same
time being intimidating and awe-inspiring.
In addition, they spare no effort in studying knowledge Racial Characteristics
and techniques related to battle and military strategy, from Looking at all the races, including Humanoids and
swordsmanship and magic to the art of torturing prisoners Barbarous, it can be said that Drakes possess the highest
for interrogation. ability scores and the strongest racial abilities.
These cultures, techniques, and senses vary from clan to They excel in strength and vitality, showing no
clan among the Drakes, and the characteristics differ greatly weaknesses in their physical ability scores. At the same time,
depending on the clan. With that knowledge, it is possible their intelligence and spirit are also at a high level, making
to determine which clan a Drake belongs to just by their them virtually flawless. Therefore, whether they have
clothing and appearance. Warrior-Type Classes or Wizard-Type Classes, they are
The powerful Drakes are not very prolific, and thus, suitable for any class and can handle them at a high level.
their numbers are not particularly high. As a result, they In addition, they have wings that allow them to fly at all
have a tendency to cherish members of their own kind. Of times, and above all, the notable feature is their
course, the weak are discarded, but it's a common culture [Dragonification] ability. No matter how injured or fatigued
among the Drakes to nurture their offspring carefully and they are, they can reset their condition by [Dragonifying],
educate them to be strong. The bonds within the same clan making it extremely difficult to defeat the Drakes.
are strong, and they do not forgive enemies who harm
parents, children, or siblings.
Furthermore, the roles of male and female Drakes
hardly change; if strong, even a female can reign as a ruler.
This is largely due to the fact that Drakes are oviparous, and
the ruler can delegate all child-rearing to their subordinates.
In addition, Drakes earn titles such as "Baron",
"Viscount", "Count", "Marquis", and "Duke" according to
their strength. The Drakes who once led the Barbarous
armies in the "Diabolic Triumph" claimed the title of Duke,
but they fell one after another in battle, and it is now rare to
even see Drakes bearing the name of a Marquis, let alone a
Duke.
It is said that there existed a being called the Barbarous
Emperor, who ruled over multiple Barbarous Kings, and
that this individual bore the title of "Lord".

Place in the Society


As mentioned earlier, Drakes are positioned as the
aristocratic class at the top of the Barbarous society. This is
backed by their strength, and therefore, Youma such as
Goblins and Bolgs bow their heads and submit just by seeing
Drakes.
Therefore, it is natural for Drakes to have a large
number of followers whom they treat like pawns. The
Youma are imprinted with their subjugation to Drakes at the
soul level and do not resist (of course, there are those who
run away).

78
Summary History
Basilisks are a typical kind of Upper Barbarous, known There is no clear record of when the Basilisks first
for their cunning. existed. However, it is widely believed that they were
At first glance, they look just like Humans. However, originally eight-legged lizard-like Mythical Beasts which
they have the dangerous characteristics of bearing a stone- were transformed into the Barbarous by the war god
turning magic power in their eyes and having deadly Dalkhrem.
poisonous blood. They are belligerent, cruel, and cunning If this theory is correct, the Basilisks could be said to be
in nature. an older race than the Humanoids and the gods.
Unlike the Diablos, who take pride in their military The image of an eight-legged lizard can be seen on stone
tactics and enjoy strategizing, or the Drakes, who have a monuments depicting the great war of the gods, and it is
strong desire to expand their territory, Basilisks do not have speculated that the Basilisks would have been involved in
such ambitions. Instead, they invade, plunder, and slaughter the battle. From that time, there seemed to be a division of
for their own pleasure and obsession, wielding their power roles, with the Drakes leading the legions and the Basilisks
for momentary joy. devising strategies and conspiracies.
Basilisks generally have a lazy personality, preferring to As the gods disappeared and the transition to the Magic
scheme and carry out their misdeeds through their Civilization Period took place, the Basilisks, along with the
subordinates rather than taking action themselves. They Drakes, began to demonstrate their talents as wizard-kings.
also have a tendency to collect beautiful and rare things, In the era when the gods had gone, the Basilisks, who had
often using their followers for this purpose. gained a new power called magic, eagerly studied and
They have a strong sense of being nobles among the developed it and used it to establish their own territories.
Upper Barbarous, looking down on others. They also view During this time, it is said in legends that many cruel, harsh,
Humanoids as weak and pretentious beings, but they have a and even evil experiments were repeatedly carried out on
hobby of admiring beautiful Humanoids. If they like them, the captured Humanoids and Lower Barbarous.
they might use their evil eye power to turn them into stone However, during the era of the Ancient Magic
statues and add them to their collection. Civilization, when power was divided among many rulers,
Because of these characteristics, Basilisks do not get the Basilisks did not cooperate with other Barbarous -
along well with other Upper Barbarous. Basilisks consider mainly the Drake's wizard-kings. Some speculate that the
Drakes to be serious and arrogant and Diablos as stupid feud between the Basilisks and the Drakes originated from
creatures who only think about war. this period.
They like conspiracies and try to avoid fighting in the It is also believed that the Basilisks began to generate
frontline as much as possible. However, that doesn't mean and master multiple evil eyes as a result of the experiments
they are weak in combat. Their physical abilities are second of this period. They are also said to have contributed
to none among the Upper Barbarous, and they are significantly to the establishment of the Summoning Arts
extremely proficient in handling weapons. At the same time, and the techniques for summoning Daemons, but there is
they have the flawless ability to use their evil eye and shower no definitive record of this. However, it is plausible to say
opponents with Poisonous Blood even when injured. that in this era, when those of the slave class could be used
Furthermore, they are highly skilled in magic, and even if as disposable items in experiments, such a story could well
their conspiracies are exposed, their schemes are seen have occurred.
through, and they are forced into direct confrontation. It is Eventually, with the advent of the "Abyss", the Magic
often the most difficult task to defeat the Basilisks Civilization perished, and after a long period of chaos, the
themselves. Magitech Civilization thrived.
In addition, the Basilisks also have the ability to For many Barbarous, the Magitech Civilization Period
transform. When cornered, they transform into a gigantic was a time of hardship and humiliation they wanted to erase.
lizard-like creature with eight legs. However, when they take This was also the case for the Upper Barbarous, the
this form, their intellect significantly declines, and they often Basilisks, but they seemed to have been less affected as they
lose the ability to behave rationally. Therefore, Basilisks do preferred not to openly instigate conflict. They quickly hid
not like to transform - in fact, they despise it. Because of in the desert and remote areas with few Humanoids, biding
this, when Basilisks are forced to transform, they become their time and gathering strength.
enraged and exhibit terrifying combat power. According to However, as the reach of the Humanoids extended to
one theory, this form is their true nature, and it is said that the dwellings of the Basilisks, they could no longer remain
they evolved from Mythical Beasts to Barbarous. silent. As a result, they cooperated with the Drakes and
It should be noted that Basilisks, like Drakes, are Diablos, preparing to instigate the "Diabolic Triumph".
oviparous, are considered adults at around 15 years old, and The rituals that caused massive earthquakes and natural
have a lifespan of about 500 years. disasters are said to have been mainly undertaken by the
Basilisks, and some researchers argue that they were the true
actors in the "Diabolic Triumph". There are also rumors that
it was a Basilisk conspiracy that prevented the Barbarous
army, led by the Drakes, from achieving a complete victory.

79
Part 3 World

In any case, the "Diabolic Triumph" ended in mutual Racial Characteristics


destruction of the Humanoids and Barbarous. For the
Basilisks, who had no intention of openly dominating the The Basilisks of Upper Barbarous generally possess
world, it became the chaotic era they preferred. Now, the high ability scores and are suitable for all classes. They have
Basilisks live in hideouts where they can live comfortably, no disadvantages as warriors, with high levels of dexterity,
living as they please. strength, and vitality. Their racial ability, [Poisonous Blood],
will prove effective in close combat.
Their intelligence and spirit levels are also high, making
Culture them well-suited for the Wizard-Type Classes. [Evil Eye of
In a sense, the most cultured among the Barbarous Petrification] has range, so you can support with magic from
might be the Basilisks. However, their culture and arts may the back while aiming to petrify the enemy.
be incompatible with the sensibilities of Humanoids. By growing the Heritor class, you can strengthen the
The most commonly observed is the creation of objects [Evil Eye of Petrification]. Therefore, the more powerful the
using their own evil eye power. They capture Humanoids, Basilisks become, the more their characteristics will expand.
Animals, Mythical Beasts, etc., that they deem beautiful, Using the racial ability [Monstrous Form] significantly
turn them into statues - or various other materials - and reduces intelligence. Therefore, if you want to keep this as
decorate their castles with them. Therefore, if you find a your trump card, it would be a good idea to also have
labyrinth or castle lined with unusually intricate statues, you Warrior-Type Classes. As a result, raising them as magic
should be wary that the master might be a Basilisk. warriors leads to the most effective use of their aptitudes.
In addition, they show interest in painting, gourmet
food, and music and may have excellent painters, chefs, and
musicians serving them. To this end, some of them abduct
from Humanoid societies, and some build a library where
they petrify and collect, and only return to flesh when they
want to enjoy music or dance.
They may also pick up a brush or play an instrument
themselves. However, their sense can be difficult for
Humanoids to understand and can even induce madness.
As for cooking, there are not a few cases where the
ingredients and taste are already so repelling that
Humanoids are reluctant to put them in their mouths.

Place in the Society


In Barbarous society, Basilisks are seen more as
capricious, self-centered, and difficult-to-handle nobles than
rulers.
Basilisks are hedonistic and self-centered, with a
tendency to act impulsively. Even for the Barbarous, who
are far from orderly, their actions are unpredictable and
often carry out unreasonable orders, making them seem like
natural disasters.
However, since Basilisks are far from diligent, they do
not move frequently. Therefore, other Upper Barbarous
generally ignore Basilisks. Their high combat power and
brutal abilities are well known, but they do not seem to
actively partner with them because Basilisks often disrupt
plans with their whims.
For Humanoids, Basilisks are not often encountered,
and they do not have as good a reputation as Drakes or
Diablos. However, their danger and fear are well known and
feared. If there are frequent incidents of artists and works of
art being stolen, it is sometimes suspected that a capricious
plot of Basilisks is lurking behind them.
Among Humanoid merchants, there are those who
engage in illegal transactions (selling stolen goods and
human trafficking) with Basilisks. Basilisks are not
particularly aggressive towards Humanoids and recognize
their usefulness, so trade and cooperation are not
impossible. However, it goes without saying that dealing with
a capricious Basilisk is always a matter of life and death.

80
Summary History
Dark Trolls are a warrior race with skin like black rock The Trolls tribe is one of the oldest races among the
and a massive physique that exceeds 3m, forcing one to look Barbarous. When the war god Dalkhrem started the great
up to them. war of the gods alongside the Drakes, their figures and
They take great pride in fighting and prefer to fight existence were left in stone monuments and legends.
stronger opponents rather than weaker ones. They enjoy a There are various theories, but the initial Barbarous
fair and square face-to-face battle. Among the Barbarous were composed of the leaders, the Drakes, and the soldiers,
who seek victory over their enemies, Dark Trolls are a the Youma, forming legions. The Trolls seem to have been
unique race that cares about how to fight and win, and their the ones leading the small groups within the legion.
bodies are trained to the limit through daily training. Their Therefore, loyalty to the Drakes is deeply instilled into the
physical beauty is like a work of art, possessing beauty and soul's fundamental parts of the Trolls, becoming their arms
strength as if carved by a master sculptor. and legs and, at times, their shields in battle. The simple and
Dark Trolls are the representative "warrior race" in loyal Trolls were good captains, but they lacked flexibility in
Barbarous, believing that fighting is the joy of life. They do their fighting style and seemed to lack decisive power as a
not favor indiscriminate slaughter, and they sometimes military force. Therefore, the Dark Trolls, a superior
overlook those who are weak, considering them not worth species, were created. Dark Trolls have a sharper physique
fighting. However, this does not mean they are merciful. If than regular Trolls and possess superior combat power and
it comes to a fight, they show no mercy and do not hold judgment ability. Furthermore, through accumulating
back. experience, they grew stronger and became more fearsome
Their muscular bodies possess the strength and individuals. This far surpassed the limits of the Trolls.
durability they appear to have, and some even possess There is no doubt that their faith in the war god
powerful regenerative abilities. They clad themselves in Dalkhrem was deep, and their thirst for battle was more
massive weapons and sturdy armor, always stand at the vigorous. Therefore, since the appearance of the Dark
forefront, stop the enemy, and excel at striking them down. Trolls, their existence seems to have become a significant
They are also highly loyal, often seen serving as trusted threat to the Humanoids.
aides or guards to the Drakes from ancient times. This is However, in exchange for their completeness as a race,
due to their instinctive nature, but it is also because the their birth rate was low, and they remained a minority in the
Drakes possess the strength worthy of their loyalty, and they overall Barbarous army. Therefore, they are primarily used
prepare an attractive battlefield for the Dark Trolls. as close aides to the Drake commanders or concentrated
However, some Dark Trolls, in their quest for greater deployment to important battle lines.
strength and harsher battlefields, break away from Even when the War of the Gods ultimately ended in a
Barbarous societies. They prefer to side with weaker draw and the Magic Civilization Period began, it is believed
factions and enjoy facing formidable enemies despite being that the actions and thoughts of the Dark Trolls did not
overwhelmingly outmatched. change much. Serving wizard-kings in search of more
Such a mindset is hard for Humanoids and Barbarous attractive struggles and running through numerous
to understand. This is because there is no reason to battlefields is left in various records. A few Barbarous
intentionally betray the stronger side and ally with the reigned as wizard-kings, and it seems that there are not a few
weaker side. But for Dark Trolls, the allure of winning examples of serving Humanoid wizard-kings.
under more difficult and harsh conditions is an irresistible The surprising thing is, there's no record of Dark Trolls
charm and an instinctive desire. themselves ever becoming a wizard-king. Regardless of
Many Dark Trolls are devout followers of the war god which record or tradition you look at, they are either serving
Dalkhrem. Their battles are considered sacred offerings to someone or acting alone, and they seem to be constantly on
their god, and therefore, cowardly behavior and timid the move in the battlefield, seeking a more superior leader.
attitudes are not allowed. It is speculated that this is an indication that the species of
As a weak point, their movements slow down Dark Trolls fundamentally had no interest in becoming
significantly under the bright sun. However, they do not rulers.
avoid battles for such disadvantages. They may even show However, the following Magitech Civilization Period can
signs of enjoying adversity. be said to have been a difficult time for the Dark Trolls. For
Furthermore, Dark Trolls are recognized as the lowest- them, who consider the battle of clashing martial arts that
ranking warriors at the age of 15 and have a lifespan of about have been honed to the limit of their physical bodies as the
300 years. Their physical peak is thought to be around 200 supreme thing, the development of Magitech Civilization
years old, and they age slowly. However, due to their way of must have seemed to make the battle trivial.
life, Dark Trolls who live a full natural lifespan are rare. Mass shootings from a distance with firearms and
annihilating battles by deploying large numbers of bloodless
magitech soldiers, were neither fun nor honorable for the
Dark Trolls. However, those battles were ruthless, and the
Dark Trolls and their subordinate Barbarous kept
decreasing in number.

81
Part 3 World

Therefore, the "Diabolic Triumph" was a long-awaited Place in the Society


feast time for them. The Magitech Civilization collapsed
after the chaos, and in the midst of the difficulty of organized Dark Trolls are warriors, as well as devout believers of
fighting, Barbarous like the Dark Trolls that demonstrated the war god Dalkhrem. Therefore, some become priests,
great combat power on their own were rampant. Moreover, serving as assistants to the tribal chiefs. It is common for
the Dark Trolls are not stupid. They had been developing Trolls who have passed their physical peak to serve as
ways to fight the warriors and soldiers of the Magitech priests, maintaining their high combat power through their
Civilization Period for hundreds of years. The Dark Trolls, experience and faith.
who did not flinch even at gunfire and kicked even the Naturally, as warriors, they are feared by other
inorganic magitech soldiers, were a symbol of destruction Barbarous and are regarded highly even by Upper
for the Barbarous and an incarnation of fear for the Barbarous. Although it is rare for the ascetic Trolls to
Humanoids. quarrel with other Barbarous, they are considered to be
And because the "Diabolic Triumph" did not bring individuals who should not be carelessly angered or upset.
victory to either camp, a very desirable era for the Dark Additionally, the Trolls have high loyalty, and they are
Trolls has arrived. The war is unending, and battles between trusted because they fundamentally do not betray their
Humanoids and Barbarous are happening everywhere. The masters.
movements of the Barbarous are also becoming more
active, and power struggles are common.
In such a situation, the Dark Trolls are seeking a
Racial Characteristics
battlefield where they can freely swing their arms, look for a Dark Trolls are distinguished by their exceptional
master, or continue their training. Their population is still strength and vitality. They are tougher than any other race,
scarce, but there are many opportunities to hear about the boasting an ironclad defense akin to an indestructible shield.
activities of the Dark Trolls, and it can be said that there is Except for somewhat low intelligence, all other abilities
a high possibility of encountering them on the battlefield. are generally high, making them highly compatible with
Warrior-Type Classes. Their racial ability, [Weakened],
Culture affects them under the sun. However, this does not diminish
their strength or vitality, and their performance as a shield
The Trolls tribe, including Dark Trolls, is recognized as remains robust.
inhabiting various parts of the world of Raxia, and their Upon reaching level 6, they can acquire [Limited
culture and values are surprisingly similar. Regeneration], further enhancing their toughness. Dark
Perhaps because they were created for battle during the Troll paladins can also recover through magic by mastering
Divine Civilization Period, their culture is always focused on the Priest class, making them akin to unsinkable battleships.
strengthening the body and honing martial skills. For Dark
Trolls, training the body is a part of life, and polishing skills
can be said to be the greatest pleasure.
Trolls start training for battle from the time a child can
stand on their own, giving them weapons. It is the mother's
role to guide them in early childhood, and when the basics
are established, they are handed over to the father.
The common value in a Barbarous society is the survival
of the fittest and the idea that strength is justice. Therefore,
there is not much distinction or discrimination by birth, but
female Trolls tend to be modest and support men.
This is thought to be because only women can give birth,
and men often stood on the front lines to protect women.
In fact, there is no difference in combat power between
male and female Trolls, and it is common for female Trolls
to lead groups.
Barbarous often involves a strong man commanding
multiple women, but Trolls become companions with only
a specific partner. Regardless of gender, "strength" is their
most important value, so they do not swear love with words
or gifts. Instead, they are attracted to each other for the first
time by recognizing each other's strength through duels.
What stands out in the culture of Trolls is their view of
life and death. They do not fear death but rather despise
dishonor and cowardly behavior and fear dying without
fighting. "How to fight and how to die" is the theme of their
life, and they even consider it their desire to fall in the fight.
For this reason, they always aim for victory, continue to
train, and live each day to sublimate an incomparable life.

82
interbreed, and there have been sightings of them being
Summary captured and living together in settlements.
Arbors are Barbarous living deep in the forest.
Believed to have evolved from plants and considered a History
close relative of Meria.
At first glance, they resemble Humans, but their skin According to legend, Arbors were born from the
and hair are white or pale green, and they are characterized resentment of burnt trees after the start of the great war of
by countless eye-like patterns floating on their foreheads and gods at the end of the Divine Civilization Period.
all over their bodies. They do not bloom flowers like Meria, The great war of gods, which started with a surprise
but it is also thought that they might be a birch Meria. attack by the war god Dalkhrem wielding the second sword,
However, Meria itself insists on not being associated with Ignis, inflicted a heavy blow on the camp of the first sword,
them. Lumiere, and it seemed that the war would be decided in
There is a legend that during the great war of the gods, one go. However, as is well known, it turned into a quagmire
the trees that were massively logged and burned by Dwarves of a battle.
became Arbors, and they still harbor a strong hatred for In this battle, the Dwarves cut down the trees of the
Dwarves. forest to counteract the forces of the war god Dalkhrem,
Their grudge is quite intense, and despite their weakness burned them into fire, and made a large number of
being the fire type, Arbors can manipulate fire and use it as weapons. As a result, it is said that ancient forests have
a weapon or shield. Also, during the Magitech Civilization disappeared all over the world.
Period, the forest where the Arbors lived was massively The fighting style of the Arbors, born from anger and
logged and developed, so they have a considerable resentment, was fierce, sometimes brutal, but they plotted
resentment towards artificers. and lured the Humanoids into cunning traps, inflicting
Because of such strong grudges, Arbors are proactive in lethal blows.
attacking Humanoids. They are less affected by soulscars However, the war situation did not change significantly,
and, therefore, less affected by the Swords of Protection. and the great war ended in a stalemate with the gods leaving
Taking advantage of these characteristics, they are good at the earth and moving into the Ancient Magic Civilization
infiltrating Humanoids' settlements and towns along with era.
Ogres and Dawns. Although many powerful wizard-kings were born, and it
There are many Arbors who are cunning and was an era of powerful rulers, no great empire that unified
calculating, skillfully handling a variety of tasks such as the continent was born. At this time, it seems that the Arbors
assassination, sabotage, treasure theft, and the destruction of were lurking in the depths of the remaining forests, building
the Swords of Protection. They are also adept at covert their own kingdom. There are no clear records as to
operations, making it difficult to prevent their infiltration. whether there were Arbor wizard-kings. However, it is said
Moreover, they are accustomed to dealing with Fairy Magic that among the spies and intelligence agents used by the
and Nature Magic and can easily overwhelm Humanoids in wizard-kings in various places, there were those who had
battle. characteristics similar to the Arbors.
They usually build their own settlements in deep forests The Arbors, who rarely appeared on the historical stage,
and live quietly. However, they frequently dispatch quietly survived the chaos. However, the real tragedy for
reconnaissance personnel to monitor the movements of them may have been the Magitech Civilization Period.
Humanoids and also show a strong desire to cooperate with From the middle of the Magitech Civilization Period,
Upper Barbarous such as Drakes and participate in Magitech became widespread, and Humanoids - mainly
operations and battles. Humans - rapidly expanded their power. As a result, the
Many among the Arbors have a destructive nature due Humanoids deforested many forests, transformed them
to their burning resentment and past grudges, which may into settlements and towns, and significantly expanded their
sometimes feel like madness. Therefore, although Arbors living areas.
have a long lifespan, many of them end up short-lived, and It was only a matter of time before this would clash with
their numbers are not so large. the Arbors, who lived deep in the forests.
In the Arbors, there are males and females, and they In response to the advancing Humanoids, the Arbors
reproduce by mating. The seed is buried in the ground and naturally attacked. However, they were no match for the
appears above ground in the form of a child after about a weapons, and magitech soldiers developed and mass-
year, becoming an adult over 20 years. With each passing produced by the Magitech Civilization were destroyed one
year, the number of eye-like patterns on the skin increases, after the other.
and cracks begin to appear on the skin when they exceed Unlike the Meria, who protected their living areas by
200 years. When they reach 300 years, the Arbors meet peacefully interacting and discussing with the Humans, the
death, and their bodies, like the long-lived Meria species, Arbors, who decided to fight as Barbarous, lost their habitats
transform into trees. and consequently greatly reduced their numbers.
Although it has not been definitively confirmed, it Since then, the Arbors have hated and resented the
appears that the Arbors and the long-lived Meria species can Magitech Civilization and Magitech as much as, if not more
than, the Dwarves. Inevitably, this has also led to strong

83
Part 3 World

hostility and murderous intent towards the Humans and where Arbors live, and there is little interaction between
their allies. Barbarous, which may be the reason. On the other hand,
Therefore, in the Diabolic Triumph, Arbors played a Arbors sometimes appear before powerful Barbarous
significant role. While they sometimes fought openly, their people, mainly Upper Barbarous, and offer to cooperate or
main activities were sabotage and assassination. They even join their ranks.
meticulously planned and successfully executed many From the perspective of Humanoids, Arbors are
operations with the Upper Barbarous. Even now, Arbors perceived as a slightly different threat from the brutal
are refining plans to destroy the Humanoids, sometimes Barbarous. Arbors are elusive and feared because they can
putting them into action as they stoke the fires of their appear even in towns protected by Swords of Protection.
resentment. They were unable to annihilate the Humanoids However, among Humanoids, there are those who
through the Diabolic Triumph, but there is no doubt that cooperate with Arbors out of passionate love or, conversely,
the Magitech Civilization was destroyed, and the forests abandon their race or settlement and give everything to their
where they hide have greatly expanded. love for the Humanoids.

