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Cadwallon

Cadwallon is the name of the large city in which the role-playing game is set. The city was founded by a mercenary company and is reputedly free from the surrounding nations' politics which mainly concern the massive war called The Rag'narok. The city is divided in two parts; the upper city and the lower city, which are further divided into eleven fiefdoms, each with its own peer. The whole city is ruled by the Duke. The City is built on the ruins of several different civilizations including the Cynwall and Acheron but with its foundations in some much older culture. Cadwallon has a custom ruleset for generating characters. Characters are from among the races in the Confrontation universe, namely elves, dwarves, humans, goblins, orcs, ogres and wolfen. They also belong to one of the cultures which are waging war on the continent taking the form of the factions' totems. A character can also originate from Cadwallon itself being from either the Upper or lower district Cadwallon has a custom system where pools of six-sided dice are used when determining the success of actions. An oddity in Cadwallon are the names chosen for the character attributes. Rather than utilize traits such as strength and dexterity Cadwallon uses words that are in common use other places in Confrontation fluff like Pugnacity and Style.

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David de Andres
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100% found this document useful (5 votes)
1K views355 pages

Cadwallon

Cadwallon is the name of the large city in which the role-playing game is set. The city was founded by a mercenary company and is reputedly free from the surrounding nations' politics which mainly concern the massive war called The Rag'narok. The city is divided in two parts; the upper city and the lower city, which are further divided into eleven fiefdoms, each with its own peer. The whole city is ruled by the Duke. The City is built on the ruins of several different civilizations including the Cynwall and Acheron but with its foundations in some much older culture. Cadwallon has a custom ruleset for generating characters. Characters are from among the races in the Confrontation universe, namely elves, dwarves, humans, goblins, orcs, ogres and wolfen. They also belong to one of the cultures which are waging war on the continent taking the form of the factions' totems. A character can also originate from Cadwallon itself being from either the Upper or lower district Cadwallon has a custom system where pools of six-sided dice are used when determining the success of actions. An oddity in Cadwallon are the names chosen for the character attributes. Rather than utilize traits such as strength and dexterity Cadwallon uses words that are in common use other places in Confrontation fluff like Pugnacity and Style.

Uploaded by

David de Andres
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
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We do not deny the ne work you do for our citys economy, but we will not let the free

leaguers be
dispossessed of their rights. They honor the memory of the conquerors who made it possible to open
your business. They guaranty our neutrality in the raging war which surrounds us.
Dont you believe that the fact that the free leaguers might, from time to time, step over line
of justice is that important as long as the pay for their crimes in gold?
The Duke of Cadwallon,
Defending the free leaguers before the Guilds council.

O nce cursed and abandoned,


Cadwallon was conquered by companies of mercenaries.
Heirs to these adventurers eager for glory and riches,
the free leaguers watch over the survival of the City of Thieves.

Cadwallon requires six sided dice,


pens and eraser; as well
COME TO CADWALLON. as Confrontation. The reversible
BECOME A FREE LEAGUER. gaming tiles have been specially
designed for Cadwallon.
BE WORTHY OF THE FIRST
DEFENDERS OF THE CITY.
EXPLORE THE ANCIENT RUINS
AND UNCOVER THEIR SECRETS.

w w w. r a ck h a m . f r

ISBN : 2-915556-38-5

49,90
$ 59,90

Couverture CadwallonUS.indd 1 20/06/06 15:06:05


CG H

CH D I J

E F BA BG
C
CF
G BH
B
EH BF
DE DH BJ
EA
DD BI
DI CJ DB
CE DJ
EB DF CI BD
CA EC ED
CB DG BB
EE DA
EG
CC
CD
BC
DC BE

0 100 m 500 m

Keys EF
B Heaven heights BD The Krak CF The Skinner DH The North Gate
C Morgue Street BE The Nomadic lands CG The Bog DI The Pillars
D Port of the Ondine BF The Incarnate CH The Little arenas DJ The Free district
E The Old district BG Thunder Vale CI Parchedale EA Crimson Dress
F The Line BH Gaorhh CJ Petropolis EB Dressmakers
G Fine shaft BI The Stock DA Arcadia district
H The Observatory BJ The Span DB Shaproa EC Ka-n-Vor
I The Precious CA The Fields DC Wyvern Road ED The Shades
J The Muck CB Little Klne DD The Core EE The Bridges
BA The Swamps CC Comedy Garden DE The Embassies EF Fort Griffin
BB The Docks CD Southaven DF The Marina EG Garden of desire
BC Buoyancy bay CE The Square DG Heatons EH The Watching tower

Gardes.indd 1 21/06/06 10:38:42


Gardes.indd 2 20/06/06 15:12:56
My kingdom for a ducat !

CadwallonUS-pp 001-003.indd 1 21/06/06 10:44:25


Credits
Editorial and artistic director : Jean Bey
RACKHAM studio manager : Philippe Chartier The miniartures are created by RACKHAM. They come from the
universe of CONFRONTATION RAGNAROK, two games pu-
Editorial manager : Sbastien Clerin
blished by RACKHAM. CADWALLON, CONFRONTATION, CRY
Editorial assistant : Arnaud Cuidet HAVOC, HYBRID, the HYBRID logo, HYBRIDES, RACKHAM, The
Rules designer : Xavier Spinat RACKHAM logo, RAGNAROK et WOLFEN are all registered trade-
Designers-writers : Bruno Bchu, Jean Bey, Sbastien Clerin, marks belonging to RACKHAM.
Arnaud Cuidet, Damien Desnous, Ivo Garcia, Vincent Kaufmann, Copyright 1996-2006 RACKHAM. All rights reserved.
Grgoire Laakmann, Willem Peerbolte, Franck Plasse, Nicolas All the illustrations, photographs, miniature and miniature names are
Raoult and Xavier Spinat exclusive creations belonging to RACKHAM.

Testers 2004-2006 : Michal Antoine, Bruno Bchu,


RACKHAM miniatures are not toys. They contain lead. It is hazardous
Jrmie Bonnevie, Grgoire Boisbelaud, Antoine Bruneau,
to put them in your mouth or to swallow them. RACKHAM miniatures
Jean-Marie Carr, Sbastien Clerin, Pascal Colin, Patrice Crespy,
are not suited for children under the age of 14.
Emmanuel Crochet, Arnaud Cuidet, Damien Desnous,
Some miniature are composed of several parts and require to be assem-
Benjamin Dubot, Herv Dubourg, Christophe Gacongne,
Thomas Gaon, Ivo Garcia, Guillaume Gentile, Gwendal Geo roy, bled and painted. Scenery elements, painting and glue not included.
Xavier Giacomin, David Humbert, Grgory Jonik, Illustrations and packaging are Non-contractual..
Vincent Kaufmann, Grgoire Laakmann, Raphal Licandro, RACKHAM miniatures are made in France.
Jean-Baptiste Lullien, Bruno Mah, Cline Millrioux, CONFRONTATION, RAGNAROK, HYBRID and CADWALLON are
milie Monchovet, Yoann Passuello, Philippe Paumier, games published by RACKHAM.
Willem Peerbolte, Christophe Perrin, Denis Petit, Florent
Petit, Marc Petit, Franck Plasse, Isabelle Plasse, Maxime Plasse, RACKHAM
Arnauld Poterlot, Gunic Prado, Goulven Quentel, Juan Antonio 44, rue de Lagny. 93100 Montreuil-sous-Bois.
Quintanilla, Nicolas Raoult, Jrme Rigal, Emmanuelle Roux, Tel : + 33. (0) 1.55 86 89 20. Fax : + 33. (0) 1.55 86 89 25
Xavier Spinat, Frdric Vasseur, Jrme Verdier, Th ibaut Voslion, www.rackham.fr
as well as all the players met in conventions and in the shops www.rackham-store.com
Copyright RACKHAM, 1996-2006. All rights reserved.
Edition secretary : Ivo Garcia
Proofreaders : Benot Huot, Grgoire Laakmann and Yoann
WARNING !
Passuello
The assembling of some miniatures require the use of accessories which
Layout template designer : Franck Achard and Jean Bey need to be handled with great care : Modelist knife with which one can
Graphic designers : Franck Achard, Hlne Butaeye, get wounded ; cyanoacrylate glue is to be handle with great caution...
Gwendal Geo roy, Matthias Haddad, Mathieu Harlaut, It is recommended to the younger players to never carry out these
Goulven Quentel and Jean Marc Legendre operations without an adult and always read carefully the instructions
provided with such material.
Production manager : Nicolas Hutter
Iconographer : Gwendal Geo roy
Registration of copyright : juillet 2006 ISBN : 2-915556-38-5
Illustrators : Paul Bonner, Gary Chalk, Nicolas Fructus,
Florent Maudoux, douard Guiton and Paolo Parente CADWALLON is published by Rackham Ltd. With a capital of 321 589,20 .
Cover illustrator : Paul Bonner RCS Bobigny B 414 947 887
Reversible Gaming Tiles illustrator : 44, rue de Lagny - 93100 Montreuil-sous-Bois - FRANCE
Nicolas Fructus, Indoors from sketches by Arnaud Cuidet Legal Representative : Jean Bey

Cards illustrators : Nicolas Fructus, Aarklash from the map by


Jean Bey; Cadwallon from the design by Willem Peerbolte Printed by Imprimerie Chirat (42540 Saint-Just-la-Pendue).
Printed in France.
Sculptors : Benot Cosse, Yannick Fusier, Mauro Gnani Zerbini,
Sean Green, Nicolas NGuyen, Stphane NGuyen Van Gioi,
Juan Navarro Perez, Olivier Nkweti Latte, Elfried Perochon and
Stphane Simon
Painters : Frdric Bisseux, Vincent Fontaine, Martin Grandbarbe,
Guillaume Hmery, Jrme Otremba, Sbastien Picque and
Vincent Proust
Modelists : Romain Davoine,Vincent Fontaine and Simon Harris
Photographer : Jean-Baptiste Guiton
Translator : Eric Harlaux and Collin Kelly
Thanks to all the RACKHAM team.

2 CREDITS

CadwallonUS-pp 001-003.indd 2 21/06/06 10:44:30


Contents
BOOK I: The Jewel of Lanever ... 4
Introduction to Cadwallon .................................. 6
Aarklash ....................................................................... 10
A free city ..................................................................... 20
A double city .............................................................. 34
Fief : Soma ................................................................... 38
Fief : The Automaton ............................................. 44
Fief : The Rampart ................................................... 50
Fief : Kraken ............................................................... 56
Fief : Ogrokh .............................................................. 62
Fief : Trophy................................................................ 68
Fief : Gamehead ........................................................ 74
Fief : Ghieronburg ................................................... 80
Fief : Den Azhir......................................................... 86
Fief : Drakar ............................................................ 92
Fief : Var-Nokkt ........................................................ 98
The political life of the city ............................. 104

BOOK II: The Free city ..................... 116


Game rules ............................................................... 118
Creating a new free leaguer ............................ 132
Abilities and knowledge ................................... 164

BOOK III: The Rules ......................... 194


Exploration .............................................................. 196
Confrontation ........................................................ 218
Interaction ............................................................... 230
Incantation .............................................................. 256
Divination................................................................. 290
Revolution ................................................................ 308

ANNEXES ................................................... 332


Equipments .............................................................. 332
Character sheets ................................................... 346

MAPS
Cadwallon district ..................... Opening yleaf
Cultures of Aarklash .................. Closing yleaf

CONTENTS 3

CadwallonUS-pp 001-003.indd 3 21/06/06 10:44:39


The jewel of Lanever
Cadwallon. T he name itself embodies the majesty of the free city state. Outside there is only a world thrown
off-balance by the Ragnarok, slowly slipping towards total war.
A shelter for some, a prosperous haven for others, the Jewel of Lanever draws the envy of every nation as the
war refugees coming in add to its ever increasing population and workforce.
Yet Cadwallon, while being a beacon of hope, is also a snare. For life in the City of T hieves is rst and foremost
a never ending struggle to earn and secure ones position.
Cadwallon, the two-faced city. Most of its denizens know only the hideous features of the lower city.
T he choice between hard labor or extreme poverty, a life devoted to the guilds service or the unpredictability of
day to day struggle.
Its other face is the upper city. A walled city within the city, its great towers reaching for the sky, its gigantic
crossbeams shadowing the streets. Being the heart of the city, it drains all the richs without any consideration for
its underprivileged counterpart.
Hope is a delusion, freedom a fantasy. T he town where you were born shall be the town where you will die.
We have decided to reject that fatalism. We have chosen prosperity and freedom. We are the free leaguers.

Vladar the Arrogant.

CadwallonUS-pp 004-009.indd 4 20/06/06 11:20:14


5

CadwallonUS-pp 004-009.indd 5 20/06/06 11:20:29


CadwallonUS-pp 004-009.indd 6 20/06/06 11:20:35
C
adwallon is a free city of Aarklash, a fantasy world torn
apart by a dreadful war : the Ragnarok. Th is universe Why is it a tactical
is the background of many games using miniatures
from the Confrontation collection. role playing game?
In Cadwallon, the players hold in their hands the fate of a
party of adventurers whos purpose is to protect the city from The most intricate situations can be interpreted in numerous
threats (spies, traitors, rogue bands of outlaws an so on.); as well ways because everyone has dierent understandings and rep-
as threats from the outside (invaders, enemy powers, blood- resentations of a situation. To avoid time wasting arguments,
thirsty gods and so on). Labeled free leaguers, these individu- Cadwallon uses minatures and gaming tiles thought and
als are destined to undertake thrilling investigations and over- made exclusively for the Free City. The Confrontation minia-
come tremendous perils. tures stand for the people of Aarklash and the double-sided
RACKHAM tiles oer a depiction of Cadwallon.
Each player chooses a miniature that he details following the

WHAT IS A ROLE- rules in order to create his free leaguer. In addition, the GM gath-
ers various miniatures to embody the non-playable characters (or
NPC) in his scenarios.
PLAYING GAME ?
Like many other games Cadwallon allows you to enjoy a good
time among friends; but every game of Cadwallon is dierent
since the players do not choose their characters from a ready
ADVANCED OPTIONS?
made list of roles. In fact, they create their own through rules Conviviality and interaction are the essence of role-play-
and develop them after each game! Th is feature is what makes ing games. Many players enjoy customizing the rules
Cadwallon a role-playing game. they use, so that the rules come closer to what they
expect from their gaming sessions. Some are more into
the gaming while others are more into the role-play-
ing, and anyone might have a dierent view about the
importance of some aspects of the game (initiative, magic
Roles for the players or combat management, acting out the characters, etc.).
Cadwallon takes this into account by oering Advanced
options boxes, so that everyone may plan what they want
Sitting around a role-playing game table, every player but one to simulate. Future Cadwallon publications will not rely
has a playable character (or PC), who are the heroes of the ad- on those options. Customizing your role-playing game is
ventures set by an arbitrating player called the game master part of the pleasure for every RPG player.
(or GM).
The GM prepares a scenario beforehand, by inventing it him-
self or purchasing it. From time to time scenarios will be issued
in the publication Cry Havoc that deals with RACKHAM games.
The players decisions for their PC will allow the GM to unfold What is the GMs role?
the story according to the scenario and the rules. A scenario
does not always end well. Such situations should not be consid- The players only need to sit down at the table, whereas the GM
ered as failures, since the players can play the same character in needs to be fully aware of:
games to come. They can still try to resolve the consequences of
past mishaps while dealing with a new storyline. Events triggering the beginning of the game: a mysterious as-
These particularities (experience, interactive stories, the sassination, disturbing overheard conversations about a ter-
possibility of overcoming past diculties) are what makes rible conspiracy, the traces of a worrying curse and so on;
Cadwallon a particularly exciting game. In fact, if Boromir had The characters related to the plot other than the PC (or NPC):
been a PC, he might not have found himself isolated and he a serial killer, conjurors, a powerful undead foe and so on;
could have survived the attack by the orcs. How will the plot unfold if the PC are unable to counter these
events and characters: how and when the serial killer strikes
again, the location and the time the conspiracy takes place and
its consequences, the next appearance of the curse and so on.

INTRODUCTION TO CADWALLON 7

CadwallonUS-pp 004-009.indd 7 20/06/06 11:20:45


What are the dice for?
When a player describes an action performed by his or her
character (unless the result of said action is automatic) the player
must roll one or more dice (as described in the Cadwallon rules)
to nd out whether the character fails or succeeds. Actions are
resolved by rolling six-sided dice, which we refer to as d6.

Dice rolls, result and nal result


Making a dice roll implies rolling one or more d6. The die
with the highest number showing gives the result of the roll,
and a bonus is added to reckon the rolls nal result. This total
The GM follows the game rules and his common sense to help is then compared with a number called the diculty. If the -
unfold the plot and represent the dierent events experienced nal result is equal or superior to the diculty of the action, the
by the PC. The conversation generated by the choices made by action is successfully performed. If on the other hand the nal
the players and the descriptions of the GM give the general di- result is lower, the character fails to perform the action. We will
rection of the story. refer to this as overcoming a diculty.
The GM does not always have to be the same person. Cadwallon In rules terminology, such a roll is codied as (number of
is a particularly vast and multi-ethnic city. Therefore, the play- dice)d6 + modier. The modier might be a negative number.
ers can take turns as GM. You only need to de ne which dis-
trict and which character each GM will play. A GM who col- A 0d6 roll nevertheless requires that you roll one die. If the
lects a Confrontation army or plays Confrontation, Ragnarok or result is a , the attempt fails automatically. Otherwise, the
Hybrid will be able for instance to oer scenarios for the areas result is 0 regardless of the number actually turning up! So the
of the Free city where the people his miniatures represent dwell. nal result is equal to the rolls modier. As it cannot be a nega-
Thus, each player will be able to oer the others stories that cor- tive number, the result will be zero at worst.
respond to him and everyone will participate in the building of
a rich and coherent Free City. Examples :
3d6 + 4 means three d6 are rolled and four points are added
to the best result. Therefore, if the dice show , and , the
result of the roll is and the nal result is 5 + 4 = 9;
ADVANCED OPTION: 4d6 -1 means that four d6 are rolled and one point is removed
from the best result. Therefore, if the dice turn up , , and
NO NEED TO ROLL
, the result of the roll is and the nal result is 4 -1 = 3;
The GM may exempt the player from rolling the dice 0d6 + 5 means the nal result is 5, except if the die rolls a .
when a character is in a situation with a constant di-
culty (without an opposing roll ). Characters in Cadwallon are dened by attitudes and abili-
By default (or without pushing it), it is considered that
ties. The abilities show how many d6 should be rolled to resolve
without having to roll the dice, a character automati-
cally gets a nal result equal to Attitude + Ability + 1. a related action. The value added to the result of the roll is equal
In order to take the time to do things right (in which to an attitude. This simulation principle is described in details
case the time spent is ten times the normal amount for with the relevant rules in Book II.
the action), it is deemed that without having to roll the
dice, a character obtains a nal result equal to Attitude
+ Ability + 3. In order to resolve an action attempted by a character, you
This optional rule out rules the possibility to re-roll any must make a roll of (Ability)d6 + Attitude.
failed attempt, since the result cannot vary.
Automatic failure: If every single die gives a , that roll is an
Example: A character has a + 5 in Dexterity (attitude) and a
4 in Climb (Ability). Should he need to climb a wall with his automatic failure. You do not need to calculate the nal result,
bare hands, he might automatically overcome a diculty of as the action will fail regardless of it.
10. If the character decides to take his time in order to do his
best, he may overcome a diculty of 12 with out having to roll.
Note: Every failure is critical for a character. You must not
confuse this rule of automatic failure with the critical failure

8 JEWEL OF LANEVER

CadwallonUS-pp 004-009.indd 8 20/06/06 11:20:59


or fumble rules common with other role-playing games. The rules (for objects, abilities, etc.) may sometimes allow actions
consequences of an automatic failure are in no way worst than with a default quality above zero
a failure caused by a nal result lower than the set diculty. A player may make a gamble by giving a number between 1
At the very most, the GM may interpret a result as particularly and his characters Potential. Th is gamble is the risk taken by
catastrophic if the roll was a 0d6 roll. the character that increases the diculty of the roll. An action
with a gamble of X has its diculty increased by X point(s). If
Adding rule: For each value equal to the highest value shown the action is successful, it has a quality of X.
on a roll, add an extra point to the result of the roll. If a player Quality has an eect on opponents actions, when it logically
fails a dice roll, another attempt may be made immediately. In should (for ex.: Quality on a running action may make it harder
that case, the next roll is done with one d6 less. After a series for pursuers to keep up, for opponents with guns to hit you, etc.)
of unsuccessful attempts, the last roll based on 0d6 is always a The GM may disallow a player from making a gamble on cer-
failure! tain rolls if it is too easy a roll.

Examples: Gambles to set challenges


A roll of , , , and gives a result of 5 ( + 1 for When a player thinks his character may overcome a diculty
another ); easily, he may make a gamble in order to outdo an opponent or
A roll of , , and gives a result of + 1 + 1 = 8; to give said opponent a disadvantage (during an arm-wrestling
, , , and gives 6. And if two dice must be kept to contest, a race, etc.).
determine the nal result, consider it 6 + 6 = 12 because the If the player obtains a nal result equal or superior to the sum
adding rule is applied to both . of the diculty and the gamble, his character accomplishes the
action with a quality equal to the amount of the gamble.

Coordinated attempts Example: A free leaguer tries to spot his enemies in a busy part
When several characters are working together to accomplish of the city. The GM asks for a roll of Scrutinize/DIS with a dif-
the same action by using the same Ability, the GM may allow culty of X (according to the features of the district where the
them to make a common dice roll. In this case, the group choos- action takes place: noise, lighting, etc.). The free leaguers op-
es one character who will be the leading gure for the action and ponents have previously hidden themselves by making a roll
roll the dice. Each assistant with a positive value in the ability against the same diculty, and by making a gamble of three. If
provides one (and only one) additional die for the roll. For an the player does not make a gamble at least equal to three for his
opposition roll, the total number of d6 rolled cannot exceed the Scrutinize/DIS roll, he will not be able to spot his enemies. If he
ability level of the character rolling the dice. In addition, the makes the call, he will need to make his roll and obtain a result
bonus dice from the help are taken from the Reaction Pool. at least three points above X (maybe more if he has made an even
bolder gamble!).
Example: Two characters are attempting to break open a double
door together. As they run up to it, the GM decides this means Gambles for special eects on some actions
they attack the door after a charge and asks for a Charge roll. When a player thinks his character can easily overcome a dif-
One of the players rolls with an additional d6. If the action had culty, he may make a gamble to gain further advantages. Some
been opposed, the number of dice rolled would have been limited game eects anticipate this by giving predetermined advan-
by his level in the Charge ability. tages (damage bonus, benets in a struggle for inuence, etc.)
when such an action is successfully made with a gamble. In such
Note: The coordination must be possible for the character on the cases, the gambles have no eect on quality, because they al-
playing board. In order to help someone smash through a door, ready have another game eect!
for example, you must be standing close and able to charge! If the player obtains a nal result equal or superior to the sum
of the diculty and the gamble, his character accomplishes the
action with the special eects described by the rules.
Quality and gambles
Certain circumstances allow for actions out of the ordinary.
The quality is a gure that gives the measure of an actions
exceptional merits: The quality can vary between 0 and the
Potential (see further) of the character performing the action.
Unless specied otherwise, every roll has a default quality of
zero, regardless of how high the nal result is. Some specic

INTRODUCTION TO CADWALLON 9

CadwallonUS-pp 004-009.indd 9 20/06/06 11:21:22


CadwallonUS-pp 010-019.indd 10 20/06/06 12:07:12
A WORLD
AT WAR

I
t was an age where time did not exist ... The age of the gods.
The gods traveled the Creation unrivaled. Their empires
knew no limit and extended over entire worlds born from Many and diverse are the cultures of the peoples of Aarklash.
the magic energies of the Creation. Those who share a close philosophy or common objectives
Discord came and the gods waged war among themselves for forged alliances to face the enemy and to secure a crushing vic-
supremacy. The crumbling of the dying worlds almost led to tory. Thus, three great Alliances came to be.
the collapse of the Creation and the death of everything. The
Creation fought back. The gods were brutally thrown o their Paths of Destiny cherish their freedom and refuse stubbornly
thrones and sent into exile beyond the borders of the elemen- the future promised by the powers of Light and Darkness. They
tal worlds, Realms. Time appeared, imposing its curse to the are the most ancient peoples of the continent: the Dakinee
vain immortals: if they dared to reappear, they would suer the elves, the goblins of No-Dan-Kar, the dwarves of Tir-N-Bor,
punishment and would be forever forgotten. Thus, the age of Wolfen of Yllia and their enemy brothers who follow the way
the gods ended. of Vile-Tis. Just like the orcs of the Bran--Kor and those of
However, one does not get rid of these terrible forces so easi- the Behemoth Mountains, the peoples of Destiny refused to
ly. After thousands of years in exile, the gods continue to wage give in to the temptation of the split and choose a side; a con-
war through their champions - Incarnates - and their most cept introduced on Aarklash by the humans.
faithful allies.
The balance is once again under threat. The curse of Time is Ways of Light work to create an age of reason and prosper-
fading. Darkness seizes the heart of the brave and the gods get ity. They try to seduce the most prosperous civilizations,
ready to lead their armies. such as the dwarves. If the kingdom of Alahan, the empire
The ultimate age has come. of Akkylannie and the tribes of Avaggdu are all human na-
tions, the Ways of Light also include a young elven nation: the
Republic of Lanever. These civilizations try to push away the
A continent forces of Darkness. They respect the peoples of the Destiny,
even when these refuse to assist them.
lost in darkness
Meanders of Darkness keep trying to quench their thirst for
power and do not hesitate to appeal to the most terrifying
Not far from the heart of the Creation is a sought after and the most twisted powers. If the living-dead of Acheron,
Kingdom: Aarklash. Magic thresholds can be opened there to the alchemists of Dirz and Drune nation are human powers
travel to all the Realms, including those where the gods are im- which study the lore of dark magic, they are allied to weird
prisoned. The future of the Creation is linked to the fate of this creatures, such as the dwarves of Mid-Nor and the Akkyshans
singular world. elves. These dreadful forces sharpen their weapons of destruc-
The history of the continent of Aarklash was written by the tion to silence forever the Ways of Light. Most of them see in
victors of the great wars of the past. The glory and the pres- the Paths of Destiny worthy opponents.
tige of the conquerors of long gone eras hide fratricide wars and
dreadful lies. The nations of Aarklash were built on pain, blood The war Lords of Aarklash cured the wounds inherited from
and treachery. Some nations did not resist the erosion of Time. their fathers and gathered armies for the end of the world. All
From their ashes, larger and stronger empires arose, yet also are getting ready for the Ragnarok, a merciless war announced
younger and drawn towards the warlike temptations of power. by ancient prophecies, but of which the mortals still ignore the
The desire for revenge or domination thrives in the memory of real stakes..
the sovereigns of this land soaked in blood.

AARKLASH 11

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A Free City THE PEOPLE OF A
In these hours of darkness, Cadwallon is a cosmopolitan city WORLD AT WAR
outside the con icts of the Ragnarok. The center of all the at-
tentions. The powerful and the most ancient races of Aarklash The people from all over the world are welcome to Cadwallon,
contemplate it with a mixture of envy and hope, but also fear if they obey the ducal laws. Therefore, it is hardly surprising
and aversion. to see visitors stunned by the cosmopolitan magnicence of
the streets and galleries of the City of Thieves where individu-
Cadwallon is the City of Thieves. als from all over the continent established themselves and live
Fortunes are made and lost there along its winding alleys. there lives. Even before considering oneself as an elf, a goblin or
Silk and rags mingle when night comes. The powerful and a Wolfen, every Cadw is above all a citizen of Cadwallon.
the miserable mix in a ballet of merciless and murderous in-
trigues. Far from the wars that set the continent ablaze, emis- The following pages oer an overview of the various races,
saries coming from all over Aarklash meet to negotiate in the which live in the Free City. The race of an individual is dier-
corridors of the prestigious embassies and the backrooms of ent from its culture. Depending on the race, one dominates the
the most infamous inns. other. Thus, a dwarf remains a dwarf, even if he was raised in
the shadows of the Aegis Mountains (Paths of Destiny) or in
Cadwallon is a Venomous Rose. Akkylannie (Ways of Light), whereas the humans and the elves
The noble towers of the upper city, which challenge the heav- of the various Alliances are very dierent from one people to
ens each day, take root in the back alleys of the low city, chok- another.
ing in poverty and despair. The balance of the precarious alli-
ances allows the arrogant aristocrats of Cadwallon to sit with
the most powerful sovereigns of Aarklash. They have numerous
enemies, but allow themselves to impose their rule when one
SPECIAL FEATURES
dares to challenge them.
The presentations of the races and the cultures that are
Cadwallon is the Jewel of Lanever. playable in Cadwallon are all ensued with a box, which lists
their special features.
Like a ring of darkness set with a glistening diamond, the Free
City draws the banished, the dispossessed and all those who Average size and weight M/F: Size and average weight for
refuse to die in the name of the glory of the commanders of both genders.
the Ragnarok. A lost people from diverse horizons live there, Life expectancy: It is rare to live longer.
Distinctive features and feats: Collectively representative
united by the laws of the dukes of Cadwallon.
features of this race. Th is piece of information has an im-
pact in the game.
Once cursed and deserted, lost in the jungle of Lanever, Cultures: Every culture is associated to a totem. This piece
Cadwallon was conquered by a handful of adventurers seeking of information has an impact in the game.
Size: Reference size in game. Th is piece of information has
glory and wealth: the Dogs of war. The latter, led by Vanius, had
an impact in the game.
to face a thousand hazards to reach their goal, but they were met Base: Nature of the base of a miniature representing a
with fortune. Since the exploits of the Dogs of war, Cadwallon member of the race. A base larger than a square is a draw-
is a free city. back in urban areas. This piece of information has an im-
pact in the game.
Today, more than a hundred and fty years after the leg-
Assets: Peculiarity put forward by rules. This piece of in-
endary battle of the Wall of Earth which saw these adventur- formation has an impact in the game.
ers battle against the Meanders of Darkness, the free leagues,
the heiresses of the Dogs of war, are the guardians of the inde-
pendence of Cadwallon. Their members are the free leaguers.
Thanks to them, the Jewel of Lanever is spared by the Ragnarok.
Nevertheless in its heart, somewhere along the border that sep-
arates shadow from light, lies the secret, which will seal the des-
tiny of Aarklash, therefore the destiny of the Creation.

12 JEWEL OF LANEVER

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Destiny
The elves Dakinees form the original stem of
the elven race. They live closest to the
The elves appeared in the western forests of the conti- forest of Quithayran and still follow a
nent, long after the other races had dashed in the conquest sylvan existence. Many of them maintain
of Aarklash. Even the elves ignore where they come from a symbiosis with animals or plants, which feed
and why their existence is inextricably connected from the Elves bodies, strengthen or protect them.
to the forest of Quithayran. The closer an elf is The Dakinee women suer from a curse cast by
to the heart of the Eternal Forest, the lon- Scalin, the matriarch of Akkyshans: they die
ger his expectancy and the better shortly after giving birth to the fruit of their
his body defends itself from the rst union with a male Dakinee.
outside attacks. The presence of
the Fayes, the spirits of nature
live in Quithayran, seems to have Light
the same eect on the Maalivat, The elves of Cynwll origin are a little taller
those who have left who live far and stronger than their fellow creatures, but live
from the cradle of their race. far from the heart of Quithayran. They do not feel
Except some typical racial features, fear of heights.
such as a more slender silhouette
and longer ears, the elves look pret-
ty much like humans. Union with Darkness
the latter is fertile and gives birth to Akkyshans are often capable of seeing in the dark
the half-elves. without any trouble. Some rare warriors received the
The elves have paid a heavy trib- blessing of their goddess, Lilith, and where blessed with
ute to History; their race is no more arachnid features: additional members, strength and
one people, but three: Akkyshan, overdeveloped reexes, etc.
Cynwll and Dakinee. Besides
culture, these factions distinguish The male elves are thinner than humans whom they
themselves from the others by minor look like so much. Their features, almost androgynous,
morphological dierences. are very harmonious. They show great dexterity and
excellent visual acuteness. Their pilosity is weak and is
found in all the classic tones, from luminous blond to the
jet black. Few elves are born with in rmities.
Females are even more graceful than males and share
the same attributes. Their beauty is without equal on
Aarklash and lasts throughout their existence.

SPECIAL FEATURES Whatever their origin, the elves are bound to the
history of Cadwallon. Some people believe the city
Average size and weight M/F: 1 m 70 (60 kg)/1 m 60 (45 kg). to be cursed, others want to conquer it and yet all
Life expectancy: 60 - 120 years, according to the nearness
of the forest of Quithayran. remember that it was at the center of attentions in
Distinctive features and feats: Toxin (Meanders of ancient times. If most forgot the reasons of these
Darkness). Regeneration (Paths of Destiny). Concentration legends or the motivation of their leader, every
(Ways of Light). elf knows that the Free City hides a terrible secret
Cultures: Spider (Meanders of Darkness). Beetle (Paths of
Destiny). Dragon (Ways of Light). deep inside
Size: Medium size (3).
Base: Infantry (25 x 25 mm) or type 1.
Assets: Stylish (STY + 2). Swift (MOV = SIZE + 2).
Akkyshans (Spider) see at night as well as in broad daylight.

