Appendix Q THE WARRIOR
The Warrior fights with peerless prowess.
QUICK START HANDOUT FOR PLAYERS ▶ HIT DIE (HD): D8
To start playing, you’ll need a throne-seeker character. Ask ▶ WEARABLE ARMOR: Any
your Referee for a pregenerated character sheet, or fill out a ▶ STARTING FEATS: Advantage vs. Stasis, Cleave, Disarm,
blank one as follows: Fight Defensively, Press the Attack, Two-Handed Fighting
▶ STARTING PACK: Spear (Reach, Thrown Near, Two-Handed,
1. Roll 3D6 (three six-sided dice) for each of your ABILITIES, 2 Load), Sling, Helm (Null 1 Critical Hit), Leather &
recording just the right-hand number on your character sheet: Chestplate (+3 DEF), Shield (+1 DEF), Sack, Beer Horn,
Rations (3 Days), Lamp, Oil Jar (3 Hours), 5 GOLD
3D6 DICE TOTAL ABILITY ▶ STARTING FOLLOWER: Shield-Bearer (1 GOLD/week)
3 -3 promotes to warrior if their leader falls or retires
4-5 -2
THE PRIEST
6-8 -1
The Priest serves a great Fallen One and invokes divine will.
9-12 0
13-15 +1 ▶ HIT DIE (HD): D6
▶ WEARABLE ARMOR: Any
16-17 +2
▶ STARTING FEATS: Advantage vs. Afflictions, Guidance, Lay
18 +3 on Hands, Oath, Repel the Dead, Sacrifice, Spare the
Dying
▶ STARTING PACK: Staff (Reach, Crushing, 2-Handed, 2
2. Choose a throne-seeker CLASS: Warrior, Priest, Thief, or Load), Knife (Close, Precise, Thrown), Divine Symbol of
Scribe. New players should consider trying a warrior first. Protection (+1 DEF while unarmored), Priestly Raiment,
Sack, Wineskin, Rations (3 Days), Lamp, Oil Jar (3
3. Roll your class’s HIT DIE (HD) to find your max starting HIT Hours), 10 GOLD
POINTS (HP). Add your FORCE to your HP total. HP determines
how many hits you can take in combat before dying at 0. ▶ STARTING FOLLOWER: Acolyte (1 Gold/week) promotes to
priest if their leader falls or retires
4. Record your class’s STARTING FEATS.
5. Record how many LANGUAGES you know: one base language
THE THIEF
+1 language for each point of WIT. Only scribes are literate. The Thief strikes unseen from the shadows.
6. Choose a character NAME or roll D100 for one from the Ref- ▶ HIT DIE (HD): D6
eree.
▶ WEARABLE ARMOR: Light
7. Take the starting EQUIPMENT pack for your class, or roll 3D6 ▶ STARTING FEATS: Advantage vs. Traps, Backstab, Climb
X 10 GOLD and use it to buy equipment from the item lists on Sheer Walls, Hide in Shadows, Move Silently, Pick Locks
the right. Besides weapons you hold and armor you wear, you ▶ STARTING PACK: Dagger x2 (Close, Precise, Thrown),
can carry items weighing a LOAD total up to your Force + 10 Desert Garb (½ Fatigue), Sack, Wineskin, Rations (3
in your sack. Days), Lamp, Oil Jar (3 Hours), Rope (50’), Hook, 15
GOLD
8. Record your DEFENSE, which makes you harder to hit in
combat. DEFENSE equals 10 + the value of any worn armor. If ▶ STARTING FOLLOWER: Pickpocket (1 GOLD/week) promotes
you are unarmored or wear only light armor, add your FINESSE to thief if their leader falls or retires
to total DEFENSE as well.
THE SCRIBE
9. Scribes roll D50 three times for their starting BABEL STONES
from the Referee. Scribes also begin with 2 Melam Dice (D6), The Scribe hoards the power of the written word and magic.
used for casting spells with Babel Stones.