Culture
The resentment of the Arbors runs deep, swirling with Arbors have excellent dexterity and agility, and they tend
anger towards Humanoids - especially Dwarves, from the to have high intelligence and spirit. Although their strength
mythological times and grudge against the Magitech is slightly low, their vitality is good, and they have a balanced
Civilization. ability score.
Therefore, the Arbors are always looking for an They are particularly suited to magician classes and
opportunity for revenge, spending time honing their martial should be able to handle Fairy Tamer or Druid classes, as
arts and magic. At the same time, they never neglect the well as any other magic system, without any problems. Their
training of techniques to control fire. high dexterity and agility make them well-matched with
As a result of continuing such hard work, the Arbors Fencer or Grappler classes, and they can also shine as
have established their unique stealth, combat, and magical warriors.
assassination techniques. Each community has its own Their racial ability, [Flame of Anger], is powerful despite
personality, and differences in areas of expertise and its high MP consumption, and it can increase the entire
preferences can be seen. party's attack and defense power. It's not impossible to
Normally, fairies hate soulscarred, but there is significantly enhance the combat power of the entire party
something about Arbor's grudge that fascinates them, and by mastering it.
they are especially effective at using magic related to earth
and fire fairies. Also, living deep in the forest seems to have
an impact, with some naturally acquiring Nature Magic
without being taught by anyone.
The Arbors respect their elders, and most follow their
commands. Their society often decides its policy by
consensus, but the opinions of the older ones tend to
prevail, which is common throughout the race.
Also, from the experience of almost being driven to
extinction, the Arbors are also enthusiastic about increasing
their children and raising them with great care. Although the
birth rate tends to be low, they sometimes kidnap Meria to
compensate and increase the number of children. It is also
believed that children with Meria become superior adults,
and there are tribes and settlements that actively attempt to
kidnap Meria.
Perhaps because of this, they have a strong interest in
different races and sometimes even kidnap Humanoids
other than Meria, knowing that they cannot produce
offspring. Some show deep affection and treat them like
family or siblings. Once they fall in love, they are known to
burn with a very strong passion.
However, in the depths of their hearts, resentment
towards Humanoids is always lurking, and it seems not
uncommon for them to suddenly lose their temper and kill
their partner.

Place in the Society


Even in Barbarous society, Arbors are mysterious
creatures. It is difficult to penetrate deep into the forest

84
were the descendants of the wizard-king or those who had
Summary magical talents but could not become rulers.
Baba Yagas are Barbarous, living in the forest, who look There are various forms of Baba Yagas folklore, broadly
very much like humans. They are known for their unruly classified into two main types: "beautiful girls living with
hair and the appearance of an old hag, but that's not entirely fairies in the forest" and "mountain witches who come down
accurate. to the villages at night to kidnap children". The latter image
Usually, they look just like a human, varying in is particularly strong, and Baba Yagas was thought to be an
appearance from a child to an elderly person, depending on old woman with disheveled hair and a terrifying appearance.
their age. However, a distinct feature is their long hair. This This image, in a sense, hits the truth and is considered
hair is believed to contain Baba Yaga's high magical power, to be the view of only one side of Baba Yaga's dual nature.
and no matter how short it is cut, it grows back to waist- There is also a theory that Baba Yagas deliberately spread
length by the next morning. the image of a terrifying mountain witch to keep
There are only female Baba Yagas, who mate with superstitious Humanoids away.
Humanoids and bear children. They cannot reproduce with There are hardly any clear records left, but it seems that
Barbarous, and it is especially desirable for them to mate there were Baba Yagas living among the Humanoids during
with Humans (although there are records of them having the chaotic period after the collapse of the Magic
children with other Humanoids). Therefore, they are feared Civilization. Due to the chaotic period, the boundaries
as 'monsters living in the forest' as they sometimes abduct between Humanoids and Barbarous were vague, and there
children of Humanoids, mainly Humans. There's a legend seemed to have been those who cooperated to survive or
among Humanoids that they devour their partner after those who pretended to be Humanoids and lived together.
bearing a child, but that's entirely hearsay, and they don't However, as the Magitech Civilization arose and
actually do such a thing. It is also said that not only children developed, Baba Yagas disappeared back into the forest. It
but people who fall in love with Baba Yagas willingly wander may be because they became capable of actively driving out
into the forest. the Barbarous and thought the risk was too great when their
Usually, they live quietly alone deep in the forest, and true identity was revealed.
they rarely interact with others, including their own kind. In the late period of the Magitech Civilization, there
Baba Yagas are natural magicians who prefer to study magic were movements to hunt witches under the name of hunting
alone and hone their skills. Baba Yagas and to kill mere Humans who were suspected.
They have a strong obsession with magic and are natural Such incidents made Baba Yagas more stubborn and,
masters of magic. The most notable is the racial ability called needless to say, distanced them from Humanoids.
[Witch Transformation]. This racial ability allows them to Later, during the "Diabolic Triumph", there were those
temporarily increase their soulscars, enabling them to among Baba Yagas who joined the Barbarous army and
exhibit higher magic power. When doing so, their face and fought against Humanoids. Such Baba Yagas, with their
skin change into the appearance of an ugly old woman, and inherent excellent magic powers, defeated Humanoids and
their personality become brutal. The magic released by achieved many war results. On the other hand, it seems that
Baba Yagas when they transform is extremely powerful, and there were those who did not like to fight and quietly hid in
they will easily annihilate their enemies. the forest or valley and let the Diabolic Triumph pass.
They typically exhibit a gentle and thoughtful In any case, the image of Baba Yagas held by current
personality. Although exclusive, they occasionally show Humanoids is probably that of a mountain witch who
mercy. As such, they may live peacefully in Humanoid kidnaps people living in the forest or a powerful magician of
towns or assist those in distress within the forest. However, the Barbarous army. And to keep people away from their
when threatened, they transform into an old woman and homes, it seems that Baba Yagas themself do not intend to
decisively deal with their attackers. This has led to their actively deny it.
reputation as a fearsome mountain witch or a practitioner of
sorcery. Culture
Baba Yaga is considered an adult at the age of 15 and
has a lifespan of about 300 years. They seem to start Baba Yagas did not develop or spread their own culture
attracting Humanoids to have children around the age of because they are exclusive and prefer solitude. However,
100. there are customs common to Baba Yagas that can be called
their culture.
Baba Yagas, who love to study magic build huts in the
History forest and diligently engage in research and practice there.
It's not clear when the exclusive Baba Yagas first existed The types of magic vary, and they may be immersed in one
on the Alframe continent. system or study multiple magics at the same time. Many
According to records and traditions, their existence is Baba Yagas prefer Spiritualism Magic, Fairy Magic,
confirmed during the chaotic period after the collapse of the Summoning Arts, etc., and they may command golems,
Ancient Magic Civilization. Some theories suggest that they fairies, daemons, etc., to help with daily chores or work (as
a result, the homes of aged Baba Yagas tend to become like
monster dens).

85
Part 3 World

Some receive divine revelations and immerse


themselves in faith. However, Baba Yagas, who are seekers,
typically do not become missionaries spreading the Baba Yagas excel in intelligence and spirit, making them
teachings of gods; rather, like theologians, they immerse optimal to learn magician-type classes. Conversely, they
themselves in research to understand the will of gods. have some difficulty with strength, agility, and vitality and are
Where Baba Yagas live depends on the magic system not good at being on the frontline.
they specialize in and where it is easy to collect the materials Their racial abilities also mainly enhance magic, so if
needed for magical research. Baba Yagas who study Fairy they don't learn Wizard-Type Classes, all of these abilities
Magic do not leave the forest, and those who deal with will be wasted. Therefore, it's a good idea to learn at least
Truespeech and Spiritualism Magic may set up their homes one of them.
relatively close to human settlements and go to town to buy They are fundamentally compatible with offensive
what they need. magic, so it would be good to learn the Sorcerer, Fairy
It is said that when one has mastered magic to a certain Tamer, Warlock, and Druid classes. As their dexterity is not
extent, they will bear a child as their direct disciple. low, learning the Artificer class is also an option. They are
Therefore, the children of Baba Yagas receive magical also good at handling support magic, so it would be effective
instruction from birth, and a thorough education is provided to also learn the Conjurer class or Priest class.
to inherit the accumulated knowledge and skills of the As they excel in spirit, it is also powerful to learn the
previous generation. Bard class and combine it with Wizard-Type Classes at the
Grown-up Baba Yagas may either set off on their own or same time.
continue to live with their parent, who is also their teacher.
They tend to prefer solitude, so most of them leave home
and become independent, but in cases where the parent is
elderly (over 200 years old) and near death, they may live
together to inherit their assets.
Their feelings towards the opposite sex vary greatly; they
may invite them in for the purpose of procreation, or they
may be extremely passionate and have many male
Humanoids living in their home. They may also teach magic
to these cohabitants, who may become excellent disciples or
be assigned the role of guardians.
Furthermore, if they revive from death and become
soulscarred, they will no longer be able to undergo the
[Witch Transformation]. Baba Yagas tend to dislike this and
refuse resurrection. Even if they resurrect, they may either
hide where no one can find them or, on the contrary,
pretend to be Humans and blend into Humanoid
settlements.

Place in the Society


Even in Barbarous society, Baba Yagas's existence is not
well recognized. This is because there are few in number,
they are exclusive, and they often retreat into the forest, so
there is no way to make contact in the first place.
However, their ability to handle magic is highly valued,
and endless Upper Barbarous want to recruit them as pure
combat power or as strategists.
Therefore, there are also kings of Barbarous who
occasionally invite Baba Yagas into their armies to be central
pillars of them or help as Tacticians.
In Humanoid society, Baba Yagas are known as the
classic monsters for scaring children who do not sleep at
night. However, very few people know the truth, and they
are only recognized as "terrifying monsters living in the
forest". Therefore, even if they visit a town of Humanoids in
their usual appearance, they are hardly ever found out and
scolded.

86
The decisive and fatal problem for the Centaurs is said
Summary to have occurred after entering the Ancient Magic
Centaurs are Barbarous, race with a human upper body Civilization Period.
sprouting from the lower body of a horse. Despite many powerful wizard-kings appearing, it seems
Although there are individual differences, they are quite that no one from the Centaurs was able to manifest this
tall because a large horse carries the human body from the power. Therefore, the Centaurs were always under the
waist up. Their height easily exceeds 2m. Much of it is strong control of the wizard-kings, and there are many
muscular and powerful, with four legs that demonstrate records of them being treated literally like pawns. For the
excellent running power. Centaurs, who take pride in their freedom and
Centaurs are a warrior race, along with Trolls, and their independence, the Magic Civilization Period was indeed a
excellent combat ability and high pride are very similar. time of humiliation. It is probably this various resentment
However, what is decisively different is their strong and bitterness that changed the Centaurs into a stubborn
independence as a race and their skill in group combat. and exclusive nature. The resentment against the
They also do not prefer to fight. Humanoid wizard-kings and, of course, the Barbarous
Unlike Trolls, who show strong loyalty to upper wizard-kings who treated them badly was deep, and it is
Barbarous like Drakes, Centaurs form independent thought that they began to keep a distance from anyone
communities within their own race and do not interact much other than their own kind.
with other Barbarous. Eventually, the Magic Civilization fell, and the Centaurs,
They prefer wide grasslands, run around freely, and live liberated from the wizard-kings' rule, greatly enjoyed their
by hunting and gathering. They do not stay in one place for freedom. However, with the development of the Magitech
long, and they often live in large, mobile tents. They move Civilization, they were once again driven from their
according to the seasons and years, following their prey and comfortable prairies. The Centaurs, who were not originally
harvest. The number of centaurs is usually small, about 20 settled, fought and lost every time the Magitech Civilization
per tribe, and rarely more than 100. people settled in the prairies or avoided the conflict and
Centaurs are cautious, whether dealing with Humanoids moved to other places. In the process, a considerable
or Barbarous and are not easily open-hearted. Unusually for number of tribes were wiped out, and their numbers
Barbarous, they do not prefer futile conflicts and try to keep decreased.
a distance as much as possible. Due to their nature of Due to these frustrations, during Diabolic Triumph, he
valuing gratitude and obligation, once they are saved or cooperated with the Barbarous and participated in the fight
someone from their tribe is saved, they never forget the to destroy Magitech Civilization. However, even so, they did
favor, whether the other party is a Humanoid or not. not like excessive slaughter and massacre, and it seems that
Also, centaurs living in natural environments expertly it was difficult to fill the distance with other Barbarous due
wield Fairy Magic, which is unusual for Barbarous. Some to such differences in values.
even become Druids. Fairies, who dislike soulscarred, are Therefore, they now live in remote prairie areas and
not actively obedient to Barbarous. Therefore, most of the plateau areas and continue their traditional hunting and
Barbarous who handle Fairy Magic force them into gathering lifestyle. Some tribes occasionally herd livestock,
submission with strong magic powers. However, centaurs do but they are almost unrelated to agriculture, which cannot
not prefer such methods, traditionally respecting and be established without living in the lowlands. Depending on
treating fairies carefully, thereby receiving their blessings. the situation, they may cooperate with other Barbarous or
Furthermore, Centaurs mature early, stand up coexist with Humanoids, but if anything, it can be said that
immediately after birth, and go hunting with adults around this is a rare case.
the age of five. By the age of ten, they are allowed to stand
on the battlefield as adults. Their lifespan is about 100 years, Culture
but due to a life of wandering and hunting, it seems that few
live out their natural lifespan. Centaurs did not develop much in the way of tangible
culture because they do not settle in one place. However,
that does not mean they are uncultured.
History As previously mentioned, with their high combat
Centaurs are one of the races that can be confirmed to abilities, the proud Centaurs have devised combat
exist during the Divine Civilization Period. techniques that can only be embodied because they are
In stone monuments and murals depicting the great war literally half-human and half-horse. These techniques are
of the gods, scholars can confirm the presence of a group of passed down from parent to child and are constantly
half-horse, half-human beings in the camp of the war god refined.
Dalkhrem, and there are episodes left in the Soleils' They also care about portable accessories and clothing.
traditional songs where they had a duel with Centaurs. They create and cherish beautifully crafted objects using
From this, it can be inferred that the Centaurs played a wood, bone, and gemstones, clothes with beautiful and
major role in the Barbarous army led by the war god delicate patterns, and variously processed leather products.
Dalkhrem in their battle against the Humanoids. Conversely, they do not care much about large items and
buildings that cannot be carried around. Living in a city

87
Part 3 World

paved with cobblestones and crammed into cramped because their lives are centered around hunting and
buildings is not a suitable environment for the large gathering, there is not much trade.
Centaurs with hooves. However, their combat prowess is high, and because
A unique culture common to Centaurs is the they excel in group combat, the Upper Barbarous
"knighthood". This is different from what Humans call a sometimes try to win them over. It seems that there were
knight, and it has a meaning closer to trained soldiers and times when they were valued because if each tribe was
the combat groups they form. The level of training varies operated as a single unit, they could form an excellent
from tribe to tribe, but they form combat groups that rival combat group with high mobility.
the knight orders of the Humanoids thanks to their innate There are also tribes that trade peacefully with
physical abilities and unity. Humanoids. In such cases, the trade is done in the form of
Men who have mastered excellent martial arts are exchanging furs and rare horns or tusks obtained from
allowed to call themselves knights and form combat groups hunting for metal products (mainly weapons) that are
to protect the tribe. Conversely, it is rare for women to difficult for Centaurs to process.
become knights, and it is common for them to play a role in
child-rearing and protecting the tribe.
However, there is not a significant difference in physical
abilities between males and females of the Centaurs. They are a race of warriors, excelling in dexterity,
Therefore, martial arts are trained regardless of gender, and strength, and vitality. They are particularly skilled in
Fairy Magic is learned regardless of gender as long as there dexterity, making them suitable for using Warrior-Type
is aptitude. However, the ability to bear and raise children Classes.
is unique to women, so they mainly play a role in defense. Surprisingly, their agility is not very high, and they are
For this reason, or perhaps due to convenience, women not particularly good at dodging enemy attacks. Therefore,
tend to be more skilled at manipulating Fairy Magic. one option might be to wear heavy armor and prioritize
Women will have about 5 to 8 children with a specific defense.
partner in their lifetime. While they cherish the bonds Also, their intelligence is on the lower side, which might
between parents and children, they also consider their make it slightly disadvantageous to aim to be a mage.
children to be the tribe's wealth and are known to raise them However, their spirit level is not low, so they are not
cooperatively. completely bad at magic.
In addition, Centaurs wander in small groups of about One of the biggest features of Centaurs is that they can
20 to less than 100, inheriting tribal expressions such as apply the Stunts learned in the Rider class to themselves
roars, songs, and dances. There are body paints, tattoos, without having to mount. It’s important to develop the Rider
clothes, and patterns of hairpins that represent the tribe, and class because the ability to self-strengthen is a skill that may
if you have the knowledge, you can tell which tribe they be worth acquiring.
belong to by looking at them. They represent tribes that are
good at hunting, gathering, processing, sewing, dyeing, and
fighting, and it is not uncommon for these to be combined.
Centaurs are generally very cautious and rarely interact
with those outside their tribe. However, they value loyalty,
so once they trust someone, they will not lie or deceive
them. Particularly, they are willing to risk their lives for
someone they consider a close friend.
Centaurs do not usually form large groups. If the climate
and food supply allow for many children to be raised, they
may split the herd into two. Even without this, some young
Centaurs may leave the herd when they come of age,
traveling alone or interacting with other races. However, if
fellow Centaurs are in danger, the tribes will come together
and form a massive force to help them.
Although it is rare, if the number of Centaurs increases
too much, they may form a large legion and start an
expedition in search of new territories. When this happens,
the Centaurs become extremely aggressive and dangerous
invaders. In particular, the Centaurs may deify and revere
the Gigantors, who are considered to be their giant kin.
When such a group starts an invasion, it can escalate into a
large-scale war.

Place in the Society


Centaurs tend not to interact much with other races, so
they tend to be somewhat isolated. Because they are
exclusive, there is little interaction with other races, and

88
unable to work or useless, they are expelled from the herd
Summary or settlement.
Among the Barbarous, many of whom have unique It is extremely rare, but there are cases where individuals
appearances, the Androscorpions, with their upper bodies with strong egos are born among Androscorpions -
resembling humans and lower bodies resembling scorpions, especially Scissorscorpions, and they are expelled from the
could be said to be particularly conspicuous. Among them, group as disruptors of the overall harmony, or they seem to
the Scissorscorpions called the warrior species, are even go on a journey on their own.
rarer.
The upper body parts have skin colors and features that History
are almost indistinguishable from humans. However, they
lack facial expressions, and from their somewhat artificial It is believed that Androscorpions were born out of
feel, those who are perceptive can recognize that they are various trials and errors when Barbarous was created during
Androscorpions just by looking at their upper bodies. the Divine Civilization Period.
The lower body closely resembles a typical scorpion, They were probably created as a military force, with
covered in an exoskeleton. They have four pairs of legs, and their powerful combat abilities due to their giant scorpion-
the warrior species, Scissorscorpions, have, in addition to like lower bodies and their excellent leadership skills as a
this, a pair of sharp pincers that are also the origin of their group. This speculation is not denied by the
name. Also, with a long tail that has a poison stinger, when Androscorpions themselves.
their lower body is stretched flat, it easily exceeds 2m in size. However, because of this, among the free-spirited
Androscorpions mainly inhabit dry areas such as deserts Barbarous, the Androscorpions were alien. After the Gods'
and the surrounding areas and are often seen living in places Great War, the Androscorpions built their own settlements,
like ruins from the Magitech Civilization Period or and even during the Magic Civilization Period, they seemed
underground cities. As such, or perhaps having found a way to keep their distance from other powers. There were also
to survive in this way, Androscorpions do not interact much Androscorpions wizard-kings, but it is believed that they
with other Barbarous, forming their own culture and living were rarely involved in conflicts because they made the
their lives. deserts their base.
Unusually for the Barbarous, they excel in disciplined Around this time, the Androscorpions were building
and orderly actions and have a tendency to prioritize the structures with huge stones in the desert and constructing a
benefit of the group over the individual. Their thought and vast labyrinthine city underground. The above-ground parts
behavior patterns resemble those of social insects like ants of these ruins are now lost, but the underground cities
and bees and can sometimes appear extremely ruthless. remain in various places, and there are still places where
Also, one of the major features of Androscorpions is Androscorpions live. As a result, it is very difficult to find
their deep understanding of Magitech Civilization and their their dwellings.
skill in using it. They themselves do not seem to have a deep After the Ancient Magic Civilization perished, with the
understanding of Magitech, but they do understand what rise and prosperity of the Magitech Civilization, the
effects and results can be obtained by operating magitech, Barbarous gradually narrowed their sphere of activity.
and they use this to make their lives useful and for battle. However, the Androscorpions, whose existence was hardly
Androscorpions are oviparous and lay about 2 to 5 eggs recognized - or perhaps ignored because their dwellings
at a time. It is possible to crossbreed between the normal were in the desert - were rarely involved in major conflicts
and warrior species, but usually, they produce offspring and survived. On the contrary, they are believed to have
between the normal and warrior species. However, there are learned about the Magitech Civilization at that time and
many cases where normal species are born from warrior acquired the skills to utilize it. It is recorded that they had
species, and it seems that the probability of a warrior species limited interaction with Humanoids.
being born is about one in ten overall. Nevertheless, as the Magitech Civilization spread all
Female Androscorpions keep the eggs they have laid over the world and the whole of Raxia came under the
inside their bodies, and after about a year, the young that control of Humanoids, it became difficult for them to live
have become larvae break the eggs and come out. Their in peace. Therefore, it is said that they played a significant
bodies are quite small, about the size of a human's palm. role as members of Barbarous in the Diabolic Triumph.
The mother raises her children on her scorpion-like back, Using their deep understanding of the Magitech
and after about another year, the children become Civilization, they sowed chaos among the Humanoids
independent and start to act on their own. through sabotage and manipulation of information.
By the time they are 10 years old, they are about the size Ultimately, they succeeded in wiping out the Humanoid
of an adult human and start to work and perform roles civilization by deploying weapons of mass destruction that
mixed with other Androscorpions. They are considered affected large-scale environments and performing
adults at about 12 years old and are incorporated into catastrophic rituals. The exact truth is unclear, but it is
dangerous and important positions such as combat units. almost certain that the Androscorpions played a major role
The life span is about 200 years, but when they exceed in the Diabolic Triumph.
120 years old, aging begins, and if they are judged to be

89
Part 3 World

After the Diabolic Triumph, the Androscorpions have Place in the Society
returned to their exclusive lifestyle once again.
Androscorpions rarely interact with other Barbarous,
but they respect the Upper Barbarous like Drakes, and if
Culture requested, they join their armies or lend their forces if they
As previously mentioned, Androscorpions form a judge that it benefits them.
colony society similar to social insects. Therefore, their Androscorpions, who speak little in their pursuit of
ranks and role division are quite clear, and they live lives rationality and rarely assert themselves except in courtship,
that are almost mechanical. occasionally give birth to individuals with Human-like
The most common type, which does not have pincers, mentalities. Such individuals can be ostracized as "outcasts."
is the working class, and they are in charge of maintaining These Androscorpions are expelled from the group and are
the colony, production, and operation. They mainly obtain forced to live alone in the outside world.
food through hunting and gathering and do not engage in Also, they are not punished for minor mistakes, but if
farming or animal husbandry. they suffer major physical and mental injuries and are
The Scissorscorpions with pincers are the warrior deemed no longer useful to the group, they are exiled.
species, and they spend their days and nights in combat These "outcasts" and "strays" sometimes act together with
training. They are given a better diet, and it is common for other races.
their physique to be more than one size larger than the To Humanoid societies, Androscorpions are a threat.
normal species. However, their habitats rarely overlap, and the extent of
Among the warrior species, the particularly excellent their threat is probably limited to attacking caravans crossing
ones become the leaders of the group, and if the group the desert. Nevertheless, their bizarre appearance and
grows larger, a king who governs them will appear. The relentlessness when attacking are feared more than their
rankings and the strength of relationships are settled by actual threat level.
fighting, as is typical of the Barbarous. The strongest one
leads the group and takes on the role of guiding the whole
group.
Androscorpions are generally quiet, calm, and rational, Scissorscorpions can make the most of the Heritor class
setting priorities in things and acting accordingly. Being as they have three sections from the start. They can leave
rational is more important to them than their own lives. the melee attacks to the Lower Body or the Pincers and have
There is no gender disparity, and they all work according to the Upper Body learn Wizard-Type Classes.
their assigned roles, and those who are suitable take care of In terms of ability scores, they are suitable for the
child-rearing. Warrior-Type Classes, so it's not bad to specialize in melee
Their regimented lives may seem ascetic to other races. combat. Being able to act three times on their own, they will
Indeed, there is no such thing as entertainment for be a powerful attacker in combat. They will also serve as an
Androscorpions, but if you ask them, you'll get answers like excellent wall by wearing heavy armor, becoming a key
"work is joy", "hunting and combat training are fun", and defense.
"researching magitech is a reason for living".
Particularly, the study of Magitech Civilization and the
operation of magitech seem to fascinate many
Androscorpions. Within the swarm, there are those who
specialize in researching Magitech, and they are unusually
passionate. They do not have the knowledge or technology
to create magispheres, but their proficiency in its application
is considerable. There are also those who study other magic
systems as research targets, but their number is
overwhelmingly small.
Furthermore, they are indifferent to food and have dull
taste buds. Despite their physique, they eat little and do not
spend much time on meals. They think about how to
efficiently and quickly intake high nutritional value food,
and because the taste is secondary, their food preferences
may not match those of other races. The children born are
breastfed for about the first month, but after that, they are
fed a high-powered diet based on recipes researched by the
swarm, and they grow up quickly.
In this way, being a race that seeks rationality, their
emotions are scarce, and their faces are doll-like. However,
when they court, they are surprisingly passionate, and men
dance to women, appealing that they are worthy of being
partners. However, if the dance is not good, there is a
surprising point that it may be killed by the woman at worst.
However, if accepted, they will never part with their lifelong
partner.