AARKLASH 13

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show spontaneous solidarity when their community is threat-
The goblins ened. To attack a goblin is to attack his family, his tribe... Once
the danger is past, and the goblins nd themselves alone; dis-
cord usually soon sets in and the group disbands.
Most people think that the goblins come from the swamps The goblin population includes an increasing number of brats
of No-Dan-Kar. Others, with more education, claim that they and mutants. The exact origin of this phenomenon is unknown.
lived in the depths of the Aegis Mountains before the dwarves The clergy professes that it is the manifestation of the wrath of
settled there. Some rare scholars, nally, whisper that the gob- the Rat god. Whereas scholars tend to believe in an unavoidable
lins appeared from the void when the world began. degeneracy of the blood.
The genetic heritage of the goblins is erratic. No characteristic The brats are parodies of goblins, insignicant, stupid, but ex-
can be universally veried within their race since the mutants tremely numerous creatures. A female who gives birth to a litter
appeared, near the year 820. of brats has every chance of becoming sterile afterwards.
The goblin is relatively puny and endowed with little cold The mutants bear their name well. Nature endowed them
blood. This rather humble appearance hides a sharp-witted be- with varied, advantageous or crippling alterations, for which
ing with a colorful personality. they are respected and feared. They bear the brand of Rat, the
The goblins are alert. To them, the exploitation of the re- god of the multitudes.
sources of their environment is a second nature, even if they
have a hard time restraining themselves. Their great tactile There is not a place goblins have not settled. Those of
sensibility, their lack of physical arguments in front of adversity Cadwallon are one of the oldest communities and most thriv-
and their innate curiosity confer them a visionary imagination. ing. Like all the representatives of their race, the cadw goblins
This inspiration pushes them to the manufacturing of tools and quarrel for the control of the goods and the money generated
artistic expression. The goblins are unequalled inventors and from its commerce. Besides, they considerably inuence the ge-
main promoters of written material through Aarklash. Some ography of the city, which has to take into account their small
are hardened city-dwellers while others live in tribes, isolated size and their high birth rate.
in forgotten forests.
The goblins are underestimated and even frequently abused
by other races. These vexations have cruel repercussions:
goblins tend to put their inventiveness to the ser-
vice of vengeance and often show a tendency
for perversity when they have the advan-
tage over their opponent. They also

SPECIAL FEATURES

Average size and weight M/F: 1 m 50 (40 kg)/1 m 40 (35 kg).


Life expectancy: 30 years, with large amplitude for the
mutants.
Distinctive features and feats: Survival instinct.
Culture: Rat (Paths of Destiny).
Size: Short (2).
Base: Infantry (25 x 25 mm) or type 1.
Assets: Opportunist (OPP + 2). Swift (MOV = SIZE + 2). In
case both characters are the same Size to determine initia-
tive, the goblin wins over another short size ghter

14 JEWEL OF LANEVER

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The humans came from a distant land, beyond the seas, which
The humans line the continent. They quickly domesticated their environ-
ment and rivalries grew between the various clans. If no human
The humans, stemming from the mythical continent of Kel, nation has ever appeared on the shores of Cadwallon since, the
arrived on Aarklash at the dawn of the age of the Rebirth. Then Free City suers none the less from the inuences of the wars
chased away from their native land, the people of Kel sailed of to that divide the human race
nd new horizons to be conquered. Alas, not all agreed on how
to proceed and soon discord appeared. The human race split up
as it took over the continent. Men tore themselves to pieces over
excessive ambition, in the name of an ideology or religion; thus,
they created powerful civilizations under the sun, caressed by
the wind or eager for blood. Very soon, some chose to follow the
Ways of Light, the others preferred to trust the Paths of Destiny,
the others even got lost in Meanders of Darkness.
Even more than the other peoples, the humans shine through
the complexity of their culture, the depth of their knowledge
and the prestige of their sovereigns. Without the permanent
war among themselves, there would not be any of it. Indeed, a
drive for conquest and a fratricidal instinct govern the human
destiny. Contrary to the dwarves, the humans do not share an
instinct of immediate brotherhood. Their culture of origin and
their social environment are determining factors when they
have to interact. A human is capable of the best and the worst,
capable of showing the spirit of self-sacrice as well as dealing
the most hideous tortures.
The Free City of Cadwallon is the symbol of the disparity of
men. Travelers and diplomats of all the horizons rush there and
give in to their secular hatreds. The human cadws, the descen-
dants of this noble and murderous race, can be proud of the
wealth of their lineages. Will they also inherit of glorious curse
of their fathers, or will they manage to look beyond their dier-
ences to conquer prosperity?
The male humans show a large variety of appearances. It is
the legacy of the legendary adaptability of their race. Dierent
latitudes have privileged some physical features rather than
others. Moreover, cultures have favored certain clothing styles.
Fair haired, brown haired and red haired people live, dressed in
animal hides or in the nest silk.
Apart from a generally less important muscular mass, the hu-
SPECIAL FEATURES
man females share the same features as the men. Here again, Average size and weight H/F: 1 m70 (65 kg)/1 m 60 (50 kg).
culture is a primordial inuence on their position within soci- Life expectancy: 55 years.
ety and the choice of clothing. Some are seen as mere breeders, Distinctive features and feats: Depends on the culture.
Cultures: Lion, Gri n and Minotaur (Ways of Light), Ram,
others manage to evenly match men, and even surpass them in Stag and Scorpion (Meanders of Darkness).
many domains. Size: Medium size (3).
In a universal way, clothing has a particular importance ac- Base: Infantry (25 x 25 mm) or type 1.
cording to the social status within the human race. The better- Assets: Subtle (SUB + 2). Dominant race; most of the inha-
bitants of the continent are human or under the inuence
clad individuals are those who have the power. of their cultures. Drunes (Stag) see at night as well as in
broad daylight.

AARKLASH 15

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Darknesss
The dwarves The Possessed are dwarves bewitched by gruesome magicians.
Their leader, the Despot, being originally a dwarf of Tir-N-Bor,
has turned his threatening gaze towards his fellow creatures.
During a dreadful ritual, the soul of a dwarf is imprisoned,
whereas its internal organs are collected in a canopic doll. The
body of the victim is skinned. It is sewn then with the skin of
the other victims, as well as with additional cloth, to form a ma-
cabre parody of a body.
The canopic doll comes to life at the same time as the
Possessed. Its features resemble vaguely those of the Possessed
to which it is bound. These strange idols must be fed by plung-
ing them into blood; otherwise, they sink into a lethargy, which
gives them the appearance of simple rag dolls. A Possessed and
his doll share a powerful empathetic link: if its canopy doll is
destroyed, the Possessed dies.
The skin and the organs of the Possessed decompose at a very
variable pace. It is necessary to them to renew them to avoid de-
struction. For that reason, heat, the sun and water are sources of
danger, which are dreadfully painful to the Possessed if exposed
to them more than a few minutes.

In Cadwallon
The dwarves do not like to live far from the Aegis Mountains.
Cadwallon is one of the few cities of Aarklash, which can boast
of having seduced these hard-boiled beings that contributed
to the architectural development of the city. Cadws owe their
most modern districts to the dwarves, as well as numerous in-
novations. This does not prevent certain city-dwellers from al-
leging the dwarves with secret intentions, such as exploitating
the Cynwll vestiges.
The Possessed whom one can meet on the streets of Cadwallon
The dwarves have always populated Aarklash ever since the are renegades. They are hunted down by their fellow creatures
beginning of the Creation. They believe to have been conceived because their link with the Despot was broken by some demon
and named by the gods at the same time as the other races. from the depths.

Light and Destiny


The dwarves are considered for their extraordinary stamina.
They share an intimate link with the earth and have a natural
SPECIAL FEATURES
tendency to dwell in subterranean locations or isolated on vast Average size and weight M/F: 1 m 60 (60 kg)/1 m 50 (35 kg).
plains. They are reluctant to move and hate strangers. Finally, Life expectancy: 90 years for the Ways of Light. Several
they possess a sharp sense of the community: even though they centuries for the Meanders of Darkness.
Distinctive features and feats: Hard-boiled for the Ways
might come from dierent regions and meet for the rst time,
of Light. Night vision and Possessed for the Meanders of
two dwarves would feel shared trust at once. Darkness.
Males bear a developed pilosity. Bearing a dense and decorat- Cultures: Wild Boar (Paths of Destiny). Gri n (Ways of
ed beard is not a social imperative, although it is widely spread. Light). Hydra (Meanders of Darkness).
Size: Short (2).
Females are less stocky than their congeners, but just as stout.
Base: Infantry (25 x 25 mm) or type 1.
The ngers and their limbs, less massive, predispose them to the Assets: Disciplined (DIS + 2). Resilient (SIZE HP / health
activities requiring agility and precision. status).

16 JEWEL OF LANEVER

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according to cadw fashion, but nothing can make the carnivo-
The ogres rous aura which surrounds them vanish. One needs to be either
bold or well protected to oppose an ogre, without speaking even
The ogres are native of mountainsides of the Aegis Mountains of provoking him.
and used to live in families loosely spread around the cradle of Female ogres are much less massive than their congeners and
their race. The Ragnarok came prematurely for this terrible often extremely sensitive, notably when they are pregnant. They
race. Their wild appetite and their brutal customs did not allow dress in a simpler way and try by all the means to integrate the
them to adapt to the new era and, one after the other, they were cadw society.
exterminated by the civilizations of the countries in which they
lived. The ultimate survivors, led by the warrior Khaurik, took The ogres were not able to organize into a nation and never
refuge in Cadwallon where duke Vanius oered them a new found a collective reason for participating in the Ragnarok.
homeland. Some clans of wild ogres still survive in the most se- They nevertheless became integrated into many cultures.
cluded sanctuaries of Aarklash, notably in the Bran--Kor and Cadwallon, faithful to its role of earthly haven, shelters a large
on the island of Zoukho, but the majority live in Cadwallon. number of representatives of this race. The scholars claim that
The ogres possess no survival instinct, which makes them the ogres are divided in various clans.
unpredictable and terrifying when they are angry. On the
other hand, they are naturally loyal and faithful to the causes
that they chose to embrace. It makes them particularly dif-
cult to corrupt. Therefore, the guard of Khaurik, exclusively
consisting of ogres, is an elite unit dedicated to the protection
of the Duke.
The ogres have a limited life expectancy; ageing is however
interrupted when ingesting the esh of the young and innocent
in considerable quantity. A bloody feature that they attribute
to the god Hyaid urges them to indulge in disgusting feasts.
Although they can decrease the urge easily, this voracious in-
stinct sometimes leads them to devour defenseless victims,
notably maidens and children. In order to avoid the tempta-
tion of eating their ospring, the ogres entrust them to god-
fathers from other races. Being the godfather of a child ogre
is an expensive and dicult task, but it is source of prestige in
Cadwallon. To benet from the sincere and loyal friendship of
an ogre family is also an invaluable guaranty of safety.
The male ogres are mountains of esh, muscles and appetite.
They walk the city, bent, their small head rocking slowly over
a generous belly. They take great care of dressing and of living

SPECIAL FEATURES
The major part of the ogres lives in Cadwallon. They are not
numerous enough to be able to point out distinguishable
races or cultures.
Average size and weight H/F: 2 m 20 (280 kg)/2 m 00 (160 kg).
Life expectancy: 40 years. The ogres do not age if they feed
on esh of young and innocent preys.
Distinctive features and feats: Brutal, Hard-boiled or
Sequence.
Culture: Upper city or low city (Cadwallon).
Size: Large size (4).
Base: Infantry (37, 5 x 37, 5 mm) or of type 1, 5.
Assets: Disciplined (DIS + 2). Strong (POW = SIZE + 1).
Frightening.

AARKLASH 17

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The orcs
The orcs were created in 808 in the cloning tanks of
Shamir, the capital of the empire of the Syharhalna
(Scorpion). Conceived by crossing goblin and human ge-
netic material, the Khorda clones - the original name of
the orcs - turned out more intelligent and more power-
ful than their creators expected. Khorda rebelled in 852
and, having perpetuated a thorough massacre, sought
to hide in Bran--Kor (a handful of them settled in the
Behemoth Mountains).
Since them, the youngest of the races of Aarklash
has been prosperous. The most reckless of them left
their kin and ventured further and further on the con-
tinents roads. Cadwallon constitutes the second larg-
est orc community in terms of population. An increas-
ing number of orcs answers the call of the Jackal god and
sets o for the City of Thieves in an attempt to unveil its
secrets.
The orcs bear war within them. They easily develop an im-
pressive muscular structure and show endurance to eort en-
vied by the other peoples of Aarklash. The orc women are fer-
tile at a very early age. In addition, they remain fertile until the
end of their days. Although they cannot reproduce with neither
of them, the orcs inherited the best features of the races from
which they were created. They possess the goblins adaptability
and the humans craving for conquest. The blood of the orcs
still carries the stigmata of the impious manipulations of the
technomancers.
Most of the time, the orc magicians are unable to grasp the
subtleties of six the Elements. They develop an a nity with
a totemic sort of magic called instinctive magic. Drawing its
strength from the mana rather than its essence, they can use Males, showing an overdeveloped muscle structure and with
any kind gem to cast their primitive magic. an aggressive face, are real brutes. Those who belong to warrior
or mystical castes often display tattoos and tribal amulets.
Females are few in numbers. Hardly less muscular than
males, they are nonetheless as ferocious.

SPECIAL FEATURES The orcs are not city-dwellers, but their instinct urges them
towards the vestiges of the Jewel of Lanever. Many dream about
Average size and weight M/F: 1m75 (95 kg) / 1m70 (80 kg). the groves in the gardens of desire along the way, which leads
Life expectancy: 50 years. them into the ruins of the old city. On arrival, all are bewil-
Distinctive features and gifts: Brutal.
Cultures: Jackal (Paths of Destiny). dered to nd such activity there and think about leaving. Yet,
Size: Medium size (3). they trust their instinct and integrate the cadw society, con-
Base: Infantry (25 x 25 mm) or type 1. Some individuals vinced that the spirits will deliver them the secret of the city
are particularly massive: creature (37, 5 x 37, 5 mm) or of of their dreams. The orcs are particularly appreciated among
type 1,5.
Assets: Skillful (DEX + 2). Strong (POW = SIZE + 1). those who value physical power and the adaptability, two of the
Natural weapons: Fangs. Instinctive. main strong points of this warrior race.

18 JEWEL OF LANEVER

CadwallonUS-pp 010-019.indd 18 20/06/06 12:08:29


preys easily. The strongest individuals become the elite warriors
Wolfen and the pack leaders of their people. Their mouth full of fangs is
that of a wolf and the hands bear claws.
Females, apart from their more slender physical appearance,
share the same attributes as males. They are generally better
dressed than their male counterparts are and wear rudimen-
SPECIAL FEATURES
tary jewellery. Subjected to the same laws as their congeners,
Average size and weight M/F: 3 m (450 kg)/2 m 70 (380 kg). they compensate for their less impressive muscle structure with
Life expectancy: 120 years. agility and speed.
Distinctive features and feats: Born killer.
Cultures: Wolf for Wolfen of Yllia and Hyena for the de-
vourers of Vile-Tis (Paths of Destiny). The vegetation of the Free City is so particular that some
Size: Large size (4). Wolfen see there the supernatural inuence of Yllia. Whatever
Base: Creature (37, 5 x 37, 5 mm) or type 1,5. the share of truth in this belief, one can nd Wolfen in all the
Assets: Pugnacious (DRI + 2). Swift (MOV = SIZE + 2).
rural efs of Cadwallon. They carefully avoid the other districts
Frightening. Natural weapons: fangs and claws. Instinctive
and heightened sense of smell. Good night-vision. because their size prevents them from living as comfortably as
in the wide-open spaces of Nature.
.

A wild and intimidating race, the Wolfen reign where the


civilized peoples did not impose their corruption. Nobody
can evade their animal fury. The origins of the Wolfen are lost
in the mists of time; their legends, passed on orally through
the ages, claim that they would have been born from the union
of Yllia, the moon-goddess, and from the most powerful of all
the wolves.
Not only are they impressive in size, it is their heightened
predatory instinct which characterizes best Wolfen. Their in-
stinct rules their behavior in their environment and multiplies
tenfold their natural abilities. The law of the ttest applies from
burrow to barrow: hardly a third of wolf cubs reaches the age
of the weaning. The predatory instinct sometimes reaches dis-
turbing extremes. Wolfen have carnage in their blood and their
lust for killing is never satised for long.
One can nd these predators anywhere on Aarklash. The great
majority are organized in nomadic packs, which follow the prey
or plunder the resources needed for their survival. Others keep
large protectorates and defend their territory bitterly. Their
muscular mass and their coat vary from a pack to the other, ac-
cording to the climate and the resources available.
Formerly united under the laws of the moon-goddess, the
Wolfen know an era of unprecedented danger. Their race is
torn bit by bit by religious and cultural schisms. For the young-
est, the predatory instinct turns into a murderous impulse, the
phenomenon that the elders have given the name of Spawning
of Devastation. A handful of rebels and adventurers leave the
wild and go to the cities to look for a remedy for the evil, which
threatens their race, to nd a refuge or to hunt down preys.
Male Wolfen are true beasts in combat. Their muscular and
massive legs allow them to run fast and far. Relying solely on
their natural talents to survive, Wolfen are endowed with a
physical appearance, which allows them to overcome their

AARKLASH 19

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CadwallonUS-pp 020-037.indd 20 20/06/06 12:11:20
When Elhan and his followers embarked on the path of exile
HISTORY to found the Cynwll nation* they settled the land now known
as Lanever. Lying at the mouth of the Ynkar and Lek Shear,
Cadwallon is a place lled with history and myths. Well be- they built a stronghold that quickly became an important trad-
fore men began digging into the citys ground, the high Cynwll ing post between the peoples of Aarklash. The only place where
tower dominated the sea. According to the legend, other peo- the nations were allowed to walk the ground of Lanever with-
ples that have disappeared since lived here long before this out attracting the Cynwlls isolationist wrath, the city grew
tower was built. quickly.

No one can agree on this citys original name. Once again


the Cynwlls stick to their usual discretion and only speak of
The city of exiles Cadwallon. This is the name that, during the Golden Age, was
spread among the centaurs that lived in the region and was then
The Cadws know little about these legends. Only the most transmitted by this people to the rst men, the Kelts.
erudite and most forthcoming Dakinee elves tell of an an- While the Steel Age was already marking Aarklash, Cadwallon
cient people whose territory stretched over here, a powerful yet the Prosperous rapidly vanished, smothered by the voracious
bloodthirsty people allied to the most evil dragons of the whole vegetation of a bewitched jungle. Rumors spread about a curse
Creation. Concerning these matters, and especially concerning placed by the allies of the Meanders of Darkness.
the alliance with the venerated reptiles, the Cynwlls have al- The Cynwlls were attacked by a horde of undead warriors led
ways refused to express themselves, so there is nothing to con- by a powerful necromancer, Sinlis Mantis. The animated corpses
rm the Dakinees claims. invaded the city by springing from the ground, or rather, to be
Those who have explored the underground tunnels of exact, by using the forgotten network of tunnels. Though the
Cadwallon claim that in the entrails of Aarklash lie ruins of threat was eventually thwarted, the lake became infested with
unknown architecture of which the Automat, a gigantic ar- rotting bodies that contaminated the citys water supply, spread-
ticulated statue, is the ultimate visible remnant still working. ing infection and disease. Within a few days Cadwallon was de-
Cylindrical tunnels wind underground and lead to forgotten serted by its inhabitants.
sanctuaries, domes of stone and rock covered in moving sym-
bols that reect the shadows. * Cynwll means exile in the elven tongue.
Among the Voyagers, the magicians who explore the strange
lands lost beyond the common senses of mortals, a legend claims
that the Cadw tunnels lead to another world, an accursed and
labyrinthine country. Th is maze is said to be the proof that the
Cynwlls inherited the power of a foreign people.

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SOME IMPORTANT DATES

DATE EVENT

255 Settlement of goblin exiles (Kraken Harbor)


832 Founding of Cadwallon, the Free City
833 Charter of the leagues decreed by Vanius I.
Establishment of the Barhan embassy
Ennobling of Racllk of Kraken and creation of the efdom
834 Repairing of the Cynwll automat, which becomes
the symbol of the eponymous efdom
835 Charter of the efdoms and the peers decreed by Vanius I.
843 Johann of Drakar is granted the privilege of
riding a dragon
844 Creation of the Free University of Cadwallon
859 Founding of the efdom of Ogrokh The stateless
900 The Great ood devastates the citys districts
902 Sale of the Rampart efdom to the Orrkrk family (Rampart) Many decades went by before a group of rogue warriors set-
Declaration of the non-transferability of the efdoms tled in this accursed place. Surely on the hunt for riches, these
932 Expropriation of the Markropets by the Duke (Trophy) men were the founders of Cadwallon as we know it today.
Granting of the Trophy efdom to Bran Standing-Wind These men went by the unattering terms of mercenaries,
950 The duke claims the island of the Choltry outlaws, bloodthirsty warriors and rejects. Having dubbed
955 The plague in Morgue Street, themselves Dogs of War, they blindly follwed their leader,
which is placed into quarantine (Soma) Vanius. They discovered the ruins of an ancient Cynwll city
956 Invasion attempt by Water Elementals and decided to settle there, hoping to unearth timeless artifacts
Creation of the efdom of Ghieronburg left behind by the elves.
957 The free leaguers burn down Morgue Street (Soma) The 200 Dogs of War were organized into 21 free companies,
958 Building of the Denerac Villa (Ghieronburg) each one led by one of Vaniuss lieutenants. These ocers took
961 Construction of the catacrypts (Ghieronburg) care of clearing away the dirt and rubble...
962 Appearance of Baron Mardi (Ghieronburg)
963 Founding of the Gamehead efdom
966 The Tamarez Canal scandal (Ghieronburg) The Battle of the Wall of Earth
969 Discovery of the dome of the Skinner (Gamehead) The secrets buried in Cadwallon also caught the attention of
972 Settling of the Barhan embassy in the Soma efdom others. The forces of the Meanders of Darkness, which had al-
983 The great Akkyshan raid that led ready been the cause of the fall of the Cynwll city, tried to push
to the rebirth of the leagues out the new comers, yet the Dogs of War stood fast. Therefore,
988 Large riots in Kraken leading Sophet Drahas, the commander of the armies of Acheron and
to the death of the Peer baron of Taer Haez, requested for assistance from Feyd Mantis,
991 Massive strike of the Ferrymen the most powerful lord of his barony of origin.
992 Adoption of Den Azhir by Camelia Orrkrk (Rampart) Hordes of walking dead soon attacked the Dogs of Wars camp.
Founding of the guild of Birders (Immobilis) The assault was bitter and the battle dreadful, but Vaniuss com-
995 Accession of Duke Den Azhir panions managed to drive back the attack. The sudden appear-
996 Extension of the birthright ance before the battle of a deck of 22 tarot cards endowed with
and of the free duty (free leaguers) magical powers was surely linked to this miraculous victory.
999 Beginning of the construction of the Tractor Before the oensive, Vanius handed out a card to each of his
Appearance of the coiling emissaries on the Day of Ashes lieutenants and kept one for himself: the Emperors card.
1002 Wedding of Racllk to Oklair Odazzur (Kraken) At the end of the battle the Alliance of Lights troops arrived
Assassination of Urakh Khaurik Argam (Orgokh) to provide support. The citys ruins were thus taken back from
1003 Today the enemy.

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In spite of their exemplary bravery, the Dogs of War remained The guilds
nothing more than outlaws in their allies eyes. Thanks to his As it grew and ourished over the years, Cadwallon welcomed
charisma, Vanius nevertheless managed to preserve the inde- numerous craftsmen who assembled into guilds. Because pros-
pendence of his Cadwallon. perity allowed a constant ow of economic and scal reforms,
According to the tale, while Alahans emissaries were mock- within a couple of decades these guilds became major players
ing his wish to build a kingdom on this eld of ruins, Vanius in the citys power struggles. At the same time the old merce-
pulled out an old battered gold coin and threw it at the Barhans nary traditions tended to fade away. The riches mined from the
feet, replying: Sir, these remains please you so little that I make ground no longer interested anyone and the guilds workshops
them my kingdom for a ducat! were more than enough to feed the common people and make
Thus, aware that he couldnt give himself the title of king the greedier ones rich.
without upsetting his allies, yet refusing to recognize Alahans
authority by becoming a baron, Vanius took the title of duke, an In spite of this, Cadwallon never knew a golden age. While the
old Barhan military rank. wealthiest citizens nished building the upper city as it is known
Despite his defeat, Sophet Drahas, hidden underground, nev- since the ood of the year 900, Sophet Drahas prepared his re-
ertheless managed to spread his inuence over the city. Still to- turn and other powers tried to invade Cadwallon.
day many local legends mention his name and he continues to Thus, in 956 magical beings launched an attack on the city
plot to take control of Cadwallon. from their elemental realm. In the face of this unexpected and
unknown enemy, only the original tactics of a foreign general
allowed then to triumph. This hero was then ennobled and gave
Birth of a duchy his name to a new efdom, Ghieronburg, a former goblin colony
Vaniuss tour de force gave birth to the free city of Cadwallon near the harbor.
in 832. The ocers who remained with their leader founded
the citys rst noble lineages and were able to mine unexpected
riches from the ground. Three years after it was founded, Vanius The leagues
carved out a domain for each house, thus establishing the rst This invasion was not the last threat Cadwallon had to face.
efdoms. At the same time he gave the city a militia. In 983 the Akkyshan elves launched a vast oensive against
the city. Since its founding by Vanius they had satised them-
selves with small scale lightning raids launched from the forest
of Ashinn. The Free City suddenly grew fearful.
The City of Thieves
Only the forgotten heirs of the Dogs of War, who were scornfully
Within a few years Cadwallon was reborn and was wealthier called the shrews, rose to protect the city. Thus these descendents
than it had even been under the Cynwlls. Eternal prosperity of the mercenaries who, not having enough money to settle down,
seemed to be on the horizon. Yet this was obviously merely a continued exploring the ruins, made the Cadws understand that
dream... achieving prosperity wasnt everything. They had tobe able to se-
cure it, as General Ghieron had 40 years earlier.
The population managed to get organized behind the shrews
The embassies and the citys militia to push the Akkyshans back to the sea. This
One year after Vanius rise to power, the kingdom of Alahan was a great success, yet at a very high cost.
established an embassy in Cadwallon. Other diplomats soon
followed and the city looked proudly towards the future as it We are now in 1003. Duke Den Azhir has been ruling Cadwallon
kept growing. for eight years. The guilds havent lost anything of their arrogance
In 844 the wish to turn the city into a place of learning led to and might, yet nowadays an older power is rising. For the past 20
the founding of the Free University of Cadwallon. In many ways years the heirs of the Dogs of War have been able to reclaim some of
this was a failure, Cadwallon being better known as the City of their ancestors past glory while taking into account the opportuni-
Thieves rather than the City of Knowledge! ties provided by a trading center like the Jewel of Lanever. Mixing
Nowadays only the kingdom of Alahan, the republic of martial tradition, the spirit of free enterprise, and the taste for ad-
Lanever, and the empires of Akkylannie and Syharhalna, as well venture, these individuals are called free leaguers.
as the goblins of No-Dan-Kar, have an embassy in Cadwallon.
The other nations nevertheless regularly send envoys to negoti-
ate with the duke of the Free City.

FREE CITY 23

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A COSMOPOLITAN THE GUILDS ALLIES
CITY IN THE RAGNAROK
All natives of Cadwallon are considered to be Cadws, meaning
born free of other nations struggles and laws. Some even claim it to Guild of Architects: Cynwll elves, Grins of Akkylannie,
be the same for religions and traditions. Lions of Alahan and dwarves of Tir-N-Bor.
All inhabitants of Cadwallon therefore arent Cadws. Though Guild of Blades: All peoples.
this term is widely used, it doesnt take into account the citys Guild of Ferrymen: All peoples.
cosmopolitan reality. Though the census of Cadwallons pop- Guild of Goldsmiths: Living-dead of Acheron, Alchemists
ulation may be approximate, it is nevertheless a well known
of Dirz, goblins of No-Dan-Kar, Grins of Akkylannie,
Lions of Alahan and dwarves of Tir-N-Bor.
fact that only two-thirds of its inhabitants are true Cadws,
Guild of Usurers: All peoples of the Meanders of
meaning natives. This amounts to about 200,000 people. The
Darkness.
other residents, who are either well established or temporary
Guild of Thieves: Living-dead of Acheron, Akkyshan
residents, come from cultures struggling among each other for
elves, Alchemists of Dirz, devourers of Vile-Tis, gob-
the supremacy of their beliefs in the total war known as the lins of No-Dan-Kar, Lions of Alahan and dwarves of
Ragnarok. Tir-N-Bor.
Guild of Cartomancers: Cynwll elves, goblins of No-
Dan-Kar, Grins of Akkylannie, dwarves of Tir-N-
The Cadws Bor and Lions of Alahan.

Foreigners
A prosperous, independent and diplomatically neutral city,
Cadwallon attracts countless travelers. Merchants, envoys and old
sea dogs are the perfect examples of the kind of professions that
pass through the town. Such voyagers usually stay for a short time
and leave as soon as their business is done.

24 JEWEL OF LANEVER

CadwallonUS-pp 020-037.indd 24 20/06/06 12:11:52


The citys most inuential guilds have always mingled in politics nation, yet these are often mixed and smoothed over by living
and diplomacy. Breaking with Cadwallons tradition of remain- among Cadwallons cosmopolitan population.
ing free, they have built alliance networks with some nations and Today Cadw values are relatively abstract whereas on a daily
maintain private armies that intervene in the Ragnarok. Many basis nothing seems to be able to diminish the independence won
citizens of these nations come to Cadwallon to strengthen these a century and an half ago with the strength of arms. The end-
relations or, on otherwise, to end them. less quest for riches, the will to settle durably and make the most
Though one cannot deny the omnipresence of foreigners who of this city and its lifestyle are recurring elements. The pride of
are temporary residents of the city, their inuence on daily being a Cadw isnt as much about being scornful towards the
life nevertheless remains insignicant. Interested by nothing refugees as being intimately convinced of being part of the ad-
but their own business, these exiles dont play an active role in vancement of a society detached from the nations and their wars.
Cadw society. For some this means contributing to the guilds prosperity, while
harvesting benets for oneself. For others, enlisting to the service
of one of the noble families is seen as a better social investment,
Refugees even if this means having to develop the indisputable qualities of
The troubles that come with the Ragnarok lead many refu- a courtier. The most impatient and the most idealist newcomers
gees to Cadwallon. They are eeing the war and arrive penniless directly enter the dukes service by joining the militia or the free
after their journey to the city, for the vessels and caravans that leagues.
travel to Cadwallon have made the transportation of refugees a Yet in the upper city there is a certain form of elitism. Being
true commerce. And though these trips are far from comfort- outrageously rich is not enough; one also has to have a certain
able, the fees are nevertheless very expensive. Others try to number of degrees of Cadw lineage. The oldest noble families
reach Cadwallon by their own means, yet few manage to. can trace their ancestry back seven or eight degrees and an im-
portant part of the protocol during aristocratic receptions is
What can one do when arriving in Cadwallon kl-less*? For founded on how many degrees of lineage a guest has.
some the disillusion comes quick and hard like a lightning
bolt. These usually end up in the worst parts of the lower city,
adding to the ranks of the homeless or used as guinea pigs Prosperity
in the underground laboratories of unscrupulous alchemists.
Yet most refugees manage to integrate. By pawning their last The widely spread nicknames of Jewel of Lanever and City
belongings, they manage to borrow enough ducats to settle of Thieves carry a certain amount of truth about Cadwallon. A
down and carry out their profession with the guilds permis- seaport city and a lakeside city, a land of asylum, a crossroads
sion. Without the slightest qualms, the guild of Usurers oers of a great variety of trades, a cosmopolitan town and a political
to the poorest to pawn their own body. If they dont pay back playground: Cadwallon is all that at once.
their debt on time, then the borrowers end up as more or less
consenting organ donors.
Trade
In the light of these explanations, it seems obvious that the Because it attracts populations from the four corners of
rst few years of a refugees life in Cadwallon are far from bliss- Aarklash, Cadwallon benets from a wide range of expertise. Its
ful. However, the guilds know how to make the most of their true that the secret research done by Cadwallons omnimancers
members. An individual with sought after abilities and who is far from equivalent to the Syhars discoveries in the eld of
is ready to work hard can provide a relatively comfortable life mutagens, just like the local steam machines are far from being
for his family. Its impossible for him to own his own store or as perfected as those of the dwarves of the Aegis Mountains.
workshop, but he can become the indispensable assistant to a Yet all of these products have an enormous advantage: they are
master of the guild, with the fantastic income that this position available to who is willing to pay the price.
implies. In addition to this undeniable asset, Cadwallon has been
known to develop its own commerce: the exotic animals from
the Immobilis islands are most wanted all over Aarklash, just
The natives like the secret plants cultivated by the guild of Tailors for the
Being a Cadw means being born in Cadwallon and being Cadw nobles. And what about the long and fast galleys made
raised in the citys tradition of freedom. A Cadw, regardless of from strange types of wood found only in magical groves that
his life standards, carries within him the heritage of the found- randomly grow in the Free City?
ing fathers of the Jewel of Lanever. Very often families continue
to pass down certain values that are specic to their original

* The currency of the goblins of No-Dan-Kar that has slowly be-


come the standard in international trade.
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The City of Thieves has thus become a major trade platform. All course, these extravagant activities hide very pragmatic objec-
of the continents merchandise transits on the docks one day or an- tives. They are all opportunities for the powerful to mingle, to
other, including slaves, whose commerce and transport are prohib- get together and thus build relations that are then strengthened
ited within the city, yet permitted on board vessels entering the port through formal agreements. The embassies are therefore places
(which doesnt prevent the duke from taxing them as cargo). where important exchanges take place, day or night. The citys
As for obtaining merchandise that normally isnt available, independence allows the ambassadors to meet the representa-
there are always discreet ways of dealing and unwitting indi- tives of any other people without worry and without causing
viduals who think that everything can be sold in the City of any protest. Its hard to imagine a meeting in Akkylannie with
Thieves. Isnt Cadwallons motto My kingdom for a ducat!? If a Syhar envoy!
there are fools who wish to buy things that cannot be bought, In the past Tir-N-Bor had an embassy in Cadwallon. Even
why deprive oneself of their gold? though this is no longer the case, the dwarven nation maintains
its trade relations with the city and its guilds. Diplomats are al-
most always present in the upper city. Depending on the period,
they stay either in the Varr-Nokkt family residence or in the
suites of the best hotels of the ducal enclave.
My kingdom for a ducat! The Jewel of Lanever also hosts a Cynwll ambassador who
lives in the tower that dominates the upper city. There isnt an
embassy in the strict sense of the term and the ambassador
himself is a secretive character who very few people have had
the honor to meet. He never partakes in any festivities unless he
Considering its importance, the harbor is the stage of non- has something of importance to announce.
stop activity. The merchants barter directly on the docks, sur-
rounded by goblin sailors and Kelt dockers, in an atmosphere
lled with shouts and sweat. Even in the upper city trade is in
full swing: here a dwarven engineer is demonstrating his do-
mestic automatons; there a master tailor is presenting his avian
hats...