▶ HIT DIE (HD): D4
10. Each throne-seeker starts with one unskilled FOLLOWER or
more equal to your WILL bonus. Choose their names or ask ▶ WEARABLE ARMOR: None
your Referee to roll random ones. These noncombatant fol- ▶ STARTING FEATS: Advantage vs. Magic, Arcana, Learn
lowers carry items for you and obey your commands unless Language, Read, Rite of Sealing, Spellcast
they lose morale. Throne-seekers may hire additional ▶ STARTING PACK: Knife (Close, Precise, Thrown), Robes,
unskilled followers or skilled mercenaries in civilized areas. Sack, Wineskin, Rations (3 Days), Lamp, Oil Jar (3
Hours), Stylus, Soft Clay Tablets x3, Babel Stone x3
11. Prepare for adventure! Climb the Tower, seek the Throne
of Heaven, and write your legend in the stars above. ▶ STARTING FOLLOWER: Apprentice (1 GOLD/week) promotes
to scribe if their leader falls or retires
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WEAPONS ARMOR
Having a weapon forged costs 5 GOLD + 10 per LOAD. Items Forging a shield or armor costs 10 GOLD per DEFENSE:
occupy 1 LOAD of inventory space unless noted (D10):
1. SHIELD (+1 DEFENSE, Light, Pairs with other armor)
1. DAGGER OR KNIFE (Close, Concealed, Precise, Thrown)
2. TOWER SHIELD (+2 DEFENSE, Heavy, Pairs)
2. KHOPESH, SHORT OR SICKLE SWORD (Close, +1 Damage)
3. LEATHER (+2 DEFENSE, Light)
3. BATTLE AXE (Close, Crushing, 2-Handed, 2 Load, +1 Damage)
4. LEATHER & CHESTPLATE (IRTU) (+3 DEFENSE, Heavy)
4. HAND AXE (Close, Heft, Thrown)
5. CLUB OR MACE (Close, Improvised, Crushing, 2 Load) 5. LAMINAR or SCALE (+4 DEFENSE, Heavy, 2 Load)
6. SPEAR (Reach, Thrown, 2-Handed, 2 Load, +1 Damage) 6. PANOPLY PLATE (+5 DEFENSE, Heavy, 5 Load)
7. STAFF (Reach, Improvised, 2-Handed Only, 2 Load)
COMMON GOODS
8. DARTS X6 (Thrown, Breaks on Hit)
9. SLING (Ranged Near, Stones as Ammo) In civilization, buy common goods for these GOLD values:
10. BOW (Ranged Far)
Beerhorn or Wineskin 1 Hooked Goad 2
WEAPON & ARMOR PROPERTIES Blessed Incense (1 Hour) 15 Jar 1
Canvas (10’) 1 Ladder (10’) (3 Load) 5
Weapons and armor have unique properties:
Cart 10 Lamp 1
2-HANDED Requires two hands to wield effectively. Chain (10’) 30 Manacles 15
BREAKS ON HIT Can only be used effectively once. Chalk (6) 1 Musical Instrument 5
CLOSE Effective in melee at close range (5’). Chest 3 Oil (1 Hour) 1
CONCEALED Easily hidden while equipped. Clay Tablet, Soft 1 Pole (10’) 1
CRUSHING Destroys armor on a critical hit. Clothes, Common 5 Rations (1 Day) 1
HEAVY Can be worn by warriors and priests. Clothes, Fine 20 Rope (50’) 5
HEFT Can be thrown with FORCE bonus to hit. Fishing Net 4 Sack 1
IMPROVISED Can be quickly made from common items. Hammer 2 Torches (6) 1
LIGHT Can be worn by warriors, priests & thieves.
PAIRS Can be worn with other armor. Means of conveyance may be purchased in large city-states:
PRECISE Can be used in melee with FINESSE bonus to hit. CONVEYANCE DESCRIPTION GOLD PRICE
RANGED X Effective at the listed range. Cart Sturdy wheeled vessel to which an ox or 80
two donkeys may be yoked.
REACH Effective in melee at reach (10’).
Donkey Capable mount and pack beast, though 40
STONES AS AMMO Use stones found in many environments. easily frightened. Bears up to 250 LBS and
cart-hauls up to 1,000 LBS
THROWN Melee weapon can be thrown nearby (30’).
Kunga War-trained hybrid of donkey and onager, 120
not easily frightened. Bears up to 250 LBS.
X LOAD Weighs the listed LOADS.
Kuphar Round reed-woven coracle which may be 100
rowed or poled. Bears up to 5,000 LBS.
RANGE Ox Powerful beast of burden. Bears up to 60
1,000 LBS and cart-hauls up to 5,000 LBS.
Weapons and spells have various effective ranges:
▶ TOUCH: as far as you can stretch your hand.
▶ CLOSE: a few feet past touch, as with a sword (~5’).
▶ REACH: a few feet past close, as with a spear (~10’).
▶ NEAR: as far as you see the whites of a foe’s eyes (~30’).
Weapons and spells with “near” range are
effective from 30-60’.
▶ FAR: shouting range (~120’). Weapons and
spells with “far” range are effective from 120-240’.
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