90
Still, the Dawns polished their skills to hide in urban
Summary areas unnoticed and sought ways to evade detection by
Among the Barbarous, the Dawns tribe is not well magitech. As a result, there is a theory that the overall
known, existing in the shadows. soulscars of the race have decreased, but this is not certain.
Their height is the same or slightly taller than Humans, Perhaps due to their efforts during the Diabolic
and they have a muscular build. However, they round their Triumph, they were very useful in sabotage and intelligence,
backs as if to hide their physique, and they prefer robes that and there were not a few instances where they tipped the
cover their entire body from head to toe, which makes them balance of the battle in favor of the Barbarous army.
appear smaller at first glance. However, they do not take pride in this and continue to
Their entire body is covered with dark-colored body erase their existence to this day.
hair, such as black or dark brown, which helps them blend Even now, Dawns are dispersed all over the place,
into the darkness. Only their faces reveal their dark skin, serving other Barbarous (mainly Upper Barbarous) and
similar to Humans. Both men and women have abundant fulfilling their missions. Some are said to have lost their
beards and eyebrows, but their features are well-defined and masters and are wandering in search of a purpose in life and
deep-set. If they shave their beards or trim their eyebrows, someone to serve.
they tend to be attractive by Humanoid standards. If
necessary, they can pretend to be Humans by showing their Culture
faces, but most of them hide their faces with their bangs.
Their nails on both hands grow long, and they skillfully Dawns live in remote mountains and forests, where they
use these as weapons. These claws are retractable and can build small settlements. These places are not only their
be shortened when dexterous fingertips are required. They residences but also their training grounds. By the time they
are also proficient in handling weapons, and there are those reach the age of 5, they begin their training in combat and
who use ranged weapons. stealth, and by the age of 7, they start honing their skills
Dawns excel in stealth techniques and are adept at alongside adults. Once they turn 10, they are assigned to
hiding in the dark. They can infiltrate the territories of serve under the Upper Barbarous that each settlement
Humanoids using a low number of soulscars, and their main serves.
occupations are reconnaissance and espionage. The culture of the Dawns can be described as a culture
It is well known that they often serve Upper Barbarous of stealth. They take pride in serving the Upper Barbarous
and are known for their high loyalty. They tend not to speak and putting their honed skills into practice. Their loyalty and
much, and it seems they usually try to downplay their spirit of service have been passed down from generation to
presence. generation, and all children are raised within this education.
Also, they are known for their strong faith, and many The elder with the longest years of experience leads the
Dawns worship gods such as the war god Dalkhrem, the settlement, and their direct subordinates (called ninja
Immortal Queen Zeides, and the Sea Snatcher Eiryak. leaders) act as mentors to train the young. This hierarchical
Therefore, they sometimes work for these gods' relationship is absolute, and defiance is not allowed (if you
congregations and may even infiltrate Humanoid societies defy, you face severe corporal punishment, and in extreme
to help spread their faith. cases, you might be killed).
Furthermore, Dawns mature early, with a nearly adult The training is severe, and it's not uncommon for
physique by the time they exceed age 7, and are considered children to lose their lives at a young age. In some harsh
adults at age 10. Their lifespan is thought to be about 70 settlements, children who grow up together are made to kill
years, but because they engage in dangerous missions, there each other. This makes the spirit of the Dawns ruthless and
are rarely any who live to a ripe old age. resilient, enabling them to confront and overcome any
hardship or difficult task.
At the same time, the Dawns also train to disguise
History themselves and blend in with the Humanoids. Their
It is believed that Dawns existed in the Ancient Magic disguise techniques are excellent, and by shaving their
Civilization era, but they didn't leave any records due to their eyebrows and beards, they can make their faces look just
secretive nature. They began to appear in Humanoids' like Humans. However, since they have few ways to learn
records and legends during the Magitech Civilization about the Humanoid society in real-time, the information
Period. they know can be outdated or inconsistent. To cover this
With the development of the Magitech Civilization, up, Dawns often claim to be travelers or visitors from
Humanoids were driving out the Barbarous one after foreign countries.
another, expanding their territory. At that time, Dawns Dawns, who often infiltrate the cities of Humanoids for
hiding in the cities of Humanoids were discovered here and reconnaissance and sabotage, do not have much hatred or
there. This was because the accuracy of finding the enmity towards Humanoids. As a result, they can behave
Barbarous had improved with the technology of the time, calmly and collectedly even when infiltrating a Humanoid
which surprised the people of the time. city and can sometimes even gain the trust of the
Humanoids.

91
Part 3 World

Most Dawns are devoid of emotion and rarely show so as not to stand out, and it can be said that this is working.
their individuality. However, this is not due to their innate Therefore, Dawns are good at infiltrating Humanoid towns
disposition but to the training they receive from a young age. and even capable of preaching the teachings of their god
Therefore, there are some who unexpectedly show a wide while hiding that they are Barbarous.
range of emotions - although this is not considered a good However, Dawns consider themselves as disposable
thing by Dawn's standards. tools, so they do not appear in public or take high positions
Because of these values, the elders and ninja leaders also in society.
determine the Dawns' marriage partners. The purpose is to
marry superior men and women and produce outstanding
children for the next generation. Therefore, those who are
inferior in physical strength, ability, or class are not allowed Dawns excel in agility and intelligence, making them
to marry, and superior men may marry multiple wives. suitable for the Scout and Ranger classes. They tend to have
As long as they have the ability, there is no difference in low strength and vitality, making them unsuitable for
the treatment of men and women. However, since only wielding large weapons or wearing heavy armor. However,
women can bear children, they may be ordered by the this is not particularly a disadvantage since their potential as
elders and the ninja leaders to leave the field and get spies is valued.
married. Dawn's women also accept this as a natural value, Their retractable claws are convenient weapons
although there are occasionally those who are adamant compatible with the Fencer and Grappler classes. Having
about staying in the field. [Darkvision], they do not feel uneasy even in battles at night
Some are artistic due to their dexterity and their roles in or in labyrinths.
reconnaissance and stealth missions, which involve drawing They excel in stealth, tailing, and disguise, making them
maps and target sketches. However, it's rare for them to suitable for lurking in Humanoid towns and achieving their
awaken their artistic talents. goals. Even if the opponent is a hostile Barbarous, it will not
Also, Dawns have a strong faith in the gods. There's a change.
theory that they were originally created to serve the gods in Their high intelligence and not bad spirit make them
the age of mythology. They use their lives efficiently to suitable for learning Wizard-Type Classes. Learning Divine
reincarnate as Dawns and serve useful purposes—or to serve Magic, Truespeech Magic, and Spiritualism Magic is not a
at the behest of the gods—and they pray fervently to the gods. bad choice to broaden their scope as spies.
There are priests in the Dawns' settlements, and it is known
that they pray for the success of their missions. The main
targets of their faith are the gods of the second sword, but
depending on the settlement, they may worship a specific
god or various gods, and the situation is surprisingly diverse.
The Dawn's loyalty is directed towards their community
or the Upper Barbarous state or organization they serve
rather than the individual. However, if their state or the
community where they were raised is defeated in war and
destroyed, they will lose their living standards and be
confused. Some may commit suicide to share their fate, but
others may wander in search of new goals or start acting
individually as if they have awakened to their ego.
The characteristics vary depending on the settlement,
and in some cases, there are settlements with extremely
strange customs and skills. Little is known about these Dawn
cultures and lifestyles, and the Barbarous also have no
interest in how the Dawns are born and grow up. However,
there is no doubt that their culture has been cultivated with
a focus on producing excellent ninjas.

Place in the Society


The existence of the Dawns is hardly known, even in
Barbarous societies. Their work is required to be done
without being found by anyone, and the lack of interest in
others by the individualistic Barbarous is also a reason.
On the contrary, there are those in Upper Barbarous
who find Dawns useful. Drakes, burning with territorial
ambitions, and Basilisks, who like to plan, are utilizing
Dawns. Other Barbarous also seem to use Dawns for
information gathering and sabotage.
The existence of the Dawns is not well known to
Humanoids either. This is the result of the Dawns behaving

92
In the Great War of the Gods, they were naturally put
Summary on the front lines as pawns, and in the Magic Civilization
Kobolds are considered the lowest of the Youma within Period, they were used for magical experiments.
the Barbarous and are positioned at the very bottom. The powerless Kobolds, who don't even know how to
They belong to the slave class in Barbarous society and resist, accepted such a daily life as a matter of course and
are the most oppressed and poorly treated. died. Fortunately or unfortunately, the prolific and
Their figure resembles an upright dog, with a height of precocious Kobolds have managed to survive without going
about 120cm. They are covered in fur all over, and the extinct, continuing their species to this day.
shape of their head is exactly like a dog. The texture and On the other hand, during the Magic Civilization Period,
color of their fur vary greatly, showing a significant individual it was discovered that Kobolds had a certain aptitude for
difference. Many have tails covered in fluffy fur, but there magic, and they were sometimes raised as apprentices or
are also cases with extremely short tails or none at all. assistants by capricious wizard-kings. Particularly towards
Most Kobolds are weak and lack significant combat the end of the Magic Civilization Period, there seems to
power. Therefore, they usually handle simple physical have been a fair number of wizard-kings and nobles who
labor, miscellaneous tasks, and meals and are used as treated loyal and obedient Kobolds like pets.
disposable pawns when it comes to battles. Eventually, the age of the Magitech Civilization arrived,
Many of the weak-willed Kobolds obediently submit to and the Barbarous were steadily driven from the surface.
such miserable treatment and don't even show the will to Naturally, the Kobolds were killed in this process, but as the
resist. However, there are some who can't stand such tides of battle turned in favor of the Humanoids, the
treatment and run away, or are left on the battlefield and situation appeared to change. Like the nobles of the Magic
become captives of Humanoids. Civilization Period, there were movements to keep captured
Thus, Kobolds are timid and obedient, loyal to their Kobolds as pets or to protect them.
master's orders. They lack the ability to foresee the future By the end of the Magitech Civilization Period, a certain
and tend to obey even fatal orders without question. This number of Kobolds could be seen in Humanoid cities.
doesn't change much, even when their master is replaced Perhaps due to these circumstances, the Kobolds became
with Humanoids. Therefore, they are known to be loyal to fluent in the common language (magitech language at the
even Humanoids if their lives are saved and they are given time) of the Humanoids, and some even came to
food. understand Magitech spells. In nations with declining birth
Although Kobolds are hopelessly weak beings, they are rates and aging populations, there were even questionable
surprisingly adept with their hands and excel at menial tasks. jokes that there were more Kobolds than newborns.
Additionally, they possess a minimum proficiency in magic In this way, the only Barbarous that may have coexisted
and can provide sufficient support and assistance. openly in Humanoid society could have been the Kobolds.
Like other Youma, Kobolds are prolific and mature Even now, after the Diabolic Triumph, attitudes and
early, giving birth to 3-5 children at a time. They start to help treatment towards Kobolds haven't changed much. The
with work within a year and are considered adults at five Barbarous treat Kobolds as disposable slaves, and while the
years old. In the harsh environment of Barbarous societies, Humanoids fear them as Youma, they sometimes accept
living until ten years old is rare, but Kobolds living them as useful beings (albeit less frequently than before).
peacefully in Humanoid societies can live up to about 30 Thus, the Kobolds are known as a race that can be seen
years old. anywhere, regardless of whether it's in a Barbarous or
Humanoid society. In a sense, they might be the creators of
the most cunning survival strategy.
History
Kobolds are Youma, created by the war god Dalkhrem Culture
during the Divine Civilization Period.
Whether it was intentional or a failure, they are The culture of Kobolds can also be referred to as a
extremely weak even among the Youma soldiers, and it culture of servitude. Kobolds, who are completely
seems they were originally in charge of miscellaneous duties. outmatched by other Barbarous in terms of physical ability,
As evidence of this, murals remain in the ruins of the Divine have survived by keeping a low profile, not offending those
Civilization all over the place, showing them being severely around them, and behaving obediently. As a result, they
exploited by Goblins and others. have instinctively ingrained all kinds of things necessary to
Anyway, the history of the Kobolds is nothing but avoid death as small creatures, such as hiding themselves,
miserable. They were always the lowest class of slaves in conveying with their whole body that they are harmless, and
every era, in charge of all the dirty jobs and hard labor, and moving immediately when ordered. Their somewhat
if they got injured or fell ill with diseases, they were ruthlessly adorable appearance is undoubtedly helpful to this survival
discarded. It is also known that they were eaten as food, and strategy.
even now, in Barbarous societies, they are highly valued as Because of this background, they are competent in all
food that can carry luggage. aspects of menial tasks. They handle all sorts of things, such
as cleaning, tidying up luggage, laundry, and organizing.
They also have a high learning ability and are known to

93
Part 3 World

remember almost any job they are taught. Therefore, they organizations like the Adventurer's Guild. Some restaurants
are valued by Upper Barbarous, and skilled Kobolds may hire them, recognizing their cooking skills.
serve them. Kobolds brought back by adventurers are taken over by
Among these, their talent for cooking is particularly the Adventurer's Guild for a price of 10 to 100 gamels,
noteworthy. Kobolds, in addition to their dexterity, have depending on their age, health status, whether they have
excellent taste and smell. Therefore, the food they make is room to get used to Humanoids, and whether they have
delicious for both Barbarous and Humanoids, and they also special skills. In many cases, because they grow up in harsh
excel in understanding the preferences of others and environments, most of them die within a few months to
cooking to suit them. years after being taken in.
It is believed that this was born from the wisdom to Moreover, many Kobolds living in Barbarous societies
survive in a Barbarous society where "if you can provide are scruffy, dirty, and poor. However, Kobolds protected by
good food, the chance of being killed is low," and as a result, Humanoids are neatly dressed, and their fur tends to be
that talent is helpful for surviving in Humanoid society. fluffy through a comb.
Compared to the Age of Mythology, the cuisine of the Although Kobolds are relatively accepted in Humanoid
Kobolds, who have continued to cook in poor societies, they are also guarded, as mentioned earlier, and
environments with inferior materials, is characterized by its their treatment varies depending on the region and town.
extensive use of sauces and its ability to turn anything into a Still, it is undoubtedly easier to live than in a Barbarous
splendid feast. Their cuisine, with its proud use of oil and society.
heat, along with Dwarves cuisine that prides itself on making
the most of ingredients, and Lildrakens cuisine where
freshness is vital, is so highly regarded that some even call it
one of the world's three great cuisines. Surprisingly, their dexterity, agility, intelligence, and
As a result, it can be said that the Kobolds have survived spirit do not differ much from Humans. However, strength
by winning over the stomachs of the Barbarous and and vitality are significantly lower, making them less suited
Humanoid races. Although it is very rare, it seems that there for frontline combat. It would be advisable to learn Other-
are genius Kobolds who cleverly utilize their positions and Type Classes such as Scout and Ranger or Wizard-Type
thrive as coordinators in the underworld. But even in those Classes that excel in support to contribute to the overall
cases, it is characteristic that Kobolds' philosophy of "don't combat power of the party.
stand out, don't be feared, but don't be underestimated" is The race's characteristic [Attention to Detail] can be
upheld. surprisingly useful in many adventure scenarios. Especially,
if GM introduces the supplement "Raxia Life", Kobolds can
Place in the Society acquire up to 15 levels of work skill in total, enabling them
to contribute in a variety of ways all at once.
The treatment of Kobolds in Barbarous societies is truly However, due to [Species Limit], adventurer classes
the lowest of the low. Particularly when they act alongside cannot grow beyond level 5. In particular, as Kobolds can
other Youma, like Goblins or Bolgs, living in the wilderness, only acquire three Combat Feats, they should make your
they receive nothing but crude treatment. It's commonplace selection carefully. If they stick to support, they can do quite
to be killed simply because they were in someone's sight well even if there's a difference in levels, but they must still
when they were in a bad mood. be prepared to either step back from their comrades or
However, if the Kobolds live in large settlements or cities perish in battle.
ruled by the Upper Barbarous, their dexterity is valued, and
they can sometimes lead surprisingly decent lives. If they are
lucky, they may become subordinates of the Upper
Barbarous or warrior class Barbarous and lead a life free
from the oppression of other uncouth Youma. Kobolds
have a fair amount of intellect, and they are good at surviving
by laying low.
In Humanoid societies, Kobolds are still the lowest of
the low. But the chances of being killed unreasonably are
lower, so it's a relatively safe environment. That said,
everyone knows they are Barbarous. Therefore, they will
never be fully accepted into Humanoid societies. Many
believe that they infiltrate Humanoid towns with their feeble
appearance and conduct sabotage and information
gathering.
Most of the Kobolds seen in Humanoid cities are those
who have been defeated in battle and brought in by
adventurers. Kobolds who have lost their masters and have
nowhere to go will display their inherent loyalty to the next
person they are entrusted to. However, if Kobolds cause any
problems, their guardians will be held responsible, so those
who take them in are usually wealthy eccentrics or special

94
Ilsan Island, an Island Ruled by Barbarous
At the northeastern end of the Alframe continent, highly developed, and there are rumors that the
further east of the Ursyla region, there are two large islands Androscorpions stole its control... but the truth is unknown.
side by side. These two islands are collectively referred to as The power of the earthquake weapons was tremendous,
the Ghauntte region, and the relatively small island further and countless Barbarous emerged from the earth that was
to the east is Ilsan Island. split into a cross, and the royal capital was trampled down in
Before the Diabolic Triumph, Ilsan Island, like its an instant.
brother island, Krasdanar Island, flourished in trade with This was the beginning of the Barbarous' major
the mainland. The climate of this place, with its relatively offensive, and all of Ilsan Island was swallowed up. On the
dry, cool summers and snowy, freezing winters, naturally ties other hand, Krasdanar Island, which had bought time by
in with the worship of the sun god Tidan and is reflected in destroying the strait bridge and had no invasion from the
the hearty, patient, and devout islanders. underground Barbarous, was successful in stopping the
Ilsan Island, like the neighboring Ursyla region, was a Diabolic Triumph at the water's edge. However, as a result,
place with little influx of Magitech Civilization, and the scent a large number of Humanoids were left on Ilsan Island.
of the Magic Civilization Period was heavily retained in its Currently, all of Ilsan Island is under the control of
culture, customs, and architecture. In the late Magitech Barbarous. At the end of the Diabolic Triumph, Drake, the
Civilization Period, it was influenced by the Magitech "Dragon of Wicked Pleasures" Extus Vandaris, who stood at
Civilization countries that came by sea from the south and the top of the Barbarous' army, did not directly control the
rapidly increased its influence, but it successfully entire area but divided the island's land as he pleased and
incorporated it into its own culture, and the country's scenic gave it to his subordinates, the Upper Barbarous, as
and calm character did not change. "domains". Over the next 300 years, countless skirmishes,
...Until the Diabolic Triumph. revolts, and even wars have erupted over these domains.
Late at night, when people were asleep, a Barbarous However, the situation is currently relatively stable, and
army's earthquake weapon exploded directly beneath the there has been little significant change in the balance of
Holy Kingdom of Yehoshia, located in the center of Ilsan power in recent years. However, it is believed that Vandaris
Island. According to one theory, this weapon was brought enjoys the sight of his subordinates fighting each other, and
in from another country where the Magitech Civilization was if this relatively stable situation continues, he may get bored
and do something outrageous, which is feared.