Diplomacy
The upper city of Cadwallon constantly hosts the plenipo-
tentiaries of all origins who meet, negotiate treaties with the
duke, and seal secret alliances with Cadwallons most inuen-
tial guilds, either to recruit an army or to prot from generous
investments.
Diplomacy always going hand in hand with a little spying and a
hint of treason, the Free City is the stage of a great deal of plotting
and nighttime maneuvers. The odd towers of the upper city then
become the stage of bloody yet discreet pursuits. Shady dealings
are hidden from curious eyes in the alcoves. Sometimes con icts
are solved in public duels in the reception hall of an embassy or on
the eld of honor.

There are four ocial embassies in Cadwallon: those of Alahan,


Akkylannie, Syharhalna and No-Dan-Kar. The relations with these
nations are especially strong but not always very warm. Most of
Cadwallons important guilds are allied to one or more of these
nations and one can often meet their leaders in the hallways of the
embassies.
The latter play an important role in the upper city. All mem-
bers of Cadw high society are expected to attend the numer-
ous parties and ceremonies organized by the ambassadors. Of

26 JEWEL OF LANEVER

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THE COILING EMISSARIES
Since the year 999, on every Day of Ashes, a strange
delegation appears in the upper city. Springing out of
nowhere, six strange shapes enter the ducal palace and
go to meet the local leader. They glide on the ground
rather than walk and are dressed in huge coats with
wide hoods that barely hide their inhuman features.
The palaces militiamen and courtiers have named these
gures the coiling emissaries, not knowing what else
to call them. This moniker might come from the ara-
besques that decorate their coats. Instead of reecting
light, these designs reect shadows; they only appear
when light becomes dimmer and they then reveal a
leaden metallic color. Maybe the swaying gait of these
emissaries also has something to do with their nick-
name.
The reasons for this annual visit remain a mystery.
Without any further process, the coiling emissaries go
straight to the duke and demand a secret meeting. No
one but Den Azhir knows what they really look like or
sound like.
The rst year they showed up the courtiers thought
that this delegation came from a nation of Darkness or
from Sophet Drahas himself. Despite all the investiga-
tion, the King of Ashes court was also unable to iden-
tify the strange delegation. During a moonless night,
in a tavern of the lower city, a Voyager has claimed
that they are the ambassadors of a Realm of Darkness
hidden by the unnished Realm of Hollowdeep.
Though the guild of Cartomancers has rejected this The guild of Thieves provides these eminent visitors with many
theory, it nevertheless remains the theory most used services. Some want to discover the lower city and its nightlife
in Cadwallon to explain the origins of the coiling while others wish to stay in town discreetly, far from the brou-
emissaries.
haha of the high society. Th is guild thus hosts individuals who
are generally discriminated in Cadwallon, especially devourers
of Vile-Tis and Akkyshan elves. In exchange for these services
The nations that dont have an embassy are nevertheless pres- the guild can get hold of rare or illegal supplies intended for
ent in Cadwallon. Most peoples send delegations to the upper the black market. The devourers supply countless relics stolen
city. Their members are housed either by the guilds or by the during their raids, and the forest of Ashinn provides dreadful
noble families depending on the nations a nities. In addition venoms and poisons.
to the Var-Nokkt family, the guild of Ferrymen regularly invites
various representatives from the major ports of Aarklash to a
lakeside mansion with a private marina. The seat of the guild of
Goldsmiths, a sumptuous tower in the heart of the upper city,
also welcomes prestigious guests from allied nations.
The delegations sent to Cadwallon arent always ocial repre-
sentatives. Many economic powers have interests in the free city,
be they rich goblin traders, powerful Kelt clan chiefs, venerable
craftsmen from the Aegis, or renowned Syhar alchemists. The
upper city teems with grand hotels that are willing to accom-
modate any visitor, as long as he is wealthy and has clearance
from the ducal authorities.

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The seasons
CADW Cadwallon has the same seasons as the rest of Aarklash.
However, in the Free Citys peninsula every season has a spe-
IDENTITY cic inuence.

The rst thing that may be surprising concerning the peoples The rst season of the year, the time of banners, corresponds
of Aarklash is the fact that they know more about the world to spring. This is the month of preparation and decorum. The
beyond the heavens than the one surrounding their continent! trading posts of the guild of Blades companies raise their
Among astrologers there are heated debates about such delicate oriammes and the vessels of the Cadw eet get ready to
topics as the true shape of the world, the links between magic leave the port for their commercial expeditions. When the
portals and the stars, or the question if Lahn rotates around day comes, the ships gather in eets and set o on the seas to
Aarklash or vice versa. And yet who can claim to know what amass new riches. In the Kraken harbor there is then a jubilant
lies beyond the oceans? Truth be told, no one has even bothered atmosphere.
giving a name to the world of which Aarklash is only a conti- The caravans traveling over land do the same all along the
nent... Unless its the other way around. season, parading up and down the avenues of the lower city.
The most popular spectacle nevertheless remains the depar-
ture of the guild of Blades troops clad in their shining armor.

Astronomy
The days and nights follow the rhythm of Aarklashs revo-
lution around a gigantic sun which provides a golden light:
Lahn. Two other shining bodies sometimes light the sky above
Cadwallon: Ley, with a pale bluish glow, and Lyth, a twinkling
dark-red pearl. The appearances of these twin suns are chaotic
and feed the debate among astronomers. For the Cadws the
presence of Ley and Lyth in the sky is an omen announcing
disaster and woe, of sudden climatic change, of animal migra-
tions, or of wide-reaching magical phenomena.
At night a moon, Yllia, lights the sky in its milky, bluish aura.
The guild of Cartomancers also uses about 15 constellations
for observations and predictions: the Lion, the Grin, the Spider,
the Wolf, and so on. Most Cadws dont care much about this for
they rarely ever look up to the stars. Only four of these astral
formations attract attention because of their role in nighttime
navigation. They have been known by the goblins for a long time
and are called Nerea for the north, Sylhea for the south, Elion for
the east, and Olhim for the west.

The free year Summer, the season of blades, is the season of the bloodiest
confrontations in which huge armies clash after having roamed
On Aarklash the year of 400 days is usually divided into ten the continent during the previous season. In Cadwallon, too,
months. Yet this isnt so in Cadwallon. The guild of Cartomancers the season of blades is placed under the sign of the Ragnarok.
has established an original calendar based on the 22 gures of The Cadws know that during this period there is a chance that
Vanius and his lieutenants. The astronomers themselves use an army might besiege the city. The duke often sends free leagu-
a much more complex version of this calendar. Most Cadws ers to patrol the borders and the blacksmiths work twice as
simply use 21 months of 19 days each. To these is added a leap hard to supply the militias stock of weapons. Though this rarely
day, the last day of the year, which disappears every four years to happens, the free leaguers can also be sent as ambassadors to
adjust the free calendar to the actual revolution around Lahn. faraway lands.

28 JEWEL OF LANEVER

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The months
Because it welcomes people from every nations, Cadwallon
set its own calendar right in the rst days of its founding. Th is
was certainly a way to mark its independence. The free calendar
was then the object of much debate that was fed by astronomers
from Tir-N-Bor and even those from Laroq.
The Cadw months have known many dierent names. At
rst they were given the names of the Dogs of Wars 21 com-
panies, and then those of the trump cards of Vaniuss Tarot. A
few years later Duke Lothar passed a decree to change this de-
nomination: because the original tarot cards had been lost, it
was inconvenient to bind the citys fate to these artifacts. The
duke suggested the names of Vanius and his lieutenants, but
the people reacted vividly to this concealed deication attempt.
Pressured by the Cadws, the ducal administration developed a
calendar that was truly free of all cultural inuences.
In this evolution one can glimpse the inuence of the guilds
in whose eyes a calendar must above all serve the requirements
of production and therefore be functional and rational.

The week
The rst day of each month is a free day, meaning a day o. The
18 remaining days are divided into three weeks of six days each: the
Prime, the Median and the Final. The days dont have names. One
then speaks of the fth day of the Median of Decarde or of the
twelfth Decarde, 1002.

After the sale of their merchandise, the Cadw eets and car-
avans return loaded with exotic goods: food for winter, rare
plants, revolutionary tools, new maps, etc. While the Ragnarok
slips into autumn, in Cadwallon the time of return is a period
for reunion... and danger. Mercenaries unsatised with their
booty prowl the countryside and attack poorly defended cara-
vans. Once in a while they gather in companies big enough to
attack Cadwallon. The free companies therefore remain just as
alert during this season. Maybe this zeal is also motivated by the
allegations of the guilds, which dont hesitate to blame these dep-
redations on the free leaguers.

The time of whispers is the season of intrigue and alliances


in preparation for next year. The quietness of the night is of-
ten broken by the secret meetings of the guilds strengthening
their relations with the nations that are about to go to war. The
duke receives foreign delegations while the common Cadws
work to produce goods to allow the guilds and the free city to
prosper.
The season of whispers is also the time of the lawfully feared
raids by the Akkyshans. These elves bound to Darkness take
advantage of the long winter nights to harass the outlying ef-
doms of the lower city and amass easy plunder.

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other, cheered on by the population. Celebrations are arranged
to wish the sailors luck and the port remains full of life even at
night. Everyone who does not belong to the guild of Ferrymen is
released of their professional duties. This holiday lasts from the
14th to the 19th of Quint.

The ducal jubilee is a tradition of Akkylannian origin that


celebrates every fty years the founding of the Empire of
Akkylannie by Arcavius de Sabran. In Cadwallon the inhabit-
ants celebrate every year their dukes accession to power. Den
Azhir claimed this title of the 15th of Octose, 996, so it is on this
date that the Cadws honor him. A procession is organized in
every efdom and they all join in front of the ducal palace. This
event is important for it is the only occasion on which groups
of citizens from the lower city are allowed to enter the upper
city. These processions are of course supervised by the militia.
Traditionally, when the processions unite, the free leaguers re-
new their allegiance to the duke.

The Day of Ashes and the Day of Lanterns cant go with-


Holidays out the other. Though they arent celebrated on the same day,
The Cadw year is dotted with ocial holidays that are days both represents the struggle between the Ways of Light and the
o for the inhabitants. Here again, the guilds have made sure Meanders of Darkness.
that the holidays are events shared by the whole population so The Day of Lanterns commemorates the Battle of Kaber and
that production follows an organized pattern. takes place on the last day of the season of blades, the 10th of
Ondre. All day long the children go wild and pretend to be war-
There is no doubt that the week of Freedom is the most riors with sticks or metal bars. As for the adults, they decorate
important holiday. It marks Cadwallons independence and is the walls of all houses with countless lanterns that will light up
known all over Aarklash for its colorful carnival where all liber- the night before the time of return. Usually the refugees bound
ties are permitted. It takes place between the 2nd and the 7th to the Meanders of Darkness go into hiding. Sometimes things
of Odecime. For six days the Cadws dont work and dont sleep: get out of hand and people get lynched. The fact that the refu-
they party. Masks and costumes dance around to all kinds of gees suered more from their nations policy than the Cadws
music. Overwhelmed, the militia only intervenes to channel the doesnt matter much.
movement of the biggest crowds and to ensure the protection of The Day of Ashes takes place on the last day of the time of
ocial buildings. In the upper city as well as the lower one the return, the 15th of Hexadime. Cadwallon turns into a dead city.
party is in full swing. During the previous night the hearths are kept burning so the
The day before Freedom week starts, on the free day of the 1st city remains lit. The next day the remaining ashes are scattered
of Odecime, the annual free assembly meets in the presence of all over the city. These ashes are supposed to keep the dead at
the free leaguers and the duke (see About the leagues...). The end bay by giving them the impression that Cadwallon is a ghost
of this assembly marks the beginning of the festivities. town where nothing lives. Rare are those who would dare step
outside, and those who do carefully respect the taboo of the day:
The week of the Kraken is when the Cadw merchant eet never to look someone in the eye. Therefore the passersby walk
sets sail. Divided into several otillas with each having a dier- with their head bowed and a hood over their head. Even the mi-
ent destination, the vessels leave Kraken harbor one after the litiamen hate having to check an individuals identity.

30 JEWEL OF LANEVER

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CadwallonUS-pp 020-037.indd 31 20/06/06 12:13:00
The Day of Flowering takes place on every 12th of Privime.
It celebrates the spotting of the rst magical groves after the The Cadw language
deforestation of the ruins by the Dogs of War (see further).
The orcs are the ones who observe this holiday, as well as the Cadw is a language that perfectly reects the nature of the
traditions linked to it, the most carefully. On this occasion the City of Thieves. Based on the jargon of the Dogs of War and
shakas improvise ceremonies devoted to Cadwallons owering Akkylannian grammar (which is especially easy to learn), it is
nature in most of these groves. Regardless of their origins and now a potpourri of various inuences. Barhan, Akkylannian
their beliefs, many Cadws participate in these ceremonies. and Syhar are the tongues that inuence most Cadw. Other
sources have durably aected this language: many technical
The beginning of each season is also a holiday. These arent the terms come from the dwarven language of Gheim and goblin
actual beginnings of a season on Aarklash (equinoxes and solstic- navigation terms. Ogre insults are surely the most commonly
es), but rather days that the guilds have set to celebrate the coming used and widely preferred.
of a new Cadw season. These days thus give the illusion that the Cadw is thus a language that is rich in multilingual refer-
seasons identical in length, even though in reality they arent (win- ences, in neologisms, and in original sayings. Under perpetual
ter is the shortest season and summer is the longest one). construction, it absorbs all cultures and tends to spread all
over Aarklash. The language used in the upper city is never-
theless more structured and less changing. It is based mainly

THE FIRST DAY OF EACH SEASON on the languages of the four embassies (Alahan, Akkylannie,
Syharhalna and No-Dan-Kar). The use of Cynwll terms, how-
SEASON DAY ever, is always impressive!

Time of Banners 1st of Asce


Season of Blades 6th of Sixte
Time of Return 11th of Ondre
Season of Whispers 16th of Hexadme

In Cadwallon it is strictly forbidden to celebrate the equinox-


es and solstices since Vaniuss rule. The reasons for this prohibi-
tion are unknown and not all refugees respect it.

The day that the curse hit the Free City for the rst time is still
commemorated, for it is closely bound to recurring events that
are well known by the Cadws. That day the lakes water carried
a putrid stench and hundreds of corpses. The citys sources of
drinking water were infected, causing countless intoxications,
while mephitic emanations had the inhabitants ee into the
jungle.

To this day the tide of the dead still strikes the city occasionally,
however less violently than in the past. The Cadws know that days
of heavy rain foreshadow this morbid event, therefore they lock
themselves in at home, stock up on potable water, and clean their
dwellings with gallons of boiling water.
The rst tide of the dead greatly inuenced the life of
Cadwallon by causing an intense fear of death and of its eects
on the body. Therefore, most corpses are burnt in order to pre-
vent polluting the ground with the unsanitary body uids of
the deceased. The most notorious funeral parlor is at the edge of
the lake, a good distance from the nearest dwellings.

32 JEWEL OF LANEVER

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FREE CITY 33

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CadwallonUS-pp 020-037.indd 34 20/06/06 12:13:35
B
ecause it is built on top of the ruins of a Cynwll city,
the upper city is in an enclosed citadel. The lower city, On water
on the other hand, has developed outside of the walls
lying at the feet of the legendary Dyrsin Tower. Cadwallon lies across a vast peninsula. For strategic reasons
The works planned by the various dukes havent always been the city occupies the whole stretch of land to allow for better
very successful. Even though the city has prospered in all parts, surveillance of the waters lying on either side of it. Thus the Free
many of its districts are especially crowded, making circulation City protects the lands of Light from potential invasions. As for
in the higher city as bad as in the lower city. the upper city, it engulfs the northern part of a lake that Cadws
call the little sea.

GETTING AROUND By way of the sea


In the north of the peninsula the Kraken harbor is the conti-
nents biggest merchant port. It harbors vessels of the open seas
The Cadws, at the urging of the more advanced communities as well as a squadron of goblin pirates that ensures their pro-
(dwarves and goblins), have developed several ways of getting tection. Once on land, the visitor has a choice of several means
around in their city. The Jewel of Lanever has thus known an of locomotion: the bravest can walk, others can take a carriage,
unrivalled technological, scientic and industrial revolution on and the wealthiest can use the Tractor. One can also reach the
the continent. Th is metamorphosis was accompanied by eco- port of Ondine, to the west, taking a small ferry. Th is maritime
nomic and social advances that also came from No-Dan-Kar route is used by the extremely wealthy who enjoy the view of the
and Tir-N-Bor. Th is is so true that many immigrants think that city before reaching the efdom of Soma.
the citys motto is In Cadwallon, everything can be bought in-
stead of My kingdom for a ducat! One can also reach Cadwallon by Shipwreck Bay, to the east.
The naval forces of the Ways of Light often choose to drop an-
chor in these waters, for they are defended by an Akkylannian
fort built on a small island. Whoever wishes to use this route
must get clearance and strictly follow the instructions given by
the forts garrison. A cutter is then used to reach the upper city.
Ducats make the strangers This journey requires a generous donation to be made.
steps heavier.

Cadw proverb

Pay me, Ill take you there.


Dont pay me and youll be taking a THE MAGICAL GROVES
huge risk. Think about it,
my friend! In Cadwallon the magical groves are one of natures
curiosities. Regardless of place or time, in a totally un-
Overheard in the port of Kraken
predictable way, an abundance of plants sprouts any-
where, on the street or in someones home. For Cadws
these plants are a good omen of Nature, especially for
peoples such as the Sessairs, the orcs or the Wolfen.
Destroying a magical grove is a crime in the city. These
small jungles are a great source of inspiration for
No matter where one might be in the city, visiting Cadwallon the designers of the guild of Tailors and the vegetal
demands either unfailing courage and health or enough wealth fashions of the Cadw nobles are a direct reference to
to be able to pay for ecient yet extremely expensive means of them.
transportation.

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The waters of the lake Cadw roads
For a long time the Cadws of the upper city have enjoyed Some parts of Soma lie inside old Cynwll quarries and are
the lake next to the gardens of desire. These past few years the the most densely populated areas of the Free City. The dwellings
construction of a marina has made boating easier on the little are stacked on top of each other on either side of narrow streets.
sea. Certain of Cadwallons citizens have had piers built to take It is dangerous to travel there in any other way than on foot.
better advantage of the lake. The citys most wealthy families These slums are home to a population living in misery and it
quickly followed and now there are talks about organizing a re- often happens that visitors are annoyed by beggars or attacked
gatta. This persistent rumor has lasted for so long that it has by ruans.
encouraged the construction of extravagant vessels built by The streets of the lower city are worn by the weather and
goblin or Barhan carpenters. By doing so sly craftsmen were the passage of overloaded carts. Though everyone agrees that
able to resell the wood from the trees that had been chopped improvement of these roads is long overdue, only the Soma
down to build the marina. The new district also allowed the de- family has actually done anything. Their efdom is indeed en-
velopment of shing in the waters of the little sea. Th is activity dowed with better streets and a major artery, Paradise Avenue,
sometimes seems like a party when humongous sh are pulled to make it easier for wagons to travel from the port of Ondine
from the lake. to the upper city.
In the upper city, getting around is mainly question of hiring
the proper guide. There are countless bridges linking the feet of
Dyrsin Tower and many of them are too narrow for wagons to
get over. Yet one can walk or ride along them, though the use of
mounts is strongly discouraged for safety reasons.

Revolution!
After three years of colossal construction, the Tractor has
nally been nished! Th is gigantic steam machine does the
round-trip between the Kraken harbor and the Ogrokh efdom
four times per day, pulling ve wagons (four for goods and one
for passengers).
Its impossible for this mechanical monster to enter the up-
per city. The goods are therefore transported from the gates to
the warehouses of the Stock. Once it is moving, it reaches the
speed of a trotting horse and does the trip in one hour. Initially
planned for 40 passengers, the last wagon is the victim of its
success. Its seats have therefore been removed to allow about
100 passengers of all sizes to squeeze in.

On land In the air


In many parts of the lower city it is faster to walk than to Airborne transportation has been developed under the inu-
travel by carriage. Always looking for more comfort, the rich- ence of the aristocrats who, taking advantage of the Cynwll
est citizens often use carriages, yet they take much longer than towers still standing, use hot air balloons for transportation in
pedestrians do to reach their destination. Indeed, the vendors the upper city. Unfortunately the strong winds that blow on the
carts and stalls hinder the circulation of elegant carriages. In coast prevent this form of transportation from becoming more
some alleys even horsemen have a hard time making their way widespread. Furthermore, one can often see Lanever dragons
through the tightly packed crowds. glide across the sky of Cadwallon to visit their titanic kin in the
Dyrsin Tower.

36 JEWEL OF LANEVER

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The history, the ruling family and the intrigues that are linked
THE FIEFDOMS to the efdoms inhabitants follow the presentation of the atmo-
sphere during the day or at night.

OF CADWALLON The most famous districts are then presented with the domi-
nant attitude and the FAITH that are specic to each one.
Several locations are introduced for each district. Their names
The following pages present the 11 efdoms of Cadwallon: are followed, in brackets, by a dominant attitude and its alle-
eight in the lower city and three in the upper city. The efdoms giance. A places dominant attitude is the attitude that reigns
and their districts are all presented in the same way. in this particular place and which determines the attitude of
the NPCs who live there. The allegiance indicates who owns the
A map presents each efdom and its most famous districts. It place or under whose inuence it is.
is accompanied by a short description of the efdoms popula-
tion as well as of the motto of the governing family at its head. Throughout these pages the names of certain NPCs are indi-
This also includes information that is useful for the game: dom- cated in bold type: these are contacts. (see Interaction, p.230).
inant attitude, meaning the attitude that is the most common The other NPCs are presented in the Cadwallon supplements
among the NPCs who live in the efdom, and the FAITH, which reserved to the GM (see Secrets).
is used for the miracles of the faithful.

DOUBLE CITY 37

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On the streets
D The efdom of soma shines less by its surface than by its loca-
tion. During the day, trac is important and many streets are
choked-up. Sailors coming from the port of the Ondine meet
rich merchants closely followed by pick pockets. These wealthy
C traders dont grant the slightest attention to the porters coming
from the Automaton or from Rampart to earn a living.
At night, another kind of population takes over the streets.
The artists spend their hard earned ducats on drinks, gambles
and debauchery. The thieves of Morgue Street roam their do-
B main, laughing their hearts out with the patrons from the upper
city looking for forbidden pleasures. Many voyagers and poets
consider Soma to be the keeper of the bohemian traditions of
Cadwallon.

B Morgue street History


C Heaven Heights Soma was a run away slave of Acheron with a heart for justice.
D Port of the Ondine During the Battle of the Wall of Earth, he led the way for the
Dogs of war by neutralizing the magic snares set by Sophet Dra-
has and his minions. To express his gratitude, Vanius granted

S OMA
him a efdom.
Soma who had become one of the dukes most revered advis-
ers, died many years later. Meanwhile, he helped his childrens
accession to the highest oces of the city and secured the grip

In life as in death. of his family over the efdom.


A dreadful plague swept the district between 955 and 957, no-
tably renamed Morgue Street since. The authorities had to wall
Peer: Vanho Soma the place with high barricades of stone and steel. This wall still
Population: stands today.
Elf: Common
Goblin: Common
Human: Common The Soma family
Dwarf: Common The Somas are a well united family thanks to ancestral tradi-
Ogre: Common tions. Their multiple talents allow them to be represented at every
Orc: Uncommon level of the Cadw society. The family treasure insures them a
Wolfen: Rare lavish life style and opens all the doors of Cadwallon. Thus the
Somas are seen sometimes as lazy eccentrics having lost contact
Dominant attitude: Subtlety. with reality, sometimes as avengers tormented by their fascination
FAITH: +1, +1 for the occult.
The actual Peer of the ef is Vanho Soma. This disturbingly hand-
some warrior-mage has a hard time trying to hide the pride burning
him from the inside. For many, he is the link between the rigorous
traditions of the Somas and the boldness of modern times.
Isabeau, nicknamed the Secret, is an outstanding member of
her clan. The young maiden has left the delights of an easy life
to embrace the call of the sword by joining the guild of Blades.
Brehnan, the ambassador of Alahan, often requests her services.

38 LOWER CITY

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Powers
Despite the considerable inuence they enjoy, the Somas
never feel comfortable when in the light of power. Though one
only needs to look a bit closer to see that the family has a strong
grip on the reins of their domain. For the Somas, blood links
have more value than gold. The clan kept the esoteric tradi-
tions of its ancestor and welcomes several magicians. The latter
take great care not to show the whole extent of their powers
which feeds the mystery surrounding them and is useful during
negotiations.

Plots
Vanho soma inherited the family efdom after the loss of both
his older twin brothers, Anon and Aghovar. The rst who was
in charge of the family domain before him, died under the blade
of the Usurers assassins. Aghovar who was the Guild master of
Thieves soon followed him to the grave after an attack by Sophet
Drahas. The necromancer stole the Talisman of shadows, a leg-
endary treasure of the guild. No one knows how long the bloody
vendetta between the Somas and the Usurers will last.
The people of the efdom have way to much on their mind to
care for these intrigues. The quietness of the port of Ondine is
constantly disturbed by the menageries, to a point that it threat-
ens the peaceful reputation of the neighbourhood. Moreover,
the presence of the only proper school of magic of Cadwallon, of
the guild of Thieves and the Embassy of Alahan provides enough
gossip and plotting to keep the inhabitants busy.
Over the last months, individuals bearing cumbersome par-
cels have been spotted at night. According to rumors, they come
back from the underground. Yet no free leaguer or shrew has met
them. Though, considering the number of parcels transported,
these mysterious individuals must be roaming the Free Citys
tunnels for quite a long time now.

You know, that wretched fool who


was going around telling everyone
that the templars were hand in hand
with the Harlequin? Well, he has
been found dead this morning...
With his throat slit...
Langan, night bird of Heaven heights

SOMA 39

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40 LOWER CITY

CadwallonUS-pp 038-043.indd 40 20/06/06 12:16:32


MORGUE STREET
Dominant Attitude: Opportunism.
FAITH: +1
After the plague, a poor population invested Morgue Street one way, disappear and walk out another door at the other end
and rebuilt everything, assembling unsanitary shelters in build- of the street a minute later. Lately, the guild has known a leap in
ings. Not surprisingly the guild of Thieves chose this poverty activity. At night the narrow windows of the highest towers shine
stricken stronghold to establish their headquarters. Day and as if they were lit by a thousand candles and are the hideaway of
night the street is swarming with life. When the moon shines all the thieves of Cadwallon. Those who wish to contact them can
over the city, robbers and beggars easily use their weapons to get ask the young Mirole who doesnt hesitate to boast of his thefts
what they desire. to seduce the ladies.
Many stockades surround the street, each one under the sur- If no one seems to know the exact location of the Clinic
veillance of a guard station (Discipline/Milicia). These stations are (Subtlety/Syhar), the elder people living by tell of the grotesque
in charge of securing the quarantine, even though no evidence of operations taking place there when the plague was at its climax.
the plague has been spotted in years. The inhabitants believe the Syhar scientists who worked in this sinister place promised to
milicia is maintaining the watch only to keep an eye on the Thieves. heal the sick. Though everyone knows they have left long ago,
Anyhow, the militiamen selected to watch the walls are some of the yet when a beggar disappears, the population tends to attribute
best recruits from the local barracks. the event to some mutant creature coming from the entrails of
At one end of the wall is held the Beggars Market the city.
(Opportunism/ Neutral), supplied by the wretched people of the
district and a few shrews. Among the broken knifes, the rags and
the rest, a costumer with a keen eye can nd some true wonders, HEAVEN HEIGHTS
sometimes sold for almost nothing, or barely enough the feed a Dominant Attitude: Style.
ducat-less wretch. Some Thieves hide there and sell highly illegal FAITH: +1 +1
articles. This well known hill has seen its sides covered with artists
At the core of Morgue Street, one can nd the guild of thieves workshops, rich patrons mansions and many animated taverns.
den (Sleight / Guild of the Thieves), a set of buildings linked by an By day, the atmosphere of the streets exhales a bohemian lifestyle.
incredible amount of bridges and secret passageways. The hous- When night comes, Heaven Heights turns into a temple of pleas-
es are adjoining, thus the untrained eye would have problems ure and luxury: nigh time artists, shadow beauties and wealthy
distinguishing the exact limits. A thief on the run might come in young people meet to celebrate the happiness of a life that can
end the next day.

SOMA 41

CadwallonUS-pp 038-043.indd 41 20/06/06 12:16:41


The best way to anger a Soma is to compare Haven (Subtlety/ a handful of companions and followers able to defend it. To this
Soma), the mansion of the Peers family with one of the Claws day, the building hasnt been the target of any theft. Particularly
of Terror, those direful strongholds owned by the houses of indulgent, the Templars have sheltered by the past many wound-
Acheron. The walls of Haven havent lost any of their grandeur ed or runaway rascals. Also, they are not selsh concerning their
over time, quite the opposite. The wear of time makes the build- knowledge and do not hesitate to share it if one manages to stir
ing look as if it was enchanted, its silhouette largely overshad- their educational feelings. This reputation of hospitality is prima-
owing the surrounding districts. This is where the Somas and rily due to Brother Sauvalle
their allies meet to discuss and keep in touch with the important The Solitary lodge has lately been under the scrutiny of the
events of the citys life. embassy of Akkylannie. Several investigators of the Inquisition
have oered a large reward to anyone who would help them nd
a mysterious masked woman.
Capable of housing a great number of visitors and lavishly
decorated, the Last Dance (Style/Neutral) is the most prestig-
ious cabaret of Cadwallon. The artists and dancers working there
hope to draw the attention of rich patrons who are a large part
of the customers. The young handsome people from the sur-
roundings meet there to irt with luxury and spend their par-
ents money.
The Last Dance used to be owned by Vanho Soma. When he in-
herited the charge of the ef, he donated his former den to Isabeau,
the daughter of late Anon. The Secret rarely appears there and the
personnel remain vague when asked about the places owner.
The cabaret is also Alizarines haunt. Its there, shrouded in
smoke and luxury, that she draws the cards for the curious and
prepares operations in the foundations of the city.
There is in Heaven Heights a really curious building despite
its ordinary appearance. It is easy to recognize since no other
building adjoins its large high walled yard. The reason is: Day or
After having moved no less than ve times, the diplomatic night, the wanderers who pass by the gates hear wind blow, water
delegation of the crown of Alahan (in oce in Cadwallon since murmur, re roar and earth rumble. Not everyone enters Cam-
833) has settle in the luxurious palace of Whitehaven (Style/ eon Mansion (Subtlety/Neutral), the only school of true magic
Kingdom of Alahan). The current ambassador of the Lion, of Cadwallon! This very selective institution welcomes around a
Brehnan of Alahan, doesnt seem ready to leave this shelter which hundred students. Each one of them pays a great lot of gold to fol-
was oered to him by the Soma family and in which he has been low the three year course. These chosen few learn to manipulate
living for almost thirty years. Primagic and the ways of elementary magic with ve expert pro-
The Workshop (Style/Tailors) is a huge store set in an old fessors. There is a rumor that a longer course would exist to learn
warehouse. The current owners, the masters of the guild of how to master the art of magic in depth. The mansion is currently
Tailors, do their best to give an Upper city twist to this crum- under the benevolent guidance of Sayuri Soma, a half elf having
bling old building. Contrary to what this excess of style might let reached the maturity of his beauty.
believe, this store is not only for the aristocracy; and the com- There is in the district another severe, yet ordinary looking
moners of Cadwallon come here to nd some good bargains, es- building. Strangers believe it to be a warehouse, but it really is the
pecially before and after the carnival. locale Barracks (Discipline/Militia). The militiamen of Soma are
The Solitary Lodge (Discipline/Empire of Akkylannie) is the trained there and live there in a professional atmosphere wor-
meeting place for the Templar order in Cadwallon. This massive thy of the upper city. The building holds a well kept prison. Even
building which looks like a fortied library is subservient to the though located in the lower city, the ef often welcomes prestig-
Temple of the West, one of the four cardinal commanding of- ious visitors, therefore rogues too.
ces of the warlike order. Paradoxically, entry is free thanks to
Brother Sauvalle, confessor of the rogues and redeemer through
wisdom.
The Solitary lodge, with its diamond coat of arms, is consti-
tuted by individuals who are more interested by the mysteries
of knowledge than those of arms. Nevertheless the lodge houses

42 LOWER CITY

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PORT OF THE ONDINE
Dominant Attitude: Opportunism.
FAITH: +1
The modest port of the Ondine, built on old quays, is sheltered
from the strong currents by heavy water locks which render any
kind of manoeuvre dicult. For this reason, it is used mainly for
the upper citys important peoples boats, as well as the merchant
boats loaded with rare and dicult to defend products. More and
more burghers pass through there in order to avoid having to go
through the lower city when they need to go somewhere. Some
have even invested fortunes to build a secondary residence there,
far from the turmoil of the city but without actually leaving it.
The militia is not really interested in the Ondine, reputed for its
calm. The inhabitants wish to avoid drawing attention towards
the peculiar events which take place there sometimes at night.
The Ferrymens guild, whichs inuence can be perceived in this
location, has recently launched a vast armed operation to nd
out what is being planned against them in this posh harbor.
The harbor oce (Style/Ferrymen) is as much a luxurious
inn as an administrative building. The extremely numerous per-
sonnel show a lot of politeness and ingenuity to satisfy the ports
privileged guests. Administrative procedures are dealt with sur-
prising speed. According to the word on the street, a special of-
ce even advises some ship-owners on the best ways of avoiding
the ducal laws on sailing or custom taxes.
The Palace (Opportunism/neutral) is a luxury hotel for well
o travelers. Unfortunately, situated in the lower city and a bit
too ashy for some, it only draws those whose lineage or purse
doesnt allow to access the opulence of the upper city. One can
still come across prestigious visitors, who want to avoid the pub-
lic eye and keep their presence in the city as discreet as possible.
The walk of the Ondine (Opportunism/Ferrymen) is the
main street which runs along the harbor and its quays. The street The slums (Pugnacity/neutral) are the refuge of many home-
swarms with activity all day long: People come and go on and o less people. Very discreet during the day, they assemble when
the ships, the shouts of the sailors cover those who sell all sorts night comes and prepare their criminal activities to secure them-
of victuals. Street retailers and rising artists try to sell their selves a living. Tolerated until now by the militia in exchange for
goods to suckers unable to estimate anything. bribes, these misled people seem to be trying to federate lately.
At night, the taverns are lled with dockers weary after a days
work, and the street is quiet. Patrols of the guild of Ferrymen
closely control the goods sold at this hour prone to illegality.
Already very busy, the patrols dont pay much attention to the chil-
dren and teenagers who stride from house to warehouses quickly.
These night prowlers arent doing anything illegal; they meet every SOMA
day with Raun Vomroh, a young man who organises menageries, Slang
sorts of great meetings during which he exposes a revolutionary
dogma dangerously close to that of Vile-Tis. Walking the true Cadwallon: To frequent
the intellectual coteries of Soma.
Walk the wall, Rise to the crenels:
To ee to the Rampart ef.
By extension: To take some time o.
Acting the Soma: To spend without
counting, showing o.