Ilsan Island is ruled by the Barbarous. However, this patterns can sometimes be torn off and twisted by brute
does not mean that all Barbarous can act freely. There is a force can be said to be the charm of Barbarous society.
hierarchy determined by race/ability, and if you do not act
accordingly, you may lose your life early.
On the other hand, there is not as complex politics as
Upper Barbarous
Humanoids, and basically, the "strong" and "capable" will be Drakes, Basilisks, Diablos, and Nosferatu are the ruling
able to assert themselves. The weak are used up, and if you class on Ilsan Island. Among the rulers of various "domains",
are capable, you can rise to any level... That's the basis of it can be said that more than 90% of them are these races.
Barbarous society. Among them, the Drakes rule the most domains. This
In Ilsan Island, such manifestation of Barbarous nature might be because many of them have a dominant
is highly encouraged. However, the mood in that area varies temperament.
greatly depending on the character of the territory ruler, and The domains ruled by the Drakes often bear the name
while there are cases where it is like a strict class society, and title of the Drake, such as "Viscount Keorubaldo". At
there are also cases where you can live freely if you can show the very least, if one does not have the power of a Baron,
a certain degree of power. they cannot become the lord of a domain of 1,000 or more,
If you are dissatisfied with your current situation, based on humanoid fortress cities, and even if they do, they
overthrow it with your power. If you don't have enough would likely be quickly crushed by those around them.
power, it is also recognized as a kind of "strength" to get into Small communities not of that level may be ruled by Drakes
something stronger. In addition, showing "value that cannot without titles, but such communities are rarely ruled by the
be replaced by others" also becomes an indirect expression Upper Barbarous in the first place.
of strength. However, there is always a possibility that it will Basilisks, with their more hobby-oriented nature, and
be taken away by others if you do not have the power to Diablos, with their more warrior-like temperament, are
protect it. often seen supporting the lord rather than ruling at the top
In this way, in Ilsan Island, the simple principle of "the of a domain. However, they might overthrow the lord if they
strongest rules" is interpreted in various ways, outsmarted, deem him unworthy or take the ruling position for their own
and draws a complex pattern. The higher the ranking of the ambitions or pleasure.
Barbarous species, the more complex and bizarre it Basilisks often rule domains that have valuable minerals
becomes. However, the fact that even such complex or some elements that match their hobbies, and even if they

95
Part 3 World

rule, they often immerse themselves in their hobbies and Aquatic Barbarous
hardly govern. The lords of the Basilisk often name their
territories after minerals or a combination of their name and Lizardman, Tannoz, and other aquatic Barbarous
a mineral, such as "Elestial Domain" or "Owlyen Diamond primarily serve as pirates, attacking the nearby Krasdanar
Domain". Island. Therefore, they are mostly found at sea, in coastal
On the other hand, the rare domains of Diablos often territories, or in pirate ports and are rarely seen elsewhere.
prioritize personnel education over local specialties. They
tend to govern in a form like a well-organized army, and it
is not uncommon for them to be located in rough lands
Youma
suitable for harsh training. The domains that Diablos govern Kobolds, Hoodlings, Goblins, Hugls, Bolgs ... Despite
tend to use the lord's title as the name of the domain, such their short lifespan, these prolific Youmas make up more
as "Red Light Territory" and "Demon Cry Domain". than half of the population of Barbarous on Ilsan Island.
Finally, the least numerous are the Nosferatu lords, However, in domains exceeding 1,000 individuals, the
which is simply due to the absolute low number. They have population ratio is low, and the majority of them create their
a unique position on Ilsan Island, and the characteristics of own settlements in the wilderness. This is because they
their domains are the breeding and training of Humanoid generally have low intellect, are not suited for taking care of
slaves. Even when serving other lords, if you talk about the Humanoids, and can gather as many as necessary from
highest class of slave animal trainers and slave merchants in around them as cannon fodder if needed.
Ilsan Island, it is a staple to mention Nosferatu or those who On the other hand, some domains, including the
are associated with them. The domains that Nosferatu Barbarous, form slums commonly known as "Youma
govern tend to have a somewhat poetic and tasteful name, Streets", where they house Youmas. These Youmas form
like "Blood-Stained White Rose Domain". gangs called "families" that mimic the social nature of Upper
Barbarous, where they fight over territory, make secret
Warrior Class agreements, and betray each other. Although they take it
seriously, it tends to be seen as a game from the perspective
Here, we will discuss the position of Barbarous, of Upper Barbarous.
regardless of whether they are typical "warrior clans" like Among such Youmas, there are two races worthy of
Dark Trolls, Upper Barbarous or Youma, or non-aquatic special mention. One is the Kobolds. These beings, who
Barbarous. Naturally, since their species and lifestyles vary have a mentality relatively close to that of Humanoids, are
widely, this categorization may seem somewhat rough. often directly serving Upper Barbarous as competent
However, they can be broadly divided into two groups: general affairs personnel due to their status as the lowest
those who live in their domains and those who build their service race.
own communities outside of them. Of course, there are Next are the Bolgs. Bolgs inherently understand how to
exceptions in both cases, and there may be differences in enter and exit the Shallow Abysses that are impossible to
stances among individuals. I will note some representative escape without destroying the core, and there are also Bolgs
examples. specialized in the technology called "Explorers". Such Bolgs
The Trolls and Ogres clans are typically seen in these sometimes act as guides so that other Barbarous can enter
Barbarous ranks in the domains. The Trolls, who have a and exit the Shallows, and have become essential for
strong sense of loyalty to their rulers, are often involved in Barbarous to effectively utilize the Shallows.
the military, guard duty, and religious affairs. On the other
hand, the Ogres (especially Lesser Ogres) have the
intelligence and ability to carry out orders, and they often
serve as leaders of Youma units and overseers of Humanoid
slaves. There are also many Ogres who undertake covert
missions to Krasdanar Island.
Many races that require Humanoids for reproduction
and survival, such as Minotaurs, Baba Yagas, and Lamias,
often live in cities that are the centers of domains where
Humanoid slaves reside or in the farms that surround them.
Among them, Minotaurs often work as soldiers, builders,
and explorers of the Sword Labyrinth, while Lamias tend to
work as slave merchants and overseers of slaves. On the
other hand, Baba Yagas, who are few in number and prefer
to live quietly in the forest, are rarely seen in urban areas.
Groups like the Arbors and Dawns often build villages
and hideaways on the outskirts of domains while revering
the lord and are rarely seen in fortress cities. Each
settlement independently develops techniques for
infiltration investigation and sends agents into Humanoid
societies to conduct espionage and sabotage.

96
the idea that "Humanoids are slaves of the Barbarous". Even
Humanoid Slaves so, runaway slaves appear periodically, and resistance arises
The Humanoids existing on Ilsan Island are all slaves, among the slaves, leading to several rebellions. Each
with very few exceptions. These Humanoid slaves are rebellion is violently suppressed, but the Upper Barbarous
mostly descendants of the islanders who survived the deliberately spare the seeds of rebellion. The faint hope of
Diabolic Triumph, those captured in the invasion of freedom for the Humanoids and the despair, when it is
Krasdanar Island (or their descendants), or crew members crushed, are their supreme entertainment.
of Humanoid merchant ships and warships captured by
pirates (or their descendants). Honorary Barbarous
In places where the former industry is still maintained
within the domain, it is common to see descendants of the Within the slaves, there are extremely rare cases of those
original inhabitants living as settled slaves. How much slaves who have been released from their slave status and
are treated depends on the lord or administrator, and welcomed as members of the Barbarous by demonstrating
whether slaves are counted as "population" or not even their abilities. Whether it is by making a name for
included as "livestock" varies widely. themselves as gladiatorial slaves, through battles, maze
Some lords completely use slaves as consumables and exploration, Shallows exploration, or earning the honor of
regularly purchase slaves from slave merchants, while others being Barbarous, there is no zero chance of being
treat them better than clumsy Youma as useful and smart recognized. However, it doesn't happen often.
labor. In the latter case, while the nominal position is above The most likely to become are the Nightmares - dark
the Barbarous Youmas, Humanoids are the lord's knights. Those with soulscars in their souls are easily
"property", so they cannot easily interfere, and there are empathized by the Barbarous, and if they demonstrate their
cases where their de facto position is higher. Often, abilities, they tend to have a higher possibility of being
Humanoids with special skills that are difficult to reproduce recognized than others. For similar reasons, Alves are also
in Barbarous are heavily used, and there are rare cases a race that is easy to become Honorary Barbarous.
where they are treated almost like Honorary Barbarous.
Capable slaves generally have high value, and it is not
uncommon for them to be used as trading materials
Dark Dwarves
between lords, negotiation materials, and offerings. Also, Among the Humanoids, Dark Dwarves (who are
even old slaves whose value has decreased can be used as descendants of those who originally betrayed the
food or fertilizer, so there is a saying, "One should never Humanoids and joined the Barbarous in Age of Mythology)
discard Humanoids." are exceptionally not slaves. Rather, they are often in a
Collars are used to represent the status of slaves, with the position to command the blacksmith slaves. Dark Dwarves,
crest of the lord engraved on the collars of slaves living in who can make high-quality weapons, are personnel who are
small to medium-sized domains. Meanwhile, in large cities desperately desired by the Upper Barbarous, and it is not
where there are numerous powerful figures, not only are the uncommon for several of them to live in good conditions in
crests engraved on the collars, but they are also branded or domains of a decent size or more. Having many Dark
tattooed in conspicuous places. Dwarves can become a status symbol for a lord.
Many islanders, especially those who only know the life
of slaves after Diabolic Triumph, are deeply ingrained with

On the other hand, the central tower is the castle of


"The Barbarous City of the Evil Sun" Extus Vandaris, the "Dragon of Wicked Pleasures". The
Marigna Sol base is the royal palace of Yehoshia and Tidan Grand
Temple, but it has been remodeled into a huge tower with
Ilsan Island, built on the Holy Kingdom of Yehoshia a prickly, sinister Drake style, and construction work is still
ruins, is the largest Barbarous city, the only metropolis with ongoing. One of the biggest highlights is the "Statue of the
a population of tens of thousands. Even taking into account Fallen Sun God," which replaced the face of the huge Tidan
that the exact statistics of Youma are unknown (they're not statue that was once decorated in the Grand Temple with
seriously taken in the first place) and that humanoid slaves an ugly one that is crucified upside down, a stake is driven
are not included in the "population", it is estimated that into the heart and groin and cries in agony. Because of this
about 20,000 to 30,000 Barbarous live there. Including and other designs that offend Tidan, Vandaris's castle is also
humanoid slaves, this number balloons to twice or more. known as the "Tower of the Evil Sun."
Marigna Sol is a city structured around a huge cross- In this way, Marigna Sol continues to expand recklessly
shaped fissure engraved in the earth during the "Diabolic both above and below. There is no plan there, just a
Triumph," and a tower built on the remnants of Yehoshia in celebration of the distorted creativity of the Barbarous,
the center of it. The walls of the fissure are excavated, and overflowing with "Chaos". Yet, perhaps because it is at the
each one is continuously expanded into a city that goes deep foot of the "Absolute Power", Vandaris, there is no fatal
underground. rebellion or resistance, and a strange balance is maintained.
The Barbarous are valued for being as Barbarous as

97
Part 3 World

possible, and yet somehow function as a society... Marigna addition to trading with the pirates of the pirate port, they
Sol is a city full of such contradictions. also have several of their own slave procurement ships.
In addition, not only the buying and selling of slaves, but
also their education, training, brainwashing, breeding
"Pirate Port" Port Gygas improvements according to special requests, and human
This is the base of the Barbarous pirates located at the experiments, all sorts of acts (which would be illegal in
southern tip of Ilsan Island. It is built by grotesquely humanoid nations) using humanoids are rampant. Rumor
connecting the parts and cargo of the destroyed Humanoid has it that humanoids who have had loyalty to Barbarous
ships, forming a unique, chaotic townscape. implanted in them are sent back to Krasdanar Island or the
The city built on the ground is not only a base for the mainland and used as spies.
Barbarous, who are not aquatic or who, like the Lizardman,
do not live entirely underwater, but also a vast market where "Flaming Lake" Viscount Keorubardo's
the pirates sell the loot they bring back and the Humanoid
slaves. Domain
However, the true townscape of Port Gaigas is It's a domain built on the shore of Aguyuk Lake, which
underwater, where countless sunken ships overlap to form spreads indigo on the Igneas Volcano, where perennial
a city. The captain of the pirate group "Blood-stained Guns", snow remains northwest of Ilsan Island. The population is
the ruler of the pirate port, Gills Gee Gygas VI, also lives in about 2,000, only Barbarous, and it's known for its relatively
this underwater city. high number of Dark Dwarves.
The goods brought back by the Barbarous pirates, who Primarily using the Dwarves as slaves, they extensively
rampage in the nearby sea and attack the coast of Krasdanar mine mineral resources such as Ignis ores dormant in Igneas
Island and the mainland, include things that are difficult to Volcano. They make it into steel at a large-scale steel mill
produce for Barbarous and support the life of the island. built on the lakeside and distribute it as a material for
Along the coast of Ilsan Island, there are many bases weapons on the island.
where such pirates can stop, in addition to the pirate port. As a result, Aguyuk Lake, which was once scenic, has
been contaminated and has become a red, polluted lake of
"Great Green Bridge Frontline" Godric death. The waste is also flowing into the river, and the water
is dyed red quite downstream.
Margrave Domain In recent years, the Shallow Abyss Empire's frontline
Ilsan Island, Northwest, is a fortress built around the base has appeared in the northwest and is expanding its
strait bridge's remains that once connected Krasdanar and sphere of influence, so they have increased the pace of
Ilsan. During the "Diabolic Triumph", they fervently desired excavation and steelmaking to counter it, further
to rebuild the bridge where the Humanoids collapsed and accelerating environmental destruction.
invade Krasdanar by land. However, the work itself is not
progressing smoothly (there is also the sabotage by the "The Place Where Rumors Gather"
Humanoids).
At the same time, because it faces the Sabras Strait, Elestial Domain
which is the closest distance to Krasdanar Island, it is also Established on the outskirts of the Mist Forest at the foot
the frontline of the war with the Humanoids. Therefore, of the Teeth of Chaos Mountain Range in the northeast of
Drake, a former deputy of Vandaris, who has the power of the island, the territory is ruled by a Basilisk called Eomiir,
a Marquis, is appointed as the Frontier Margrave Godric. known as the "Thousand Eyes and Ten Thousand Ears".
The intimidating fortress city built in the former bridge city The territory is small, with about 1,000 direct subjects, but
boasts an excellent defense and has not allowed the it has controlled the Arbors and Dawns settlements in the
Humanoids to break through in these 300 years. Mist Forest and Teeth of Chaos Mountain Range.
In this way, the staring contest between Humanoids and He has cultivated spies in these settlements and sent
Barbarous has continued in this land since the Diabolic them out everywhere, and it is rumored that Eomiir knows
Triumph, but recently, they have been sending surprisingly detailed movements of not only Ilsan Island but
reinforcements to the invasion of the frontline base of the also the island of Krasdanar, even while secluded in remote
Shallow Abyss Empire that suddenly appeared in the north, areas.
and it is a concern how this will affect the situation. Regardless of whether they are Humanoids or
Barbarous, he has a hobby of turning others' skulls into
crystals and collecting them, and it is believed that countless
crystal skulls are stored in his castle.

Located in the bay in the central western part of the "Paradise of Alcohol and Blades" Red
island, this is a medium to large-scale domain ruled by the
"Gourmet King" of Nosferatu, Guillaume de Lollo, and is a Light Domain
port city. Located slightly towards the center of the southeastern
As the name suggests, it has the largest and most part of the island, it was once known as the barony of
premium market for humanoid slaves on Ilsan Island. In Esered, but due to the rebellion of Romilda of the Diablo

98
tribe, known as "Red Light", the baron was killed, and it Tribes of Centaurs
became known as the Red Light Territory.
It is a relatively rare territory where the former Centaurs on Ilsan Island do not belong to a specific
Humanoid fortress city has been rebuilt by the Barbarous, domain but are divided into tribes and live by moving
and the technology of winemaking, which was once a around the entire island without settling down. During the
specialty, is barely passed down by the indigenous "Diabolic Triumph", the Centaurs are credited with a
Humanoid slaves. In terms of the number of Barbarous, it significant contribution to the rapid invasion of Ilsan Island
is a typical small domain with a population of about 1,000 and directly obtained permission from Vandaris to "Do not
plus several hundred, but it has a certain influence because hinder the path of the Centaurs" and move freely. For this
it has special products that cannot be replaced elsewhere. reason, there are no Barbarous that attack the moving
The former Baron Esered skillfully used this influence Centaurs, except for conflicts between tribes and Animals,
to protect his position. However, with the change to the Mythical Beasts.
more direct - or, to put it nicely, the martial Romilda, it The movement patterns of each tribe are more or less
remains to be seen how the surrounding "politics" will determined, and there are tribes that transport goods
change, with everyone watching. They hide a knife in their (including humanoid slaves) due to contracts with local
back, thinking of cutting off the territory if they can. lords.
Each of the Centaurs has a tattoo representing the tribe
on the human part of the body as an adult ceremony, pierces
"Kingdom of the Teeth of Chaos" various parts, and depending on the tribe and its position,
Garudaana Kingdom they may also have characteristic hairstyles.
In recent years, the number of Shallows sent by the
It is a gathering of tribes by Garudas and Arakcruders, Shallow Abyss Empire appearing on the migration route has
located at the peak of the Teeth of Chaos Mountain Range. increased, and resentment towards the empire is rising.
Ruled by Garuda, Agasha calls himself "Heavenly King of
the Teeth of Chaos", and the inhabitants claim that their
kingdom is an "independent nation from the rule of
Vandaris".
It is an invasive state believed to belong to the Quepala
There are several domains in the Teeth of Chaos
tribe, which bases its operations on a large island-class
Mountain Range itself where mineral resources are mined,
Shallow that occurred in the Chaos Sea. Suddenly, they
and although there are frequent minor conflicts with the
declared war on Ilsan Island, deploying a Super-
Garudaana Kingdom, there has never been a full-scale war.
Dreadnought-class Shallow to the northwest and multiple
This is because the successive Garuda kings understand
battle Shallows to the southeast, steadily attempting to
deep down that no matter how much they claim to be
expand their sphere of influence.
independent, they ultimately cannot compete with the
They are also sending small to medium-sized Shallows,
"Dragon of Wicked Pleasures".
known as Destroyer Shallows and Cruiser Shallows, to
Vandaris lets them say what they want, knowing that they
various parts of the island.
understand this. This might also be a source of wicked
pleasure for him.

Anansi
This is a colossal legged tank of Colossus class that the
Androscorpions tribe brought out as a decisive weapon
during the Diabolic Triumph. Although the moment when
this directly came in handy did not arrive, Al-Anansi is still
strolling around Ilsan Island, leading smaller-legged tanks
like children.
Its movement route has no specific pattern, but it is
likely to be seen in the south rather than the north, as it
regularly heads to the pirate port to purchase various
Magitech items.
Living up to the name of a mobile fortress, there are
habitable parts in Al-Anansi, and most of the
Androscorpions living on Ilsan Island are born and raised
here. As they grow up, they commonly become crew
members or boarding combatants of Al-Anansi and the
surrounding smaller-legged tanks.
The Androscorpions you see in other places are either
a group hired as soldiers or outcasts who have been
banished from Al-Anansi.

99
Part 3 World

100
"Dragon of Wicked Pleasure" "Red Light"
Extus Vandaris Romilda
(Drake/Male/629 years old) (Diablo/Female/22 years old)
“Hahaha. Struggle. Squirm. Suffer, and yet hope. All for “May it go well!”
my pleasure!” Romilda is a female
Extus is Drake, who Diablo, the lord of the
rules over the whole of Red Light domains. She
Ilsan Island. He is was once a pawn of Lord
rumored to have power Drake, Baron Esered.
equivalent to, or more However, when the
than, a Duke. Once the baron defected to the
right hand of the Shallow Abyss Empire,
Barbarous King, she rebelled, striking him
commanding the down and taking his
invasion of Ilsan Island domain for herself.
during the Diabolic Romilda is impulsive,
Triumph, he defeated the reckless warrior type
the Barbarous King at who does not think
the end of the Diabolic deeply about things, and
Triumph and became she enjoys gambling
the ruler. (especially dice
Extus is hedonistic gambling). This may be a
and sadistic, publicly desirable trait as a Barbarous, but it is not suitable for a
stating that he enjoys nothing more than the moment when lord... or so it was thought, but she has high charisma and
the weak desperately cling to a sliver of hope, only to fall several excellent supporters, so for now, her territory is even
into despair in the end. His preferences extend not only to more lively than when it was the baron's territory.
his enemies but also to his allies (though it is unclear She has a deep grudge against the Shallow Abyss Empire
whether anyone truly considers themselves an ally). After and is putting her efforts into the extermination of Shallows.
the defeat of the Barbarous King, he divided Ilsan Island
among his subordinates without taking a clear role in "Mist Rain Witch"
governance, allowing for small conflicts and disputes to Mystia
occur.
(Baba Yaga/Female/Age Unknown)
Even rebellions and assassination attempts against him “Sorry, but you're not my type.”
are just games and sources of pleasure for Vandaris. This is Baba Yaga, said to live hidden in the depths of
However, when the day comes that he no longer finds the misty forest. Once every few decades, it is widely
pleasure and grows tired of everything in this world, his old rumored that she appears in the humanoid trafficking port,
subordinates, who know him well, fear that he might destroy purchasing beautiful humanoid boy slaves.
everything on Ilsan Island and leave. It is said that there are ruins from the Magic Civilization
Period deep within the forest, and she spends her time
studying ancient magic's mysteries. She is able to wield lost
ancient magic and boasts an unparalleled depth of
knowledge about various magics from all ages and places.
It is believed that she possesses many artifacts left in the
ruins, and those who encounter magical troubles sometimes
seek her out for solutions. However, she will not even meet
with them unless they fulfill certain conditions.
The conditions are not known... Considering the
lifespan of Humanoids, some people think that the
frequency at which she comes to buy boys is a bit fast.

101
Part 4 Adventures and Scenarios in Barbarous Society

Part 4 Adventures and Scenarios in Barbarous


Society

102
The society in which the Barbarous live shares some adventures within such a society. This information should
similarities with the Humanoids, yet also has aspects that are prove useful for actual gameplay and roleplaying.
entirely unique. If reproducing the Barbarous mindset proves
One significant difference lies in the value attributed to challenging, you might consider playing as a dissident within
life. a Barbarous society, maintaining alignment with the player's
In this section, we'll delve into the mentality, community sensibility and morality.
norms, and the position of a character who embarks on

We will explain the very basic elements of playing the


PCs of the Barbarous races.
Basically, you may consider it the same as usual play, but
by imagining the unique values, thinking, position, and
situations of Barbarous, you will be able to enjoy the When playing with Barbarous characters, shopping is
presence of adventuring in Barbarous society more. done like with general PCs, by paying gamels and
Both players and GM should understand and share purchasing the necessary items.
these basics so that they can play smoothly. GM, especially, This is considering the fact that gamels are also
should try to explain this carefully to the players at the circulating in Barbarous society and considering the fairness
beginning stage and make sure they understand. and convenience for players (many Barbarous get what they
want by bartering, but it is difficult to play by actually making
this a rule).
PCs Position However, there are still things that exist in Humanoid
society, but not in Barbarous society, or are difficult to
In Barbarous society, strength directly correlates to obtain. The typical examples are as follows.
social status. Therefore, the PCs created at the beginning
could be quite insignificant in a Barbarous society. Gamel Currency
However, the races that can be chosen as PCs are As mentioned before, gamel currency is in circulation
blessed with both abilities and positions compared to low- even in Barbarous societies. However, these are taken from
ranking Youma, and they are in a position to be respected Humanoids societies and are not produced by the
when looking to the future (except for Kobolds). Barbarous.
Still, in Barbarous society, lack of ability directly Therefore, the circulation of gamel currency in
correlates to a lower social status. Therefore, consider that Barbarous societies is small, and barter is the main form of
the PCs are under someone's control. exchange for lower Barbarous. But even they understand
This "control" may involve a direct master-servant the value of gamels currency, which is useful for negotiations
relationship, or it may simply mean that there is an Upper and transactions.
Barbarous who controls the living circle. If there are many The value of an item in a barter exchange greatly varies
players who dislike being ordered around, you could depending on both parties' necessity and desire to own the
consider them as free within such a loose control. item. However, the value of gamel currency is constant, so
Of course, you can refer to the "Creating High-Level when exchanging goods for gamels, the "base price/2"
Characters" rules described from page 71 of the "Core becomes the standard.
Rulebook III" and create and play elite Barbarous PCs that However, there are cities even among the Barbarous,
are closer to monster data. Using the high-level sample and it's common for goods to be bought and sold at the base
characters set for each race recorded in this book is also price in shops seen in such places.
good. Also, when giving jobs or missions to Barbarous who
However, please note that Kobold PCs can reach their become PCs, it's common to pay the reward in gamel
[Species Limit] at that stage. currency. If gamel currency is scarce, consumable items can
be used as a supplement.

Obtaining Items
Just like Humanoid adventurers, obtaining items
through buying and selling is hard unless in a city with a
population exceeding 1,000 people (at GM's discretion).
Conversely, in such cities, you can purchase all the items
listed in the Core Rulebooks and other sources at the base
price indicated there.
Naturally, items marked as "Cannot be Traded" or "Not
for Sale" cannot be obtained through normal means.

103
Part 4 Adventures and Scenarios in Barbarous Society

About the Equipment at the Time of Character Creation You may freely purchase a magisphere, but whether or
When creating a character, you can prepare your not you can purchase an Alchemy Kit should be done with
equipment by spending money, regardless of your place of the permission of the GM. However, these settings are
origin or living area. intended to convey the atmosphere of the world, not to
This is because it is assumed that you have "bought" such make the game difficult to play. If there aren't any particular
equipment for convenience, as these are "heirloom issues or concerns, you should be able to purchase them
weapons", "items collected diligently every day", or normally (although reacquiring them if lost may be difficult).
"extensions of everyday items". Therefore, at the time of
initial creation, you are just "wearing assets equivalent to Regarding the Treatment of Rider's Guilds
1,200 gamels", and it's not like you rushed to shop and In Barbarous societies, Rider's Guilds do not exist. So,
gathered belongings on that day. Mount rentals (see CR III, p. 93) are not possible.
Thinking about the origin of how you obtained weapons However, even in Barbarous societies, Bolgs are known
and other items might deepen your affection for the as excellent animal trainers, and they raise Animal and
character and their background. Mythical Beasts Mounts. Androscorpions also handle
magitech Mounts. Purchasing Mounts from them and
Magispheres and Alchemy Kits handling them in the Rider class is possible.
In the Barbarous society, naturally, there is no Institute The purchase price is the same as the "purchase price"
Of Magitechnology. The Barbarous, who were driven to the listed in "Core Rulebook III" or the supplement "Epic
brink of extinction during the Magitech Civilization Period, Treasury". At this time, you can receive a Proprietary Mount
tend to detest Artificers and are not eager to use their Contract/Sphere (see CR III, p. 94).
technology. If you don't need this Proprietary Mount Contract /
However, since freedom and liberation are under the Sphere, you can purchase the Mount for half the purchase
domain of the second sword, Ignis and the Barbarous have price. However, in that case, it is not possible to gain the
inherited their influence strongly, but there are those who exclusive benefit of "HP+10", and Mount Reduction Tags I-
do not dwell on such a past. III (see CR III, p. 248, ET, p. 166), required separately to
Among them, the Androscorpions, who actively handle shrink the Mount.
Magitech, are a prime example, and some Kobolds are Mount equipment and the like are also handled by the
friendly with Humanoids and have the potential to handle Bolg or Androscorpion masters. Please have the GM decide
Magitech. whether these masters are readily available. If there are
Alchemists, who deal with the more minor technology Mounts that only the Barbarous handle, it may be
of alchemy, are even less common in Barbarous society. On acceptable to get them as well (Translator Note: Check
the Alframe continent, the Alchemist skill was handed down SW2.0 Lumiere Legacy, p. 149 for Bohr and Ox
in a small way, but it wasn't well-known to the Barbarous. Barbarous-only mounts).
Therefore, it is difficult to purchase an Alchemy Kit in
Barbarous society. It would also be difficult to purchase a About Ignidite Processing
material card (it would mainly be acquired as loot). Weapons processed with Ignidite (see CR III, p. 245),
However, Magispheres were mass-produced during the which can only be forged by Dark Dwarves, are also hard to
Magitech Civilization Period, so they are relatively easy to come by in Barbarous societies. However, since it's easier to
obtain in Barbarous territories. However, an Alchemy Kit is build a connection (see CR III, p. 125) with Dark Dwarves
rarely seen unless it is a city with a population of over 5,000 than with Humanoids, the necessary Reputation is halved at
people. "50 points (Acquaintance)".

When playing Barbarous PCs, knowing how they think Values of Lower Barbarous
and what values they hold can help you play in a more Lower Barbarous, such as Youma, fundamentally think
"Barbarous-like" manner. only of the moment. They prioritize what they want to eat
Of course, there's no need to overthink it. However, now, what they want now, and what they want to do now
knowing a certain level of "characteristic" can help you enjoy without considering planning things or making efforts to
role-playing more. solve problems or achieve goals. There are many who are
lazy in nature, and they will slack off as much as possible if
they can.
Barbarous Way of Thinking Also, they fundamentally follow the strong and plan to
Barbarous can be roughly divided into Upper exploit the weak. They only think of Humanoids as targets
Barbarous and Lower Barbarous. Goblins, Bolgs, and other for plundering, and they think it's better to kill and eat them
Youma are considered Lower Barbarous, and the PCs are sooner than make them work as slaves.
generally Upper Barbarous (there are exceptions, such as Because of this nature, Lower Barbarous who are not
Kobolds). under the rule of Upper Barbarous become complete
First of all, there is a significant difference in thinking. lawbreakers. If there is a ruler, they will obediently follow,
but if they show an opening or the eye does not reach, they
will reveal the nature of the lawless creatures, sometimes
resulting in betrayal or rebellion.

104
Values of Upper Barbarous
Barbarous who become PCs are rational and
constructive, able to plan, pay attention to relationships with Can NPCs such as clients, companions, helpers, and
others, and endure and strive for their purposes. informants be trusted in a Barbarous society with differing
However, living in a "Might is Right" Barbarous society, values from Humanoids?
they do not hesitate to wield violence or show off their Essentially, the answer is "yes". GMs should prepare
power. It's commonplace to kill Lower Barbarous as a NPCs with trustworthiness in mind. Also, please convey this
warning to others. They feel no guilt or discomfort about to the players. And, it would be best not to betray or lie as
killing, judging whether it is useful or not for themselves. much as possible.
They may also feel love or friendship and drown or be This is based on the premise that PCs are competent
captivated by such feelings. However, they generally have a and valuable. Rational Barbarous can be trusted as long as
much drier way of thinking compared to Humanoids, and there is a benefit to them. As long as PCs continue to excel,
if they can't get what they want, they might kill or betray for NPCs will not seek to disadvantage PCs.
their own benefit. However, as PCs gain merit and become noticeable,
some may become envious or annoyed. At that point, due
Play as per the Human Common Sense to the power dynamics, NPCs may betray or provide false
With Barbarous PCs, because you are adventuring in a information. If the GM prepares a betrayal scenario while
Barbarous society, it can be said that behaving more like a informing the PCs that they have reached such a position, it
Barbarous is essential. could lead to an exciting session.
However, some players may find it difficult to play with However, a sudden betrayal by a trusted NPC could lead
just that. to a loss of trust in the GM beyond the game world.
In such cases, one method is to play based on the Therefore, please be careful to depict signs of betrayal or lay
"sensitivity and common sense as a normal person" that the foreshadows, and pay close attention.
players themselves have.
In a Barbarous society, "Human-like values", namely
"kindness", "compassion", "sympathy for others", etc., are
quite unique and can be considered alien thoughts. Those In a Barbarous society where "Might is Right", it is
who have such sensitivity may be persecuted, excluded, or predictable that players will say things like, "I'm going to take
attacked. about 20 of our minion Goblins with us".
However, if such "kind Barbarous" can survive, it means Basically, it's a good idea to refuse for reasons like "They
they have considerable strength. won't work/be useful without a return (reward)", "They're
Such characters are not suitable for living in a Barbarous under the control of Upper Barbarous, so they can't move
society, and it is clear that they have had a difficult life. without their permission", "They have something they need
However, characters who survive such adversity are full of to do, so they can't help".
the potential to become charming protagonists. They may If that doesn't work, you should appeal to them for their
be able to weave a more heroic story than anyone else as unhelpful behavior, such as “following you but being
heroes who bring a ray of light to the dangerous and uncooperative and useless,” “complaining continuously,”
horrifying Barbarous society. “running away when they see an opening,” “betraying you at
Also, when playing such characters, consulting with the the critical moment,” and so on.
GM in advance may be helpful, as they may help build up In some cases, it may be better to include a direction or
the game. More interesting stories may be created by sharing ruling such as, “You see an enemy group about the size of
ideas with the GM and other players. your lower Barbarous group. They charge in, and both
groups are dead,” and PCs will not participate in such battle.
In any case, PCs are special even in Barbarous society,
and they are the most efficient, superior in decision making,
and convenient to act in party units, which is the most
unquestionable response.
However, when extracting information from minions
Barbarous, PCs can make them obedient by showing off
your position and strength and intimidating them. The GM
may acknowledge this if it's not the players' selfishness but
the game progresses smoothly.

105
Part 4 Adventures and Scenarios in Barbarous Society

What kind of daily life do the Barbarous lead? From especially the lower-class slaves, do not remember every
small settlements to large cities, the Barbarous form various face.
communities and live their daily lives. Let's describe some
examples of these communities. Proof of Ownership
Every slave has an owner. And the Barbarous, who
Small Single-race Community become the owners, do not bother to remember each face
These are small-scale communities, typically made up of but recognize them by some kind of mark.
a single race, similar to a village or settlement level for One way is to brand them or give them distinctive cuts.
Humanoids. The population is around a few to several Those who are blessed with power and wealth and are less
dozen people. likely to let go of their slaves once they have acquired them
Primarily, Lower Barbarous, represented by Hoodlings do this (of course, there are also those who simply enjoy
or Goblins, or exclusionary Barbarous like Lizardmen, hurting slaves or enjoy the pain of a wounded slave...).
form these communities. Their livelihood is supported by The Barbarous, who are not quite financially stable and
hunting, gathering, and looting, and they hardly produce often buy and sell slaves, use necklaces and bracelets. This
anything themselves. In these groups, there are limits to the makes the exchange of slaves simple. Also, it is known that
resources available, including food, and they cannot grow recklessly injuring them poses the risk of losing precious
into large communities. If the population increases, some slaves to infectious diseases, as we would call them, in our
will split off and move to another location. Internal strife world.
may occur over limited food, and their numbers may Ironically, those who often produce these collars and
decrease due to infighting. bracelets are usually skilled Humanoid key makers,
There may also be Kobolds as slaves, and sometimes recognized as high-class slaves in the Barbarous society.
they have Humanoid slaves. Most of them are captured The necklaces and other signs of ownership bear a mark
incidentally and enslaved. Therefore, their numbers are that indicates the owner, but it is rare for anyone to
small. They are made to do odd jobs and are heavily remember the marks of other Barbarous, and the
exploited. These slaves are treated as if they can be worked Barbarous who become owners only need to recognize their
hard if they are there, and it doesn't matter if they die. There own. This makes it easier for Humanoids to infiltrate
is not even a guarantee of meals, and they are forced to live Barbarous communities by disguising themselves as slaves.
an extremely harsh life. Such collars and the like are sometimes used even
Their exclusivity and aggression towards outsiders are among the Barbarous who have been taken prisoner and
high, and careless contact often leads to immediate combat. dropped to the slave class. Some are imbued with magic,
These small communities are scattered throughout cannot be easily removed, and let the owner know where
Barbarous territories, and many of them move without they are, but this is only done in the case of special slaves.
settling, so their numbers and locations are unclear. There
is no room or value for negotiation; if found, avoiding or Large Multiple Races Community
disperse them is quicker. It is a metropolis, a melting pot of races, where multiple
types of Barbarous exist. Its population counts between
Large Single-race Community 1,000 and 5,000 Barbarous alone, and the number of slaves
This refers to cases where a single race forms a can often be several times that number.
community at the city or kingdom level. Barbarous, such as In these metropolises, multiple Upper Barbarous hold
Androscorpions, Arakcruders, and Tannoz, whose living power in addition to the top, each reigning over their own.
environments are incompatible with other races, inevitably Generally, the top of such cities tends to avoid dictatorship.
create such communities. Dictatorship is dangerous unless it's okay to make all the
Barbarous, who do not produce on their own, cannot powerful people in the city enemies at the same time.
maintain such large-scale communities by themselves. Their lives are mainly supported by the labor of slaves,
Therefore, there are many Humanoid and Kobold slaves to and in the city, you can also see moderately high-end slaves.
support them. It's common for the population to exceed the However, the production structure that supports the entire
number of the ruling Barbarous. These communities are city is fundamentally not in the city but relies on inflows
maintained by instilling fear in everyone. (trade) from the surrounding areas. Therefore, you don't
The slaves of such large-scale communities are the same often see lower-class slaves. Low-intellect Youma also
as economic animals like cows and horses, and they are the cannot find a place in such cities. The only Lower
property of the Barbarous masters. Not only do they do Barbarous you'll see are Bolgs, who can maintain a certain
simple labor, but there are also special slaves who comfort level of discipline and act as warriors.
the master's boredom or contribute academically. Such The economy is blessed, and the intelligence of the
valuable slaves are particularly precious property and are residents is relatively better, so public security is good.
treated with care as high-end slaves (see p. 114). However, it is, after all, a city of Barbarous where power is
If another Barbarous infiltrate, they will be immediately justice. Conflicts of opinion easily turn into battles to decide
exposed, and sometimes they will face severe exclusion. who is right. Because multiple races with different styles and
Even if not, it's rare to receive a friendly welcome. However, values are mixed together, such dangerous conflicts occur
it's surprisingly easy for Humanoids to infiltrate by almost daily. However, such conflicts are basically dealt with
pretending to be slaves. This is because many Barbarous, as individual problems. Therefore, individual disputes do

106
not escalate into inter-racial conflicts. On the other hand, if automatically inherit the status of a slave. The increase in
a dispute arises between influential people vying for power, slaves is also welcomed by the lord of the demesne. While
it could escalate into a conflict that deteriorates the city's all products are technically the property of the lord, as long
public security all at once. as a set amount is paid in kind, there is also room to store
It is incredibly easy for Barbarous to infiltrate such cities grains. Therefore, the slaves start to cultivate new farmland
and carry out activities. If you're a Humanoid, you should on their own. The representative of the Humanoids begins
probably pose as a high-end slave. to act like a chief.
Thus, a kind of Humanoid society is formed within the
Slums demesne, but slaves are not allowed to contact the outside
In the large cities of Barbarous, there are often slums world. Barbarous are stationed on the outer edge, and if you
where free Humanoids (see p. 114) gather. In such try to leave the boundary, you will be killed without
Barbarous cities, various parts of the city are overflowing question. Fences and earthen walls are also built to prevent
with trash scavengers, most of whom have nests in the slums. escape. The construction and repair of these are done by
They live by scavenging the city's waste, licking boots in the slaves themselves.
hopes of Barbarous's charity. Being caught and sold as slaves These demesnes are managed directly by Upper
is a common occurrence, but in a situation where they can't Barbarous. There are Drakes, Basilisks, and Diablos
see tomorrow's living, they themselves are somewhat hoping families at the top, with a mixed army of Lower Barbarous
for it. underneath. Many who can disguise themselves as
In the slums where the trash scavengers gather, there Humanoids, such as Lesser Ogres, are often secretly
might be someone holding unexpected information. If dispatched as monitors within the demesne. Conversely,
you're a Humanoid, it should be easy to go there. other Upper Barbarous often send spies into the demesne.

Demesne (Farms) Economic Culture of Humanoid Slaves


In a Barbarous society that relies on Humanoids for In Barbarous societies, many Humanoid slaves are
resource production, the main laborers in agriculture are treated like economic animals and are not allowed to own
also Humanoids. Upper Barbarous manage these farms, property.
making Humanoids farm and breed livestock to maintain However, even in such classes, commodities such as
food production. food, alcohol, and tobacco are exchanged, and sometimes
These farms are supervised by Barbarous, who act as they are secretly hoarded. These goods can be very useful
representatives of the owners and manage the slaves. in placating the slaves and can also become a source of
Typically, Ogres or higher-ranking Goblins with reasonable conflict between the slaves.
intelligence act as supervisors, with a team of Youma Slaves with special talents may be given their own rooms
underneath them, watching over the slaves and preventing and may even be given a residence. These high-class slaves
rebellion. can accumulate some wealth. In their master's domain, they
The role of the dispatched Barbarous is to prevent are given a certain amount of freedom and may even go
escape or rebellion and ensure smooth labor. They have no shopping in town.
knowledge of agriculture itself nor the wisdom to make work Among the Humanoid slaves entrusted with the
efficient. In many cases, a representative who organizes this management of the demesne, some may embezzle revenues
is placed among the slaves and is responsible for and secretly amass great power. It seems that some of them
commanding actual farming. The representative acts as a live much wealthier lives than the incompetent Upper
liaison between the supervisor and the slaves, working hard Barbarous (there are even phenomena where the Upper
to maintain the living environment. Barbarous who have borrowed money from humanoid
A typical small-scale farm has 20-30 slaves, and about 10 slaves become subservient to the humanoid slaves for fear
Barbarous to supervise them. In these farms, slaves have of their rivals finding out about their debt).
almost no freedom. They are worked like cattle, and when However, in Barbarous societies, Humanoid slaves have
deaths (or escapes) occur, they are supplemented from no proper rights; all their property can be confiscated, and
outside. Escape is a serious crime that can be punishable by their lives can be taken away lightly at the whim of their
death even if only attempted. However, if successful, they master. Therefore, many Humanoid slaves are cautious and
are not persistently pursued (it is common for the are good at playing tricks to survive.
supervising Barbarous to report to the farm owner that the
escapee died of natural causes to avoid counting against
themselves). The success rate and frequency of escapes vary
widely depending on the ability of the supervisor and the
treatment of the slaves. There are many foolish supervisors
who have lost half of their slaves within half a year of their
assignment and have literally been beheaded.
Larger farms become known as demesne. Barbarous,
who do not have direct knowledge of farming, can only
prevent escape and maintain labor. On such large farms,
slaves are granted a degree of autonomy to maintain
productivity. Slaves can own a decent amount of property
and can even build new homes within the demesne. Slaves
can marry each other and have families. Children

107
Part 4 Adventures and Scenarios in Barbarous Society

Even in a Barbarous society, Reputation is effective. And Barbarous Glory Rank Demotion, Degradation, and
it is Barbarous who value honor and cherish glory. For Renouncement
Barbarous, the highest value is strength, and it is honor and For Barbarous, there is only one act that tarnishes their
glory that prove it. glory rank: "Cowardly behavior."
Here, we will describe the Reputation and glory of the If one refuses to stand on a battlefield worthy of their
Barbarous characters. glory rank, or if one repeatedly flees from the enemy, their
reputation will become known throughout Barbarous
society, and their Glory Rank will be demoted - in
Earning and Dealing with Reputation particularly bad cases, it will be revoked (at the GM's
The handling and usage of Reputation is the same as the discretion).
conventional rules (see CR II, p. 110). PCs can recover lost ranks by spending new Reputation.
Reputation is obtained through Sword Shards, and by This requires the same amount of Reputation as acquiring a
consuming Reputation, you can acquire the "Barbarous new one. However, they cannot renounce their glory rank.
Glory Ranks" equivalent to the Adventurer Ranks.
Status for Living in Different Societies
About the Tribute of Sword Shards Living in a Barbarous society as Humanoids, or living in
Of course, in the Barbarous society, there are no Swords a Humanoid society as Barbarous. Naturally, you are
of Protection that require Sword Shards. However, it is alienated as an outsider and become a target of fear and
known in the Barbarous case that Sword Shards can be disgust.
obtained from the strong. However, you can reduce or eliminate such treatment
Therefore, those who have collected many Sword and prejudice by paying Reputation and acquiring status.
Shards are regarded as those who have defeated many The more Reputation you pay, the more widely you are
strong people, and by dedicating them to the lord or Upper accepted and recognized.
Barbarous, they can gain honor.
All collected Sword Shards will be destroyed in the end. Status Must be Acquired for Each Community or City
With each payment of Reputation, the range of trust
Renowned Items expands. Such status must be paid for each community or
Even in Barbarous society, there are things equivalent to city you belong to. At this time, it is also possible to acquire
renowned items (see CR II, p. 112) in the Humanoids the status of conflicting forces.
society. The rules for acquiring and operating these are also In order to gain trust in multiple groups, it is possible to
treated in the same way. individually pay 20 points of Reputation and become
'comrades' with each group.
If you pay more Reputation and your community grows
Barbarous Glory Ranks to include multiple communities, the reputation will be
Barbarous allows PCs to gain the "Barbarous Glory refunded.
Ranks (commonly known as 'Glory Ranks')" by using
Reputation. This rank is recognized by Upper Barbarous, Loss of Status
but even if it is not if PCs consume Reputation, they will If it is revealed that PCs hold a position in conflicting
naturally become known in Barbarous society. forces, they may be treated as a traitor from one or both
Also, if they are active in the Humanoids domain and sides, and lose their status.
want to acquire the "Adventurer Ranks", PCs need to Also, if they have a rank (Glory Rank/Adventurer Rank)
consume Reputation separately. in conflicting forces, there is a possibility that they could lose
their status if this is revealed. Please leave these to the
discretion of the GM.

Barbarous Glory Rank Table


Rank (Humanoids) Reputation (Cumulative) Free Public’s Opinion
None (None) 0(0) 0 “Worthless” No value
Rock (Dagger) 20(20) 0 "Masses" Foot soldier
Graphite (Rapier) 30(50) 5 "Proud of Skills" Small group boss
Bronze (Broad Sword) 50(100) 10 "Bodyguard" A known name
Steel (Great Sword) 100(200) 20 "Hero" Cannot be taken lightly
Silver (Flamberge) 100(300) 30 "Monster Commander" Definitely strong
Gold (Sentinel) 200(500) 50 "Powerful Leader" The Head of a large group
Platinum (Hyperion) 200(700) 70 "Reincarnation of the Barbarous King" The embodiment of fear
"The King among the Barbarous Kings" The one who destroys and
Ignis (Sword of Genesis) 300(1,000) 100
rules the world
Ignis★ (Sword of Genesis★) 500(1,500) 150 Same as above
Ignis★2 (Sword of Genesis★2) 500(2,000) 200 "Barbarous God" God-Becoming Being
Ignis★2 (Sword of Genesis★3) 500(2,500) 250 Same as above

108
Status Table equal to the same number of disgrace points (see CR II, p.
Status Reputation Commentary 120).
Accepted within a
Comrade 20 small community or
group. Disgrace Due to the Consumption of Items
Accepted in one Among the items introduced in this book (see p. 71),
50
An Exception
(70)
village or a small there are renowned items that require Reputation at the
living area. time of purchase.
Honorary 180 Accepted at the city
Barbarous/Humanoid (250) level. You need to be aware that some of these are
More Barbarous than consumables, and they will be lost when used.
650 Accepted at the
Barbarous/More Humanoid
(900) national level. For items that will be lost when used, you will be exempt
than Humanoid from acquiring disgrace if you lose it by using it only once in
Nobody calls them
Humanoid/Barbarous
2,100 Accepted at the an adventure (session).
(3,000) supra-national level. However, losing the same item multiple times in one
anymore.
session will cause an appropriate acquisition of disgrace
from the second time onwards.
Disgrace This decision is made for each item. Items with different
Even in a Barbarous society, disgrace is added to the PC names can be used once in each session without disgrace.
who commits a dishonorable act (mainly acts considered
cowardly). As the disgrace increases, the PC becomes an Free Acquisition of Consumables
unwelcome person, evaluated as a cowardly weakling, and Similar to the Adventurer Rank of Humanoids, the
begins to be scorned. In a Barbarous society that is relentless Barbarous Glory Rank also has a "Free" column where you
in demeaning others, such dishonorable rumors, and can acquire without spending Reputation, just with money.
information spread instantly, and the evaluation follows For example, if you are at the Bronze level of Barbarous,
them wherever they go. you do not have to pay Reputation for items requiring 10
The PC can avoid the effects of disgrace to a certain points or less.
extent by earning Barbarous Glory Ranks. The rules for Even the consumables that you obtained without
acquiring disgrace are the same as for Humanoids (see CR spending Reputation, the rule of acquiring disgrace as
II, p. 118). mentioned above applies. For each item, you will not
Furthermore, when disgrace reaches a certain level, PC acquire disgrace for the first time in a session, but from the
will start to suffer the following disadvantages. These second time onwards, you will acquire disgrace equal to the
dishonor marks can be offset by consuming Reputation, originally required Reputation.