SOMA 43

CadwallonUS-pp 038-043.indd 43 20/06/06 12:17:14


E

On the Streets
D
Built in former Cynwll quarries, this ef is set in a hollow
area, a bit like a bowl. In its centre stands a giant construct. The
streets, which follow the slopes, coil around the imposing stone
B F silhouette. The latter is visible from anywhere in the ef, even
from the most winding streets
During the day, the life of the inhabitants follows a well re-
spected routine. Though they are not machines, these Cadws
C know their role and perform it seriously and resolutely.
At night silence weighs over the efs districts. Only the cus-
tomary clang of the Automatons face changing orientation
disturbs this quietness.

B The old district History


C The Fine Shaft When the city was freed by the Dogs of war, Twilight, a half-
D The Precious elf from a company of parias, was spotted for his determina-
E The Observatory tion and his strategic qualities. He showed his value especially
F The Line during the battle of the Automaton by driving back an in ltra-
tion attempt by the army of Sophet Drahas. Twilight drew his
last breath under the mysterious Cynwll automaton ghting a
spectre of Acheron.

THE
AUTOMATON
When the independence was announced, Twilights company
was given a efdom. An assembly of followers of the deceased
half elf decided to honor their captains sacrice by remain-
ing united forever. Despite their good intentions, the project

Two masks for one Guide. crumbled apart under the pressure of the cultural dierences
between the elven parias. For months, the ef was the stage of
many skirmishes between the Dakinee and the Akkyshan. The
wound left by Scalins treason started to bleed again. To ght
Peer: Xr-Lilith and Yalin Aoue side by side was one thing, living side by side is something else.
Population: In 834, the intervention of the Cynwll cooled the spirits. The
Elf: Common elves of Laroq oered an alternate control of the ef by both ri-
Goblin: Rare val factions. Whereas the Cynwll would never interfere in de-
Human: Common cisions, save in the case of major disputes. The Automaton was
Dwarf: Uncommon chosen as the symbol of this union and the Cynwll mages gave
Ogre: Rare life to its mechanism. Ever since a mysterious process makes the
Orc: Rare statues face change.
Wolfen: Rare When the gaze of the Automaton is turned towards the for-
est of Quithayran, the ef is under the control of the Dakinee.
Dominant Attitude: Discipline When it gazes to the west, towards the dark skies of the shadow
FAITH: +1 webs of Ashinn, the Akkyshan hold the reins of power. The
Automaton is ruled by a mysterious and unpredictable cycle. It
can remain still for weeks or keep changing each day.

44 LOWER CITY

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The Xr-Lilith and Aoue families spect the law depending on their maternal ethic origin. Though
Though they are called families, they are not families in the other Cadws are not concerned by these strange rules, rare are
true sense of the word. The ef is ruled by two women who, albeit those who accept to work in this elven enclave. Yet most of them
their dierences, have a similar vision of the peerage: they take respect this unconventional political system.
decisions, alone, concerning the durability of the Automaton.
With no direct heirs, they are surrounded by intriguers trying
to draw their attention. Plots
The movements of the Automaton are at the heart of many de-
The Xr-Lilith family is one of the most venerable elven bates : inuence of the heavens, Divine intervention and so on.
families. Their origins can be traced back to Scaelinescape. Its Rumors go round concerning the true function of the animated
founder was no other than the fallen princesss rst courtesan. statue: guardian construct, astronomical device or simple re-
The matriarchy is led by an old lady who is only known by her mains of ancient times...
moniker: Xr-Lilith (1). Tremors regularly shake the earth in the ef of the Automaton.
Despite her bowed and frail frame, Xr-Lilith is a reputed dip- Indeed, the forgotten shafts of ancient mines render the stabil-
lomat in the duchy. She was able of making people forget her ity of the buildings precarious. The free leaguers explore regu-
peoples atrocities and safe keep Cadwallons interests. larly this network on account of the authorities. Their missions
Xr-Lilith does her best to maintain the balance of the are considered of scientic interest.
Automaton. Her orders are respected by her kin. She rules
alone, and few are the advisers that survive more than a year in
her service. Xr-Lilith likes having around her servants work-
ing for her with a sickening devotion, tainted by admiration and
fear. She is also gifted with a strange power: the gift of ubiquity
which allows her to be in dierent places at once.

The Dakinee are ruled by Yalin Aoue, a young maiden whose


parents mysteriously disappeared two years ago. The dignitar-
ies of her people have brought her up to respect the traditions
of Quithayran. She is fourteen years old and was able to impose
herself as Peer of the ef; and her decisions are rarely contested,
even by the older advisers in her entourage. Early on she was
conscious of the adequacy of her heritage and the modernity
of Cadwallon. The only being able of making her change her
mind is a forest animae who appeared shortly after her parents
disappearance.

Powers
The cohabitation between the Dakinee and the Akkyshan of
the Automaton has long been prevented by the rancor and the
hatred opposing the two people. Despite these frictions, the ef
organised itself around a gigantic construct. Each time the face
of the Automaton moves, the elf power and the local atmos-
phere change.
The important locations of economical life are in the hands of
the elf families since the independence of Cadwallon. Most of the
stalls have two owners (a Dakinee and a Akkyshan) who switch
around depending on the construct. Each have their own habits,
clientele and goods. Very few are those who do not obey this law,
since the sacrice of Twilight whose spirit is said to have found
refuge in the Automaton is still present in everyones memo-
ries. Half elves benet from a particular status. They must re-

(1)
Xr: Eye.
AUTOMATON 45

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THE OLD DISTRICT
Dominant Attitude: Style
FAITH: +1
Despite its name, the district is not that old. Its rather a dis-
trict interested in what is old. Its founders wanted to unite all
the historical and mythological knowledge of the city, but the
project was swiftly put o track. The old district is now the hub
of a trac of artistic goods. The explorers who walk the citys
underground come here to sell their treasures or have them es-
timated.
The Cadws ignore the origins of the ancient statue standing
in the middle of the old district. The massive and still silhou-
ette of the Automaton (Opportunism/Cynwll) overlooks the
entire ef. The gilded alloy which covers the colossus hides a
entanglement of silent yet complex gear system.
Day and night alike, many passer-bys bustle about the con-
struct, awaiting the slightest of movements of its impassive
face.
Around the Automaton Square, hundreds of sentry boxes have
been built for the ruling families messengers. These watchmen
warn their Peer when the construct begins to shift. Feuds are
common around the statue and they do not hesitate to take
out a rival messengers.
Since the beginning of the RagNarok, the face of the
Automaton has stopped twice in an in-between position. Many
explanation have been given and some have seen in it the end of
the compromise between both communities.
The Company of the bolt meets in a building opposite the
Automaton. This mansion (Sleight/Company of the bolt) can-
not go unnoticed. As far as Cadws can remember, it was never
nished. It is constantly undergoing renovations, extensions or
improvements.
The Arcade (Style/Cadws) is a street which runs through
the heart of the old district. The shops display rare items which
gives the archway the appearance of a museum. The stalls are
clustered by themes: weapons, cults and myths, Pteryx, The ar-
cheo-goblin, is one of the celebrities of the Arcade.

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THE FINE SHAFT The In-turn Towers (Discipline/Cadws) is a curious build-
Dominant Attitude: Subtlety ing, erected on the remains of Cynwll columns. Its the only
FAITH: +1 place in the ef which evades the rule of the Automaton. The
The district is composed of troglodyte houses carved in the Cyn- Peers gather there with their advisers. Both ruling families own
wll mine shafts. Seperate clusters of houses make up the main a tower of the building and the central bridge is dedicated to the
body of this mainly residential district. The inhabitants of the Fine Peers function: interviews, efdoms archives, administration
shaft share a way of life which distinguishes them from other Cad- and so on. The management of trade and public spaces are dealt
ws. with here as well as the shared life of the communities. In the
The weather-beaten walls of the former quarry are full of tun- halls of the tower, black mail and corruption are commonly used
nels, many of which dive deep under ground. One of these net- to take advantage of the revolving management system. Here the
works of caves hides hot springs which have been turned into a coming and going is never-ending and the place never rests. One
bathhouse reserved to women. Lady Fyeas pools (Style/Cadw) might come across Qeanimrl the guide.
are run by a Dakinee with a moir complexion and a unforget- The southern part of Fine shaft, nicknamed the Nasty shaft
table deep blue gaze. Adding to the servants (12 Cadws), the es- (Subtlety/Usurers), is an entanglement of streets sprouting shops
tablishment is protected by a minotaur, Dzer Grey Mue, who of a particular kind. One can easily nd money here, but the in-
fell for the elf. terest rates are very high and pay back is often done in favors
Around the tiled pools, the most inuencial women of the rather than in ducats. One will also nd the safe builders who are
city meet. Here a cautious ear might gain some important in- fondly appreciated by the citys rich people from the Upper city.
formation. The reputation of theses baths owe as much to the All the shops represent the visible features of the Usurers activ-
sophistication of Lady Fyea as to the mysterious qualities of the ity. To tell the truth, the latter are trying to take over Nasty shaft
water. This water sometimes carries a strange pearly oil. Many and turn it into an independent district.
customers have seen there skin gain back its youth within weeks. Many rumors go around concerning the many events that hap-
Beyond mere appearance, it also soothes burnt skin, infection pen at night in the district. The passers-by tell of horrible creatures
and skin problems. and terrifying screams. Here at night everyone stays at home.

AUTOMATON 47

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THE PRECIOUS THE OBSERVATORY
Dominant Attitude: Style Dominant Attitude: Opportunism
FAITH: +1 FAITH: +1
This district is built within guarded walls and one must show This district has been built around the observatory erected by
ones credentials to be allowed inside. Inside, there are mainly the Cartomancers to study the heavens and learn about their in-
massive stone buildings. In here everything is negotiated around uence over the life in the city. Its inhabitants are a curious mix
a table, away from the nosiness of the street. At night, for security of scientists, scholars, soothsayers, predicators and... charlatans.
reasons, activities are almost brought to a halt. The Observatory (Opportunism/Cadws) is a white stone
At the heart of the district, the huge rooms of the Precious building, covered with a huge looking glass. Its entrance is barred
market hall (Opportunism/Jewellers) houses the dealing and during the day, since the lens amplies the heat of Lahn, and the
bartering of the gem sellers. The Jewellers armed men keep an inside temperature becomes unbearable. When night comes,
eye open and insure the correct development of the deals. The many eccentric scholars hurry inside to be able to stargaze.
upper storeys of the building shelter the guilds headquarters. In In the north-eastern part on the old district, a side of the shore
order to enter there, one needs the recommendation of a guild is covered with dense vegetation with roots digging deep under
member ...even if one has to pay for it. Cadwallon. The elves from Quithayran come here to meditate
The little temple of Widow Dawn (Discipline/Akkyshan) and to be united in communion with the strange grove full
is the only place of worship dedicated to Lilith, the Akkyshan of exotic plants. They call this place the Mangrove temple
divinity. Contrary to what many believe, this dimly lit place (Sleight/ Dakinee).
does not stage dark rituals and bloody sacrices. If one does
not take into account the rhetorical contests which opposes the
Khelekera a group of new converts led by the Akkyshan wom-
an Synaya to the followers of Lilith, the sanctuairys calm is
favourable to meditation.
Among the many passers-by who wander around Widow
Dawn, one can meet a Kelt mystic: Vestalia the Mystic.

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THE LINE
Dominant Attitude: Discipline
FAITH: -
The district of the Line grew under the inuence of a group
of Cynwll, founders of the guild of Architects. Th is guild owns
several buildings in the area. The Line gathers the main trades
linked to the building industry: architects, workers, building
material wholesalers and so on. The district is rationally organ- AUTOMATON
ized around the stages of urban building process. In one day,
one can leave with the plans of a house, a list of material neces-
Slang
sary to its construction and an evaluation of the cost of hired
workers. Trag Vor the Coarse claims that here the spirit of the Reach the Twilight: To die as a hero.
earth is more alive. This saying is often used ironically.
Once their days work over, the workers from the district meet A cheap automaton: For an opportunist,
in the taverns and the atmosphere quickly becomes rowdy. a hypocrite, or someone one cannot trust.

AUTOMATON 49

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On the Streets
Rampart owes its name to the remains of a wall which over-
looks the efdom of Ogrokh. No one knows why such defence
B works were erected there, save for an attack from the sea... But
the name Rampart applies also very well to the density of the
ef: a assortment of bricks laying against one another.
C Shrouded in a foul smell resulting from the garbage, rancid
sweat and bird droppings left in the gutters only to be swept
away by stagnant rain water and urine; Rampart is not particu-
larly welcoming. Children in rags searching for anything eat-
able, faded prostitutes with rotten teeth, dirty wretches who
would do anything for a couple of ducats are what visitors to
Rampart notice rst.
At night the ef is more enjoyable: the poor lock themselves
inside their homes and only the cockiest and most spirited resi-
dents go out. They usually show themselves more welcoming
B The Muck and warmer.
C The Swamps
History
In 902 Rodrigue Merul, descendant of the rst Peer and in-

THE RAMPART
veterate gambler, committed the unthinkable. During a game
of cards in the smoky basement of the Kennel (one of the most
reputed taverns), he gambled his ef and... lost it!
The Merul family tried to evade Rodrigues creditors, but in

Better alive and standing than vain. Orrkrk the ogre was given the ef and the title linked to it.
The case caused quite a stir. A free assembly took place and it
was decided that, for the cities stability, efdoms would be from

kneeling and dead! then on non transferable (except in specic cases such as the
lack of heirs or high treason).
Halas Orrkrk was in no way a manager and the Rampart went
Peer: Camlia Orrkrk to the dogs. His descendants, who certainly didnt lack ambi-
Population: tion, werent any better though. By fear of losing their authority,
Elf: Rare they prevented the guilds and cults from settling in the ef. All
Goblin: Rare of this sank Rampart further into misery. The ef became a den
Human: Common for churls, poor, prostitutes and victims of exclusion... The soul
Dwarf: Rare of the lower city.
Ogre: Uncommon Rodrigue was nicknamed Rotten luck after the loss of his
Orc: Rare ef. After having told his wife about it, the pitiable man com-
Wolfen: Rare mitted suicide by letting himself fall from the rampart. He hit
the ground some fty meters below, not far from the Kennel.
Dominant Attitude: Opportunism Doesnt fate have a sense of humor? Rotten luck is the exact spot
FAITH: +2 +1 were Rodrigues body landed.
The inhabitants of Rampart are sure of it: to step even a toe
there would be ill fated. And if they spit its only to ward o ill
fortune!

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The Orrkrk family
Camelia Orrkrk is the current Peer of the ef. She inherited
the title from her diseased husband who she killed with her
own hands after he ate their only son. Th is act, though certainly
tactless, was involuntary. The ogre was victim of a plot set by
someone close to the family. He had asked one of his servants
to bring him a young ogre to devour... but recognised his son
too late.
A few weeks only after this incident, as some members of the
family were trying to strip her from her title saying that Camelia
didnt have any descendants, a young man presented himself to
the Orrkrks house. He had a long interview with Camelia and
the next day, the stranger answering to the name of Den Azhir
became the ogres adopted son.
Aldenor Orrkrk is frustrated by the fact that he has not been
nominated Peer instead of his cousin Camelia. Rumors circu-
lating in the Muck (almost certainly propagated by his servants)
claim that he has gotten close to Acheron. Several Orrkrks, who
did not appreciate the adoption of Den Azhir, have given their
support to Aldenor.

Plots
Camelia has launched a renovation scheme. She wishes to
knock down what still stands in the swaps and ll it in. The
problem is to get there, one must go through Lilcad... Rumors
say that several meetings have been arranged between the Peer
and the Archduke (see further), but no direct witness can be
found.
Camelia has already renovated the Temple of pleasure, which
Powers doubled its attendance, therefore the taxes as well. She has
As the adoptive mother of Den azhir, Camelia Orrkrk has a also nanced several expeditions under the efdom (under the
certain inuence over the upper city, yet it is lessened by the Muck), to bring back ancient artifacts. Rumors about this are
lack of money and the pitiable state of the Rampart. Moreover contradictory: if most say that she solely hires free leaguers (the
the ef is located in the lower city, the Orrkrk family lives in the only people allowed to lead such expeditions), others say that
upper city. They rent buildings and land from the Var-Nokkt the ogre doesnt have the necessary funds to pay for the free
family, which generates some issues. leagues services and calls on illegal independent shrews, who
In their ef, the members of the Orrkrk family are rather re- therefore are less expensive.
spected, even if the population believe that things arent chang- The guilds claim to be ready to nance the Orrkrk Family.
ing fast enough considering the links between the Peer and Bribes are often oered to various representatives of Camelia,
the duke. Besides the family benets from a privilege unique but it seems ineective. Yet the Ogres of Rampart might not
in Cadwallon: they do not suer from the guilds inuence. The resist for ever to greed.
latter, non existent in the ef, cannot pressure the Peer. Though
misery is the price to pay...

RAMPART 51

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THE MUCK
Dominant Attitude: Pugnacity
FAITH: +2
The muck makes up most of the ef. Place of living and pas-
sage, the Muck is the core of Rampart, to such an extent that
many Cadws confuse the district with the ef itself. As expect-
ed by its name, the streets are mucky and the houses are unt.
In daytime the population survives by carrying out the most
unrewarding tasks or by begging. At night, a deadly silence falls
on the district, sometimes disturbed by shrieks of despair.
Originally the Tavern (Subtlety/Neutral) was called the
Kennel and was the meeting place of the Dogs of war. In 903,
a blaze ravaged the building, leaving only the blacken front. The
inhabitants suspected the Merul family of having tried to get
revenge for the loss of their efdom, but until this day it has
remained unproven. The blackened wood and the chipped paint
of the sign are the only remainders of this event. The building
itself has been entirely renovated. The front door is high enough
for a Wolfen to enter and the ceiling even higher! The remains of
the rst oor have been knocked down to allow large individu-
als to come in and warm up near the re or drink some of the
many alcoholic beverages on display.
The inn owner is a female Wolfen who the customers respect
and fear with a strange mix of politeness, called Lady Allya.
Better not mess around! Getting into a row with her means
rowing with the whole of the Mucks population.
The Tavern is the only place in the whole of the district to be
permanently heated, even when winter bytes hardest. The es-
tablishment is therefore packed most of the time and represents
one of the best sources of information in the lower city.

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The Rotten luck (Opportunism/Neutral) is found not far
away, in the middle of the street. A visitor paying attention will
notice that the passers-by walk around a small mossy area of a
few square meters. Some spit in it, while others carefully avoid
getting near it. This cursed patch is intimately bound the efs
history and Rodrigue Rotten luck Merul.
Sitting square (Opportunism/Rags) is a simple building,
erected on a former market square. It houses a hundred benches
on which sleep, night after night, almost ve hundred seated
people who are tied up to prevent them from falling. These
people are the poorest of the ef. The price of one ducat gives
the right to security insured by the militia and a loaf of bread.
Its often here that the members of the organisation called the
Rags meet.
The leprosy (Style/Mid-nor) is a large old building which
shelters the mentally handicaped people who are abandoned by
their families, be they poor lepers, wretched people with com-
sumption, or worse. The lack of money has forced the doctors to
resort to selling the dead bodies to Mid-Nor collectors.
The only place of worship, the Khelekera or Repentants
house (Subtlety/Light) is run by Synaya the Convert. This
great rich building is the property of the Orrgrk family. It has
been turned into a poorhouse, which is open to all. Yet few are
those who walk through its doors. The fact that it is attended by
Akkyshan elves doesnt reassure the Cadw population much.
Yet Synaya is very appreciated and respected in the Muck for
the medical care she deals for free every day.
Located a few streets from the Tavern, the temple of pleas-
ure (Style/Neutral), recently renovated, welcomes a clientele
ready to pay for carnal pleasures. Any taste can be satised
there. The building can host wolfen and some employees are
Dakinee.
Outside the temple, the strange Akkyshan Ien sometimes
wanders looking for a prey or a lover...

RAMPART 53

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THE SWAMPS
Dominant Attitude: Pugnacity/Opportunism
FAITH: +1
This district owes its name to the many ponds and water-
holes fed by the rain and dirty running water. The repulsive
smell found there is almost unbearable and the diseased vermin
swarms in every corner. Those who live in the swamps are con-
sidered wretched among the wretched. The militia sometimes
raids the district and carries away some of the terribly sick in an
attempt to decrease the risk of epidemic.
During the day, the noise level is deafening, the cannon balls
shot from the Shooting range of Ogrokh pound the great wall.
Great blocks of stone end up falling on this side of the wall.
The noise only ceases when night falls and the place becomes
almost magic; the stars are reected in the pools as if they were
a thousand mirrors.
Former tomb raider encampment turned into an outlaws lair
seeking to avoid having to pay taxes to the guild of thieves,
Lilcad (Discipline/Archduke) is home to around a hundred
people who live of petty theft and various tracs. The leader of
this clique, a former knight of Alahan stripped from his honor
and titles after having ed the battleeld, answers to the brag- study of swamp related infections and diseases. But the rumor
ging title of Archduke. says that the alchemists working there practice experiment on
Because of the ever increasing productivity of his people, live subjects. At night, some of them walk the streets looking
the Archduke has had to deal with the guilds of Thieves and for new specimens. They claim to pay their patients well and
Ferrymen. The fees he pays still remain lower than the normal to work with their consent. Inside the shop, the shelves are full
because the guilds dont examine the accounts of the com- of jars lled with all sorts of toxic germs. The alchemists swear
munity and because a direct ght would have a real cost. The they dont sell any of them but no one has asked them where
Ferrymen have thought of having the Archduke assassinated, their funds come from.
but they fear it might not be worth it. The fountain (Discipline/Neutral) is located amid an old
Some entrances to Lilcad are blocked and in other places square of loose cobblestones. Though it is not fed by any pipes,
under control thanks to trapped pits hidden under unsteady it still keeps pouring water. Clear and cold like stream water;
rocks. Penhtow and his band of ferrets who are always on the this water seems to protect those who drink it from getting in-
look out for any available job, can be usually found around fected by the deceases decimating the people of the city. Yet it
here. is hard to verify it, since a band of half sick rascals took control
of it. Convinced that the fountains properties vanish with the
number of sick souls who drink from it, these rogues prevent
anyone from approaching it. The overgrown vegetation sur-
rounding the place makes it hard to get there any way.
Far above the mud and the sickness, the inhabitants of the
The Realm of the mutilated (Opportunism/Neutral) is a Shelters (Subtlety/Neutral) are among the ttest of the district.
dirty inn. The backroom is where organ removals take place un- They have pegged huge beams through the holes made by the
der the knife of Stitch. In exchange for some blood, a nger, or artillery shot in the great wall. And on these beams they have
an even rarer organ, costumers can stay for time proportional built house suspended above the void on these unusual foun-
to their payment. Some residents suer from hysteria, which dations. Accessing the ground through an ingenious system of
gives the common room an unpredictable feel. ladders and ropes, they only go down to the Swamps to collect
The Stem house (Pugnacity/Alchemists) is cautiously what they need to survive. And their survival is not easy: though
avoided by the inhabitants of the Swamp. This small two storey they dont suer from sickness, the inhabitants of the Shelters
house is one of the rare ones in the district to remain lit at night threatened the earth shakes and the rocks falling from the wall
and properly heated in winter. Inside, one can purchase oint- due to the artillery shots on the other side.
ments and potions, among this doubtlessly unhygienic mess.
Ocially, this place is a research centre dedicated to the

54 LOWER CITY

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RAMPART
Slang
Rather walk in Rotten luck than do it...: Used when one absolutely
doesnt want to do something.
Id bet my ef!: Used when one is positive about something.
Your a son a the swamp!: Said about a very resilient person.
Tomorrow hell end up in the Kennel: Said about someone who is
going to die soon.

RAMPART 55

CadwallonUS-pp 050-055.indd 55 20/06/06 12:27:27


D On the Streets
Kraken owes its name to the stretches of land shaped like ten-
C tacles at the end of the peninsula on which is situated Cadwallon.
The peculiar geography being a good shelter against storms, the
harbor contributed very early on to the prosperity of the Free
City. Animated day and night, the quays and Spit-powder are
B
buzzing with activity. The populous districts nearby are mainly
E deserted during day time, the inhabitants are usually gone to
earn a living. At night, the winding streets are dangerous. Yet
it does not prevent the sailors and the dockers from wandering
there to forget a hard days work.

History
B Bouyancy bay During the emancipation of the goblins in 250, some runaways
C The Docks settled in the swamp of No Dan Kar, and spread from there. Curious
D The Krak about rumors concerning a kraken an animal exercising a strange
E The nomadic lands fascination over goblins in Lanever, some set to sea to explore the
strait of Larnn.
In 255 a otilla of inexperienced sailors managed to arrive to
destination yet in a very bad shape. The exhausted crew was on

KRAKEN
the brink of mutiny. The captains, contemplating the tentacle
shaped shores seized the opportunity. This was the Kraken, the
Promised Land.
Barely had they settle, the goblins had to lay low : Cynwlls were

Straight ahead! living in an ancient city very close by. Investing the coast and the
islands, the discreet goblin pirates were prosperous. Centuries went
by; the Elven city was abandoned, and brought back to memory
Peer: Bismuth von Kraken of Odazzur by the Dogs of war. In 832 the city, besieged by Acherons forces,
Population: called on all the mercenaries it knew. Bismuth Timberlimb, the re-
Elf: Rare nowned goblin buccaneer, oered his help to Vanius and prevented
Goblin: Common Acherons reinforcement from landing. To thank him Bismuth was
Human: Common made a noble and given the Peerage of the extremity of the penin-
Dwarf: Uncommon sula. From then on he was called Bismuth von Kraken. The efdom
Ogre: Rare took its current shape in 956 when Bismuth Glass eye von Kraken
Orc: Uncommon sold the southern most land to the Duke for a healthy sum of gold.
Wolfen: Uncommon These lands where then entrusted to Ghieron.

Dominant Attitude: Opportunism


FAITH: + 2, +1 The Von Kraken family
The Von Kraken family is true to their family crest, tentacular.
Goblin fertility and many opportunists add to the confusion. It is
pretty common to nd oneself dealing with a von Kraken when
having business on the harbor.
Even under goblin criteria, Bismuth von Kraken of Odazzur
is weird. His father, Bismuth Thick skull, died during the great
riots which set the port ablaze in 988. Within a few days, the
succession war decimated the heirs to the Peerage. Bismuth von
Kraken Snapcollar, though way down on the list found himself
head of the family. Elected in a burning efdom, he was forced
to compose with the Ferrymen to save his neck. After this trau-
matizing experience, he became paranoid. He spends most of his
time in his tower managing his domain through a great many

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intermediaries. But his meeting with Oklair of Odazzur radically
changed his behavior. Ever since he shows himself in public hol-
ding the arm of his sweet wife and goes by the name of Bismuth
von Kraken of Odazzur.
Oklair of Odazzur is an exotic looking young maiden. She ap-
peared out of the blue and seduced the Peer of the ef whose
courtship was frenzied. He married her with great fast during
the week of the Kraken of the year 1002. Oklair now manages the
ef with her husband who never forgets to ask for her advice on
important matters.
Mutule the Anchorman, one of the multiple bastards of the
Peer, is the Admiral, a blown up title for the head of the harbor
oce. Key character, he is the one giving clearance to ships and
goods. Endowed with a keen sense for business, he knows how to
bend the rule and tap ship owners and traders for cash.

Powers
The Bismuth von Kraken collect a great amount of taxes on
everything going through the harbor : passengers, cattle or goods.
This practice, in the Free City where merchants from everywhere
hurry, constitutes an unlimited nancial source. The family uses
a great part of this money for maintenance and development of
the harbor and the main warehouses. This policy increases the
Dukes benevolence as well.
Resources providers, the Von Kraken are courted by the other
Peers, especially those of the upper city who are always greedy
for goods. But on the other hand relations with the guilds are
edgy, the goblins helping themselves by increasing their margin.
Having taken on business usually reserved to the Ferrymen, the
family must deal with an underlying conict with the guild. The
latter hasnt pushed the escalade yet, but the Bismuth von Kraken
fears a major strike coordinated by the Ferrymen.

Plots
Kraken harbor is the source of permanent plotting, yet what
bothers most the Peer of the efdom is his dear wifes ambition.
She constantly urges him to make the family shine and has even
convinced him of retrieving the efs past grandeur... geographi-
cally speaking that is. The Peer keeps bragging and taunting the
Ghierons relentlessly and lets anyone know that he is ready to in-
vade their ef to get back what is his.
The golblins cowardice is a secret for no one, therefore his claims
make people smile. Yet Bismuth shows himself more daring each
day which urged the Ghierons to react. Thus they respond to each
provocation by staging military maneuvers along Wyvern Road.
The Duke in person expressed himself on the issue, reminding the
legality of the purchase and donation of the land; and the need for
all the Peers to remain united under the threat of the RagNarok.

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BUOYANCY BAY
Dominant Attitude: Pugnacity Preparing sh stinks and the smokehouses (Opportunism/
FAITH: +3 +2 Neutral) are quartered to one of the rocky tentacles, linked to
This popular district has developed at the outskirts of the har- the continent by bridges. This small isle has welcomed other ac-
bor and shipyards which secure its subsistence. A strong com- tivities suiting the quietness of the place. One can nd more spe-
munity of Kelts which kept its clan way of life has invested the cialized smokehouses there which provide literally stupefying
majority of these modest dwellings clinging to the rocks. This products, of which the famous nharera.
community provides a solid and cheap workforce. Further to- The Krakage (Sleight/ Alchemists) is a large warehouse loca-
wards the sea, decayed buildings shelter the wretched and the ted by the sea and bearing a sign in the shape of a Kraken. Inside,
tramps as well as smoke lled taverns. Both faces of the district the employees are busy around huge tanks in which swim dozens
mirrors opposite ways of living: during the day the higher part of tentacular creatures. The acting master, a Syhar called Palm
gets busy while at night the lower part gets rowdy. of Krek breeds species close to Kraken. His creations are a real
Caught between two stretches of land is the shipyard fashion, they go from ear-squids to shoulder-octopus. They are
(Pugnacity/Arsenals) of Cadwallon. The main building site fo- taught to live out of water in symbiosis with their wearer.
reman is a dwarf, Kan Bitterst; the work teams are tightly The Throat (Sleight/Ferrymen) is a winding street which fol-
watched by the muscular Frol, Bittersts Wolfen second in com- lows the quays. Well known by the sailors, it is totally dedica-
mand. Work is hard and dangerous, often done in dirty waters ted to their relaxation with countless taverns and ill frequented
since there is no room left in the graving docks. Yet the candi- joints. The street is built upon piles and awkwardly balanced, to
dates applying for the job are many, drawn by wages slightly bet- a point where one can feel the waves against the piles. For infor-
ter than on the docks. Losses are therefore easily replaced. In mation it is advised to meet Seyr who spends most of his time in
the workshops, one can come across Methanol the goblin busy the most famous tavern of the throat, the Squid.
working on his project. The shipyard is surrounded by a oating
dyke and the harbor itself is enclosed by a pier equipped with
massive locks. There is located the headquarters of the guild of
the Arsenals.