Disgrace Impact and Prevention Ranks


Disgrace Dishonor Mark Adverse Effects Prevention Rank
1 – 20 Timid Item purchase price and service usage price +10% Graphite
21 – 50 Scared Item purchase price and service usage price +20% Bronze
51 – 100 Coward Item purchase price and service usage price +50% Steel
101 – 200 Loser Item purchase prices and service usage prices are multiplied by 2 Gold
201 - 500 Quitter Item purchase prices and service usage prices are multiplied by 5 Ignis
501+ Worse than a Kobold No one willing to talk to them None

109
Part 4 Adventures and Scenarios in Barbarous Society

The "Barbarous Scenarios" mentioned here refers to knowledge, precautions, and tips for creating such
adventures in a Barbarous society by Barbarous PCs. Barbarous scenarios.
When creating such adventure scenarios, a few things
are better to understand. This section will introduce basic

Barbarous Vs Humanoids Scenarios are


Not Recommended Barbarous Zone of Life
If Barbarous become PCs, it seems like the enemies will The Barbarous do not all live separately.
be Humanoids. However, this book does not recommend Those Barbarous races chosen as PCs, especially
such scenarios. Drakes, Basilisks, and Diablos, are intelligent and rational
Originally, Humanoids are set as "good people" who in their thinking and living, as evidenced by the fact that their
have a sense of values and ethics close to players. On the intellect is classified as “Average” or “High”.
other hand, Barbarous are "enemies that can be defeated" As a result, these Barbarous form settlements and form
who find it extremely difficult to get along with Humanoids. their own society. In most cases, the leader is a strong person
Therefore, playing a scenario where Barbarous PCs who becomes a king or chief and keeps others under their
attack the settlements of Humanoids may lack universality control. In most cases, there are no laws, and problems and
and may become a shadowy, unpleasant thing. disputes are solved by violence (and rarely by money).
Will many players enjoy a scenario where they suddenly These Barbarous settlements can range in size from a
raid a peaceful farming village, terrorize powerless farmers few dozen people to thousands or tens of thousands of
and their families, and massacre children? Also, such people, and GMs can set up these settlements as if they are
scenarios can become boring soon, even if they are creating a normal Humanoid city.
stimulating at first.
Therefore, this book recommends scenarios and Humanoids Surprisingly Live in a Barbarous Society
campaign settings of "Barbarous VS Barbarous". In a Barbarous society, there are surprisingly many
humanoids living.
For the Barbarous, who can only plunder and gather at
best, the humanoids, which produce crops, buildings, and a
variety of other items, are indispensable for a stable life.
Barbarous are not monolithic.
Therefore, the upper Barbarous are more likely to
They do not value the idea of sharing values,
enclose their humanoids in their own settlements. All such
coexistence, and co-prosperity as humanoids do. Basically,
humanoids are of the slave class; the humanoid slaves are
they live for their own benefit and satisfaction.
so-called animals, similar to cows and horses, and are
Therefore, the Barbarous territories where Humanoids
treated with suprisigly great care. Humanoids slaves with
cannot easily enter are all warring states.
superior abilities are bought and sold at high prices and are
The greatest unwritten rules of the Barbarous world are
even treated in quite comfortable environments.
that “the strong are just” and “power is justice”. Therefore,
In some villages, more than 50% of the population is
the strong are followed by the many, and every day, they plot
made up of Humanoid slaves, and those villages are more
to reverse the relationship between the two.
comfortable to live in. However, if the number of
Because of this world and society, there is constant
Humanoid slaves increases too much, they may cause a riot
conflict among Barbarous, and the seeds of battles and
or unite to fight back, so it is not easy to manage them.
adventures are always lying around.
Since they are still slaves, the right to life and death is
The GM can lead Barbarous PCs into this environment
completely in the hands of the Marbarous. Short-tempered
and create scenarios that should be exciting and interesting
masters may kill slaves at the drop of a hat, and useless slaves
every time.
will end up being abandoned or used as food for Youma.
However, no matter how docile they may seem,
Setting the Scenario
humanoids basically hate Barbarous. Keep this in mind
The Barbarous territory can potentially exist anywhere. when you create scenarios and roleplay them.
On the Alframe continent, large-scale Barbarous areas are
seldom seen. Notably, Ilsan Island, floating to the east of the Barbarous Activity Time
continent, is known as a large-scale Barbarous territory.
The Lower Barbarous with darkvision are mostly
However, small to medium-sized Barbarous territories
nocturnal. However, Upper Barbarous are often active
exist in various places, always exerting their influence as a
during the day in an open manner, and the time of their lives
threat to Humanoids. GMs can freely set up these
does not match.
Barbarous territories and use them as the stage for
adventures.

110
Therefore, the cycle of “getting up from noon (12:00) to Barbarous positioned above the PC (it can be considered as
past noon” and “sleeping after activities until dawn (06:00)” a boss or superior), and work or missions are requested (or
is often observed in Barbarous villages. ordered) from such Barbarous elites.
In places where several types of Barbarous live together, If ordered by higher Drakes with strong forces or
they generally live in this cycle, and if you are not particular dominance, it's hard to resist. On the other hand, if you
about it, you can use this as a basis for your session. achieve merit, you can rise in rank, and there is also a
possibility of overcoming your superiors. As a player's
motivation, it wouldn't be a bad thing.
What is the Alternative to Adventure In addition, it doesn't matter if the PCs start to act
Guilds? voluntarily to solve the problem when something troubling
occurs for the community or group to which the PCs belong,
In the case of Humanoid PCs, the "Adventurer's Guild" or if they are asked to solve the problem from weaker
was ideal as an introduction to adventure. Barbarous or Humanoid slaves.
So, what should you do in the case of Barbarous PC?
The recommendation is in the Barbarous society, there is a

Regardless of the reason, if someone close is killed or


Scenario and Introduction Variations seriously injured, PCs will pursue revenge. There are cases
The most important part of the scenario is the where they do it for themself, where they are asked for help,
introduction. Here are some patterns of introduction in a and where they are requested to do it.
Barbarous scenario. Please use them as a reference for
creating your scenario. - The occurrence of "Shallow Abyss" and the investigation
thereof (Exploration & Investigation: Self-
- Hostile Forces Attack (Defense: Engaged) initiated/Requested)
PCs may be asked by the upper Barbarous to participate For Barbarous, the Shallow Abysses are a threat.
in the battle or may be involved in the battle without any However, if there are Bolgs and Quepalas who can come
choice. and go in the "Shallow Abyss", it may be of value.
Enemies are not limited to Barbarous, but can be
Mythical Beasts, huge Animals, Plants, Undead, and many - Moving the village (Exploration & Investigation: Self-
other variations are possible. initiated/Requested)
For some reason (changes in the environment, invasions
- Searching for Ancient Treasures (Search: Self- by more powerful Barbarous or monsters, etc.), the village
initiated/Requested) or clan where the PCs live is forced to move. Seeking a new
The PCs go to ruins and remote areas in search of place where they can live in peace, they head for
hidden treasures that will make them stronger. They can be exploration, and if there are problems, they resolve them. It
ordered to do so or voluntarily search for ancient treasures. is possible to have variations, such as having a time limit or
a large migration with the clan.
- Raid Valuable Goods (Raid: Self-initiated/Requested)
The raid is carried out on hostile settlements and How to Reward
convoys, either on orders from the upper Barbarous or on
the initiative of the PCs who have obtained information. Barbarous society still primarily relies on barter, and the
This is the most Barbarous scenario. monetary economy remains vague. However, gamel silver
and gold coins, which have a common value, function as
- Attack to Expand the Area of Control (Attack: Self- rewards.
initiated/Requested) Therefore, when PCs are given requests or tasks from
Defeat the more upper Barbarous opponents and take Upper Barbarous, it is acceptable to pay in gamels as a
control of their territory. reward. The market rate at that time should be equivalent
This is a combat-oriented, strategic scenario. Not only to the amount corresponding to the adventurer level (see
frontal invasion but also searching for loopholes and CR I, p. 362, CR II, p. 302, CR III, p. 300).
subduing enemy generals can be fun and entertaining. In case of requests from other than Upper Barbarous,
PCs may be paid not in money, but in goods. In such cases,
- Escort of Important Persons and Goods (Transport, it would be beneficial to make it an item that is beneficial to
Escort: Requested) the PCs, or something that can be immediately sold and
This is an escort scenario in which the escort is on the converted into money.
way to the destination while being on the lookout for an
attack. This is a passive scenario, but it requires less time
and effort on the part of the GM.
A Person Requesting the Service
In the Barbarous territory, where an organization like
- Heading towards revenge for family, friends, and the Adventurer's Guild does not exist, job requesters need
colleagues (Search & Raid: Self-initiated/Requested) to be prepared each time. As mentioned before, think of

111
Part 4 Adventures and Scenarios in Barbarous Society

job requesters as being sincere to the PCs, and if they their behalf. In practice, it will be a form of mediation for
achieve their goals, they will pay the promised rewards. This other types of requests.
is because if PCs suspect that "this request has a trick" every The advantage is that PCs can push from the weaker side
time, the game progress will be significantly hindered. with a slightly higher position, but a strong trust relationship
is required with the requester. They will pay a separate
Politicians and Influential figures reward as a handling fee afterward. After the fact, there is a
In scenario creation, the most basic and safe requesters way to intercede for a more lucrative job, etc.
are the politicians and influential figures of the area. They
can force PCs to accept requests with their overwhelming Trust Relationship Among the Barbarous
authority, and they own the assets and authority to provide In the adventure of Humanoids, building a trust
appropriate rewards if PCs fulfill your duties. It is sufficient relationship in Humanoid society is relatively easy.
to substitute the function of the "Adventurer's Guild" that Humanoids understand the importance of cooperation and
guarantees before and after the request, and it can be used are creatures that can feel secure with it. Therefore, it's
for the introduction of various adventures, from simple raids possible to express action policies and characters' emotions
to the defense of specific points, infiltration operations, and based on trust.
solving the problems of the manor. However, in Barbarous's mentality, it is not possible to
However, if they are only ordered from above, players build a relationship of trust in the same way as Humanoids.
may feel disgusted or stressed. GM should make Upper Lower-level Youma are thoughtless fools who readily betray
Barbarous attractive or express it as a target to defeat and for immediate gain. Even for Upper Barbarous, yielding to
rise someday to stimulate the players’ motivation. others in a competition of strength only leaves them behind.
When considering trust relationships among Barbarous
Information Providers characters, remember that Upper Barbarous are never dull
Simply the existence of presenting information only for and are beings that can act with a long-term perspective. If it
the taking of adventure, it is generally a Barbarous who is is advantageous to cooperate with comrades to create a win-
equal to or less than the PCs. "I discovered the entrance to win situation, they will not unnecessarily aim to be the sole
a new ruin," "There are suspicious movements by winner.
Humanoid slaves at a certain farm. If you uncover the truth, If you focus on the actual benefits and abilities, it is
you will win the favor of the lord," etc., they propose a story possible to build a relationship of trust among Barbarous. A
in a form that cannot specify a concrete place, and if the PCs competent subordinate who brings benefits to those they
ride, in exchange for a reasonable fee, they provide serve can avoid various troubles under the umbrella of a
information that can specify a place, such as a map to the superior, and it is possible to proceed with trust in each
ruins and the name of the farm. The fee, at most, is about other.
10% of the PCs' reward at that time, or in some cases, it does
not matter if it is about 100 gamels of little money. Is it Absolutely Forbidden to Have a Shady Client?
This information is uncertain, and there is no guarantee As we have already mentioned, in order to smoothly
that the PC's adventure will succeed. Therefore, it is progress the game, the client should be trustworthy.
necessary to have information that can arouse interest in the However, this may bring a sense of sadness. In the
PCs or make them look attractive. Barbarous society, there must be people who are dyed with
Information providers are those who live by selling the despicable behavior principle of deceiving the other
information. Therefore, they basically do not sell false person as much as possible.
information. Because it is a society of justice Barbarous, As a GM, it seems more exciting to introduce such
trust is important. people, and as players, it wouldn't be surprising to feel that
without such a degree of things, they can't experience
Direct Appeal immersion in the world.
The petitioner is someone in a very weak position, such Under the premise that both parties feel this way, it's not
as a Humanoid slave. They appeal to the PC's power and a problem to introduce such despicable clients and lying
state their dire circumstances. informants. However, this should be made clear early in the
Ordinary Barbarous would ignore such direct appeals scenario, and the GM should arrange the scenario
and pleas (ordinary Barbarous do not move by emotion accordingly. By no means should the PCs be deceived until
alone). Therefore, when preparing this type of introduction, the end. "If you don't start digging yourself, you might not
it may be necessary to hint at some kind of return or notice" is a bad development. It leads players in the direction
expectation. of mandatory preliminary investigation.
If a dragon is targeting the farm run by Humanoid slaves, After realizing that the client is despicable, prepare how
PCs may be able to gain fame and the treasure that the PCs can retaliate against them.
dragon has hoarded by defeating it. PCs could also sell
favors to the Upper Barbarous who run the farm and gain
connections.

Friends, Colleagues
This is a request from friends or those in the same
position at PCs. There are things they want to do or have to
do, but they’re too busy, so they need someone to act on

112
While it requires some ingenuity, it is not impossible to The PCs respect each other and act accordingly.
design an adventure that incorporates both Humanoids and Therefore, regardless of forces such as Barbarous or
Barbarous into PCs. This is not simply about setting up Humanoids, they do not hesitate to adventure towards the
traitors among the Humanoids or Barbarous, but about same goal.
adventures in which there are benefits for both sides, or they
are cornered to the point where they have to cooperate. We Were All Humans
The characters do not find any meaning in the
categorization of Barbarous and Humanoids.
Motivation for Adventure This is probably due to the environment in which the
Depending on whether the stage of the adventure is in characters have been raised. They may have been born as
the realm of the Barbarous or the Humanoids, the positions Humanoid and raised as Barbarous (or vice versa), or they
of the PCs and the motivations of the adventure will differ. may have made friends across races in childhood.
If it is within the Barbarous territory, Humanoid PCs Both Humanoids and Barbarous, if traced back, lead
would be in the position of slaves or high-ranking slaves, and the Human race. They live on, making choices that seem
it can be assumed that Barbarous PCs would be the masters, right at the time, with that thought in their heart.
or acting as agents commanding the Humanoids.
If it is within the Humanoid territory, it can be assumed Different Objectives for Each PC
that there is a critical situation that cannot be overcome Each PC, depending on its power and position, can have
without borrowing the power of the Barbarous. different objectives that can make the gameplay interesting.
Either way, at the start of the adventure, the level of trust Keeping these objectives a secret from other PCs can
towards each other would be extremely low. Unless there make the scenario more exciting. Depending on the
are benefits for both sides, or unavoidable situations, it objective, you may end up conflicting or betraying each
would not normally be established. other.
However, if you are going to play in such a situation When PCs have their individual hidden objectives, the
through adventures and stories, the PCs should build a GM should inform everyone at the start of the session. This
relationship of trust, enhance it, and cooperate towards their way, the characters will embark on an adventure while
goals. Scenarios that eventually lead to conflict or betrayal figuring out the objectives of others, who they can cooperate
are exciting, but they are difficult to handle, so caution is with, or who might betray them.
needed. However, it is important to note that the structure should
When playing scenarios or campaigns where powers be such that they have to cooperate with each other towards
that would normally conflict cooperate, it is important to their objectives. If they are in conflict from the beginning,
discuss it with players and GM in advance. Remember that the game will collapse.
the purpose of TTRPG is for all participants to cooperate The initial objective can change along the way. It would
in creating a wonderful story, and prepare to enjoy conflicts be nice to find a common goal as a result of building trust
due to differences in values and positions as part of the story. through the adventure (for example, high-ranking slave
The GM should also provide objectives for both Humanoid PCs and supervisory Barbarous PCs eventually
Barbarous and Humanoid characters to undertake requests cooperate to establish a new force).
and missions positively and prepare motivations to join In the end, it is not desirable for PCs to fight against each
forces. other. This book does not anticipate combat between PCs,
as it could lead to a one-sided progression of the game. The
Common Threat ideal is to achieve a common objective as a result of
Regardless of being Barbarous or Humanoids, there deepening trust relationships.
may be times when you have to reluctantly join forces when Finally, a scenario where PCs conflict with each other is
a common enemy or threat appears. The forces are highly difficult and not highly recommended. When playing
insufficient against the enemy or threat, and they cannot such a scenario, all participants should discuss in advance
choose the means. and be careful not to leave any grudges after the play.

Overthrowing Superiors Position of Humanoid PCs in Barbarous


Aiming to escape from the rule of the Upper Barbarous
and usurp their position. For this purpose, Barbarous PCs Territory
join forces with competent Humanoid PCs and conspire to The position of Humanoids in Barbarous society is
overthrow them. Barbarous PCs can acquire a higher status fundamentally that of the slave class, considered as
and fame, and Humanoid PCs can gain freedom. economic animals and the property of their masters.
However, they are not always kept in chains, and
Bonds Beyond Race depending on their position and abilities, a certain degree of
One Barbarous and one Humanoid PC each feel a freedom may be granted. Humanoids who become PCs
strong connection with each other. It may be that they have a degree of freedom and a strong spirit that does not
recognize each other as worthy rivals. Perhaps a fateful easily surrender to domination. Below, let's introduce and
encounter gave birth to feelings of friendship or love. describe the positions of Humanoids who can act as PCs.

113
Part 4 Adventures and Scenarios in Barbarous Society

High-ranking Slaves Runaway Slaves


These were slaves who had special classes or were These are individuals who have escaped from a life of
recognized for their roles. They are clearly distinguished slavery and become free people. The lives of lower-class
from other slaves and are treated as valuable property slaves are harsh, and they are always looking for a chance to
(imagine the difference between a horse for farming and a escape. Also, the Barbarous consider the value of slaves to
beautiful, racing horse). be low and believe they can easily replace them if lost.
They often engage in productive work that the Therefore, they do not consider the sporadic disappearance
Barbarous are not good at, possess specialized knowledge of a few people a significant loss. As a result, it is not
and skills, and are entrusted with sites such as workshops uncommon for them to be left unattended.
and farms. If they are excellent in martial arts, they might be However, runaway slaves who have lost their masters,
treated as warriors. such as the Upper Barbarous, are perfect hunting targets.
As long as they are doing these jobs, they are given free Therefore, if discovered by the Barbarous, survival is
time and allowed to own some property. However, they are extremely difficult.
still slaves and cannot disobey their master's orders. If they
displease their master, they may be demoted to lower- Strong Ones
ranking slaves or killed out of spite. In the Barbarous territory, they are the ones who protect
High-ranking slaves may also be given tasks by their themselves with their abilities. They may have originally
masters. In such cases, they often act together with the been fugitive slaves, or they may have come from the
Barbarous. Humanoid territory on their own.
In addition, PCs who become high-ranking slaves need The Strong Ones, as their name implies, often possess
abilities that justify their status. The easiest way is to have an high combat abilities. Even if they are Barbarous, they are
adventurer class or an excellent work skill (see ET, p. 65 or not opponents who can be carelessly messed with, and
RL). unless they are hostile, they are left alone. They may be
cooperative with the Barbarous, or they may take a neutral
Free People stance, and they may live a life no different from the
They are Humanoids who exist in the Barbarous Barbarous.
territories and are not slaves to anyone. To the Barbarous, When treating the Strong Ones as PCs, you may create
Humanoids who do not belong to anyone are perfect prey. characters as normal adventurers, or you may create them
Therefore, it is common for free people in the Barbarous as Vagrants (see OPB, p. 10).
territories to live in hiding so as not to be found by anyone.
Alternatively, they may become free people if they are
entities respected by the Barbarous. However, this is a
rather difficult thing to accomplish.

114
A GM's Understanding of Barbarous Society is Necessary
Scenario Summary
This scenario features Barbarous PCs as the
This scenario is divided into two parts, and the growth protagonists. Even if the GM is familiar with the rules and
process of the PCs occurs at the end of the first part. data of Sword World 2.5, you should avoid "progressing the
session while reading the scenario for the first time."
For 3-5 Barbarous PCs In this scenario, we include some descriptions halfway
This scenario is designed for use with the Barbarous PC through to make it understandable even if both the GM and
data introduced in this book, assuming that it will be played players are playing with Barbarous PCs for the first time.
by 3-5 newly created Barbarous PCs. However, the GM is strongly required to have knowledge
about Barbarous society and Barbarous PCs before starting
Time Required for the Scenario the scenario.
The time required for this scenario is approximately 90- Therefore, the GM should read through the entire
120 minutes for each of the two parts. contents of this scenario and the contents of the "Adventures
In addition to this, time is required for the creation of in Barbarous Society (see p. 103)" indicated before this
characters and for the process of growing the characters scenario by the time of the session and deepen their
once at the end of the first part. This will probably take understanding.
about 60-120 minutes.
In other words, if you start with character creation and Guidelines for Enemy Strength
play through the two parts of the scenario in one go, it will Barbarous PCs tend to be slightly stronger than average
take about 4-6 hours. Online sessions are expected to take Humanoid PCs, so the enemies in this scenario are also
even more time. balanced to be slightly stronger.
However, a party of Barbarous PCs is not necessarily
Scenario Part 1: Searching the Village Edge (see p. 116) stronger than a party of the same number of Humanoid
In the first part, the PCs are ordered by the Upper PCs. Therefore, if the GM assumes that the overall combat
Barbarous that controls the village to "search for the fierce ability of the Barbarous PCs used in the session is weaker
bird that has recently appeared and is rampaging around the than that of the Humanoid PCs, please adjust the strength
village". of the enemies appearing in this scenario to be weaker (e.g.,
While searching for the location of the fierce bird that when there are multiple Kobolds are the PCs).
acts unnaturally, the purpose of the first part is to deepen
the understanding of the Barbarous society. Handling of Knowledge about Barbarous
The first part ends where the destination of the fierce Even in scenarios where you play with Barbarous PCs,
bird is found. When the first part is over, PCs will grow the Barbarous characters will appear as enemies. In such
characters once. scenes, you may wonder, "How much knowledge do
Barbarous PCs have about enemy Barbarous?"
Scenario Part 2: Confrontation in the Sword Labyrinth (see The recommended method in this book is "Barbarous
p. 122) PCs know the tendencies of the racial abilities and ability
scores of the Barbarous who appear as enemies, without a
The PCs who have found out the whereabouts of the
Monster Knowledge check. However, they do not know
fierce bird will continue to explore the "Sword Labyrinth"
specific monster data or weaknesses unless they succeed on
(see CR I, p. 315), which is the location of the thief.
a Monster Knowledge check."
Please consider this to be treated in the same way as
Session Preparation when Humanoid PCs encounter enemy Humanoid
characters.
Rulebook and Supplement to Use
When playing this scenario, the players will need this
book and the Sword World 2.5 Core Rulebook I.

PCs to Use
This scenario assumes that it will be played with newly
created 3-5 Barbarous PCs.
In general, players can freely use the data for Barbarous
PCs published in this book. However, if the GM wants to
limit the Barbarous PCs that the players use, they can
impose a restriction such as "Barbarous PCs of a specific
race are not allowed" before character creation.

As long as the GM permits, players can use rulebooks


and supplements other than this book and Sword World
2.5 Core Rulebook I to create their own PCs.

115
Part 4 Adventures and Scenarios in Barbarous Society

This scenario begins in the small city of Sudrem, ruled The Lower Barbarous of Sudrem gain their daily
by Barbarous. The GM should understand the settings of sustenance from hunting animals in the surrounding
the Barbarous city shown here in advance and challenge the mountains and forests and gathering nuts and wild grasses.
session. Also, at the start of the scenario, it is recommended They are also tasked with overseeing the Humanoid slaves.
that Sudrem's settings be explained to the players all at once. Since there are no Humanoid settlements near Sudrem,
there is little conflict between the Humanoids and the
Lower Barbarous. However, it is common for the Lower
City Summary Barbarous to attack Humanoids without slave brands for the
Sudrem is a small city with a population of about 1,000 purpose of looting.
people. PCs can use gamels to buy and sell basic goods The Lower Barbarous may also be driven to simple
within this city (see p. 103). labor such as logging and mining. However, the Lower
The breakdown of the 1,000 people is as follows: about Barbarous are not suited for such productive labor, and
100 are from the Upper Barbarous and warrior clans, about their efficiency seems to be less than half that of the same
400 are Lower Barbarous, and the remaining 500 or so are number of Humanoid slaves.
Humanoid slaves. The industries performed by Humanoid slaves are
The city center is surrounded by city walls, with mainly divided into artisan work in the city, livestock
residences and markets for the Upper Barbarous and farming in the suburbs, and small-scale agriculture.
warrior clans as well as residences and workshops for Barbarous, excluding Kobolds, do not produce items
Humanoid slaves. The outskirts of the city are slums such as tools, clothes, weapons, or armor, so most of these
inhabited by the Lower Barbarous. goods are produced by Humanoid slaves. The distribution
and management of goods are also carried out by
Barbarous Lord Yardi Sudrem Humanoid slaves.
This city is ruled by a level 9 Drake Baron (see CR II, As the acquisition of meat and leather is covered by the
p. 346 or ML, p. 91), a woman named Yardi Sudrem. The hunting of the Lower Barbarous, livestock farming in
city is named after Yardi's surname. Sudrem is conducted for the purpose of producing wool,
Yardi has a husband who is also a Drake Baron, but he milking, and egg production. Taking care of such livestock
does not live in this city permanently. He seems to be is the job of the Humanoid slaves. The owners of the
wandering around freely in search of knowledge from the ranches are the Upper Barbarous, so the Lower Barbarous
Magic Civilization Period and the Magitech Civilization do not interfere with the livestock.
Period. As the area around Sudrem cannot secure large
In Sudrem, power is also held by influential individuals farmland, some vegetables are produced, but almost no
from the Basilisks and Diablos, as well as the Dalkhrem grains are produced. Grains are obtained either by going to
temple. a distant settlement with shape-shifting Barbarous to buy, or
Yardi, to devote her time to her hobbies of reading and to loot.
researching magic, has established various rules within the
city and orders her subordinates, the Upper Barbarous and Treatment of Humanoid Slaves
warrior clans, to abide by them. "Even if she does nothing, The Humanoid slaves in Sudrem are people who have
her peacefulness — an environment where she can satisfy been treated as Barbarous slaves since the Diabolic
her intellectual desires in a clean and well-off state — being Triumph, about 90% of whom are humans.
maintained" is Yardi's goal as a lord. If this stance is These Humanoid slaves consist of about 150 individuals
disturbed, Yardi becomes extremely displeased, and those serving as servants, chefs, merchants, and clerical workers,
around her tremble in fear of Yardi's tyranny. supporting the Upper Barbarous and warrior clans. The
The Upper Barbarous and warrior clans under Yardi, other 350 are engaged in productive occupations such as
on the surface, obediently follow Yardi, who does not craftsmen, farmers, and shepherds.
commit unnecessary tyranny as long as the rules are All Humanoid slaves are the property of the upper
followed. They monitor every day to ensure that the lower Barbarous or warrior clans. Therefore, it is rare for
Barbarous do not break the rules. Humanoid slaves to suffer direct violence or theft from the
Yardi values knowledge, so she prefers magic items, Barbarous. This is because if a lower Barbarous harms a
books, and exploration reports of ruins from the Magic Humanoid slave, the owner of the Humanoid slave will kill
Civilization Period and the Magitech Civilization Period. the offending lower Barbarous without question. However,
She also tends to value the lives of Humanoid slaves, who discriminatory attitudes towards Humanoid slaves by lower
can be ruled by reason and fear, more than the lives of Barbarous are commonplace.
Youma of the Lower Barbarous ones, who are crude and The Humanoid slaves in Sudrem are generally treated
thoughtless. carefully as property. However, if they contract a difficult-to-
treat serious illness, suffer severe injuries, or reach old age
City Industries and their ability to work significantly decreases, they are
The main industries of Sudrem can be divided into the often abandoned by their masters, the upper Barbarous or
hunting and gathering of the Lower Barbarous and the warrior clans. Also, slaves are born within the slave
production activities by Humanoid slaves. community and raised in groups, and once they reach
adulthood, their aptitude is determined, and they then serve

116
their masters, the upper Barbarous or warrior families. to set it in another region, please place it in a remote area
Their lives are strictly controlled, and love, matchmaking, for at least 3 days on foot, preferably more than 5 days on
and childbirth are allowed only at specific young ages. foot, from the nearest Humanoids settlement. This distance
All Humanoid slaves have a brand indicating their allows Sudrem to avoid being targeted by Humanoids'
owner burned into their arms. nations and armed groups.

Located in a Valley Surrounded by Forests


Please assume that Sudrem is located in a valley
Please determine the location of Sudrem considering surrounded by forests.
the following conditions. GM should decide it in advance at Surrounded by natural fortresses, Sudrem survives as a
any place. settlement without being attacked by other Barbarous (and
Humanoids if it is in their territory).
It is Safe to be on Ilsan Island
It is safe to assume that Sudrem is located at a place
determined by GM on Ilsan Island (see p. 95). If GM wants

Thus, the PCs are tasked with identifying the extent of


Introduction the damage caused by the bird of prey and locating their lair.
Sudrem is a city of Barbarous governed by Yardi Following the trail of the bird of prey' damage, it
Sudrem, a Drake lord. becomes evident that a base led by a Lesser Ogre merchant,
Including Humanoid slaves, this city has a population of about a day's distance from Sudrem, has also suffered.
1,000 residents, making it a highly convenient location for When heading to a previously unknown cave that the
the nearby Barbarous. Lesser Ogre merchant reported seeing, they find "outsider"
The lord Yardi is not particularly power-hungry, and as Barbarous who do not belong to Sudrem. Defeating these
long as one abides by her rules, she gives the residents a "outsiders" will conclude this first part of the scenario.
great deal of autonomy.
However, numerous Upper Barbarous continue to 1) Introduction: Orders from Dalkhrem
serve under Yardi due to their fear of her strength. There
are rumors that the regulations she sets include conditions Priest
that bind the influential Barbarous in this city to this place. One afternoon. You, who had just woken up, were
You are ambitious Barbarous who have decided to rise summoned to the Hrolog of the Dalkhrem Temple. He is
to power using this city, blessed with resources and facilities, a majestic Dark Troll and a high-ranking priest in charge of
as your base. Although you are still inexperienced and this temple. In other words, you currently have no chance
possess no wealth, you are brimming with abundant energy. of trying to defeat them, even if you band together against
Compared to your fellow kin, you are recognized to have him.
the potential to become stronger and are confident in your "Rejoice. You have been given a job that will help you
ability to rise to power. It is at this time that a summons from survive."
the Dalkhrem temple has come to you. As you listen to Hrolog’s low voice resonating within the
temple, you have no choice but to silently obey the orders
Scenario Flow of the stronger priest.
"Large bird of prey has come to Sudrem and has been
This scenario proceeds in the following steps: stealing and attacking slaves. This has continued for three
days. If it were a wild bird of prey, we could simply leave it
1) Introduction: Orders from Dalkhrem Priest to the Youma to hunt and kill. However, there is a suspicion
2) Investigation in the City that it is deliberately targeting Sudrem to commit theft and
3) Disturbance at the Merchant's Mansion attacks on slaves. Moreover, the victims are within the city
4) Whereabouts of the Attackers walls and on ranches owned by influential people.
5) Conclusion: The Hole Presumed to be the Lair If you want something, you should just openly rob or
plunder it. If someone is deliberately using a bird of prey to
At the start of the scenario, the PCs receive orders from commit theft, such cowardly behavior cannot be tolerated!
Hrolog, the Dalkhrem priest. The task is to locate the lair Of course, you must hunt the bird of prey, but if there is a
of the bird of prey that has been ravaging Sudrem these past handler, they must also be punished as a warning!
few days. Therefore, you are to find the bird of prey's nest. Even
The bird of prey, which appeared a few days ago, has though you are still inexperienced, your brains are useful.
been causing damage in Sudrem by stealing supplies and Unlike the Youma, you should be able to find the bird's
more. This bird of prey exhibits behavior that seems too location, right?
deliberate to be attributed to wild animals. If someone Once you find the bird of prey’s nest, return and report
intentionally attacks Sudrem, it cannot be tolerated in honor back. After all, you are unreliable. There's a possibility that
of the Barbarous city. the bird of prey, or their handler if there is one, might be

117
Part 4 Adventures and Scenarios in Barbarous Society

too much for you to handle. If you can, hunt the bird of - The day before yesterday, in the early morning, a whole
prey, but if it seems difficult, return and report before you deer was stolen while preparing at a market-owned butcher
die a miserable death. shop of the influential Basilisk, despite there being some
Keeping the reputation of Sudrem's influence intact is deer meat lying around in the slums where Youma gather.
important. If you succeed, you will be rewarded. If you - Yesterday, early in the morning, the Troll weapon storage
manage to take care of the bird of prey handler as well, there was attacked. The Youma guard was torn apart. Fortunately,
will be additional rewards prepared." no weapons were stolen, but this deepened suspicions that
this was not just an ordinary bird of prey.
Command to Barbarous PCs - No damage has been reported today.
When another Barbarous assigns some work to an - In each case, the attacks occurred in the early morning
initially created Barbarous PCs, it usually takes the form of when the Barbarous were still asleep, suggesting that the
a "command from a superior position." In the Barbarous attacker may be targeting times when the city's guards are
society, where power speaks, the command of a stronger weak.
individual holds absolute authority, and defying it inevitably - The locations of the three affected places are conveyed to
leads to a confrontation with that stronger individual. the PCs.
Especially for initially created Barbarous PCs who lack
competence, winning against even a single Barbarous of The Identity of the Bird of Prey
level 5 or higher is almost impossible, so they have no After hearing a general story about the bird of prey, the
choice but to comply with the command. PCs can perform a Monster Knowledge check with
However, even in a Barbarous society, a certain reward reputation: 9/weakness: 13. If successful, they can deduce
is given for achieving certain tasks. Particularly for that the bird of prey is a Vulture (see p. 125, see ML, p.
Barbarous PCs, they are seen as "promising future forces" 108).
even by NPC Barbarous of the same community. Because It can also be inferred that a flying Vulture might be a bit
of this potential, appropriate rewards will be paid to avoid too much for the PCs to handle.
earning the PCs' resentment. The Vulture reportedly flew away from the city and
As a result, Barbarous PCs can choose jobs after they ranches towards the south.
have accumulated some competence.
At the beginning of the scenario, the GM should convey
that this structure of "commands from higher ups to lower
2) Investigation in the City
ones" is common in Barbarous society. The PCs will visit three locations near the city that have
suffered damage: "Diablo's Ranch," "Basilisk's Butcher
Details of the Request Shop," and "Troll's Armory."
Dalkhrem priest Hrolog then continues to explain his After visiting the three locations, it will be evening; by
work to the PCs. The following is a summary of the job then, a messenger from Hrolog will arrive, and they will
description. return to the temple. Upon receiving the message, they will
move to "3) The Disturbance at the Merchant's Mansion."
Basic Contents of the Request The information that can be obtained from the three
- The PCs must locate the lair of the bird of prey that is locations is as follows:
ravaging the city.
- The bird of prey has been stealing around the city for three Diablo's Ranch (3 days ago)
consecutive days, injuring humanoid slaves, and acting in An influential figure, Diablo owns a ranch about 20 to
ways that wild animals wouldn't. This could be an intentional 30 minutes south of the city. Upon arriving at the ranch, the
attack. head shepherd, a Human slave, will respond to the PCs'
- The victims are all notable figures of Sudrem, so if it's an investigation.
intentional attack, it cannot be tolerated. If there is a handler As previously informed, a large bird of prey appeared at
for the bird of prey, retribution must be taken against them. the ranch three days ago and attacked the sheep. One of the
- While Youma might be able to hunt the bird of prey, they slaves, fearing that the sheep would be taken away, tried to
are too foolish to grasp the situation and discover the bird stop it but was counterattacked and injured.
of prey's lair. Therefore, the task has been assigned to the The PCs can also meet the injured slaves, obtain their
PCs, who possess the intellect to conduct investigations and eyewitness information, and see the wounds inflicted by the
tracking. bird of prey. Additionally, this slave has a feather from the
- For now, PCs should start by gathering information at the bird of prey as proof of the attack. This feather and the fact
sites where the attacks are being made. that the bird of prey was injured serve as evidence, allowing
- The reward is 500 gamels and 10 points of reputation per the slave to avoid anger and punishment from his master,
person. Additional rewards are available if the bird of prey Diablo.
handler is found. However, the site where the bird of prey attacked has
been trampled by sheep and cowboys over the past three
Damage Status days, so no further clues can be obtained about the bird of
- Three days ago, in the early morning, a bird of prey prey's traces.
attacked sheep at a ranch owned by the influential Diablo,
injuring one slave and taking away one sheep.

118
Basilisk's Butcher Shop (2 days ago) weapons near the door were heavy weapons meant for
The butcher shop owned by the influential Basilisk is set Trolls, which were too heavy to be carried away.
up as a stall in the market located near the center of the city. The attack on this armory has led to suspicions that the
This butcher shop employs two human slaves and one bird of prey's objective was not food but that someone was
Bolg as a guard. One of the slaves has the left half of their using it to attack the city.
face turned to stone, and the Bolg's entire right arm is also
petrified. Both have suffered the wrath of their master,
Basilisk. Additionally, there used to be another Bolg guard,
but he was completely petrified due to enraging Basilisk Mansion
when he overslept and missed his duty the day before
yesterday. After visiting the three locations in "2) Investigation in
According to prior information, early the day before the City" - Diablo's Ranch, Basilisk's Butcher Shop, and
yesterday, while the two slaves were preparing the stall, a Troll's Armory - it becomes evening, and a messenger
large bird of prey swooped in when they looked away for a arrives with orders from Hrolog to return to the Dalkhrem
moment. The bird of prey disrupted the stall and took away Temple.
an entire deer carcass. It is said that the bird of prey flew off
to the south. Report at the Temple
When the PCs arrive at the Dalkhrem Temple, they find
Troll's Armory (Yesterday) Hrolog along with a wounded man and a Lesser Ogre (see
It is presumed that the armory of the warrior tribe Troll CR I, p. 402 or ML, p. 77). Hrolog briefly listens to the PCs'
was attacked early yesterday morning. The reason for this investigation report, loses interest upon realizing there hasn't
assumption is that a Goblin, who was the replacement guard been much progress compared to what he already knows,
for the armory, discovered the brutally murdered body of introduces the Lesser Ogre, and then says, "From here on,
his fellow Goblins around sunrise. act on your own responsibility. Once you find the bird of
The remains of the dead Goblins bore deep claw marks preys' nest, report back," before leaving.
reminiscent of a bird of prey, and large bird feathers were
scattered in front of the door. The Goblins were only killed Merchant Rozier
and not pecked at by the bird. The introduced Lesser Ogre is named Rozier. Rozier
Unfortunately, the door's hinges were rusted, and the manages a mansion as a merchant located about 10-11
armory door was broken. However, there were no signs that hours on foot from Sudrem. This mansion is built along the
any weapons had been taken. It might be because the highway and is usually used as a trading place with other

119
Part 4 Adventures and Scenarios in Barbarous Society

settlements under the orders of Lord Yardi (if the GM sets Near the mansion, there are Barbarous footprints and
Sudrem's location outside of Ilsan Island, Rozier pretends large feathers, presumably from birds of prey. According to
to be Human and hides the existence of Sudrem). Rozier, the footprints lead in the direction of the "cave-like
Rozier has also been given five Human slaves by Yardi hole."
(if Sudrem is located outside of Ilsan Island, they are used Rozier says he wants to leave the rest to the PCs from
for trading with Humanoids or infiltration work into here. He has exhausted his MP during his escape and is
Humanoid settlements). afraid of being defeated by the "outsiders" if he accompanies
If the PCs had lived in Sudrem for some time, they the PCs, so he will stay at the mansion. Even if forced to go,
would have heard of the mansion managed by Rozier. At Rozier will flee just before the battle begins.
the same time, they also know that it is well-known to avoid The PCs must make a Track check with a Target
approaching the mansion under the lord's management. Number of 8. If even one succeeds, they can follow the
traces of the "outsiders." If all fail, they lose the trail and
Raid on the Merchant's Mansion wander the mountainside for several hours, resulting in
According to Rozier, there was a raid on the mansion by fatigue from lack of sleep and movement, and they will
Barbarous and a bird of prey early this morning. receive a -1 penalty to all skill checks in the subsequent
As previously mentioned, the mansion's rightful owner battle.
is Lord Yardi, so it is unlikely that residents of Sudrem
would attack the mansion managed by Rozier. It is assumed Battle with the "Outsiders"
that the Barbarous came from a different settlement. Following the traces of the "outsiders," as Rozier
During the raid, Rozier had one cow stolen and one mentioned, PCs find a cave-like hole about 2 meters wide
humanoid slave killed. No one else had combat abilities in and tall opening up in the cliffside of the mountain.
the mansion, so Rozier had no choice but to take four slaves In front of the cave, "outsider" Barbarous are lying in
and escape back to Sudrem to avoid further losses. wait. As soon as they notice the PCs, the "outsiders" attack
Rozier fears that if the situation is reported to Yardi, he without any room for negotiation.
will be held responsible for the management of the mansion If there are Upper Barbarous among the PCs, they
and the slaves and will face severe reprimand. might find it strange that the Lower Barbarous, even as
"outsiders," are attacking. This indicates that these
Hush Money and Guidance from Rozier "outsiders" are under the control of Upper Barbarous from
Because a bird of prey appeared among the attackers territory other than Sudrem (if the players haven't realized
mentioned in Rozier's story, Hrolog seems to have this, the GM should inform them).
introduced Rozier to the PCs. Hrolog likely decided that it
was enough for Rozier to take responsibility for the attack - Combat
on the merchant's mansion and for the PCs to gather Frontline: 1 x Bolg (see p. 121, CR I, p. 401 or ML, p. 75)
information about the bird of prey's lair. Frontline: “Number of PCs - 2” x Goblins (see p. 121, CR
Rozier, fearing for his life if Yardi holds him I, p. 397 or ML, p. 73)
accountable, asks the PCs to locate the "outsider" Barbarous Rearguard: 2 x Arrow Hoodling (see p. 121, CR I, p. 395 or
along with the bird of prey. ML, p. 72)
However, Rozier has little money, and he can only pay ※Bolg is strengthened with “Number of PCs – 1” x Sword
a reward of 200 gamels per person. Since the PCs were Shards (see CR I, p. 384).
already looking for the bird of prey's lair, there is no
particular reason to refuse Rozier's offer. They notice that there are bones of animals that have
As an advance payment, Rozier provides the PCs with 2 been eaten all around them. They also notice that the
Healing Potions and 1 Awake Potion. He also offers to feathers of the bird of prey roots that they have seen several
guide them to the mansion. If the PCs follow the hurried times have fallen toward the back of the cave. The back of
Rozier and depart immediately, they can reach the the cave is probably the den of a bird of prey.
merchant's mansion by dawn.

4) Whereabouts of the Attackers the Lair


On the way to the merchant's mansion, Rozier tells PCs After defeating the "outsider" Barbarous and identifying
about a "cave-like hole" he discovered in the mountainside the cave as the lair of the bird of prey, the mission from
about a month ago, which is the route where the "outsider" Harog is considered accomplished.
Barbarous appeared. If the PCs attempt to proceed further into the cave,
The PCs will head towards the "cave-like hole" Rozier Rozier, who has been secretly following and observing them,
mentioned. will appear from behind and caution them, saying, "Let's
return to the merchant's mansion and rest. The sun is getting
Signs of Barbarous higher, and you all must be exhausted. If an urgent report
Upon reaching the merchant's mansion, they find it to Lord Hrolog is needed, I will go to Sudrem and report
ransacked. Quick-to-carry valuables were taken to Sudrem for you."
by Rozier along with slaves when he fled, but most of the If the players still refuse to return, the GM may mention
stored food items intended for sale to other settlements have that if they return at this point, the PCs can advance in
been looted.