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THE DOCKS
Dominant Attitude: Pugnacity the way it is run: it is essential here to rely on a pilot; otherwise
FAITH: +2 +1 one might end up wandering from one oce to the next until
This district covers all the ports necessary elements. Designed madness submerges him. The harbors militia, teamed up with
by a dwarf engineer, the port lies upon several rocky formations war trolls, patrol the surroundings to quiet the more impatient
which draw a network of harbors linked to each other by chan- customers...
nels. Built on the sides of these stretches of land, the quays con- The Triumphant (Discipline/Militia), Flag ship of the ducal
verge towards a central platform and can shelter heavy tonnage navy for almost a century, was the rst ship launched to defend
ships. Ships are arranged depending on the goods the transport. the city. The successive Dukes had the ship improved by adding
Day and night, passengers and goods are watched by vigilant go- guns or extending sails to increase the prestige and parade on
blin ocers of the Harbor Oce and the Ferrymens goons. board. But the addition of a double hull to render it unsinkable
Although called the Twins (Opportunism/Ferrymen), the warped the structure to a point where steering this huge ship
lighthouses on each side of the harbor are very dierent. One became impossible.
claims its Cynwll origins with its great spire and sweeps the ni- Stuck in its harbor, The Triumphant is used today as the mili-
ght with a silver beam. The other, squatter, was erected by men tias barracks and as school-boat to train sailors to the basics of
and its bulging dome shelters a giant beacon. The pilots otilla, navigation.
essential to avoid the reef and shallow passages, has invested a The Depot (Opportunism/Ferrymen), headquarters of the
near by isle. Massive towers housing war machines protect the guild of Ferrymen, doesnt look like much. A simple warehouse
access to the quays and some harbors are defended with impres- made of planks whitened by the sea spray. It looks just like the
sive fortications. dozens of other warehouses along the docks. Only the sinister
No ship can enter the Harbor without notifying the Harbor looking guards standing in front of the door and the lack of any
Oce (Opportunism/Kraken), a dome situated right in the sign makes it stand out. Cautious and always on the move, the
middle of the central platform. Inside this building with many Ferrymen have multiple discreet addresses for their business.
entrances runs a labyrinth of corridors and oces meant to col- The headquarters are little more than an oce which relays mes-
lect port taxes and deliver precious clearance papers after heavy sages and establishes the rst contact with the customer.
paperwork. This burdensome system is dreadfully ingenious in

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THE KRAK THE NOMADIC LANDS
Dominant Attitude: Opportunism Dominant Attitude: Opportunism
FAITH: +3 FAITH: +1 +1 +3
This district was the rst to undergo the great works of the At the edge of this coastal location, the ef is full of lowly in-
Bismuth lineage to oer to the rich re proof and rascal proof habited mountain lands and a plateau with a village of tents in
buildings. A large cobbled street winding along the harbor for its center. This location called nomadic lands was originally set
over a kilometer, it leads to the great stone warehouses. Some for merchant caravans and fairs. With the RagNarok, the place
posh houses can be found through the district, overlooking the has become a precarious district. One can negotiate there exo-
harbor. During the day people and goods coming to and fro block tic crafts and products from all over Aarklash. At night it is re-
the street and therefore quarrels between porters are common. nowned for its bohemian atmosphere and popular shows.
At night, it is a quiet area; the streets and warehouses are well Formerly an inn, the Basilary (Discipline/Councils) was
guarded. made the administrative seat where the councils registered the
The Upside down tower (Opportunism/Kraken) is a circular new arrivals. Guild beaters recruit there those who have a talent
building, built on a volcano rock bed. It was probably a watch or precious expertise. Faced with the ever increasing ow of arri-
tower many centuries ago. One can make out on its wall the time vals, new oces are being built and the building is surrounded by
worn engravings of faces turned towards the sea. This building wooden spikes which make it look like an entrenched camp.
is the residence of Bismuth von Kraken. The upper storeys are The Eye of the True (Pugnacity/Neutral) is a square consti-
unused and it is underground that one can nd the Peers apart- tuted of the remains of a great mosaic representing a face, of
ments. The tower owes its name to this eccentricity supposed which an eye is still visible. Despite the presence of the militia
to protect the Peer (to which is to be added numerous guards, and the eorts of the ducal administration, justice is rendered
heavy doors and hidden passage ways). Its a good indicator of rather basically there. Who ever feels oended can publicly call
how much trust the Peer has in anyone, the lower one is allowed, for a duel, his opponent can either leave before sunset or meet
the higher the trust... him at sunrise. If there happens to be a ght, the victor is rein-
The Spit-Ashes (Pugnacity/Neutral) is what is left after the forced in his right and the case is considered settled. The square
explosion of the rst Spit-powder factory, which was the cause has sometimes staged bloody engagements between rival clans.
of a lot of mourning. For several days, a thick cloud of ashes sha-
dowed the sky before being blown away, revealing then a eld of
ruins amidst which the main chimney was still standing. This
area is the shelter for marginal people (and many criminals) li-
ving among the debris. For several months, Spit-ashes has been
undergoing full redevelopment: ruins are being knocked down
and the gravel is being extracted to extend the Krak. KRAKEN
After the explosion of the former factory, a new Spit-Powder
(Opportunism/The Quint) has been built on the water, away
Slang
from houses. More advanced, this mechanical monster uses the
tidal power to power its machinery and heaves relentlessly thick No more wind in his sail: To die.
colorful clouds. There, far from the atmosphere of workshops, Lacking tentacles: A lack of manpower.
protability is the word. Nothing is created but replicated, im- Ya dont want my scales?: To refuse
proved and multiplied. Working conditions are harsh and the to barter.
work force is changed frequently. Originally a dwarf family aair, Ill get you in the eye!: Threaten someone
Spit-powder has been rotten away by greed and taken over by a to duel.
merchant group: the Quint. The new owners relay themselves in
this furnace where activity never stops.
The growing needs of the city have led the Duke to embrace
the Tractors project. The Station (Opportunism/Ferrymen), and
its many loading bays, has been promptly built with the duchys
money. The statue of Bismuth at the bow of a ship is placed in the
middle of the central square.
The station was enthusiastically welcomed by the Peers family.
It facilitates the transportation of goods towards the Upper city
tenfold and contributes to making the Bismuth even richer!

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On the Streets
C Entering Ogrokh gives the visitor the feeling of having
suddenly shrunk. The gates having been built to suit ogres and
the defence works which dot the ef amplify this impression.
D The outer districts of the ef have a countryside feel, but if one
takes a deeper look, one will nd large cobble streets and an
B
active crowd of shopkeepers and workers whos main activity
F is to answer the soldiers need. The mued rumble of distant
E explosions sometimes blows dust and chips o the buildings.
The ever present armed men insure a relative calm during the
day. At night, the streets where the taverns and barracks are
located begin to heat up. With the help of alcohol rows and
ghts are frequent.

B The Incarnat
C Thunder vale History
D Gaorhh Ogres have found in the Free City a new home. Brother of
E The stock arms of Vanius until 832, Khaurik was awarded a ef after
F The span having held o, on his own and disarmed, a night-time attack of
ghouls. Unfortunately, it was presented to him posthumously.
Khauriks bloodline still retains the rule over Ogrokh and is

OGROKH
still the Dukes faithful guards. The ogre families have kept their
tribal customs and are gathered in clans which live in massive
buildings, part of the efdom walls and erected upon ancient
foundations.

Blood and blast! Few in numbers and willing to assure their power, the ogres,
appreciating the dwarves capacity of designing equipment
suited for their massive stature, have allied with the dwarves
Peer: Kurn Khaurik Argam to secure the prosperity of the domain. In 932, Ekselsire
Population: Markropets accession to the Ducal oce led many goblins to
Elf: Rare settle in the city, notably in Ogrokh. Also, the guild of Blades is
Goblin: Common rmly rooted in this military enclave where the guild has built
Human: Common barracks and leisure establishments for its many members.
Dwarf: Common Following the mysterious death of the previous Peer, the ef is
Ogre: Common ruled by Kurn, the son of the late Peer.
Orc: Rare
Wolfen: Uncommon
Khaurik Argam family
Dominant Attitude: Discipline The Khaurik Argams, literally sons of Khaurik, have a rm
FAITH: +3 +2 grip on the ef since its origins. The ogres have a strong feeling
of loyalty toward the descendants of the man who gave them
a new home. The Khaurik Argam family is a hundred mem-
bers strong and Khark, the valued leader of the Mar-An-Org,
is in charge of every day business. The ef is in the hands of
the youngest Peer of cadwallon: Kurn who is assisted by many
advisers of which his goblin godfather, Dazomet.

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Powers
The guild of Blades is the main power behind the commerce
of arms providing the defenders of Cadwallon. Encouraged
to settle in the ef, the craftsmen and engineers, goblins and
dwarves alike, have largly contributed to the prosperity of
Ogrokh and its rulers. The Khaurik Argams are not ambitious
and manage their riches wisely. They would rather devote more
to their traditional mission of defending the duchy by erecting
more and more defence works. Being of a pragmatic kind, the
guild of Blades has been able to prot from this lack of interest
for business. By paying a comfortable fee to the ruling family, it
has managed to strengthen its control over military activities.
The beginning of the RagNarok has stirred power struggles. A
war brewing in the Shooting range district since Dazomet got
hold of power, most of the dwarf weapon makers are being sup-
planted by goblin craftsmen. Th is explosive situation threatens
to cast Ogrokh into a bloodbath. The Duke has recently taken
measures to insure the stability of the ef.

Plots
Khauriks ef is the rock which supports the duchy. There
are no intestine stuggles which sometime plague other houses.
Although ogre culture does show a aw which opportunists
have eventually spotted: the custom of trusting a godfather
with the education of an ogre ospring. Thus after the death
of the Peer Urakh Khaurik, his son became an easy prey for
his godfather, Dazomet. The latter holds assiduously his role
as adviser, dictating his young protgs conduct. Th is barely
hidden accession to power is heavily contested, Kurn has
suddenly been suering from stupidity which might lengthen
the regency. Many ogre clans made themselves heard brutally,
OGROKH
Dazomet ran for shelter. As matters got worse, the Duke oered Slang
his assistance in Kurns education.
Since tutors never leave Kurns side and the young ogre seems To Spanner: To Barter endlessly.
to have recovered his spirits. Dazomet hasnt protested; he has Blueprint job: Goblin term meaning the
devoted himself to improving his palace... theft of an invention or a plan.
The Peers family, very little versed in political plotting, Childmonger: Insult used to designate ogres
appreciates the rough people of Gamehead and respects Drakars (to be yelled from a safe distance).
military traditions. But they despise Ghieronburg which shows a Visit ones nanny: To go into hiding, to look
soft side in case of an attack coming from the sea and loath this for a place to lay low.
place which shelters their apathetic cousins: the Slogres. Til the next shot: See you later.

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THE INCARNAT
Dominant Attitude: Discipline
FAITH: +2 +1
The heart of the efdom of sons of Khaurik looks like a
stronghold. Composed of massive buildings erected on twisting
shaped stone foundations, the district encloses portions of the
walls which are extended and elevated every year. The ogre clans
have there family housings here. The main gate is framed with
gaping jaws carved in the rock and leads to large alleys tiled with
bright red stone. During the day the crowd is colourful and is
busy working for the clans comfort, the place is full of temporary
stalls and servants. At night, the location is oddly quiet. Only
ogres still dare to venture the area when the red glowing lights
are xed by the arrow slits, which dimly light the walls.
Mar-An-Org (Discipline/Ogrokh) is home to the main clan
of the ef as well as its war academy. Only clan ogres can send
their children there and each family is proud of sending their o-
spring there. After a harsh selection, the recruits are prepared to
be able to face any kind of situation, hoping to enter the Dukes
elite guard. The imposing building where the academy is situated
is a succession of training rooms. They are repliquas of streets,
pools or markets... Everything is animated by various mecha-
nisms reproducing dreadful conditions from a storm to a blaze.
Ogres being very warlike, they tend to work out feuds
through spilling blood. Therefore they have invented Chains
and stone (Pugnacity/Ogres), an assembly which allows them
to debate without having to fear of getting carried away by their
legendary fury. In the shaft of an old quarry, they built an am-
phitheatre. Each seat is equipped with solid chains and locks.
Once the people taking part in the debate are seated and tied
up, the guardian of the keys draws back at a distance and the
debates begin. The seats are worn and covered in dents.
Some say that they are eroded by the generations of
butts which sat there.
The banks of the Asp are rather rural, with
many gardens and modest houses. There stands
a former fort invested by the Fabric (Style/
Tanners). Humble at the beginning, the fabric
market of the ef developed upwards without outgrowing
its original surface. There are now about thirty busy work-
shops from the ooded cellars to the attic. The most exotic
hides and fabric can be found at Krurhs. This market can
easily be spotted thanks to its roofs covered in colorful fabric
left there to dry.

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GAORHH
Dominant Attitude: Discipline
FAITH: +2 +1
To save their young from their own appetite, ogres of high
birth have gathered the lodgings of their godfathers inside a
park protected by a surrounding wall. The clans have made the
oath of never penetrating this district and generously nance
the maintenance of the properties inside it. With vast houses
hanging on the slopes of a hill and its green scenery, the place is
pleasant and contrasts with the other districts of Ogrokh. The
godfathers live an easy life their and keep an eye over the young
ogres busy enjoying vigorous games.
The park adjoins a fortied wall which overlooks it by more
than a hundred meters. The summit of this construction is pierced
with multiple gaps and is full of passageways but no stairway
seems to lead there. Nicknamed the Area (Sleight/Those From
THUNDER VALE Above), this building is inhabited and eeting lights are proof of
Dominant Attitude: Sleight the presence of Those From Above.
FAITH: - Ocially intended to oer Kurn an environment to his lik-
This district is a hive where the sound level is deafening, ing, the Fathers Palace (Opportunism/Dazomet) is obvious
where even the clatter of forges is covered by sudden explosions. proof of Dazomets megalomania. The most part of the build-
Everything concerning weaponry is made or experimented ing is still un nished, but the rest of it with its scaolding and
here with a particular emphasis on technologies using steam or tilted towers is as massive as it is anarchic. The great hall hosts
more recently naphta. The metal domes of the dwarf thermo- a bunch of brutes hired to protect the goblin.
forges are adjoined by the odd shapes of the goblin laboratories
and their vapordomes. Fortied workshops and warehouses are
closely guarded: they shelter prototypes and dangerous sub- THE STOCK
stances. At night, a welcomed silence takes over the district, Dominant Attitude: Opportunism
rarely disturbed by some over excited inventor. FAITH: +1 +2
Along the dust lled street where the forges are situated, These large warehouses hold the food stocks for the upper
overlooked by the high brick chimneys of the Welding Arc city, intended to secure the subsistence of the noble cadws in
(Sleight/Blacksmith), is the headquarters of the guild of case of a siege. The streets are always full of goods and carts, the
Blacksmith. Soaking, bolting and hammering is what goes on location being also used as a general market for the inn own-
here amid a choking heat. Moljen Brazen Skull often comes ers. A large road, built for the Tractor, runs along the district
here to collect raw material from the Welding arc stock. and allows the easy transportation of goods from the harbor.
The Shooting range (Sleight/Neutral) is a large smoke lled This wealth draws some pilferers who ght over the leftovers.
square covered in a thick layer of sand doted with craters. Indeed, At night, activity goes on, be it sales of stolen goods or some
this is the test site for siege weapons and other contraptions of more repulsive trac. The ogres sometimes take their ration of
destruction, notably the well-known Firebrands. During its con- young esh among the nocturnal population, a practice seen as
struction, the Shooting range was set at the edge of a cli to limit necessary cost by the wretched population.
the consequences of mishaps. But shooting towards the sea only The construction of the Arrival Station (Opportunism/
allows to evaluate the range of a weapon and not its potential of Ferrymen) of the Tractor has been welcomed in the efdom. This
destruction. Therefore the remains of the wall separating Ogrokh was a new means of carrying resources otherwise not very easy to
from Rampart was also used as a target. After many complaints transport. The increase in activity draws its lot of daring people who
from the people living below, the wall was thickened and elevated benet from the permanent ow of people. One can meet here the
to resist the daily bombardment. Nowadays, a ag signal system very busy Kanael. The ow makes the clan ogres nervous. For them
waved, from the top of the wall by almost deaf sentries, makes it these great masses are a potential threat to the security of the ef.
possible to evaluate the precision and force of the impacts. Just In order to sooth them, the Duke has built a Militia bar-
after sunset, the place remains busy with stone carvers and build- racks (Discipline/Militia) with fortied walls running at the
ers reinforcing the wall. edge of the quays. Adding to this, steel cages hang from the
wall, these are intended for petty thieves caught by the militia.
In one of these is the dirty body of the weird No One.

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THE SPAN The Arms Master (Pugnacity/Blades) is a great half beamed
Dominant Attitude: Pugnacity house with the motto to which it owes its name carved over the
FAITH: +2 +2 front door. It houses the main trading post of the Blades and the
The busy and popular streets and narrow squares delimit guilds seat. The guard standing in front of the iron nailed doors
the original Span. True trade centre of Ogrokh, this district add to the martial atmosphere of the establishment where most
is full of weapon traders. The houses of uneven height, hid- of the recruiting of mercenaries of the city takes place. Lady
den stairways and bridges thrown from one building to the Carole often visits the place for personal matters.
next give the Span a mysterious and enchanting feel. Under Akkylanny has watched the city for a long time before
the inuence of the guild of Blades, the district has expanded, choosing a secure location for its dignitaries. The Embassy of
adding barracks, wards and training grounds. At night, the Akkylanny (Discipline/Empire of Akkylanny) is a severe build-
military village falls asleep, but the Span shines like the light ing, stuck between the upper city wall and a warehouse. It hosts
a thousand beacons for the soldiers. Each cellar becomes a bar the permanent delegation of the Empire. The roof allows to
and the upper storeys become disreputable inns and leisure quickly access the upper city and is a quiet and discreet loca-
places. The virile and drunken crowd of roughneck soldiers is tion. The only obvious sign of Akkylannian presence is a brazen
responsible for countless ghts, and is hardly contained by the brazier hanging from the front of the building burning with a
militia and Blades on watch. ame fed day and night to honor Merin.

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F On the Streets
Most of Trophy is composed of elds. Fed by a vital irrigation
B network, this fertile land has specialized in vegetable and fruit
C produce. It is the greatest food store of Cadwallon.
Vegetable elds expand across the West and the center of the
efdom. The Eastside is rather densely inhabited and is split
D in two by the canal of Sh-Az. During the day the city area is
rather deserted: the elds are full of ogre and human workers
E who, when the evening comes, go back to their homes.

History
Until 932, the Citys elds ef was owned by the Markropet,
B The fields the extremely well o goblin market gardeners.
C Little Klne In 931, Ekselsire Markropet became Duke of Cadwallon. The
D Comedy garden goblin didnt have any children and loathed his heirs. Th rough
E Southhaven an edict, he announced that considering the blur in the laws
F The square concerning heirloom outside of the family, the master of the
artistic company who would stage the most admirable show
during the 100th anniversary of the independence of Cadwallon

THE TROPHY
would receive the Citys elds as a reward.
All along the year 932, the rumor spread across Aarklash and
artists came rushing in. A special free assembly designated the
winner: Bran Standing-wind, a Sessair Kelt who organized a

Life is just another show. night concert of Wolfen lone wolves on the citys roofs.
To this day, some still wonder about this odd show because
ever since, when the moon is full, howling echoes are heard
across the efdom.
Peer: Gwan Stading-wind
Population:
Elf: Rare The Standing-wind family
Goblin: Common Bran Standing-wind dreamed of turning the ef into an art-
Human : Common ists heaven. Many relatives came to join him. But the lower
Dwarf: Rare city of Cadwallon isnt really t for utopias. Since Brans death,
Ogre: Common the family struggles to maintain its authority. Unable of han-
Orc: Rare dling the situation, most of the Standing-winds went back to
Wolfen: Rare Avagddu. A last unwavering group tries to salvage the efdom.
Backed up by his uncle Erwan and versed in the secrets of
Dominant Attitude: Style the tarot-mages, Gwan manages Trophy. He has been given an
FAITH: +3 +1 +2 ironical moniker: Backing-wind. The young man is, in fact, com-
pletely drowned by the job. Cadw to the bottom of his heart,
Gwan clings on desperatly to his Peerage. He cannot conceive
the fact of having to leave the Jewel of Lanever and cannot imag-
ine what might become of him if he had to leave his oce. Some
of his house workers have been heard saying that Brans spirit
comes nightly to urge him to carry on his task.

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Powers
Little by little, the Standing-winds authority over the ef is
weakening. Gwan has tried to nd allies by giving up whole
areas of the ef to dierent groups: Honey hamlet has been
invested by the orcs, the Drune control Southaven, the mer-
chants hold the Square. This strategy has not led to any deals
reinforcing the position of his family. Conscious of the leaders
weakness, the so-called allies have only shown indierence and
contempt. In the end, these mistakes have sapped the Standing-
winds hold over Trophy.
The situation isnt any better among the powerful of Cadwallon.
The other Peers consider the Standing-winds as barely legiti-
mate leaders. Gwan has tried to get closer to the Wolfen from
the neighboring efdom. In vain. Cautious, Gwan has preferred
to avoid entering the intestine dispute which splits the Howlers.
The Standing-winds are therefore very isolated and dont have
any true ally among the major families of the city.
The more the Standing-winds power decreases, the more the
Ekselsire goblins inuence grows. The latter dont hesitate to
openly criticize the Peer of the ef, by contesting the legitimacy
of the reigning family and by letting understand that the failure
of the Standing-winds is something close to an act of high trea-
son agaisnt the interests of Cadwallon... An excellent motive for
the Peers destitution and, why not, the restitution of the ef to
the Markropets.

Plots How about robbing


Gwan desperatly tries to draw the Cartomancers attention to- Rubicund tower?
wards Trophy. But the representative of this guild would rather Aryou mad ! What do you
not get in too close to a weakened Peer.
think well nd there?
Another alliance is on everyones mind: the presence of a
Well rubies! Why do you
Syhar, Blalassem, in the Peers entourage. The people believe
that Gwan, out of despare, has settled a deal with the Scorpions.
think its called like that?
Rumors are spread and tell stories of disappearances, dead bod-
ies, screams of agony...

TROPHY 69

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LITTLE KLNE
Dominant Attitude: Subtlety Its impossible to miss the Extravaganza, the Beloved Alter
FAITH: +4 +1 of the Truly Devoutly Zealous Followers of the Tremendous
Long ago, before the ef was given to Bran Standing-wind, Rat (Style/Markropet and Faithful of Rat). The building, a rec-
the population of Trophy was essentially composed of goblins. tangular stone block partially buried, is rather unusual. The
Nowadays, the latter are regrouped in the former district of the faithful of Rat have painted the front and the inside in garish
covered market, now known as Little Klne. Of course, this colors, probably to get on the Standing-winds nerves though no
name makes the goblins furious. They still use the old name of goblin has supported this hypothesis.
the place: Centraks The temple has become a monument renowned as far as
This former merchant street has become a mix between shops No-Dan-Kar and every goblin coming through Cadwallon has
and houses. Many small shops have been turned into houses. Life to visit it... and give a little something to the none the less re-
in Little Klne is rather animated; the district draws the goblins nowned devoutly zealous doorman in charge of expanding the
from all over the lower city. At night, the area is pretty safe. The nances of the cult of Rat!
goblins gather together to raise a tax of their own destined to pay When Bran Standing wind received the ef, he erected six
for a private guard provided by the guild of Blades. huge masts to honor the Wolfen to whom he owed is good for-
The Market garden (Subtlety/Markropet) is consituted by the tune. Today there is only one remaining in a rather curious
vegetable market, a large stone building covered by a glass and state. Indeed, shoots grew from the wood and the pole located
metal structure; and many outdoor stalls. Long ago only the cov- in Honey hamlet (Subtlety/Orcs) began to ower. Some call it
ered market existed, but trade has extended to all sorts of prod- the tree of desire, referring to the fairy groves growing here and
ucts, including items of shady origin as those found at Wuzant there across the city. It was enough for the Orcs to settle under
Mees. The outdoor market has spread to the neighboring streets this pole and turn the surrounding area into the ideal sanctu-
and has become permanent. The stall fee in this massive merchant ary of Jackal.
mess, paid to the ever-present Dil-Dan-Alar, are directly poured The recent arrival of a shaka from Bran--Kor, Shaka-
into the Markropets treasure. KranTak, has considerably increased the aura of this strange
location.

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THE FIELDS
Dominant Attitude: Discipline
FAITH: +3 +1 +1 The elds owe their fertility to the irrigation network
Property of the Peer, these agricultural lands have been sold (Sleight/Guild of Sewer workers) who drain the water from the
little by little by the Standing-winds who were being sucked in canal of Sh-az to the cultivated lands. Th is meshing is so pre-
by nancial problems. Almost the three quarters of the parcels cious that an ancient deal gives the maintenance of the canals
of land have been sold outside the family, bought by ogres and to the Sewer worker in exchange for a daily tax: the liter. Today,
humans who cultivate them. this tax is paid by the cooperative. In return a team of sewer
Life in this part of the ef happens during daytime. Yet at night workers, led by Joe, is permanently on call in Trophy.
when the elds are deserted by the farmers, it is pretty common to Some of the banks have crumbled and have revealed under-
see convoys going through the elds, smuggling goods. The Nine of ground tunnels. To the free leaguers discontent, the Sewer
Amethysts, a free league led by Ambush, ghts this trac. Though worker use security reasons as an excuse to refuse to dig wider
sometimes, other leagues are called in to help if necessary. holes to allow access to the tunnels.
At the far eastern end of the Fields, near the Great Bridge, When Bran Standing-wind became Peer of the ef, he didnt
are massive buildings made of timber and a dozen silos. The dare throw the Markropets out of their family estate, a huge
peasants store there harvest there. The cooperative (Discipline/ rock in the middle of the canal. Thus, he left them the isle and
Bards of Destiny) sells these goods to garden market merchants the mansion built from Emerald forest timber. Not long after,
and wholesalers of Little Klne. Th is system prevents the small the goblins fell back to Little Klne and the Markropet sold
landowners from being ripped o by merchants from Little their property to the guild of Alchemists who set their head-
Klne. Of course the cooperative is disliked by the merchants. quarters there: the alchemisle (Sleight/Guild of Alchemists).
Podgy is the founder of the co-op and leader of the group of This move was a surprise as they had left a site considered as
faithful of the bards of destiny of Cadwallon.. A status which more practical and prestigious, on the outskirts of the Upper
renders him untouchable! City, near the gate of Var-Nokkt.

TROPHY 71

CadwallonUS-pp 068-073.indd 71 19/06/06 9:31:26


Usurers), which is now at the heart of the festivities he organizes
for the people of the lower city. Rascals at his service roam the
area now under the rule of the strongest such as Tokkt the ogre.
The minstrels of pain have established their cult in an old
warehouse: the meaningful penitence (Style/Minstrels of
pain). The ground oor has become the chaotic workshop of
Larme, a faithful of pain. Its on this level that the minstrels
COMEDY GARDEN cells and dorms for visitors willing to go into retreat can be
Dominant Attitude: Style found.
FAITH: +2 +2 +3 The minstrels have found out that their visitors have an un-
Comedy garden is a meshing of archways sheltering count- conscious tendency of picturing future events in their works.
less taverns. Rebuilt during Bran Standing-winds time, the This information spread rapidly and many curious people come
district kept its Kelt spirit. Mainly alive at night, the joints wel- to scrutinize the works of penitence, searching the secrets of
come singers, jugglers, actors and other entertainers. It is a true their future.
greenhouse for talents which gives a chance to original artists. Rubicund tower (Style/Magician) is a peculiar school of
Mediocrity is the standard, yet it has happened that geniuses magic. Under the inuence of Wander-World, a former Voyager,
have entertained ignorant crowds. (A few patrons from the up- mages learn many practices... not to increase their power but to
per city have understand that and send their scouts to suer the learn spells that can be applied to entertainment!
shows in Comedy garden.) The appearance of virtuosos is at- Originally it was a simple tower, but the building has now so
tributed to the presence in the district of Bran Standing-winds many annexes (accommodation, workshops, small shops...) that
harp. This artifact, truly legendary for musicians, is said to be it has become a little district of its own.
hidden somewhere in the district, waiting for an artist cunning The intensive use of mana weakens the border between
enough to nd it. Cadwallon and neighboring Realms. It often happens that
The Peers mansion is modest yet stylish, the round tower Elementals appear in the district or that Cadws disappear,
(Style/Standing wind) is situated at the core of comedy gar- sucked to other worlds...Free leaguers are then called in to in-
den. Though original (one might think it stolen from a barhane tervene.
stronghold), it goes relatively unnoticed, its spire barely high-
er than the surrounding roofs. The tower is administered
by the ultimate heir of a famous family of cadw butlers: the
Montrachet.
Another of Bran Standing-winds projects : the knocking
down of the pillories used by the Markropets justice and the
development of a large esplanade dedicated to festivals. Sophet
Drahas extends his inuence over pillory square (Opportunism/

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SOUTHAVEN clared between Sir Drawater, the conglomerates puppet and the
Dominant Attitude: Pugnacity inhabitants.
FAITH: +2 +4 On either side, the tone is getting louder. Blackmail, freak res,
Bran Standing-wind developed a large esplanade to welcome art- mugged workers... Incidents are frequent.
ists passing by Cadwallon. Over time, the area was turned into a A small fortress overlooking the district, the Northern
gruesome shanty town peopled by war refugees from the RagNarok. Stronghold (Discipline/Militia) houses the militias garrison.
A group of Drune holds the district through violence. Little by lit- The Standing-winds are unable of nancing it properly. Thus
tle their abuse, coordinated by The Claw, extends to the nearby dis- the Northern stronghold survives as much from the Peers in-
tricts. vestments as from the merchant conglomerate, which is buying
Rumors say that there is a temple of Darkness in which the the district little by little! Ocers sometimes have to sell their
Drune sacrice innocent victims to the dark gods. Th is infor- services or ask to be transferred elsewhere. Lieutenant-general
mation is rather unconvincing because these Kelts abhor any Kaltyr, head of the militia frequently sends his men to serve the
kind of god. private interests of the Squares promoters.
The proximity of Southaven has turned the warehouse dis-
trict (Opportunism/Weapon Bearers), which used to be ani-
mated, into a no mans land. A group of orphans, led by a young
goblin, Nitrite, has invested the large deserted streets. The area is
also used by others wretches and smugglers. It is well known that
stolen goods are stored there nightly before being put on display
TROPHY
on the garden market in Little Klne Slang
The honeys: The orcs.
THE SQUARE To get markropet: To be swindled.
Dominant Attitude: Pugnacity Stuff the pillory: To absorb or inhale
FAITH: +1 a hallucinogenic substance.
A mysterious conglomerate has taken interest in a square area To be down south:
almost deserted of inhabitants north of the ef. Their project is To be extremely poor.
to buy every single house, knock them down and turn the loca- Standing-windlike:
tion into a universal market where one could nd whatever is What cannot be done.
sold in Cadwallon. The demolition has begun, but some of the
inhabitants refuse to sell. The square is for the moment a huge
building site doted with clusters of dwellings. War has been de-
While we were bleeding him,
he squealed so load that you
would have thought you were in
Comedy garden

TROPHY 73

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On the streets
Whoever goes through Gamehead can only be astonished by
the incongruous blending of city and countryside which char-
acterizes the efdom, reection of the struggle inherited by the
D Wolfen who administrate Gamehead and the unavoidable expan-
sion of the city.
The western side, with very little constructions and abound-
C ing in fairy groves, opens upon cattle ranches which supply the
B slaughterhouses of Cadwallon. Mysterious stone circles can be
found close to the rustic lodgings of the bog-walkers.
The eastern side, just outside the upper city, is a maze of busy
streets buzzing with activity. The Howlers, masters of the ef,
were able to maintain green spaces, which appear as tiny islands
lost upon a sea of ill-assorted buildings.

B The Skinner History


C The Bog In 963, a pack led by Krenald, a young repentant Wolfen, chose
D The Little Arenas to settle in what is today called the Bog. At the time, the marsh-
land was the hunting ground of a terrible monster and no one
dared venture there.

GAMEHEAD
The Wolfen tracked the monster back to a very ancient pyra-
mid at the heart of the swamp and found a truly strange con-
struction, which concealed a gateway to an unnished Realm
where the creature had settled.

T he Wolves salute you! The pack defeated the titan in its den and dragged its head back
to the ducal palace. As a reward, Krenald was nominated Peer of
Cadwallon. Ever since, each night, the Wolfen howl to the moon
to commemorate their victory and the memory of their fallen
Peer: Krenald the Howler brothers. In fact, the family name comes from this custom.
Population:
Elf: Rare
Goblin: Common The Howlers family
Human: Common The Howlers do not constitute a family in the cadw sense of
Dwarf: Rare the term. Faithful to their culture, they follow before all a strict
Ogre: Rare hierarchy in which members are not necessarily of the same
Orc: Uncommon blood.
Wolfen: Common Despite his great age and cloistered life, Krenald remains the
alpha. When he is away, Hadrax, one of the rare members of the
Dominant Attribute: Pugnacity original pack still alive, holds the role of pack leader with the help
FAITH: +4 +1 +2 of Kyx, an exiled vestal and last mate of Krenald.
Serdak, the sole whelp of the Howler, doesnt hide his ambi-
tion: he wishes to replace his father at the head of the pack to put
an end to traditions he believes to be obsolete.

Powers
Since the foundation of Gamehead, none of the Peers dared say
anything about the Howlers lack of interest for politics. Sadly for
the dignitaries of the Free City, the Wolfen were able to adapt to
the local way of life while pugnaciously defending their ancient
traditions.

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In spite of the size of their efdom, the Howlers never tried to
extend or abuse their powers. On the other hand, every attempt
of settlement by the guilds and the other families have been
countered with ferocity.
The frenzied isolationism of the Howlers and their lack of inter-
est for the other Peers of Cadwallon does not prevent them from
taking their role of defenders of the city very seriously and to take
part in military action. Though very few in numbers, they are a
direful force thats anger is even feared by the leagues.

If you dont go to bed, Im calling


the Huntsman to eat your liver, just
like he did to the neighbor!

I dont care, ill sleep


when im dead!

A mother scolding her daughter

Plots
Long ago, Krenald reigned over Gamehead kindly but sternly.
When four of his cubs were taken from him by a mysterious ill-
ness, he gave the reins of power to Hadrax and locked him self in
a cave to mourn them.
Two long years have gone by and the Howler hasnt resurfaced
yet. He is only a memory for some and his absence has sowed the
seeds of discord among his kin. Two rival factions have appeared:
a traditionalist circle lead by Hadrax and a contentious group of
young lead by Serdak. The latter wishes to replace his father and
put an end to the isolationism of the elder.
Ducal authorities fear that the con ict might become a full-
edged war. While some ill intended people spread the word
that the alpha of the Howlers is dead and question the legiti-
macy of Hardraxs position.
The ruins spread accross the Bog hide many treasures. Since
the foundation of Cadwallon, they have caught the attention of
all kinds of adventurers. During the day they are left to all sorts
of animals and are sometimes explored by some adventurous
travelers. At night they disappear, shrouded in fog and welcome
criminals and unlawful lovers alike.
To make matters worse, a group of devourers as recently in-
vested a temple in ruins, east of the Bog, and a mysterious assas-
sin is terrorizing the district of Little Arenas.

GAMEHEAD 75

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THE SKINNER The Demented, she is an old drune gone completely mad who
Dominant Attitude: Opportunism mutters blasphemy under the moon of Yllia. The inhabitants care-
FAITH: +2 +4 fully avoid her gaze and fear her curses.
This district, one of the most sinister of Cadwallon, is named The drunk at Vorgos (Sleight/ Guild of Usurers), a small dirty
after the huge construction in its center. In day time, in the tavern located a few streets away from the dome, tell anyone ready
streets lled with a colorful crowd, one can here the screams of to listen that the blind workers cut up more than cows and sheep
distress of the cattle led to the slaughterhouse and the noise of in the basement of the Skinner... It is true that disappearances and
the butchers knife. Some gutters are even sometimes overow- mutilated bodies are pretty common there. A saying goes One
ing with blood from the slaughtered beasts. screaming animal, one dead wanderer... Vorgo, the owner of the
At night, the skinner is deserted, as if it was choked by the un- tavern, is an old bent over ogre with only one eye left who, it is
bearable smell of blood and burned meat which rises from the said, would sell his own mother if he was promised a ducat. His
dome. Thieves and lone workers remain inside the unsanitary relations with the provocatores are a secret for no one and he is the
joints of the district. Only the gures of the bent over homeless one to ask to assist to the illegal ghts staged in the ef.
walk the dirty streets of the district. If the surroundings of the dome are not recommended for a
The Dome of the skinner (Pugnacity/Drune) is a circular walk, its the opposite for the Trench (Style/Aristocracy). The long-
building of colossal size from which the vault is partially missing; est and largest avenue of Cadwallon, patrolled night and day by the
it is covered in scriptures reminding Ophidian writings. Made militia, is one of the favorite routes of the rich people of Cadwallon.
in to a slaughterhouse by Derggu the limp, a mysterious Drune Lined with shops and stalls open at all times, this street links
beneting from the guild of Usurers nancial help, the dome is Gamehead to the gladiators fetish monument.
since 985 one of the economical lungs of the city. During the day, The Gates of the Bestiaries (Pugnacity/Gladiators) is a great
the gigantic construction is invested by dozens of workers who archway, sided with statues representing the greatest gladiators who
slaughter cattle. fought in the citys arenas. Traditionally, the ghters walk through
Drawn by the promise of accommodation and work, hundreds the legendary gates and parade down the Trench before heading for
of kl-less goblins have built within a few years a vast network of the Little Arenas to meet their glory or their maker.
slums piled up all around the Skinner. In broad daylight, this huge
shanty town called the Loose Noose (Opportunism/Goblins)
boils with intense activity. Slaughterhouse workers, street sell-
ers and beggars mix noisily. Around a corner, one can meet

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THE BOG
Dominant Attitude: Pugnacity
FAITH: +4
This district, a large swamp planted with ruins of another age,
is the historical heart of Gamehead. The Bog hasnt changed
much since the arrival of the Howlers. It is said that the latter
would have allied with woodland creatures, which protect the
marsh from any degradation.
Under the light of Lahn, the Bog is nothing more than any or-
dinary swamp in Lanever. Animals try to avoid wanderers while
the wanderers try to avoid quicksand. At night disturbing gures
haunt the mist which covers the water soaked ground and the
silence is only broken by the cry of the nighthawk. The Howlers
patrol relentlessly the swamp, without mercy, hunting down
criminals and vagabonds trying to hide there.
Lost amidst the reed and the mangrove, the Howlers en-
campment (Pugnacity/Wolfen), long ago a temporary shelter, is
today a true village where most Wolfen dwell.
Not far away from the camp, Gildgreen (Style/Dakinee), a
kind of inn, managed by a group of Dakinee recently arrived
from Quithayran, welcomes the rare visitors to the swamps.
The mosquitoes here are a real plague, therefore stays are pretty
short... Unless youre trying to lay low for a while.
At the heart of the Bog, set atop of a huge stair shaped pyra-
mid, is xed the Gamehead (Discipline/Wolfen), the gigantic
skull of the beast defeated by Krenalds pack. The efdoms name
comes from this monument around which the Wolven assemble
to celebrate their most sacred rituals. The remains of the dead
Howlers are left to rest inside the entrails of the pyramid, guard-
ed by a blood thirsty spirit.
More to the south, a rocky mountain range dotted with caves
emerges from the swamp. Its in this network of tunnels that the
Peer of the efdom has decided to reside after the death of his
young. No visitor is allowed to enter the Howlers den (Subtlety/
Howlers), but some say that those tunnels link Krenalds haunt to
the sewers of Cadwallon.
The Circle of Explorers were granted permission by the
Howlers to penetrate the Demise Hole (Subtlety/Dwarves of
Mid-Nor), a network of winding underground tunnels meant
to lead to a buried Cynwll temple. The crew of explorers didnt
discover a temple, but the refuge of Nurbald the Sculptor. This
dwarf of Mid-Nor, former undertaker from Ghieronburg, has
transformed the Demise Holes into a morbid museum where
tens of sculpted corpses are crammed. One of the members of
the expedition claims that these rotting sculptures are alive and
able to move around, yet no one went back to verify it.
Since the discovery of Nurbalds den, the Howlers are worried
by what could come out of it some day. Unfortunately no Wolfen
is slender enough to t down the holes.

GAMEHEAD 77

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CadwallonUS-pp 074-079.indd 78 19/06/06 9:33:35


THE LITTLE ARENAS
Dominant Attitude: Pugnacity
FAITH: +3 +1
Renovated soon after Krenalds nomination to Peerage, this
picturesque and animated district is situated at the edge of the
efdom of Soma, on the eastside of Gamehead. Its cobblestone
streets and half-timbered houses contrast heavily with the rural
atmosphere which characterizes the rest of the efdom.
Amid this urban enclave, the Pit of Claws (Pugnacity/
Provocatores) is still the pride of the Howlers. Though only the
Wolfen and the old folks from the area still use this name to desig-
nate the arenas of Cadwallon, it is not named so for nothing. The to the back door and gods only know what goes on inside the de-
symbol of the district is in fact a deep unevenly shaped pit, dug in serted buildings.
the rocky ground and surrounded by a thick wall decorated with If the Little Arenas are relatively sure, it has none the less its
bones and trophies. Originally, the location was only used for own urban legends. Inside the smoke lled taverns, people talk
ritual ghts and the Howlers ordeals. Since the districts renova- of the shady Huntsman. A great hooded silhouette roaming the
tion, the new arenas (the old Pit of claws) have become one of the streets when night comes, this merciless hunter kills anyone who
major attractions of the city. The rich and the commoner mingle crosses his way and leaves behind horribly mutilated corpses. No
to assist to gladiator ghts and visit the many prosperous shops matter if this story is true or false, the bodies found regularly by
in the nearby streets. Day or night, there is always a strange ten- the local people are proof that a mercyless assassin is out there.
sion which makes the people nervous and aggressive therefore
prone to ghts and vivid arguments.
The Pit of claws is the main meeting point for the provoca-
tores, a brotherhood of ghters whose ocial activity is to pro-
vide gladiators. Yet no one ignores that the provocatores have a GAMEHEAD
rm grasp over gambles and clandestine ghts.
Located a few blocks away from the arena, Gladius Street
Slang
(Sleight/Devourers) has staged in 990 an earthquake due to the
sudden sprouting of a gigantic tree. Considered cursed, the street Barker: Pejorative term for a Howler.
is cautiously avoided by the locals. A small group of Devourers Toothless: Moniker given by the traditionalists
has recently settled among the ruins around the tree. Led by the to the young partisans of Serdak.
Apostle, a terrifyingly looking Wolfen, the followers of Vil-Tis To bog someone: Bury a body in the Bog
walk the streets of Gamehead day and night without any pur- (generally after an assassination).
pose it seems. Serdak has been seen several times in the Apostles Get pitted: To die in the Pit of Claws.
company and the arrival of the devourer has stressed the schism Bog walkers: nickname for the inhabitants
between the Howlers. of Gamehead (other than the Wolfen).
Close by the arenas, is the Weapon trade market (Subtlety/ Stink the swamps: Avoid justice by hiding in
Blades), a huge warehouse set among the remains of an old for- the Bog.
tress built by the Dog of war a long time ago. The building is at the To get sniffed out: To be under the surveil-
same time a sales outlet and a stronghold. One can nd there an lance or to be spotted by the Howlers.
impressive collection of exotic weapons and armors. Most of the
items sold have already been used, but if one searches carefully, one
can nd very old items dug out by tomb raiders or brought back
from far away lands. The warehouse is managed by the guild of
Blades which was able to develop good relations with the Howlers.
Notably thanks to Traggab, the manager. This Akkylanny woman
with a glowing personality has made of the Weapon trade market
the main recruiting spot of the guild. During the day, a colorful
crowd of free leaguers and mercenaries can be found coming in
and out the doors of the building. Fights are common, but Tragga
is there to take care of it and the militia comes in only on the worse
occasions. Under the veil of night, elusive gures glide stealthily

GAMEHEAD 79

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C E
On the Streets
B
Built on enchanted ruins, the ef has undergone supernatu-
ral inuences : though two rivers, the Asp and the Adder, run
D through this tableland, it seems to suer a strangely dry microcli-
mate. This area has long remained lying fallow because, save for
magical creatures, only a population of peaceful ogres (some say
apathetic), nicknamed slogres because of their slowness and
sluggishness, lived there.
F Nowadays, Gherionburg is a rural ef. The recently built ar-
eas are animated during the day by the people working there. At
night, the unexploited lands, dotted with ruins, stage less com-
mendable activities.

B Parchedale
C Petropolis History
D Arcadia Gherionburg is a new ef that some Cadws rather consider
E Shaproa like an extension to the upper city.
F Wyvern road In 956, Commander Denerac Gherion was enobled at the age of
58 as a reward for his crucial role in the victory against an invasion
by Anfoebian forces who landed from a close by elemental Realm.

GHIERONBURG
Not well-versed in the arts of intrigues, Denerac only received land
believed to be sterile and worthless. This land had been bought by the
Duke from the goblins. This domain, said to be cursed, was only in-
habited by fayrees and Elementals and dotted with mysterious ruins.

Fire never sleeps. Against all expectations, the ef developed rather quickly under the
impulse of the Commander (who died in 984) and his descendants.
The short history of Gherionburg is marked by the Gherions
great projects: building of Villa Denerac in 958, development of the
Peer: Bernadil Ghiron catacrypts in 961, Loan (and scandal) of the Tamarez canal in 966,
Population: launching of the Shaproa in 973 (and aborted in 987). In 962, appa-
Elf: Rare rition of the mysterious Baron Mardi and the introduction of his
Goblin: Rare Truce have regulated the activities of the magical creatures of the ef.
Human: Common
Dwarf: Uncommon
Ogre: Uncommon The Ghieron family
Orc: Rare All human, the Gherions are the descendants of Commander
Wolfen: Rare Denerac. Since the sudden rise of their ancestor, they work hard
Others: Fayrees, Elementals and magical Familiars to prove themselves worthy of their noble title. Lacking culture
and elegance, their coup dclat are usually clumsy and tacky.
Dominant Attitude: Opportunism The Gherions are always looked down on. Yet their obvious
FAITH: +2 +2 +2 clomplex of inferiority hides a great ambition and a cunning
mind, for lack of elegance
. Bernadil is the older of Deneracs grand children. This char-
ismatic thirty year old man relies much on his family : Gowayn
for nance, Isabess, Gowayns wife, is in charge of the relations
with other noble houses and Martolbe is in charge of the rela-
tions with the guilds and leagues.
The cousins Thismee and Ombeline, particularly receptive to
magical phenomenons, are interested by the supernatural events
so common in Gherionburg.
Adalban, the military expert of the ef, is the last of Deneracs
children to still be alive.

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Powers
The Gherions sometimes abuse their authority. Dynamic and
demagogue, they benet from a large popularity because they
know how to remain in contact with their subjects.
Even if power is centralised by Bernadil, each Gherion is al-
lowed a relative independence in his eld, which makes the fam-
ily more reactive. This opportunism goes along with a certain
amateurishness. By trying to be part of everything, the family
wastes a lot of energy.
Besides the familys inuence is weakened by tensions with
the other noble houses and, to a lesser extent, with the guilds.
The familys ongoing bad luck is the result of repeated ma-
levolence and growing con icts.

A few coins to feed my children!


Go to Mardi Gras, woman! You should go to
the poorhouse instead of slogrising around...

Plots
The Gherions develop projects to better their position and
their family image, which makes them vulnerable to attery and
charlatans.
The guilds often use the complex of inferiority of the members
of the family and oer them to invest in hazardous yet prestig-
ious projects. These schemes are rarely nished and the Gherions
being bent on revenge make them pay for it dearly. Thus when
crooked Goldsmiths urged them to invest in the building of the
Tamarez canal (which turned out to be impossible to carry out),
the Gherions have made such a scandal that even the most skilful
speculators didnt get away without being tainted.
Besides, the district of Arcadia draws the greedy, Thismee and
Ombeline manage the relations between the Sihirs and Voyagers,
but Baron Mardi draws a wicked pleasure from humiliating
them.
Recurring conicts between the family and the other noble
houses are dormant and barely noticeable. Yet everyone knows
of the ongoing hatred between Silnus Drakar and Adaldan
Ghieron.

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PARCHEDALE PETROPOLIS
Dominant Attitude: Discipline Dominant Attitude: Pugnacity
FAITH: +4 +1 +1 FAITH: +1 +3
Originaly Parchedale was but a hamlet built on ruins, near the Enclosed inside the ef, this disreputable park is a supernatural
fairy groves of the garden of desire by a community of lethargic enclosure, in which petried plants still manage to grow. Orcs
slogres. This pleasant location, though isolated by the Asp and take care of this strange garden. Organised bands ght over some
the Adder, soon became the centre of the efdom. Despite a swift parts and magical phenomenon sometimes happen inexplicably.
urbanisation, Parchedale has kept the particularities of a village: Despite these hazards, many people victim of exclusion nd
small low houses with gardens, an outdoor market on the central shelter in Petropolis to evade the attention of someone powerful
square, a wash house and even some irrigated elds. A quiet and or to search for fabulous treasures hidden there.
warm atmosphere reigns in this little town lost in the city. When No one knows if the basiliege (Pugnacity/Cold-Blood) is a
night comes, it is without doubt one of the most peaceful places petried oak or if it is an enchanted statue. Any way, those who
in Cadwallon. sleep under its branches wake up in the morning lled with un-
The great market is held every day on the large esplanade next failing fortitude. Rogue bands ght for the control of the basil-
to Villa Denerac (Opportunism/Gherion), the lavish residence iege, despite the fact that the Cold-blood like to meet there.
of the Gherions. Fairslime farm (Opportunism/Goblins) has been occupied
The enchanted scale shaped tiles laid on the ground of Scales for decades by a family of goblin farmers who use the supernatu-
Square (Discipline/Ghieron) are the vestige of a city erected ral qualities of Petropolis to grow extraordinary plants. Several
there long before Cadwallon. Always dry, they are said to be the caves under the farm shelter mushroom beds reputed for the
cause of the efs microclimate. magic properties of its production. The Fairslime family has al-
Built on hot water springs and the banks of the Adder, the ways been able to preserve their land from others. Sulandra the
great wash house (Opportunism/Militias Club) and its many ex- Grey often comes here for supplies. One can leave messages for
tensions (shops, workshops, housings, inn and so on...) are sur- her to the goblin farmers.
rounded by high walls. The talkative washwomen practice their Cal Ka Dum (Subtlety/Orcs) is a petried grove, a worship
laundrying. As every single rumor ends up here, some have place for the orcs. Calka, a spirit which claims to descend from
taken the habit of bringing their laundry here to gather some in- Jackal, has manifested himself several times here. He has taught
formation. The attendance of the place is so high that entry to some shamans the means of using the mineral vegetation of
the place is now charged. The place is owned by the Militias Club Petropolis.
and many women (mainly widows) nd a job and a house here. The Tide of the dead shows that the underground of
The catacrypts (Sleight/Neutral) are a dry underground net- Cadwallon is not a nice place for eternal rest... The necropolis
work, well preserved and reputed safe; reptiles eat the vermin (Style/Neutral) has been designed following the principle of su-
and any kind of rodents. Access to some passageways are forbid- perposition of tombs and graves. During the day, the living come
den under an old ducal law, but others are inhabited by craftsmen to meditate at the graves, while Uune takes care of the funerary
or merchants, like Paolin Two-Arms. A few daring apprentices monument and digs new graves. At night outlaws come to settle
venture sometimes in this labyrinth even if centuries of looting scores in the quietness of the necropolis.
have drained anything valuable that could be found there.

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WYVERN ROAD
Dominant Attitude: Discipline
FAITH: +1 +2 +2
This clay road, lined by elds and ruins, links the south of the
ef to Shaproa and passes through Parchedale. Strictly control-
led, this road is historically reserved for military use, but thanks
to various favors, the guilds transports use this road at night to
reach the Mills without having to pass through Arcadia.
Fort Gentle (Discipline/ Militias Club), headquarters of the
Militias Club, is a great residence, a true fortress, located on the
road, closest to Parchedale. The Fort has already been besieged by
private armies working for the guilds or the noble houses, but no
one was ever able to penetrate it and lay there hands on the legen-
dary treasure of the Club. Some militiamen, such as the famous
Sergeant Martial, enjoy here the quietness of retirement.
Camp Valiant (Discipline/Ghieron) is a vast military reserve,
on the outskirts of the gardens of desire. It is the power centre
of Adalban Gherion whose authority is so strict that the garrison
of Camp Valiant is often assimilated to a disciplinary regiment.
The exhausting trainings taking place there form the Wyvern, re-
sourceful elite soldiers; the penitentiary of Gherionburg is situ-
ated inside the camp. It is said that the prisoners are sometimes
requested to participate to the manoeuvres in the jungle...

GHIERONBURG 83

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SHARED PROGRESS AVENUE
OR SHAPROA
Dominant Attitude: Opportunism
FAITH: +1 +1 +1
To get closer to the rest of the city, the Gherion
family had the idea of a long boulevard, a master
piece of urbanism dedicated to the living forces
of Cadwallon. The construction was disturbed
many times by landslides and the discovery of the
den of intelligent creatures (small fayrees, elemental
familiars and so on.) opposed to the works which were even-
tually aborted.
Today twelve years after the project was abandoned, the
Shaproa, is only an awfully cobbled road lined with abandoned
building sites and constructions lost amid wastelands. Despite
all if it, a ourishing economical activity has developed, some
luxurious buildings having been bought by skilful speculators for
a chip of its worth.
The Olgheta house for the poor (Style/Gherion, Alchimists
and Secret Garden) is a charitable institution build inside a pre-
tentious and baroque building, erected to the glory of the rst ARCADIA
great lady of the Gherion family. The aristocracy deals its os- Dominant Attitude: Subtlety
tentatious and often hypocritical generosity. It is well thought FAITH: +1
of for young women of high birth, especially when part of the This strange district owes its name to ancient rows of arcades.
Secret Garden, to work from time to time with the sick; even if These enchanted works sometime open gateways to elemental
they dont understand anything to medicine. In spite of this mas- Realms close to Aarklash and give the surroundings a magical at-
querade, some of the poor patients do get properly treated and mosphere. Many supernatural creatures have taken residence in
real meals are regularly distributed. Arcadia and the only law they know is the Mardis Truce. The district
When the foundations of the future isnt subjected to the rhythm of the rest of the city and always seems
embassy of Quithayran in Cadwallon animated by a supernatural carnival. Despite this obvious festive
collapsed, The Gherion wanted to ll feel, it would be ill advised for the layman to venture the streets of
the hole to resume the building. The Arcadia. In exchange for a wish or a promise, the most adventurous
Dakinee protested, arguing to let na- can lose their soul and nd themselves condemned to live within the
ture do what it had to do. Nicknamed boundaries of the district. The Voyagers appreciate this location for
the green hole (Sleight/Dakinee), this its role as embassy for the elemental lords.
large pit with its rocky rubble and green Mardi Alley (Subtlety/ Baron Mardi) is a street lined with
patches has become the main location tilted colonnades. Music and games entertain an enthusiastic
for the Dakinee cult in Cadwallon. At cosmopolitan crowd. Yet in this jolly chaos, unspeakable curses
the bottom of the depression, one can and lethal maledictions can target anyone at any time if they are
nd one of the rare free waterholes of unable to defend themselves. It is here that Baron Mardi, one
the ef. The fauna abounds on this piece of land and the ogres, of the authorities of Arcadia, gives interviews and enforces his
who feed on fayrees, dont hesitate to come and poach here when Truce.
night falls. Brarh Steel teeth usually comes here to rest. The ancient magical bathhouses of the Callipygian triton
At Nice Bargains (Opportunism/Councils) is a long build- (Subtlety/ the Threshold) is also the name of the monumental
ing which should have become a luxurious hotel. Bought by a statue at the entrance. In 956, the establishment was used as an
dwarf merchant, it was turned into a great bazaar: the rooms are advanced post by the Anfoebian army which attempted to invade
used as stalls and the suites are quite good storage rooms. All the Cadwallon; after the ghts, Baron Mardi declared it forbidden to
merchants and craftsmen from the surroundings come here to Immortals and Elementals. The Voyagers from Aarklash renovat-
sell their production. After the destruction of its former head- ed the building which became the headquarters of the Threshold.
quarters, the guild of Councils has settled here; they rent a whole For the layman, this bath house is always shrouded in steam, and
storey of the building. is a haven of normality in the festive storm of Arcadia.

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At Master Tastes (Style/
Neutral) is an inn reputed for its GHIERONBURG
delicate and exotic cooking. The
menu changes every day and
Slang
no one knows where the chef, a
tentacular being with a gigantic Arcadian: Monstrous.
mouth, provides himself with in- A tamarez: A large scale fraud.
gredients. For many visitors, the To slogrise: To do nothing, to be idle.
colourful supernatural clientele Walk the scale: Go to the market.
of the place is a spectacle worth Go to Mardi Gras: Go to hell.
as much as the cooking. To estimate stone: To lay low (in Petropolis).
It is here that Lan-Aly stays Invest in Shaproa: To prepare a fraud.
when he is not on mission in the Laundrying: Laundry service.
elemental Realms. When itll rain on Parchedale: When pigs
will y.

THE GREAT CIRCLET

Other worlds than Aarklash exist. The Solnarreg is a solid bubble plunged into
magicians studying them have observed magma. Soaked in heat, this cocoon shel-
that the Free City had reections in the ters a city where the inhabitants struggle
elemental Realms. The latter constitute against the tides of magma. This natural
what the scholars call the Great Circlet. phenomenon erodes each day a little bit
The reection of Air is a city state called more of the crust protecting Solnarreg.
by its inhabitants the Principality of Xurgaddys is a vegetal Realm. This city
Splitrock. This Realm undergoes a su- is made of a stacking of villages built layer
pernatural cold which destroys even the by layer on the branches of Addys, a gi-
most resistant materials such as metal or gantic tree of which no one knows where
stone. Crystal is used by the inhabitants it takes root. The magical nature of this
to erect sumptuous buildings since it is world animates the magicians conversa-
the only material capable of bearing such tions because this Realm of Earth is inti-
temperatures. mately linked to Light.
In the past, elemental lords who rule over Another Realm is part of the Great
the reection of Water have attempted to Circlet. Hollowdeep has the reputation
invade Aarklash. They were driven back of being haunted by beings of Darkness
by general Gherions troops. Since, the and Light. For the Cadw magicians,
Concordat of Anfoebia has fallen into Hollowdeep would be an embryo of a
decay: now the meshing of the buildings world caught in between these two mysti-
made of mother of pearl and bone look cal principals.
more like a great cemetery than a grand
capital of magic.

GHIERONBURG 85

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C F
On the Streets
The ducal enclave consists of vast private mansions, as high as
B they are wide, with over decorated frontages. Fine bridges leap
over the quiet lakeside streets. Heart of Cadw power in many
ways, Den Azir buzzes with activity. During the day, busy city
dwellers and austere civil servants mingle with rich landowners
D
idly waiting for the evening. At night, the streets are full of the
echoes of a thousand parties and one can come across an inebri-
E ated procession heading for the lake.

History
After declaring the independence of Cadwallon, Vanius split
up the city in separate efdoms, which he entrusted to his lieu-
B The Core tenants. Of course he helped himself to his own domain.
C The Embassies As he was heirless, Vanius donated his land to the ducal of-
D The Marina ce. Therefore when he died, his ef became the ducal enclave.
E Heatons According to tradition, the ef is named after the Duke in oce.
F The North Gate Soon after the great ood of 900, the ducal enclave annexed a new
island. In 950, fed up with the choking heat of his palace, the Duke
decided to build a summer residence on the island to take advantage

D EN AZHIR
of the cool winds blowing there. This caused quite a stir since it was
a break with tradition, but it didnt stop the construction.
Ever since, the island is used as a summer residence by the
Duke and his court.

For the Duke, by Cadwallon. Den Azhir has been Duke for eight years now. He has devel-
oped his enclave to his liking by renovating the works of his
predecessors : a forgotten square, a tattered statue...
Peer: Den Azhir
Population:
Elf: Rare The Den Azhir clan
Goblin: Rare Den Azhir is the adopted son of Camelia Orrkrk. The condi-
Human: Common tions of this adoption remain secret even today. Formerly a free
Dwarf: Uncommon leaguer, Den Azhir has preferred to create his own clan rather
Ogre: Uncommon than rely on his adoptive family. Therefore he is surrounded by
Orc: Rare his friends, or at least by faithful companions. Among which
Wolfen: Rare two former free leaguers, Constable Kal Rajghur who is in charge
of the militia of Cadwallon, and Silent Scyrnyth, the Steward,
Dominant Attitude: Style who rules the efdom in the name of the Duke.
FAITH: +1 +3 +1

Powers
Den Azhir and his clan have weaved a real network which holds
Cadwallon tightly. Such vivid forces, united not by blood but unshake-
able comradeship, the eight years of the Dukes reign seem today to be
only a prelude to quite a long reign to come. Relieved from the fam-
ily intrigues which plague the other houses, the duke can condently
work for the city without having to deal with private concerns.
In fact, Den Azhir doesnt only manage the servants of his ef. He
also controls the militia in the whole of the city and can call for the
free leagues help. He can also request the Peers assistance with
more or less eciency. This power is one of the factors which se-
cure the relative tranquillity in his efdom.

86 UPPER CITY

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Plots
Courtiers games, fashion and gossip are the greatest evils
roaming the ducal enclave. The latter is the residence of many
noble families without a Peerage who descend from the Dogs
of war. Not having received a efdom when the city was founded,
these families benet from the mansions or the Cynwll vestige
inherited from their ancestors.
Some of them own quite a fortune, but most of them have long
spent the family treasure and live beyond their means. Knowing
that Den Azhir relies more on his friends than on family, the aris-
tocracy tries to draw the Dukes favors hoping to be given an oce
or a Peerage if a ef ever came to be freed, as it has been the case
for the Trophy.
The Duke is still a bachelor. Though his oce isnt hereditary,
his marriage would have quite some consequences on the brides
family. Many candidates more or less willing have appeared.
So much is at stake in arranging this marriage that assassination is
not excluded.

DEN AZHIR
Slang
Cadwallon has a heart of gold!: Taunt, used
in many dierent ways to make fun of an
interlocutor.
To nd a spouse for the Duke: To look for a
needle in a haystack.
Run the ten thousand: To bail a friend out of
the ten thousand paces prison.
As long as the Embassies keep whispering:
The world keeps spinning round.
To heat up: To go fool around in the vegetal
labyrinth.

DEN AZHIR 87

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THE CORE Overlooking Vanius Square, the Mint (Sleight/Ducal ad-
Dominant Attitude: Style ministration) is where ducats are coined. Protected from in-
FAITH: +2 +2 +1 truders by strong metal gates, this massive building is also
Cadwallon has a heart of gold is a popular saying. The city guarded day and night by militiamen. Access is monitored and
is generous with idealists and entrepreneurs indeed, but if the one doesnt get through easily.
City of thieves has a heart of gold, it is mainly because its core On the opposite side of the square, facing the Mint, stands
is full of riches! the Bursars oce (Sublety/Ducal administration). It has its
This district is the most luxurious of Cadwallon; one has to be own debt collectors and justice court. Besides it houses a militia
rich as Vanius to live there. Somptuous mansions are lined along garrison.
the large streets which are brightly lit and decorated with vegeta- Not far from the Vanius Square is the Cardshop
tion. The Core oers a striking contrast with the lower city and its (Opportunism/Cartomancers). This playing cards fabric is
dirty alleys. nonetheless the passage point of many Cartomancers, of which
Being the administrative centre, this district gathers most of some are tarot-mages. One can buy there the tarot of Cadwallon
the citys oces. Foreign representatives are numerous and the and spy on secret conversations. The rumor states that the man-
day time passer-by often comes across ducal civil servants, dip- agers of the guild of Cartomancers usually hide among the reg-
lomats, rich merchants, body guards and militiamen. At night, ular customers of the shop.
the large avenues and bridges linking the towers are used by a
much more colourful crowd. Th is district is probably one where
the militia is the most ecient, incidents are rather rare and
crime discreet.
The ducal palace (Style/Ducal administration) is a well pre-
served cynwll tower which is used as the principal residence
of the Duke and his immediate advisers. It also hosts the citys
administration, the militias headquarters, and the High court
as well. Activity there is intense and access to the lower oors is
free. Thus one can visit the historical galleries of Cadwallon and
check the ducal archives. But on the other hand it is extremely
dicult to be introduced to the upper oors without having
been requested by the Duke or some one of importance.
Great receptions regularly take place there to honor foreign
delegations and great trading treaties.
In the centre of the Core lies Vanius Square (Style/Neutral),
decorated with gardens, fountains and trees. The people living
there meet there to bask during the day and talk among people THE EMBASSIES
of pleasant company. It is the place to be to meet important peo- Dominant Attitude: Opportunism
ple and courtesans. FAITH: +3 +1 +2
When he is not running across the roofs to deliver messages, Located between Vanius Square and North Gate Square, the
Lotval often comes to rest in this quiet place. district of the Embassies is the nerve centre of Cadw diplomacy.
In the centre of the square stands the mausoleum of Vanius The militia is particularly vigilant here and supported by the
(Discipline/Heralds of felicity). It is here that the remains of the regular troops of the Embassies and the guild of Goldsmith. Very
rst Duke have been left to rest. The building, on top of which animated during the season of whispers, the district is pretty im-
is standing a huge statue, is guarded by a dierent league each pressive with its high walls which protect each house. Very few
week. The changing of the guard of honor is the occasion of a passers-by circulate here in day light, save for those travelling
ashy and shiny ceremony which draws many visitors. in lavish carriages. Emissaries from all the nations of Aarklash
The legend says that Vanius war chest is hidden in the mau- meet here to seal or sort out alliances and prepare the RagNarok.
soleum. Some claim that invisible inscriptions are carved on the At night, the sound of many parties can be heard. Most of the
monument and provide the information necessary to nd the houses have their own impressive security systems, often magi-
treasure. cal ones.
A Herald of felicity retreat is also set in the foundations of the The walls of the embassy of New Shamir (Sublety/Empire
building. The monks take care of the maintenance and watch of Syharhalna) hide a lush garden which gives the illusion of an
over the remains of the founder of Cadwallon; they live recluse oasis in the middle of the desert. The embassy itself looks like a
and the people of the city would rather ignore their presence. Syhar palace: a great white circular building with columns and

88 UPPER CITY

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topped with an ochre dome. Many rumors circulate about the
combat clones who protect the embassy and only men with a
deathwish would attempt larceny on that building.
The embassy of No-Dan-Kar (Opportunism / Empire of No-
Dan-Kar) grows bigger each year. It has reached a astonishing size THE MARINA
today and its walls surround a real goblin village. The ill-assorted Dominant Attitude: Style
palace is composed of lodges, extensions and awkward storeys. FAITH: +4 +1 +1
At any time of day or night, countless goblins come and go, tak- Entirely created by the rich citizens of the city who possess a
ing care of their business, selling and buying all sorts of goods or summer residence, the marina takes advantage from the jun-
exchanging services. Usually, Lady Chlorine is a regular visitor gle anking the eastern side of Cadwallon. Among the foliage
to this place, relentlessly trying to get to the Ambassador. But for and the buildings, only traces are left of the former surrounding
several weeks, her visits have become less frequent. wall, which was knocked down to allow the construction. The
The Synedrion (Opportunisme/Goldsmith) designates stone constituting the quays was thus provided. The houses on
the council which manages the guild of Goldsmith (which ad- piles are made from the best kind of wood found in the jungle.
vises Darehvan) but is also the name of the guilds seat. The By day, the rich Cadws bask in the gardens of their houses or
Synedrion is totally open to the outside: it shows a great round- sail on the lake aboard boats rented or bought from the guild of
house from which two wings spread forming an arc. The latter Ferrymen. At night, the lake waters evoke a sheet of black ink
encloses the Five golds Square, the centre of which is occupied and a surreal silence takes over the marina.
by a pillar decorated with ve statues of eagles. Each statue was In the centre of the district stands a mill, one of the few which
made with one of the particular types of gold (yellow, white, survived the ood of 900; the recent construction of the marina
red, blue, black). gave it back its splendor and it was turned into a magic gems
Many chapels to the dierent gods of commerce and fortune market (Style/Cartomancers). A small boat is necessary to get
have been built around the Synedrion. Even the cult of Merin is to the building since it is surrounded by water and is strictly
represented. Yet, the Syhar Ambassador has requested to close guarded. The place has become the meeting grounds for magi-
the access to this chapel isolated among these pagan cults. cians whose presence is enjoyed by most of the people living in
Plotting, trade and commerce take place here. The Synedrion the district. Eriel often comes to the mill to purchase gems.
plays an essential role in the policy of the Goldsmith on a large Lodged in a discreet, yet luxurious house, the Secret gar-
scale. The emissaries from all over Aarklash are present here at den (Style/Secret garden) provides a quality environment to its
all times. At night the guilds troops are doubled. It is not unsu- students. The famous school for young ladies hires the services
sual for a merchant to pay for Aralks protection. of ten members of the guild of blades to take care of the young
students safety at all time. A charming terrace to which is tied
a small covered boat allows the young ladies to admire the scen-
ery.