120
growth, but if they proceed further, the PCs cannot grow
until they finish the whole scenario. 3 Bolg CR I p. 401
Intelligence: Low Perception: Five senses (Darkvision)
Disposition: Hostile Soulscars: 2
Experience Points and Rewards Language: Barbaric, Youma Habitat: Forests, Mountains, Caves
The PCs gain "1000 points + the amount for defeated Rep/Weak: 7/13 Weak Point: Physical damage +2 points
monsters + the amount for double 1s" as experience points. Initiative: 11 Movement Speed: 14/- Fortitude: 4 (11) Willpower: 4 (11)
Additionally, as a reward from Rogil, each character receives
200 gamels. F Style Accuracy Damage Evasion Def. HP MP
Moreover, Rozier arranges for the PCs to rest at a Weapon 4(11) 2d+4 4(11) 3 23 10
merchant's mansion. While the PCs are resting, Rozier will
stand guard for them.
Unique Skills
◯Painful Strike
If they rest at the merchant's mansion, the reward from If the 2d roll of the damage roll is 10 or more, the damage is increased by
Hrolog will not be paid at this time, and they will not be able an additional +4 points.
to shop.
Loot
If they return to Sudrem without resting at the
2-6 Weapon (30G/Black White B)
merchant's mansion, each character will receive 500 gamels 7+ High-quality Weapon (150G/Black White A)
and 10 Reputation points from Hrolog at this time. They
will also be able to shop. However, if the players choose this
option, the GM should explain that this might give the Description
They are larger, stronger, and hairier Barbarous than Humans.
"enemies" in the cave, including a bird of prey, time to They have bluish skin, and most of their body hair is white. They are
prepare. characterized by their large fangs and ferocious nature.
They prefer swords, spears, long-handled weapons, etc. Their intellect is
low, they love a fight, and they will fight to the death because they believe
2 Goblin CR I p. 397 they can turn the tables no matter how unfavorable the odds are.
Intelligence: Low Perception: Five senses (Darkvision) They are also good at training animals and mounts and can force a mount
Disposition: Hostile Soulscars: 2 or other inferior Barbarous to serve them.
Language: Barbaric, Youma Habitat: Forests, Mountains, Caves
Rep/Weak: 5/10 Weak Point: Magic Damage +2 points
Initiative: 11 Movement Speed: 11/- Fortitude: 3 (10) Willpower: 3 (10) 1 Arrow Hoodling CR I p. 395
Intelligence: Low Perception: Five senses Disposition: Hostile Souls.: 1
F Style Accuracy Damage Evasion Def. HP MP Language: Barbaric, Youma Habitat: Various
Weapon 3(10) 2d+2 3(10) 2 16 12 Rep/Weak: 6/11 Weak Point: Magic Damage +2 points
Initiative: 9 Movement Speed: 10/- Fortitude: 2 (9) Willpower: 3 (10)
Unique Skills
None. F Style Accuracy Damage Evasion Def. HP MP
Weapon 3(10) 2d+1 0(7) 1 10 10
Loot
2–3 Crude Weapon (10G/Black White B) Unique Skills
4–9 Weapon (30G / Black White B) ►Bow
10+ High-quality Weapon (150G/Black White A) Shooting Attack with a bow at “Range: 2 (20m)”. Accuracy check and
damage are the same as a normal attack.
Description ◯Targeting
Low than Humans, they have green skin, short limbs, large eyes, and a Stray shots cannot occur.
large mouth.
They are small creatures that abuse anyone weaker than them and Loot
immediately beg for their lives when they are inferior. They do not reflect Always Crude Weapon (10G/Black White B)
or learn and are quick to commit treason. 2-7 None
They are fertile and mainly work in groups. They are not very smart, but 8+ Dirty Hood (20G/White B)
they are resourceful. They are rather unintelligent creatures and often steal
and rob to survive. In addition, they completely lack the reflex to flee from
danger. Description
The Hoodling is a small Youma common on the Alframe continent.
They are ugly and have grayish skin. They have large heads, long, slender
limbs and walk with a forward slant.
They hate their look and hide by wearing hoods. Also, they hate beautiful
things and especially enjoy killing Humans and elves.
Arrow Hoodlings are armed with bows and prefer to surround their prey
in groups, shooting and killing them all at once.

121
Part 4 Adventures and Scenarios in Barbarous Society

The second part begins after completing the character's If they returned to Sudrem to explain the situation to
growth once after the first part. Hrolog in the previous part, the PCs would have rested in
the city, fully restoring their MP, and will have received a
reward of 500 gamels each. They will also have had the
Introduction opportunity to shop. However, they will arrive at the cave
After continuously tracking the bird of prey, you arrived about 35 hours later, at dusk the following day.
at a cave-like hollow. According to the merchant Lesser In either case, the inside of the cave is dark. The GM
Ogre named Rozier, this hole, frequented by the "outsiders," will need to check for the presence of [Darkvision] or some
was discovered about a month ago. form of illumination before proceeding.
Where do the "outsiders" come from, and where does
this hole lead to? You decided to proceed into the hollow, 2) Exploration of the Sword Labyrinth
which is believed to be the dwelling of the bird of prey and
the "outsiders." As the PCs step into the cave, they soon find themselves
on a well-paved stone path. The PCs can make an Insight
check with a Target Number of 8. If even one of them
Scenario Flow succeeds, they can deduce that this is not a natural cave but
This scenario progresses through the following steps: the Sword Labyrinth.
From here, the PCs will proceed with their exploration
1) Introduction: Tracking the Bird of Prey according to the "Claw Maze Map." The first area they enter
2) Exploration of the Sword Labyrinth is the "A) Entrance Corridor."
3) Conclusion: The Opened Passage
A) Entrance Corridor
This scenario is basically a simple scenario where PCs
explore the Sword Labyrinth (see CR I, p. 315). The PCs are progressing through the corridor from the
The Sword Labyrinth has already been explored by entrance on the west side towards the east.
“outsiders” Barbarous, and the magic sword has been taken.
The stolen magic sword holds the power to control birds. Event (A) Occurs
The scenario ends when PCs defeat the Dawn Walker, who In the corridor, there are footprints left by the "outsider"
controls the Vulture with the power of the magic sword. Barbarous and occasionally feathers of the bird of prey. It is
evident that they have traversed this corridor multiple times.
The corridor continues endlessly towards the east,
1) Introduction: Tracking the Bird of Prey taking about 30 minutes to walk straight.
The PCs will proceed into the cave, which had its
entrance fortified by the "outsider" Barbarous. B) Footprint Junction
If they only rested at the merchant's mansion in the
previous part, they could proceed into the cave about 8 It is a T-junction where the east-west passage meets the
hours after defeating the Barbarous in the early afternoon at south passage.
the entrance. The PCs' MP will be fully restored, but they
will not have received any reward from Hrolog, nor will they Event (B) Occurs
have had the opportunity to shop. There are footprints from "A) Entrance Corridor"
towards "D) Pedestal Room," but there are no footprints or

122
signs of anyone passing through the passage towards "C) Additionally, the side of the pedestal has a faint
Trace-free Space." horizontal cut, and beside it lies an ankle that appears to
belong to a Barbarous. It seems the ankle was cut here, as
the area around the pedestal is stained with splattered blood.
This ankle belongs to Dawn Walker, who awaits in "F)
This is a small room with corridors extending to the Base Room." Dawn Walker lost a leg after triggering a trap
north and east. that cut his foot while attempting to pull out the "Claw
Wedge" in this room.
Event (C) Occurs
There are footprints left in the corridor between this E) Fountain Room
small room and "E) Fountain Room," but there are no
footprints inside this small room or in the corridor between A circular room with a clear water spring in the center.
this small room and "B) Footprint Junction." The door on the west side is closed, while the doors to the
Furthermore, the footprints in the corridor between this north and east are half-open.
small room and "E) Fountain Room" do not step into this
small room. This indicates that Dawn Walker noticed the Three Doors
trap in this small room and turned back. There are three iron doors leading to this room, with
only the west door being closed. The corridor to the north
Arrow Slit Marks leads to the "D) Pedestal Room," and the corridor to the east
When PCs step into this small room, they can make a leads to the "F) Temporary Base."
Notice check with a Target Number of 9. If successful, they
will notice several small holes in the south wall. Event (E) Occurs
If they succeed with a Success Value of 11 or higher, The spring in this space once held the magic power of
they will also notice a mechanism in the floor that sinks healing due to the power of the magic sword while the Claw
when stepped on. They can infer that it is a trap that shoots Wedge was in the "D) Pedestal Room," but it is now just
something (probably arrows) from the wall holes when clear fresh water. The following event occurs at the closed
triggered. western door.
The trap in this small room stopped functioning once
the magic sword was pulled from "D) Pedestal Room." Event at the West Door of the Spring
Therefore, even if the floor mechanism is triggered, nothing The mechanism of the west door in this room changes
will happen in this small room. depending on when the PCs visit this labyrinth.
This change is determined by whether Dawn Walker in
the "F) Temporary Base" has decided that the guard they
D) Pedestal Room posted at the entrance has been defeated.
A hexagonal room with a pedestal in the center. There
are half-open doors to the west and south. Besides the If PCs Rested at the Merchant's Mansion
pedestal, there are four corpses in the room. At the end of the first part of the scenario, if the PCs
rested at the merchant's mansion and come to this labyrinth
Two Half-Open Doors early, Dawn Walker is not aware that his subordinates have
Each of the two corridors leading to this room has iron been defeated. Therefore, the western door is merely closed
doors, but they are half-open, making them easy to open and has no special traps.
and close.
If PCs Rested in Sudrem
Event (D) Occurs At the end of the first part of the scenario, if the PCs
Footprints are left in the corridors between this room retreated to Sudrem to rest and came to this labyrinth later,
and "B) Footprints Junction" and between this room and "E) Dawn Walker is aware that his subordinates have been
Fountain Room." There are no traps on the two doors. defeated.
Therefore, the western door is rigged with a poison gas
Four Corpses trap. If the PCs examine this door in advance, they can
Two of the four corpses are Goblins. There are traces discover the trap with a successful Search check against
of being cut down by a sharp blade. Target Number 11. If they are aware of the trap, they can
The other two corpses are Undead. If PCs succeed in a disable the poison gas trap with a successful Disable Device
Monster Knowledge check with a Target Number of 9, they check against Target Number 9, allowing them to safely
will know that these two Undead are Death Swords (see CR open and close the door thereafter.
II, p. 370 or ML, p. 135). It can be inferred that the Death If the PCs do not examine the door, fail to notice the
Swords were defeated by Barbarous. trap, or fail the Disable Device check twice in a row, the
poison gas trap will activate. If the trap is triggered, all PCs
Traces of the Pedestal and Trap must make a Danger Sense check against Target Number
The pedestal has a hole on its top surface as if it had 15. PCs who succeed can hold their breath and receive a +4
been pierced by a thin blade. bonus to their subsequent Fortitude check. PCs who fail will
The pedestal is inscribed in arcana with "The one who be directly hit by the poison gas.
binds and guides the soaring claws."

123
Part 4 Adventures and Scenarios in Barbarous Society

If the poison gas is released, all PCs in the corridors on the PCs will incur a -1 penalty to their Initiative check in the
the "C) Trace-free Space" side or the "E) Fountain Room" upcoming battle with the "Battle with the Bird of Prey and
side must make a Fortitude check against Target Number the One-Legged Spy."
11. PCs who fail take "2D+6" poison magic damage, while
those who succeed take half of that damage (rounded up). Battle with the Bird of Prey and the One-Legged Spy
In this room, there will be a battle between Dawn
Walker, who leads the "outsider" Barbarous, and Vulture,
who is being controlled by the power of the magic sword.
A spacious area closed off by doors to the west and Dawn Walker is manipulating Vulture with the magic
north. It serves as the base for the "outsider" Barbarous, sword "Claw Wedge" mentioned later. The "outsiders" will
where the city-raiding Vulture and Dawn Walker, who attack without question.
controls it with the power of a magic sword, await.
- Combat
Two Closed Doors Frontline: 1 x Vulture (see p. 125, ML, p. 108)
This room has two iron doors, both of which are closed Frontline: 1 x Dawn Walker (see p. 125, ML, p. 78)
when the PCs arrive. Rearguard: “Number of PCs” x Arrow Hoodling (see p.
121, CR I, p. 395 or ML, p. 72)
Event (F) Occurs ※Dawn Walker is enhanced with “Number of PCs - 2” x
PCs arriving from "E) Fountain Room" must decide how Sword Shards (see CR I, p. 384).
to deal with the closed doors in this room. Once they open ※Dawn Walker has lost a leg and thus receives a penalty of
the doors, the "Battle with the Bird of Prey and the One- -2 to Initiative, Accuracy check, evasion, and Spellcasting
Legged Spy" will begin as described later. checks.
※Dawn Walker consumes 12 MP at the start of combat to
Event for the West Door of the Base control the Vulture with Claw Wedge. Additionally, 1 MP
The mechanism of the west door in this room changes is consumed at the start of each round.
depending on when the PCs visit this labyrinth. This change ※If Dawn Walker can no longer consume MP or he is
is determined by whether Dawn Walker in "F) Temporary defeated, the Vulture escapes Dawn Walker's control and
Base" has judged that the lookout stationed at the entrance loses the will to fight.
has been defeated.
※Arrow Hoodling also loses the will to fight if Dawn
Additionally, if the PCs succeed in a Listen check with a
Walker is defeated.
Target Number of 11, they will notice the presence of the
"outsider" Barbarous beyond the doors.
End of Battle
After defeating Dawn Walker, if Vulture and Arrow
If PCs Rested at the Merchant's Mansion
Hoodling are still alive, they will attempt to flee (it might be
At the end of the first part of the scenario, if the PCs easier for the PCs if they let Vulture escape).
rested at the merchant's mansion and arrived at this Dawn Walker carries a written directive documenting
labyrinth early, Dawn Walker is unaware that his his various activities.
subordinates have been defeated. Therefore, the west door
is simply closed and can be pushed open without any special
mechanism.
If the PCs open this door without exploring it, they will
start the "Battle with the Bird of Prey and the One-legged
Spy" described later without any issues.
If the PCs explore this door before opening it, Dawn
Walker and his group inside the room will become aware
of the PCs' presence, resulting in a -1 penalty to the Initiative
check in the "Battle with the Bird of Prey and the One-
legged Spy" described later.

If PCs Rested in Sudrem


At the end of the first part of the scenario, if the PCs
have retreated to Sudrem to rest and returned to the
labyrinth after some time, Dawn Walker will be aware that
his subordinates have been defeated.
As a result, a poison gas trap has been set on the west
door. This poison gas trap is handled in the same manner
as the one previously set on the west door of "E) The
Fountain Room." However, the poison gas will only be
released on the side where the PCs are.
Whether or not the PCs are aware of the trap's existence,
Dawn Walker and his followers in the base room will have
anticipated the PCs' approach and are on guard. Therefore,

124
4 Vulture ML, p. 108 5 Dawn Walker ML, p. 78
Intelligence: Animal Perception: Five senses Disposition: Hungry Intelligence: Average Perception: Five senses (Darkvision)
Language: None Habitat: Mountains, Forests Disposition: Hostile Soulscars: 2
Rep/Weak: 9/13 Weak Point: +2 Magic Damage Language: Trade Common, Barbaric Habitat: Ruins
Initiative: 15 Movement Speed: -/30(Flying) Rep/Weak: 12/15 Weak Point: Accuracy +1
Fortitude: 6(13) Willpower: 5(12) Initiative: 13 Movement Speed: 18/- Fortitude: 6(13) Willpower: 6(13)

F Style Accuracy Damage Evasion Def. HP MP F Style Accuracy Damage Evasion Def. HP MP
Beak 6(13) 2d+6 5(12) 5 30 12 Claws 7(14) 2d+7 7(14) 4 38 28

Unique Skills Unique Skills


◯Flight ►Divine Magic 4 Level/Magic Power 6(13)
Receives a +1 bonus to Accuracy and Evasion only for melee attacks.
◯🗨Magic Aptitude
Loot They can use the Combat Feats [Targeting], [Metamagic/Targets], [Multi-
Always Flight Feathers (100G/Red A) Action].
2–8 Cheap Meat (100G/Red A)
9+ Fine Meat (200G/Red A) Loot
Always Barbarous' Orders (500G/White A)
2–7 None
Description 8+ Night Robe (280G/White A)
A large bird of prey that typically lives in high mountains or canyons, the
vulture has a wingspan that can reach up to 3 meters. With this, it can easily
carry away both livestock and humans. Normally, vultures are content to Description
fly high above, but when hungry, they will descend to catch prey and bring Dawns are Barbarous creatures that wear black cloaks and infiltrate
it back to their nest. humanoid habitats. They are about 1.8 meters tall, with stout, rounded
backs. Their bodies are entirely covered in dark-colored body hair, and
they have long, sharp claws on both hands.
They possess knowledge of stealth and carry out their duties unnoticed at
the request of the Upper Barbarous. Loyal and modest, they prioritize the
accomplishment of their mission above all else.
They follow Dalkhrem, Zeides, and Eiryak and sometimes act as liaisons
with the pagan cult of Humanoids.

125
Part 4 Adventures and Scenarios in Barbarous Society

Dawn Walker's Directives H) Passage to the East Side of the


The "Barbarous Directives" obtained as loot from Dawn
Walker contain the following information: Mountain
This passage is also very long, and by walking for about
- About a month ago, the entrance to this "Sword Labyrinth" 30 minutes, PCs can reach the other side of the mountain.
was discovered in the Barbarous settlement on the For the Barbarous of Sudrem, the idea of crossing the
mountain's east side. It is believed to be a recently formed mountain to go east never occurred to them, so this "Sword
labyrinth. Dawn Walker and his team were ordered by the Labyrinth" passage can be considered a significant discovery.
Upper Barbarous to explore it, so they came here.
- They managed to conquer the Sword Labyrinth and
obtained the "Claw Wedge," but Dawn Walker lost a leg in 3) Conclusion: The Opened Passage
the process.
- In the depths of the Sword Labyrinth, they discovered a The PCs return to Sudrem to report the outcome.
passage that leads to the opposite side of the mountain (the Not only did the PCs locate the bird of prey nest, but
west side where Sudrem is located). When they informed they also defeated their handler, Dawn Walker, and
the Upper Barbarous of this, they were ordered to continue revealed the location of the "Sword Labyrinth" that leads to
exploring the mountain's west side, using this labyrinth as a the other side of the mountain. As a reward, in addition to
base for further investigation. the preliminary rewards, each PC is given 300 gamels and 5
- Dawn Walker, who was originally skilled in stealth, wanted Reputation points.
to lead the surrounding investigations, but the loss of his leg
slowed their progress. However, the situation changed - Experience Points and Rewards
dramatically when he successfully brought a Vulture under The PCs gain experience points equal to "1,000 points +
control using the power of the "Claw Wedge." the number of monsters defeated + double 1s."
- Dawn Walker, who became able to share senses with the If the PCs rested at the merchant's mansion at the end
Vulture, discovered Sudrem and got carried away. He of the first part, Hrolag’s reward will be paid. In addition to
independently launched an attack on the city with the the initial compensation, each PC is given 800 gamels and
Vulture, combining reconnaissance and local procurement. 15 Reputation points.
- It seems that Dawn Walker intended to report to the If the PCs return to Sudrem without resting at the
Barbarous settlement after achieving some kind of result merchant's mansion at the end of the first part, Hrolag will
against Sudrem and had not yet informed them of Sudrem's pay an additional reward of 300 gamels and 5 Reputation
existence. points to each PC.
In any case, the magic sword "Claw Wedge" is forcibly
taken from the PCs by Yardi, who prefers magical items,
and instead, they are paid 3,600 gamels (which is fortunate,
considering it would have only sold for half, 1,800 gamels if
In the space at the back of "F) Temporary Base," there they had sold it themselves).
are spoils obtained by the "outsiders" through looting and
hunting. If sold, they would amount to a total of 360 gamels.
At the back of this space, there is also a continuation to
"H) Passage to the East Side of the Mountain."

B Rank Sword
Name Stance Min STR Acc. Power ③ ④ ⑤ ⑥ ⑦ ⑧ ⑨ ⑩ ⑪ ⑫ Crit Rate Add'l Dmg Price Notes
Claw Wedge 1H 4 - 4 0 0 1 2 2 3 4 4 5 5 ⑩ - 3,600 ※For details see below

Claw Wedge Base Price: 3,600


Popularity 13 App. Dagger with bird's claw-like decoration and blade Category (Rank) Sword B
Wielder can control birds with a lower level than the wielder and share their
Summary Era Ancient Magic Civilization
senses.
If the wielder deals damage to an Animal that qualifies as a "bird" When having the bird fight as an ally in combat, the wielder must spend 1
with this weapon, and the monster's level is lower than the wielder's MP at the start of each round. If MP is spent, the bird fights as the wielder's
adventurer level (or monster level), the bird must make a ally, but its targets and actions are determined by the bird's own intellect. If
Willpower check with a Target Number of 13. If the bird fails the the wielder cannot spend MP, the bird will attempt to leave the combat
resistance check, the wielder of this weapon can spend MP equal promptly.
Effect to three times the bird's monster level. If the wielder spends the When sharing senses and commanding the bird, the wielder must close
MP, the bird comes under the wielder's control for the next 24 their eyes, remain still, and concentrate. During this time, the wielder can
hours. perceive the bird's visual and auditory senses. The bird follows the wielder's
The wielder can either have the controlled bird fight as an ally in commands but cannot execute highly complex or advanced commands that
combat or share its senses and command it. are far removed from its intellect (as determined by the GM). These effects
only manifest if the wielder holds the magic sword.

126
127
Part 4 Adventures and Scenarios in Barbarous Society

128
129
Part 4 Adventures and Scenarios in Barbarous Society

130
Designer's Notebook
Kei Kitazawa Tanaka Kouji
Many fans have expressed a desire to play as Barbarous It's been six years since SW2.5 launched. We are
characters since the launch of Sword World 2.5. pleased to present "Barbarous Rage," a supplement themed
We have finally been able to respond to these requests. around Barbarous PCs, which is a very different approach
Of the 10 types of Barbarous appearing in this work, 5 are compared to previous works.
completely new, including some quite unique races. Enjoy Last year, we introduced new elements with "Arcane
the adventures of the Barbarous in the Alframe continent to Relic," which featured rare variants of existing races. This
your heart's content. book can be seen as a development or even a reversal of
This book was created by Tanaka Kouji with assistance that concept.
from Miyuki Kiyomatsu. The setting of the Barbarous The main feature of this supplement is the races and
territory of Ilsan Island was done by Bethe Yuli Kurosaki, various data related to "transformation." These are certainly
and I handled the settings for each race. I also refined and more challenging to handle compared to Humanoids, but
added how to create scenarios in the Barbarous territory, they allow Barbarous characters to fully demonstrate their
and Takeo Sugiura wrote the sample scenario. strengths. The exhilaration of mastering the abilities that
We are truly grateful to the illustrators who added involve multiple sections of one's character is something that
wonderful visuals to this work. Visualizing numerous can never be felt with Humanoid PCs.
deformities has greatly expanded the imagery for gameplay. We have also prepared sample characters at more
Additionally, we thank the editorial team and everyone accessible levels and included a corresponding scenario.
involved in the production for their efforts to meet the tight Furthermore, right after this book, a supplement featuring
schedule. multiple scenarios that can be enjoyed, titled "Barbarous
To the players and GMs about to embark on the Saga: The Heroic Tales of Barbarous and Humanoids," is
Alframe continent as Barbarous, enjoy your adventures to scheduled to be released almost consecutively.
the fullest! For those encountering Barbarous PCs for the first time
We wish you a great Barbarous life! with this book, please use the prepared sample characters
and scenario to experience the exhilarating way of surviving
in the bold world of Barbarous.
And with that, we hope to see you again after you open
the door to the story of evil defeating great evil.

Staff List Web Content


Supervision:…………………..… Kei Kitazawa
Writers:……..………………..….. Tanaka Kouji, Kei Kitazawa, Takeo Sugiura, (Group SNE site)
Bethe Yuli Kurosaki, Miyuki Kiyomatsu http://www.groupsne.co.jp/
Development: ………………… Group SNE You can find here errata, FAQ, and interviews.
Cover Illustration:……………. Takayama Toshiaki
Frontispiece Illustration:……. Shiroichi Ohno, Morechand
(Fujimi Shobo official TRPG ONLINE Introduction page
Text Illustrations:……………… Susumu Kuroi, Shiroichi Ohno, Zunta,
Morechand, Kankuro, Tai Nakajima, of “Sword World 2.5”)
Peperon, Yukihiro Maruo https://fujimi-trpg-online.jp/game/sw25.html
Map Illustration:……………… Yuya Kobayashi This page contains information on downloads for various
Book Binding:…………………..Atsushi Sekoguchi (Coil) sheets and new releases.
Text Design:………………….....Takahiro Sato
Original Editing: ……………….Ryosuke Takeda, Keita Sadamatsu

Translation:…........................ Auquid
Translation Editing:……….…. Auquid Original Release Date: 2024/06
Proofreading:…………………… Jesari
Translation Release Date: 2024/09

This is a free, unofficial, fan-based translation.


Please support original creators by buying Sword
World books and supplements.

131
Part 4 Adventures and Scenarios in Barbarous Society

132
133

You might also like