DEN AZHIR 89

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HEATONS THE NORTH GATE
Dominant Attitude: Style Dominant Attitude: Discipline
FAITH: +2 +2 +1 FAITH: +1 +4 +1
Heatons is the only isle on the lake of Cadwallon. When the The North Gate district is the least shiny of the whole enclave.
season of blades comes, the Duke and his court move and a se- Many free leaguers can be found there taking care of there own
ries of festivities and balls are organized in the gardens on the business, generally near the prison. Many judiciary institutions
island. Today, this moment is eagerly awaited because gardeners can be found there too. North Gate is the main road into the up-
and tailors show there new creations on this occasion during per city. Great roads have been built in the efdom of Soma and
great fashion shows. Nights are therefore very animated and access to Den Azhir is being made easier. The gate is also used
days very quiet. as a security limit for visitors. Once inside, the militia can guar-
An imposing building shooting its twin towers towards the anty their security. A careful screening of the people coming in
sky, the summer palace (Style/Den Azir Clan) constitutes one takes place at the gate and the poor are sent back unless they
of the most beautiful architectural stunts of modern Cadwallon. have an excellent reason for entering the enclave. The poorest
During the season of blades, the palace displays many banners, leagues usually have problems with the militia of this district.
some longer than boat sails. Thousands of windows let the light The Ten thousand paces prison (Discipline/Militia) is a
and breeze in. On the bank, the palace slides towards the lake stopping-o place well known by the free leaguers. They wait
with a succession of lodges and barbacans. On the garden side, a there to pay for their infractions in gold. The building is built
large square allows to stage sumptuous outdoor night balls. with stones from the walls which crumbled after the ood of
Close to the palace, grows a labyrinth (Style/Den Azhir 900.
Clan) of plants, statues and fountains. This garden is used for The prison is two storeys high and has three underground lev-
the citys important people amusement during the summer els. It is surrounded by a wall three meters thick. The basement
balls. It is also a quiet place for lovers games and plotting. In the levels are used to keep common prisoners.
shadowy alleys, it is not uncommon to spot Lehris Izhar well The ground oor houses the prison personnel and also a gar-
known for his fondness for seduction. rison of militiamen who watch over the district. The unfortu-
nate free leaguers and nobles without money are kept on the
rst oor. The latter benet from a treatment equivalent to a
wealthy living in the city. Those who have more money (but not
enough to leave the prison) are kept on the second oor in pri-
vate suites.
The Alliance (Discipline/Heralds of felicity) is a monument
dedicated to Light. It is built in the shape of a ten meters high
tetrahedron held by six columns. The whole is carved in a trans-
lucent rock, gift of Lanever at the foundation of Cadwallon.
When the day light is strong, the columns and the three panels
of the roof open to let the light ood the inside of the building.
One can then admire an incredible scale model of Cadwallon,
a real sculpture of golden light standing in the centre of the
monument. Six heralds of felicity are permanently serving the
temple. The monuments protection is left to soldiers of Alahan,
Akkylanny and Lanever. Urguemal the Pure spends a lot of
time at the Alliance, talking to the guards and visitors, hoping
to enrol people for his crusade.

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91

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On the Streets
D During the day, Lahns light teases the shadows of the pillars and
lightens up the sumptuous fronts of the great buildings of the ef-
dom. The valets and the servants of the aristocracy hurry around
B in a compact crowd in the Pillars district, while the university stu-
dents bask on Free Square. In the sky the dwarfs ying machines
C come and go in an unbelievable ballet.
At night, the shadows of the pillars become disquieting and
only Crimson Dress district remains alive. The large clean cob-
bled streets of Drakar are only walked by militiamen and free
leaguers. If one looks up to the sky, only the Tower and the dark
gures passing in front of the bright windows are all there is
left to see.

B The Pillars History


C The Free district Originally called the Pillars, referring to the feet of the Tower,
D Crimson dress Drakar was part of the rst efdoms entrusted by Vanius to his
faithful lieutenants. Johann of Alahan was put in charge of the
ef and pretty soon found himself working on developing the

D RAKAR
Cynwll buildings of the area. Quickly, the richest Cadws set-
tled in this domain. Johann managed it as a good Bahran should,
righteously and virtuously. From the presence of the Dyrsin tow-
er, he learned about the Cynwll; he was even allowed among

Hold the line! them and was given the honor of riding a dragon.
As the city was gaining its independence, the familys attach-
ment to its original nation generated resentment among the oth-
er Cadws and even among some of the families closest allies.
Peer: Albanne Drakar Johann changed his surname to Drakar. Unfortunately, the ref-
Population: erence to the dragons and the attachment to Barhan moral values
Elf: Uncommon showed by Johann prevented the rancor from being forgotten,
Goblin: Rare and it remains very vivid today.
Human: Common
Dwarf: Uncommon
Ogre: Uncommon The Drakar family
Orque: Rare The Drakar family has made of its ef an example of what the
Wolfen: Rare Free city should be. Thus creating a gap with the reality of the
city: if Cadwallon is a jewel, it is also the city of thieves not the
Dominant Attitude: Discipline city of honor. The Drakar family is split by its cultural origins.
FAITH: +1 +2 Between the partisans of the Bahrans, the Cynwll, Light and the
Free City, the families unity is crumbling. Yet it does exist be-
. cause, be it out of pride or duty, the Drakar unite behind the
Peer when ever the ef is threatened.
Nowadays, the family is led by Lady Albanne Drakar, a young
leader. Her charisma is only outshined by the politic skills of her
uncle, Silnus Drakar. In between, Albannes younger brother,
Eric Drakar, is torn like the rest of the family. He admires his
uncle and, despite his young age and inexperience, protects his
sister who he adores.

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Powers
The ef has at its disposal a unyielding armed force, notably a
dreadful cavalry. This choice may seem absurd to battle in a city
with such an extravagant architecture but the Barhan heritage is
very vivid.
Besides, all the Drakar Peers honor the ancestral alliance be-
tween the family and the Cynwll. By allowing these elves to be
heard and to settle freely in the efdom, the Drakar have built a
solid alliance. Thus, when the ood of 900 threatened the Pillars,
the Lanever engineers gave a hand to the guild of Architects.
Finally, the family has a great interest in the leagues, and they
feel the same about the Drakar, at least they share the same
conception of heroism inherited from Johann.

Plots
The Drakar family wants to be thought of as virtuous, hon-
est and brave. Yet, one must admit that in the City of Thieves
many problems cannot be solved with good intentions alone. The
family joins in to the plotting but are not very skilful. They do
not fear to have what they think brought before the public eye
and usually manage to draw the populations support. Thus they
have opposed the guilds several times by relying on irrefutable
elements. The guilds concerned were the rst surprised that the
Drakar had in their hands such documents. DRAKAR
Besides, rumors circulate concerning the familys secret ma- Slang
noeuvres. The presence of many free leaguers in Drakar stim-
ulates the curiosity and paranoia of the guilds. The Bards of
Destiny of the ef are among the most active, and some say to Proud as a dragon: Said about a pretentious
have seen the bard Argos Brisandre walk out of Fort Drakar at a person.
very unusual hour, visibly trying to avoid drawing attention. The shot: Noon, when the restaurants
Albanne Drakar has clearly expressed her support towards are full.
the Duke and the free status of the city, against her uncles advice. To dress in crimson tonight: To pay a visit
Yet Albanne remains very close to the Cynwll for what they did to the loose ladies.
for her ancestor. Besides she has decided to support the most Room service: In the Gilded tower,
honorable leagues, which angers some guilds. a rst-class prostitute.
The Drakars have weaved a strong bound with the Khaurik To get swined: To fail an exam. By extension,
Peers. In the same way, the family has always supported the to fail anything.
Automatons traditions. They also keep a friendly relation with
the Orrkrks. On the other hand Albanne cordially hates the Var-
Nokkt for their unconditional support to the guilds. An old ven-
detta opposes the Drakar to the Gherion; Silnus Drakar and
Adalban Ghiron are the main actors.

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The sky station (Subtlety/Ferrymen) is a great platform re-
cently built on the side of Fort Drakar by dwarf and Cynwll
engineers from the guild of Ferrymen. Its from there that the
hired balloons of the district leave. A ying extension was even
built with the outrageous benets of the station.
Slightly o center from the rest of the district, the sinister
garrison (Discipline/Drakar) houses the militiamen and the
prison which the Drakar are in charge of. The fact that these
barracks have stables is quite rare; all the students from the light
cavalery academy of Lanever must serve at least two months
every year in the Drakar militia.
The guild of Architects has its headquarters in the Perfect
tower (Style/Architects), one of the rst to be renovated by
Johann Drakar and oered as payment to the young guild.
Bearing the mark of the guild and heavily guarded, the Perfect
tower hides the secrets of the Architects. Thanks to them, the
masters of the guild have enlightened the ef despite the pillars
casting their great shadows.
The Gilded tower (Style/Goldsmith) is a vertical mall with
luxury shops, taverns and tea shops. It is topped by a magnicent
THE PILLARS hotel managed by a goblin named Guelard of Orignac. Lounging
Dominant Attitude: Discipline about the shops is the courtesans favorite pastime, especially for
FAITH: +2 Elleole dYsme. Many free leaguers meet also in the gilded tower
The Pillars district is the domain of the aristocrats and men to spend their hardly earned ducats.
of honor. During the day the avenues are packed with armies
of servants sent out to fulll their masters wishes, wandering
courtesans and patrolling militiamen. By wandering amid the
stalls, one can admire the spectacle of Cadw nobility.
At night those shops are all closed and the district is deserted.
A few secretive free leaguers and unlucky militia men are the
only ones still walking the streets. The only sound disturbing the
silence is the backwash from the lake.
The gigantic Tower (Sutblety/Lanever) which overlooks the
upper city is Dyrsins residence, the unocial Cynwll Ambassador
to Cadwallon. The only entrance is a dragon landing area, set in
one of the pillars shadowing the district. This and the fact that the
Drakar are very attached to Cynwll culture has led to a deep as-
sociation between the ef and the tower.
Between the original Cynwll style and the renovation works
carried out by the one called the Ambassador, the architecture
reminds that of Laroq. Everyone has an opinion about the take
o area for dragons, a wonder for some, and a challenge for oth-
ers. The Ambassador lives alone in his tower probably helped by
an armada of constructs.
Fort Drakar (Discipline/Drakar) is one of the oldest tow-
ers of the city. It doesnt look like a fort and certainly doesnt have
any defense works. The very martial Drakar are determined to
maintain this name. Here lives the entire family; even the young
Eric Drakar. Some of the unused upper oors have been let to
the sky station.

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DRAKAR 95

CadwallonUS-pp 092-097.indd 95 20/06/06 14:26:03


THE FREE DISTRICT The birdhouse (Style/Bird-catchers) is a great old build-
Dominant Attitude: Subtlety ing completely transparent, built exclusively of glass and metal.
FAITH: +2 +1 The inside is a wonder for the eye and the ear: the passes-by
During the day, the free district lives according to the lectures can discover exotic birds brought back from the four corners of
and the students pranks. This idle atmosphere gives the impres- Aarklash. The Bird-catchers organize their assemblies there. The
sion that no one actually works in this district. The passers-by purchase of this former wing of the free university still angers
spend the day seated at the tea shops with the artists and idler. some professors who see there an interference of the guilds in the
On the other hand nights are pretty animated in contrast. Drunk last independent strongholds of Cadwallon.
or only jolly, the students sing and roar on Free Square, while the
militia has a hard time keeping the calm for the people living there.
To nd some calm, the eld of honor is the place to go to have a CRIMSON DRESS
quiet night time meeting. Dominant Attitude: Style
The Free University (Subtlety/Drakar) is organized following FAITH: +1 +2
the Cynwll model. It welcomes teachers from all over Aarklash, The Crimson dress district is not only an insult to the Drakars
including (since Albannes rule) representatives of the meanders righteousness, but adding to this, it lives o beat from the rest of
of Darkness notably the disturbing Palythiss. Captain Franzs the efdom. During the day absolute lethargy rules here. Only
league protects these special teachers on behalf of the Drakars. drunkards, who were unable to get home before dawn, walk
The lecture theaters of the university are large and bright. Great these streets. The houses seem abandoned and the militiamen
windows face one of the rare parks of Cadwallon. are absent.
The eld of honor (Style/Neutral), gentlemen and free leagu- When Drakar falls asleep, The Crimson dress awakens. The
ers have chosen this place to settle their quarrels. Their obstinate personalities of the ef, the students and some free leaguers
habit of dueling at noon gave birth to the saying the Shot. At come here to go wild in the inns and brothels. The district is not
that time of day, one can often come across Gosse Hitchblade, dangerous though. Many customers take their body guards when
a famous Barhan duelist. One has to wait until calm returns to they visit the district, which puts o possible aggressors.
meet Mhoz, since the noisy surroundings dont quite suit his Under the dress (Style/Thieves) is a luxurious brothel which
meditations. houses young women from all origins, with a good education and
Opposite the park stands the imposing fortied building of good looks. Besides, the discretion of the house is insured by a
the light cavalry academy of Lanever (Discipline/Drakar). code of honor worth of the Drakars. The house is run by Larenia
The prestigious military academy of the Drakar family has been and its protection is taken care of by the guild of Thieves. Hardly
there ever since the creation of the efdom and they attempt to commendable people, such as Celenia of Teren, come here to ne-
teach urban horse riding. gotiate with the nobility.
The adepts of Nosis meet at the Equanime brotherhood The Dragons pool (Style/Neutral) is one of the rare public
(Discipline/Cynwll). The latter is situated in an average size bath houses of Cadwallon. By day it is run normally. At night
tower made from stone and metal. It houses not only exiles, but beautiful girls and handsome young men come to massage the
also Cadws from all horizons or almost. customers in a sensual yet invigorating fashion. Its the only place
Despite all of Lady Albanne Drakars eorts, the ef re- where Erchar the Drune feels at ease; he can be found there
mains the ef of predilection for Barhan exiles, as the presence almost every evening.
of the temple of Arin (Discipline/Barhans), built when the ef The Swine (Pugnacity/Neutral) is an inn, which looks like
was created, proves it. In spite of the fact that it is specically a shanty house, and serves awful wine. Over time, it still man-
dedicated to the Lions god, it shelters alters for the whole Barhan aged to become the young military school students den. They
pantheon. get drunk there for a few pennies and grasp the butt of vulgar
The great scriptorium (Subtlety/Scribes) is the headquar- looking prostitutes.
ters of the guild of Scribes. They occupy a suspended bridge with The Mortarboard (Pugnacity/Neutral) owes its name to the
walls entirely covered in shelves. To have access to it, there is a cap worn by some students from the free university. This inn is
long stairway which winds up the side of a pillar. Besides from or- the equivalent of the swine for the cavalry students. Both inns are
ganizing meetings and administrating the guild, the scribes take actually so close that ghts often occur regularly between both
care of organizing conferences with the scholars from all over communities. If the students rarely win, they still manage to give
the city and guided visits for young students who might want to the soldiers a right beating.
become Scribes.

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DRAKAR 97

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B On the Streets
D The architecture and the urban planning of Var-Nokkt are a
C straight legacy from the gis. The streets are wide and rarely
winding; though imposing, the buildings look squat. The works
E of the Var-Nokkt have prospered and the ef knows an important
economical activity. Less educated than the Drakar, less precious
than the enclave, the ef supports talent and money making. The
many shop signs are used by visitors to keep track of where they
are in the ef. Yet when night comes, most of the inhabitants lock
B The tailors District themselves up fearing to be burgled. The ef has then a sinister feel
C Ka-n-Vor and night birds are far from welcome.
D The Shades
E The Bridges
History
The Var-Nokkt are one of the older families of the city; its

VAR-NOKKT
founder, Rkar Nokkt, was one of Vanius lieutenants. The his-
tory of this family is like the spring which becomes a great riv-
er. Since its foundation, the Var-nokkt family has always been
prosperous, sometimes by shamelessly exploiting the dwarf

Fortune smiles to you, Var-N okkt! refugees coming from the highlands of Tir-N-Bor. They dont
experience any remorse since they consider these expatriates as
frustrated barbarians born under the gis and destined to live
Peer: Torguir IV Var-Nokkt under the upper city.
Population:
Elf: Common
Goblin: Rare The Var-Nokkt family
Human: Uncommon The Var-Nokkts have always had an exclusive passion for
Dwarf: Common wealth. For generations they have ruled the ef with love and
Ogre: Rare greed; and the family is run like a guild.
Orc: Rare Descendant of Duke Koliandre, Torguir IV Var-Nokkt is the Peer
Wolfen: Rare of the efdom. He manages the activities of his relatives, which
amount to around twenty dwarves, male and female. Surrounding
Dominant Attitude: Sleight him are his wife Hildra, his son Torguir V, his daughters Lyfha and
FAITH: +3 +1 +1 Ryankha and his brother Arkan who mysteriously disappeared after
a scandal linking his name to a network of corruption.

Powers
The family is run by Torguir IV. At his level, the family isnt any dif-
ferent from a guild; the Peer is surrounded by his closest advisers and
manages the familys business; they constitute the Council of Elders.
Hildra, his wife, supervises the judiciary activities of the ef.
His brother is in charge of the Var-Nokkts treasure. His daughter
Lyfha takes care of the relations with the embassies, while her sister
Ryankha is the wife of the rst son of the Senex (dwarf king of the
gis) and insures the good relations of the family with Tir-N-Bor.
Finally his heir, Torguir V is in charge of internal aairs (especially
relations with the free duchy, the guilds and the leagues).
The other members of the family participate in the enter-
prise eort and have responsibilities, under the authority of
the Elders. Thus for instance, Krondnir, Arkans son, leads the
familys troops under the authority of Torguir V.

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Plots
The Var-Nokkt family possesses interweaving relations with-
in the guilds (notably the Goldsmiths) and through a skillful
system of retribution, permanently supports their councils. The
good relationship of the family with Tir-N-Bor is also put to
contribution and Ryankha often intervenes to favour a transac-
tion between the gis and the Architects or Alchemists.
Yet among the city, the Var-Nokkts standpoint irritates. The
Drakars are very openly critical about them and only the in-
tervention of the Orrkrks, friends with both sides, prevented an
incident.

Of course I must concede the fact that


the Var-Nokkts have brought prosperity
to the ef. Although I believe that they
seek rst of all their own wealth and
have woven around us a dangerously
intrusive web. How many steps can we
take without meeting one of them? How
many times have we had to pay a local
tax to be allowed to settle a deal or a
treaty? The Var-Nokkts are everywhere
now. They were able to lure us, Usurers
and Architects, and maintain us under
their thumb. We must react and protect
our activities. In fact Ive been questioning
myself: what kind of secret do the
Usurers protect concerning the abusive
policy of the Var-Nokkts?

Master dril Haarken, local Goldsmith chapter

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THE DRESSMAKERS DISTRICT
Dominant Attitude: Style
FAITH: +1
Th is district occupies several oors of several towers, linked
by bridges and terraces. The famous Cadw dressmakers have
given their name to the districts. They exclusively supply the
aristocracy with the most re ned, exotic and original cloth-
ing. At the top of this complex stands the guilds seat, the
Belvedere.
By day, bridges and stairways are relentlessly walked by the
guilds gardeners, customers coming to purchase the latest
fashionable garments or some fragrant perfumes. The entrance
of the gardens is guarded by the Blades who are in charge of
protecting the Dressmakers treasures.
The inuence of the Dakinee and the Syhar give a nefarious
cachet to the district when night comes. If they guarantee the
originality of the Dressmakers (the Dakinee insects and the
Syhar mutagenic science), they also draw a population who be-
lieves to be living dangerously by passing by these workshops.
As a consequence many night-time businesses have sprouted on
the terraces with an unrivalled view over the ef and the lake.
Located above the Dressmakers district lays the Green
terrace (Style/Dressmakers) where the people of the upper
city come to bask. In fact this esplanade shelters the garden
used to compose the vegetal garments reserved to the aris-
tocracy. Plants and flowers imported from the Emerald for-
est compose this unusual scenery, thanks to the expertise of
orc gardeners. The most famous of them is without doubt
Arkabast the gardener.
The Terrace remains open at night, but only to those
rich enough to pay the outrageous fee to the guild of
Dressmakers.
In the centre of the Green terrace stands a circular house
topped with a crystal greenhouse. Called the Belevedere
(Sleight/Dressmakers), it is the seat of the guild of Dressmakers.
Besides from the administrative offices, it also displays a gar-
den-museum, as well as a garden of fragrances where the rar-
est flowers used for perfumes grow. Exclusively open to the
guild masters, this garden is situated under the glass panes of
the building.
The Glistenning (Style/Favorites) is one of the most popu-
lar delight houses. Hidden in an audacious nestling an in-
verted tower diving towards the ground from a terrace this
prestigious house draws the beautiful young people who come
here to go wild, gamble and get drunk when night comes. And
when day comes, the quietness of the district takes over natu-
rally. The Glistenning is the seat as discreet as it is prestigious:
the guild of Favorites.
Clinging to one of the pillars of the Cynwll tower, Castel
Var-Nokkt (Discipline/Var-Nokkt) hangs above the void. It is
only through the air that the heart of the Var-Nokkt power is
accessible. The family owns three balloons decorated with the
family crest and an airship.

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The Castel is a where the great parties entertaining the rich
Cadw elite take place. One can meet there the head of the guilds.
On some very rare occasions, the parties take place in the airship
Senex III, which then ies over the lake. During these receptions,
the Var-Nokkts often hire mercenaries from the guild of Blades
to take care of the guests security. 488-KE-253 is often hired to
lter the access to the Senex III before take o.

KA-N-VOR
Dominant Attitude: Opportunism
FAITH: +4 +2
The district is where the people coming through Rkar gate from
Trophy arrive. Here can be found the Great Market; it constitutes the of the efdom still come here to discuss the latest rumors, make
merchant heart of the upper city. Save for the main streets, which lead deals or simply to have a drink together.
to other districts, all the other streets are protected by harrows, closed The top oors are used as cellars for food and beverages in
at night and guarded by both the militia and the guilds own troops. case of a siege. Above the roof is an aerostat station for the Var-
Not everyone gets in to the closed streets of Kar-n-Vor. Each Nokkts private use, to get home as quickly as possible.
one of these dead end streets are dedicated to a specic craft: The Great Market uses a hydraulic gangway to lift goods to the
Smithy, Jewelry, Alchimy, Goldsmith, Lapidary... upper levels. It is fed by a boiler located in the basement and the
The huge semi circular square of Rkar gate (Opportunism/ steam released to avoid high pressure incidents gives an industri-
Var-Nokkt) is lined with the front of the richest houses of the ef ous feel to the district.
and some of the most prosperous shops of the guilds favored by the The temple of Uren (Sleight/Architects) is built to resem-
Peer. Three main streets leave from this square rallying the rest of ble a huge anvil and is located on Forges road at the far end of
the ef: Forges road leads to the Shades, Elixirs road allows to get to the district. This place is where the dwarf scouts of the guild of
Drakar and Elders road leads to the former Tir-N-Bor embassy. Architects meet, under the omen of their tutelary god. The tem-
Among the most reputed establishments is the Haarken House ple has its own workshop, where Master rn works alone. This
(Opportunism/ Guild of goldsmith) of the guild of Goldsmith who Thermo-scientist invents steam powered weapons, which are
have numerous commercial exclusivities with the cities of the gis. then sold to the guild of Blades.
The Great Market (Opportunism/Var-Nokkt) is a colos- Flanking the wall enclosing the upper city, the barracks
sal work of architecture built from stone and destined to house (Discipline/Militia) of the militia have a clear view over the roof
the efdoms administration, especially the Judiciary branch. of Var-Nokkt. The Lieutenant-general of the ef, Ghildomar
A whole level is dedicated to the great festivities of the city (no- sees his authority relentlessly challenged by his First lieutenant
tably the carnival). But even on ordinary occasion, the dwarves Thurin, the grand son of the peer.

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THE SHADES
Dominant Attitude: Sleight Finished ten years after the great ood and built by Sh-
FAITH: +3 +2 Az the goblin, master architect, the grand canal of Sh-Az
The Shades spread under the dressmakers district to the lake. (Sleight/Sewer workers) collects the ooding and lake waters to
It is a more modest district made of low houses and where the dry the efs ground. It constitutes the main artery of network
streets rarely get any sunlight. running all around Cadwallon.
Moreover this district is liable to ooding. The proximity of Hidden underground, from the lake to the rampart and pass-
the lake soaks the ground; the streets are all cobbled to pre- ing through the Shades district, the Grand Canal is the head-
vent them from becoming a quagmire. The least depression is quarters of the Sewer workers right under the Great Market.
quickly ooded. The basements must be regularly emptied in The members of the guild relentlessly explore this network and
order not to be turned into stagnant ponds. take care of its maintenance.
Since the great ood, the citys architects have developed a Association of patrons and scholars who try to discover the
network of underground sewers and water pumps for the streets. ancient secrets of the city, the Circle of Explorers (Subtlety/
This network is built around a central closed canal which goes Circle of Explorers) has set its headquarters in the district.
out in the Trophy efdom to irrigate the elds. Thus, it benets from a privileged access to the cellars to launch
The unsteady ground of the shades allows to dig easily and its expeditions.
unveil entrances to underground ruins. Free leaguers can make Light and gears (Sleight/Architects) is a workshop run by
a living here as long as they manage to negotiate an access to an elf from Wyde, in Lanever : Yeoneul the Heliaia. If he jeal-
the cellars to dig. ously keeps his secrets, he is always ready to study and repair
constructs coming from Cynwll ruins.
Founded by a Usurer, the Cellar concession (Opportunism/
Usurers) oers the people of the Shades to exploit their cellars
against a rental fee. Thus Master Olram quickly became an un-
avoidable interlocutor to who ever wants to explore Var-Nokkts
underground. He has free leaguers among his customers of
course, but also members of the Circle of Explorers.

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VAR-NOKKT
Slang
He touched the Anvil: To be favored by
fortune, to be lucky.
To Glisten: To go wild, generally on the green
terrace. Said of someone who has fallen in
love with someone of a lower social status.
THE BRIDGES To Live against fortune: To antagonize with
Dominant Attitude: Sleight the Var-Nokkt family.
FAITH: +3 +1 To wear cherry-doublet: Said about a dandy,
Some inhabitants have put the most daring architects in charge the latest fashion.
of building sumptuous and elaborate houses for them engulng Fragrant death: Poisoned.
the large bridges running from one of the pillars of the Cynwll As night time in Kar-n-Vor: Said of a well
tower. The richest even had great gardens suspended above the protected place, impregnable; by extension,
void. The most prosperous members of the guild have their houses designates someone incorruptible or who
there, with the generous consent of the Var-Nokkt. Their man- turns down suitors.
sions host many business meetings by day and great receptions at Proud as a Drak (meaning a Drakar):
night, but it is all skullduggery, improbable alliances and praise to said of someone narrow minded, who has no
the holy ducat. air for business, but a stern sense of honor;
The gardens are irrigated by a network of pipes bringing wa- designates by extension someone whod rather
ter up from the lake. Th is complex has been designed by dwarf keep his money safe than reinvest it .
engineers to irrigate the Green terrace, but the Var-Nokkts have Gentleman: a free leaguer, an obviously
hastily oered its use to the people living on the Bridges. ironical term; by extension, designates a
The old embassy long ago the great diplomatic stronghold crook, a charlatan.
of Tir-N-Bor, (Sleight/Var-Nokkt) is only still standing thanks Skilful tailor: a craftsman with out any
to the expertise of the architects who built it. The Var-Nokkts creative genius; by extension, a tasteless
have thought of turning it in to a meeting ground for Cadw mer- person, with no aesthetic sense.
chants. Through emissaries, the Senex of Tir-N-Bor has oered
to pay for the buildings maitenance until a new Ambassador is
appointed. The Var-Nokkts take the money but use the building
for other purposes.
Located opposite the Embassy, the temple of Caradoc
(Opportunism/Var-Nokkt) is acclaimed by the dwarf popula-
tion of Var-Nokkt. In the ef, Caradoc is considered the pa-
tron of honest craftsmen and merchants. The temple is lavishly
decorated, as a symbol of the many donations from the dwarf
community of Cadwallon. Among the priests is Ardhun, son of
Ryankha and sent by Tir-N-Bor to learn more about the city.
The Orrkrk family, who rule Rampart, has decided decades
ago to build a villa (Pugnacity/Orrkrk) in the district. The house
stands against one of the bridges and is actually the highest in
the district. Without leaving their aairs, the Orrkrk have de-
nitively established themselves in this property.

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that the peers ask for the dukes attention on some aspect of his
LAWS policy. Peerage is more a status than a true function, a peers
inuence really depends on the personal relationship with the
Cadwallons free status is an oddity on Aarklash. The deals duke.
agreed between the Dogs of War (one of the rst free compa- All of the guilds leaders meet once a year (or more under ex-
nies) and the neighboring nations have made the city a unique ceptional circumstances) to provide the duke with a report on
case of an autonomous society preserved from the deadly stakes the past years nancial outcome and to suggest various scal
of the Ragnarok. . reforms. Outside of these gatherings, one can often come across
very important guild members in the halls of the ducal palace.
Today the Free City has a relatively complex judicial sys- They regularly seek audience to le their grievances. Sometimes
tem, the reection of a divided and rather incoherent political the duke summons them directly to get their precious advice.
framework. Of course, the more often a guild master is consulted, the more
he has the right to seek the dukes attention. Rub my back and
Ill rub yours...
The ducal authority All of the citys free leaguers meaning between 300 and
500 people gather twice a year in a huge assembly. The duke
For all Cadws the duke is the central gure of authority, the himself sets the agenda and announces various decree propos-
one who lays down laws (called decrees in the city), and the als to the leagues. The free assemblys powers have never been
peers and their family members are his direct vassals. dened, so it is up to each duke to decide on his own in which
eld he wishes to get the free leaguers approbation. A proposi-
tion that is acclaimed by the whole assembly usually becomes a
The dukes election decree respected in the whole city.
When a duke dies, an assembly composed of the ten peers of Traditionally the rst free assembly is held during the carni-
Cadwallon and the 60 free representatives of the free leagues val in the great hall of the leagues, which is outside of the city.
gathers in the ducal palace and remains there until a new duke The second one is held at the dukes choice, usually on the an-
is elected. The privileges of the leagues (earned 20 years ago) niversary of his election, in the ducal palace. A duke can show
have profoundly changed the election by giving the free leagu- his discontentment with the leagues by not sitting the second
ers the power to appoint the dukes, if they manage an agree- assembly.
ment with each other, that is. The only condition being that only
an aristocrat can be elected. Apart from this, its often alliances
and intrigues that determine who the new duke will be, well Cadw justice
before the election even takes place. Therefore for two decades
the dukes have tended to be particularly favorable to the free Cadwallon is a city obsessed with its citizens wealth (at least
leaguers, even though some have sought a balance between the of the most enterprising among them) and the citys prosper-
guilds and the leagues. The best case being the actual duke, ity, so one should not be surprised if the judicial system is used
Den Azhir, who has made his reputation as a free leaguer of the mainly to get monetary reparations for any wrongs caused. For
Ruby-Heart. justice is just another activity, prot is all that matters.

Decrees Ducal Justice


The duke has the power to dictate the laws that rule Cadwallon. The duke has the right to take justice in his own hands when-
No matter his decisions, they must be enforced without any ever his power is challenged. The ducal High Court therefore
questions asked. However, being aware that in order to rule, one takes care of all those who seek to undermine the citys inde-
sometimes has to listen, the successive dukes have been known pendence or who cause harm to the dukes direct vassals the
to surround themselves with the living forces of Cadwallon to peers and the free leaguers.
advise them. Nowadays the citys three political factions (the
houses of peers, the guilds and the free leagues) have therefore
there word to say about the way the city is ruled. Aristocratic justice
The ten peers of Cadwallon are the dukes vassals. They are in For all other matters, the peers take care of justice in their
charge of administrating the efdoms of the two cities (upper efdoms. They punish criminals and settle legal disputes.
and lower) in his name, supplying the militia with the means to Frankly, this task does not interest all peers, who already have
act, and collecting the ducal taxes. In return, it often happens a tough time inuencing the duke, balancing their efdoms

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budget, and building up their social networks. It therefore often with contempt by the authorities. Cadws have long tended to
happens that peers entrust their judicial work to members of take justice into their own hands in cases like these.
their family or to trained professionals. The second major trend is the sacrosanct protection grant-
Aristocratic justice cannot try peers, which does not mean ed to economic activity. There isnt a more atrocious crime in
that they are unable to try a noble. In most cases the feeling of Cadwallon than causing harm to the citys prosperity. Cases of
belonging to a caste is stronger than any other considerations, fraud, of embezzlement, of racketeering, or exercise of profes-
but sometimes a grudge might divide families sometimes sional activity without a guilds license are severely punished.
even a house! annihilating this spirit of solidarity. This is also true for all acts that threaten the property of an-
other. Legitimate defense is automatically granted to anyone
protecting his home against an intruder or who feels forced to
Magistrates defend his belongings from an aggressor.
Being a magistrate in Cadwallon means being in the service of
a noble, being a member of his domestic sta. There is no guild
for this trade. However, most magistrates are former reputed
members of the guild of Councils, which congregates lawyers
and notaries. For these individuals entering a peers service
is the climax of their career, the most ambitious among them
hoping to sit in the Ducal High Court. Even though most mag-
istrates dont directly deliver justice (which is rendered by the
peer or by a member of his family), they only give their exper-
tise. The magistrates are paid directly by the aristocrats, who
often index their salary to the amount of nes that were paid
during the trial.

Breaking a law
Though the decrees in Cadwallon cover most aspects of city
life, two major tendencies can be observed in the way oences
are dealt with.
THEFT AND THIEVES
The rst one indicates a certain laxity concerning common With a legal system that emphasizes the security
violence. The citys origins probably have a lot to do with this. of prosperity and property, it is hard to imagine that
Founded by mercenaries and stateless soldiers, having become there could be a guild that dedicates itself specically
a harbor to very dierent peoples with a variety of customs, to illegal activities. Yet one really exists. The guild of
Cadwallon maintains a laxity appalling to the envoys of the Thieves was created in order to structure these activi-
repressive nations. Justice on these matters deals mainly with ties and regulate them. Prohibiting certain activities
public disorder caused by riots and severely punishes citizens and trying to supervise them is a concept that never
caught committing vandalism. Save for a recent noticeable ex- stops taking newcomers aback. Yet lets not be fooled:
ception.
the guild of Thieves is primarily a fund provider for the
authorities and the famous Valuables Appropriation
In 991, protesting against the guild of Goldsmiths pricing
Tax is a perfect example.
policy, the guild of Ferrymen organized a general paralysis
If a mugger or a cutthroat is caught red-handed by
of the citys means of communication. Since goods could no
the militia (or by a free leaguer), then his fate is quickly
longer be delivered, the city knew countless skirmishes be-
sealed by the law! He wont be shown any mercy at all.
tween the armed forces of both guilds. This case, which was On the other hand, when the dukes detectives inves-
brought before the aristocratic justice, caused so much com- tigate a robbery, smuggling activities or any other il-
motion that the Ducal High Court took over the trial. When legal activity, then the militia and the guild of Thieves
it was over, despite their aggressive policies, it was decided quickly get in touch with each other. If the object of
that the Ferrymen were in their right and they were able to the investigation has something to do with the guild,
demand that the guild of Goldsmiths fees be revised. This then an arrangement is found: either the militia forces
is the only known case of justice being soft when dealing the guild to stop the activity if seen as too sensitive, or
with riots. the guild pays a compensatory tax on the operations
On the other hand, the aggression of an individual, as long as prots.
it is not the cause of serious crippling or death, is looked upon

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ishment in this situation. The leagues are therefore condemned
to pay compensation to the victim or to his family (or both),
THE HARLEQUIN as well as nes to the Cadw Treasury. Th is practice is called
retribution.
The name of the Harlequin has been whispered in
However, the murder of a direct vassal of the duke being con-
the shadows of Cadwallon for generations. For some
sidered high treason, if any free leaguer has the ill-advised idea
this masked character is just a daring, dauntless and
ruthless thief. For others he is the avenging arm, able of killing a peer of the duchy or another free leaguer, he is im-
to strike anywhere in the free city when night comes. mediately stripped of his status and is sentenced to death.
The maddest rumors circulate about him .The Killing a Cadw therefore only leads the league to pay merely
Harlequin is said to have magical powers. He would be a ne and compensation. However, the sums to be paid can
immortal! Yet one claim is common to all these rumors: bring the league to bankruptcy. The risk for the free leaguers
the Harlequin would possess the card of Justice, one of is then to lose their status and to be personally accountable for
the legendary arcanas from Vanius tarot. the compensation.
For decades, many dignitaries have requested the
Duke to put an end to the Harlequins activities. Until
now the mysterious avenger has managed to evade the
free leaguers as well as the militia.
The guild of Blades is supposedly tracking him too.
When asked about it the mercenaries simply answer
that even if its true we are not allowed tell who is
paying us.

The sinews of the law


In Cadwallon every trial automatically includes a ne that
goes to the peer of the efdom concerned by the oense in order
to cover the legal fees. Even detention in barracks (guilty or not)
involves a visiting tax paid to the efdom.
For more serious cases (crimes) a Cadw can demand to be
tried before the Ducal High Court. This obviously is not free of
charge: the accused must pay an appeal fee and pay for their stay
in the 10,000 Paces Prison until their cause is heard by the ducal
magistrates. The wait can last a very long time.

The leagues and the law


The free leaguers status grants them certain legal privileges
that are directly bound to their privileges in the city (see further
below). Thus only the Ducal High Court is competent for all
matters related to the leagues. When the militia arrests an iden- THE MILITIA
tied free leaguer, then he is led to the nearest garrison to wait
for an escort to transfer him to the 10,000 Paces prison. The free The militia of Cadwallon has been put in charge of the citys
leaguers are not exempted from the visitor tax and he addition- defense and the security of its inhabitants interests by the duke.
ally has to pay for the escort taking him to the ducal enclave. It makes sure that the decrees are enforced, and takes care of
Once he is set in the 10,000 Paces (depending on his nancial preserving order. The militiamen arrest troublemakers to hand
resources), he is left to wait for a magistrate of the Ducal High them over to aristocratic legal authorities or to the ducal au-
Court to be ready to hear him. thorities when they are free leaguers. They do their job zeal-
The only way the court can punish a free leaguer is by strip- ously.
ping him of his status, of his citizenship and of his rights in When an individual attracts the militias attention, he is sure
cases of high treason. In all other cases, no matter how serious to end up in detention in the nearest barracks. Once there he
the oense, the punishment is pronounced against the league has to pay the visitor tax for the day or the night, as well as the
as a whole. Of course it is impossible to decide on bodily pun- indictment ne.

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The militias organization is close to a military structure: it ties, indicating tari rules, quality standards, as well as disci-
includes men at arms, sergeants, lieutenants, captains... The plinary requirements.
dukes constable controls the whole. All ocers are nobles and However you should not be deceived, the institutions of
they are usually posted in their familys efdom. The current Cadwallon are much less vigilant on nancial arrangements
constable is a Cadw orc. He is a scholar and an administrator, than those of the nearby nations; this good commercial prac-
but his orcish roots gave him an impressive physique. tice shown by the guilds became for the leaders a way to pres-
There are 12 militia garrisons in Cadwallon (one per efdom), sure the members of their organizations.
of which one is in charge of the ducal enclave. The peers are The real groundwork of guilds, more pragmatic than the
expected to provide the militiamen with a casern and to ensure duty of good practice, is to collect part of the incomes of their
its maintenance. A lieutenant general, who is usually from a dif- members. If some of it is used for running costs, the main part
ferent family than the one governing the efdom, and who is is directly poured into the Dukes safes. Every guild has a dif-
nominated by the duke on the constables advice, administers ferent name for this tax, but the most famous is certainly the
the garrison. This situation, which is supposed to guarantee the Valuables Appropriation Tax that the guild of Th ieves collects
militias independence, does not make the relation between the from its members.
judiciary powers and those charged with carrying out the law
any easier. In fact the lieutenant generals deputies are very of-
ten noble ocers related to the peer, therefore they are always
ready to intervene when their familys interests are at stake.
The lieutenant general himself is often forced to compromise.
Indeed, most of the funds granted to his garrison come directly
from the efdom, not from the duke.

THE GUILDS Political influence


One cant mention Cadwallon without mentioning the guilds,
the institutions that guarantee the citys prosperity and have Considering the guilds to be simple tax inspectors would be
taken such an important place in the life of the Cadws that a great mistake. Associated for a long time with the prosperity
they have become a true power comparable to the duke and the of Cadwallon, the leaders of these organizations form, by means
nobility. of the council of guilds, a collective structure which advises the
Duke on all nancial subjects. Obviously, such privileges are
quite broad and concern the citys taxes and duties as well as
Roles and organization trade and diplomatic agreements made with the other nations.
Concerning these agreements, the games played by the guilds
All the guilds have the same objective: organize and control are very shady. The most powerful among guilds - those called
the activity of the various trades practiced in Cadwallon. It is the higher ones - got used to tying direct contacts with cer-
indeed the only common criterion shared by these organiza- tain nations. Nowadays, the meshing of their ocial or secret
tions, whose diverse evolution has contributed to forge the citys agreements is such that it totally paralyzes the council of guilds
cosmopolitan identity. on all diplomatic issues.
Guilds are not intended to produce themselves, but rather Besides, the seven higher guilds have been allowed the excep-
to rationalize production and business in Cadwallon. Trying tional privilege of having their own troops. The other armed
ceaselessly to harmonize and to make protable the processes of forces - the militia and the free leaguers - being controlled by
thousands of small businesses, workshops and stores of the city, the Duke, this privilege perfectly illustrates the power these
they are omnipresent. To such an extent that more and more guilds enjoy. Moreover, this is not without consequences in
Cadws tend to substitute the name of guilds for the workshops the relations between the citys various factions. The Duke ex-
sign. It is an inaccurate shortcut, but it is a good indication of ercises (in theory) a quite powerful authority on the guilds. In
the weight of guilds in Cadwallon. reality, the latter are so powerful that it is impossible for the
Based at rst on the model of the professional corporations, ducal administration to control these nancial conglomerates.
which can be found in the kingdom of Alahan and in the em- On the contrary, for decades, the successive dukes chose a lais-
pire of Akkylannie, guilds are supposed to exercise control over sez-faire policy. Guilds thus settle their business among them-
their members. Each guild sets up a codex regulating its activi- selves, hidden from outside attention.

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There are exceptions, however. Thus the previous duke en-
trusted, by decree, the privilege of currency exchange to the A pyramidal organization
guild of Usurers, taking it away from the guild of Jewelers,
whose total submission to the Goldsmiths is well known. Total control over their organizations hierarchy is the most
Behind this intervention of the Duke, it is however necessary to reliable way for guilds to ensure their longevity. So all the ap-
see the schemes and growing inuence of the Usurers. Cadws proved professions follow very strict criteria of social advance-
arent fooled and know very well that when it comes to money, ment. All of a Cadws professional life, from his apprenticeship
the guilds fear nothing but each other. in a small workroom to his establishment as workshop owner,
The power game between guilds and peers is particularly is calibrated and controlled following the codex of the guilds.
tricky. Made of alliances and treasons, it keeps feeding the ru- Advancement is essentially based on merit (sprinkled with
mor mill and the fertile imagination of the Cadws. Some fami- some good connections and with a dose of political common
lies have long embraced the cause of the guilds, either driven sense).
by the ideal of prosperity for the city, or drawn by the earning. A young Cadw begins as an apprentice in a workshop or
The nobles thus weave networks of inuence within the guilds, store, generally at the age of 15 (for humans). A time of profes-
to use them as control levers or income sources. Such networks sional training ensues in which he is in the service of the owner.
are, however, particularly fragile and depend more on individu- By the end of this rst course, which generally lasts three years,
als than on organizations. A peer or a guild master changes and the apprentice passes a series of exams.
everything is to be built again from scratch! If he successfully passes them, the candidate becomes a com-
panion and has to buy his license. He is entitled to a xed salary
and assists a supervisor in his workshop. He is usually in charge
of the least interesting or the most repetitive tasks, far from the
glory of the trade.
The length of this period varies a lot. To open your own busi-
ness requires further exams, mostly dealing with theory. It is
also necessary to pay for a further business license: the masters
degree.
The guild masters are true businessmen. They manage their
own workshop, form the core of their guild and meet at least
once a year to decide of the economic orientations of their or-
ganization. Furthermore, the masters elect the ruling assembly
of the guild. Again, the vote is based on merit and the elected
members are usually the richest and the most prosperous mas-
Since the development of the free leagues over the last twenty ters (the jury masters).
years, the relations have been pretty tense between the guilds The number of guild masters varies largely from one guild to
and the free leaguers. Nowadays, the latter no longer content another, as well as their attributions. Thus, many guilds appoint
themselves with roaming the ancient sites of Cadwallon and a grand master among the jury masters. This individual has
with defending their city from enemy raids. The free leaguers to embody the fundamental values of the guild and represent
intervene more and more as economic actors of the city, us- the organization. Depending on the guild, the grand master is
ing to their advantage their independence and the small size sometimes the sole leader, the jury masters only being advisers
of their structures. Multiplying their activities and intervening (as it is the case among the Usurers and the Thieves). He can
punctually in business deals that require a certain discretion, also be only a powerless legate who is brought out on special
leagues move in more and more on the uncultivated markets occasions, as it is done in the guilds of Ferrymen and the guild
(which do not require a license). They thus operate directly on of Tailors. Most of the time, guilds nd a compromise, mak-
the guilds grounds while making a place for themselves in the ing the grand master a politician who knows how to use his au-
citys economy. thority to inuence the jury masters. Darehvan, of the guild of
This situation is far from pleasant for the guilds, they are Goldsmiths, is the archetype of this kind of character.
worried about their privileges as well as about the commer-
cial stability of Cadwallon. As often as possible, the guilds do
not hesitate to attack the free leaguers, in every way they can.
Paradoxically, they dont hesitate to call on the services of the
free leaguers to discreetly solve certain issues.

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The profession

Gathered today among our peers, we profess our-


selves to be free leaguers and swear to be loyal to the
Duke.
We renounce any submission, thus regaining our sta-
tus of free men, and challenge anyone to alienate us.
Loyal to the tradition of the leagues, we assert taking
up our rights and are aware of our duties.
Before the Duke, we claim the privilege of asylum and
liege duty.
Before Cadwallon, we claim the privilege of treasure
and prosperous duty.
Before the Cadw citizens, we claim the privilege of
precedency and free duty.
No longer as men, but as a league:
We bow before the one and only ducal authority. These
weapons confer us united and everlasting citizenship.
We contribute to the prosperity of our city, the Jewel
of Lanever. These ducats consecrate the indivisibility of
our possessions and our rights.
We assert safekeeping our independence. This blood
celebrates the leagues, the citys founding mothers.
A brotherhood of arms, interests and spirit, we pro-
claim loud and clear the revival of the league of the sev-
en of diamonds.
Now and up to our death, we are the Cry of Alyon.

Profession of faith of the league of the Cry of Alyon

In Cadwallon, when individuals choose to join to form a


AND THE LEAGUES league, it is usually said that they do their profession. Such a
choice is all but naive and free of consequences...
Article 1
The league is the oath by which several individuals
gather to share their talents and their activities in What is a free leaguer?
order to contribute to the discovery of the treasures Free leaguers are the members of a small association governed
hidden in and under the city of Cadwallon by a very old decree of Vanius, the rst duke of Cadwallon. A
league generally includes less than a dozen people. The league of
- Founding edict of the leagues the eight of opal (called the Mother-of-pearl by the profession)
is constituted of 17 free leaguers.
Slandered by some, celebrated as heroes by the others, every-
one has something to say about the free leaguers. In any other The creation and the revival of the leagues has two objectives:
place than Cadwallon, these characters would be treated like to exploit the wealth buried beneath Cadwallon by carrying on
pariahs, banned by society or hunted down. Nevertheless, in the task of the Dogs of War and to endow the city with an armed
the City of Thieves, they form a caste of their own, privileged force that takes full advantage of the ethnic and cultural variety
and keepers of secular traditions. found in its walls. The Duke thus has a troop, which is certainly
colorful, but which is especially optimized to defend the inter-

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ests of Cadwallon through original methods, methods that are Th is statement has to be made in the presence of at least ten
more eective and often more discreet than those of a squad of Cadw witnesses. Also, only the Duke and his representatives
soldiers. can validate the oath. Meaning any member of the ducal
administration: a militiaman, a free leaguer or a peer. There
is no criterion about the location where the profession must
be declared. By default, it is formulated in the Great Hall
of Leagues, but the aspirants can pronounce it in another
location.
Finally, according to tradition, the profession follows a
certain formalism: every applicant has to have a ducat and
a sharp blade (generally a dagger). While pronouncing the
The principle of leagues words of the profession, the applicants have to cut their own
There are about sixty leagues in Cadwallon today, active or in- hand and pour a few drops of blood on the ducat. At least one
active. Indeed, a league is never created directly by its free leagu- tarot card presenting the leagues reference arcanum must
ers; it is rather reactivated or re-decked. Thus, from one gen- be present.
eration to the next, the members change, but the leagues remain, Once the oath is sworn, the coat of arms of the league is
just like old Cadw traditions. returned to the Great Hall. The possessions of the new free
Every league has three attributes: heraldic, a nom de guerre and leaguers are listed with their estimated value and then all
a reference card taken from the tarot. their belongings are transferred to the league. Some of it is
A league can be discarded in two ways: either when all its mem- nevertheless kept by the ducal administration to collect the
bers have died or when the Ducal High Court decides that it has Re-decking tax.
failed at one of its duties. In both cases, the leagues herald is taken As for the bloodstained ducat that every free leaguer has, it
down from the inside of the Great Hall of Leagues to be exposed to must be carefully kept. It will identify them as free leaguers to
all on the outside walls. Traditionally, the guild of Cartomancers is Cadws or the citys authorities.
in charge of announcing the news throughout the city by nailing The applicants then join a caste and are given an exceptional
the discarded leagues reference card in public places. status that includes particular rights and binding duties.

The oath
Article 2 THE PROBATION
Leagues are duly acknowledged by authority of the
duchy of Cadwallon and can enjoy their privileges The period granted to the ducal administration is
only after the declaration of their profession of faith wisely used, without the applicants necessarily know-
in front of the Duke or one of his representatives ing it. The militias detectives investigate the future
and in the presence of at least ten Cadw citizens. free leaguers past. This operation has several purpos-
es: to nd out the personality and the morality of the
- Founding decree of the leagues candidates, their commitment and their loyalty to the
city and estimate their talents (thus their utility). The
solvency of the applicants is also controlled. However,
When a group of people wishes to form a league, they have to the Duke is rarely interested in the criminal past of the
pronounce a common oath, following certain requirements. free leaguers. Unless a candidate is guilty of particu-
First of all, the applicants have to go to the Great Hall of larly horrible crimes, the ducal administration is ex-
Leagues to publicize their will to resuscitate an inactive league. ible and forgiving after all, the Dogs of War were not
They are expected to formulate a declaration of intentions in alter boys either!
which they expose their motives, their objectives and the con-
tributions, which they can supply to operate the revival. The The other leagues also try to nd out as much as pos-
ducal administration then has one week to announce its disap- sible about their new brothers-in-arms. Sometimes,
proval (this period is called the probation). During this time certain guilds lead a discreet inquiry, to estimate the
the leagues coat of arms is removed from the outside walls of
threat level of a returning league.
Great Hall. Once the probation is over, and if the Duke kept si-
lent, the applicants can formulate the oath of the free leaguers,
their profession.

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The privilege of precedency
The privileges
Article 3
Leagues have a right on any treasure discovered
The privilege of asylum within the city walls. Nobody has the right to dispute
A free leaguer is considered a Cadw, regardless of his origins. the legitimacy of their acquisitions made outside of a
Furthermore reviving a league is the only way to be naturalized citizens houses...
in Cadwallon. This right involves many duties.
- Founding decree of the leagues
The only way for a free leaguer to lose his citizenship and be
banished is by violating one of the duties inherent to his status. In
that case, all the members of the league are struck with the same This right renders the essence of the leagues: the exploitation
punishment. To be a free leaguer it is to share the wealth, the of the wealth of Cadwallons underground. The free leaguers
glory and the responsibilities of your brothers-of-arms. are in fact given unchallengeable ownership over anything that
they nd on the territory of Cadwallon. As long as it isnt being
carried by a Cadw (or on private property), it can be claimed by
The privilege of treasure the rst league which nds it.
A league forms a separate, indivisible entity. It counts as a This right, added to the privilege of asylum, allows free leagues
single scal entity and the free leaguers put in common all their to exercise economic activities that are normally only allowed
possessions and property. Once they have made their profession to the guilds, without having to pay the business taxes reckoned
they therefore no longer own any personal belongings and they in the codex, or even owning a valid license. Th is extension of
collectively share the leagues wealth. privileges was created following a ruling by the Ducal High
Court which refused the guild of Thieves the right to collect
the Valuables Appropriation Tax from the league of the three of
sapphires, the Edge of the Blade.

112 JEWEL OF LANEVER

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Since the free leaguers come under the unique and
exclusive authority of the Duke; since the Duke has
never exercised control over the nature of the leagues
commercial activities. Since the privileges of the guilds
emanate from the authority of the Duke and can not
be considered immanent; since the collection of busi-
ness taxes comes under the guilds authority over their
members, and not under the principle of sui generis
bound to their activity itself; since the economic mo-
nopoly that the guilds enjoy is the basis of their right
to demand compensation from all who practice busi-
ness unlicensed, but not to impose their will on what,
by nature, is not under their authority.
For these reasons:
The guild of Thieves does not have the right to de-
mand from free leaguers the payment of the Valuables
Appropriation Tax on an illicit activity, even if this ac-
tivity may be of the same nature as those practiced by
the guild of Thieves.
The right to legal action due to unlicensed activity
cannot apply to free leaguers, since they only answer
to the Dukes authority.

- Statement made by the Ducal High Court

The duties
The liege duty
The free leaguers are considered to be direct vassals of the
Duke, similarly to the peers of Cadwallon. As such, they must
thoroughly and blindly obey their suzerain and assist the
militia when the city is attacked. The dukes rarely abuse of
their authority, but they might entrust leagues with discreet
assignments. These can involve representing Cadwallon in
secret negotiations abroad, eliminating annoying political
opponents, intervening directly in a complicated deal made
to ensure the citys prosperity, and in many more situations.
To serve the Duke is an often rewarding honor, with pleasant
premiums and with helpful little perks.
The leagues being the heirs of the Dogs of War, they are
forbidden from joining the Meanders of the Darkness and to
thus soil the memory of the battle of the Wall of Earth. A league
caught treating with these forces is discarded at once and its
members are executed for high treason. In practice, the free
leaguers are not very picky about their customers and employers
and this rule is not thoroughly respected. However, if a league
that regularly works for Darkness draws attention, eventually
its cards are revealed and its hand (its members) is discarded.

POLITICS 113

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The prosperous duty
To possess a treasure implies to know how to make it grow. In reality
Every year, the leagues thus have to present their nancial re-
cords to the ducal administration and have to prove that their Leagues are characterized by their wide variety of activities
activities are benecial. It is a delicate exercise, for the free and composition, so it is impossible to describe them in-depth,
leaguers - who rarely master the subtleties of proper manage- and the description of the general principles they are based on
ment as well as for the nancial inspectors of the Duke. are not enough.

The free duty


Leagues must reect the particular status of Cadwallon,
notably its independence. As a consequence, a league cannot
consist of representatives of a single culture - unless they are
Cadws.
Once more, the original rule has developed. The guilds have
used all their inuence to widen the free duty to include the
leagues economic activity. Thus, the free leaguers cannot be
former members of the same guild. In the same way, it is forbid-
den for them to enter direct competition with one of the guilds
of Cadwallon, meaning to propose the same services for a long
period of time. Every so often, a league can intervene in a do-
main normally reserved to a guild, but this cannot become its
main activity.
Organization
The free leaguers are free to administer their league as they
wish. They benet from a considerable freedom in order to do
so. The guilds, on the on the other hand, have an organized
The council of guilds solemnly requests the Duke to structure which allows the organization of the activity of sev-
enforce the free duty of the leagues economic activi-
eral thousand people. Such is not the concern of a league, based
ties. By doing so, the Council reminds that the guilds
on the free association of several individuals trying above all
right to monopoly was established to guarantee the
to stress their independence of mind and their freedom of eco-
prosperity of the city of Cadwallon and that guilds wish
to contribute to the development of their city through nomic activity. The duties (prosperous and free) are the only
their activities. In this respect, the Council regrets that organizational restrictions to which the free leaguers have to
this eort is penalized by an indirect privilege given comply.
to the leagues, which can perform utterly and unduly
any economic activity covered by the privileges of the The arcana: The Cadw administration uses an original no-
guilds. menclature to designate, list and watch the leagues. Thus, the
The Council underlines that the guilds privileges do 60 leagues of Cadwallon are each referenced with an arcanum
not go without obligations, among which the duty of of the tarot of Vanius which identies them.
quality and fair pricing. Since the leagues are not sub- As everyone knows, there are six families of arcana (cf.
jected to these principles, they shouldnt be allowed to Incantation), with cards numbered from one to ten: amethysts,
contend with authorized professionals. diamonds, emeralds, opals, rubies, and sapphires. Th is practice
Aware, nevertheless, that the free leaguers contribute really has no incidence on the internal organization of leagues,
just as much to the reputation of the city and are the their activities or even the relations linking them with each
heirs of the founding fathers of Cadwallon, the Council
other. It is simply ling procedure, which, customarily, entered
suggests, with equity and civil peace in mind, that the
the ways and the popular imagery. So, the reference of a league
leagues should wisely use their freedom by diversify-
is used combined to its historic name. In everyday life, the free
ing their activities, without concentrating on a single
activity thus causing unfair competition. leaguers are not that dierent from mercenaries: often gam-
blers, and often even more superstitious, they bear their refer-
ence arcanum as a lucky charm.

114 JEWEL OF LANEVER

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The triumphs: the tradition of cards thus became lastingly give it a try or some other more worrying individuals who hide
bound to the free leaguers that the use of the color of the tri- their shady activities in the entrails of Cadwallon. Those who
umph cards to symbolize the leagues. are interested in the underground sometimes hire free leaguers
The stewards belong to the ducal administration. There are to nd discreet hiding places or quiet routes.
six (one by family of arcana) of them, each one exclusively in
charge of the leagues of a color. This distribution aims at con- Serve the Duke: as good vassals, the free leaguers work for
tributing to establish personal connections between the man- Cadwallon in many dierent ways. Thus, leagues manage to get
agers and their free leaguers. The work of these intendants is hold of a secret or even compromising information, which they
to organize the free assemblies and to act as councillors for the can then use in the power game against the nobility and the
ducal high court. They express themselves generally after the guilds.
concerned parties, to remind the major traditional principles
of the leagues. Prosper: to exercise a protable activity is a duty for a
At the same time, stewards hold the Duke informed about the league. The free leaguers must know how to put their talents
opinion of the free leaguers, about their activities and the pos- in common, in order for their varied activities to be lucrative.
sible con icts with guilds or nobility. Finally, when the militia The Guilds (and sometimes the nobility) do what they can to
arrests a free leaguer the concerned steward goes to the gar- hamper the leagues activities. And in secret, forces which try
rison, to identify the oender and authorize his transfer to the to strengthen their inuence on the city work to destroy the
10000 paces. remainders of the Dogs of War.
The six stewards are directly appointed by the Duke. No edict
governs their status, but since the beginning, only free leaguers
retired from the business were chosen for this oce.
The instigators role is much less ocial, yet more symbol-
ic. They guarantee the respect for the traditions of the Dogs of
War and take care to reconcile antagonizing leagues. Generally,
when a dispute irrupts, the members true to the leagues (acting
as good Cadws) prefer to solve the problem among themselves.
If it is not enough, they appeal to an instigator who can play an
arbitrators role or appoint a third party league for this role.
As for the stewards, there are six instigators (one per family).
They are elected by the leagues of a same color during the free
assembly of the carnival. Th is responsibility is entrusted gener-
ally to veteran free leaguers.
The instigators have no ocial status in the ducale adminis-
tration. Nevertheless, they often work in cooperation with the
stewards. When a stewards position is open, the Duke chooses
most of the time the replacement among the instigators who
wish to withdraw from active duty and take advantage of a
well deserved pension.

Activities
Let us end this presentation of the leagues with a word about
their activities.

Exploiting the wealth: The leagues were revived to extract


the treasures of the past from the ground of Cadwallon. The
free leaguers thus spend a lot of time unveiling new entrances,
forgotten passages and investigating the underground of the
city. As a consequence, they are familiar with the basements,
sewers and galleries which constitute a city of its own under the
city. During their subterranean wanderings, they are bound to
come across rival leagues, inexperienced treasure hunters who

POLITICS 115

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The Free City

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CHARACTERS
he rules of Cadwallon de ne

T what the players may do. They


allow us to describe the cha-
racters from the Free City, to simulate
their actions, and to determine the con-
sequences of their actions. This chapter
gives you the basic concepts, the foun-
dations of the following chapters.

Characters in Cadwallon are dened by


T he militia was patrolling the district of the Observatory. A sergeant led the several characteristics (numbered or not)
squads towards the loan stalls of the Usurers, roaring his confused yet efcient and identied using a miniature and a
orders. character sheet. All the useful information
to manage the characters actions is listed
on the character sheet.
Within a few minutes the lenders were arrested and their goods put on display in
Each important character in a game of
the middle of the square. T hey were all ranting and raving, showing their st to
Cadwallon is represented by a miniature.
the men in armor. Munsen the Mast nally had his revenge over the guild. The base of the miniature is an essential
He was savoring the ruckus from the terrace overlooking the square. He was game element. It inuences the characters
waiting, in order to fully enjoy his triumph, for his men who had mixed in with the abilities (capacity to resist a blow or to
militiamen, to lay their hands on the necromantic drug they were supposed to nd strike another character, etc.). You may use
among the items on display. It had only required a few bribes, the proper ally among miniatures from Confrontation/RagNarok
the providers and ve doses of bad Vergol to get to this result. T he operation had range in order to play Cadwallon, since
quite a cost, but it was going to get the district rid of the awful in uence of the they share a common universe: Aarklash.
Usurers... at least for some time. T he Captain of the militia was going to brandish For conveniences sake, crowds are not
the rst bottle; he would act his part right. simulated with miniatures, though they
are taken into account in the rules (modi-
ers, GM decisions about perception,
Munsen heard the sound of lights steps on the paved terrace ten meters or so
etc.). If an individual within a crowd may
behind him. Who was it? N o one knew he was there. have a distinct eect on the situation, use
He did not have to wait to get an answer. a miniature to represent him or her; such
an individual is called a Passer-by.
- Its not there, Cartomancer. It never was there.
Munsen understood. T his voice... deep and whiny at the same time. Lianzareth.
T his was the end. He remembered the chain of events which brought him there,
alone and without any guards, at the mercy of this torturer of the Shadows. T he
false denunciations so easily obtained, the corrupt providers, the surprising help of the
militia. T he shadow glided slowly towards him, a delicate gloved hand passed on
the back of his neck. Munsen the Mast wept slowly. He thought of screaming
in a desperate, yet useless attempt; and let go of the idea with a shake of the shoulders.
He fell on his knees and gazed at the smoke of the city for the last time.

GAME RULES 119

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Example: Force allows a character to per- ONE WORLD,
A few numbers form a test of strength: lifting a heavy wei-
ght, breaking down a door, etc.
SEVERAL GAMES
Six attitudes are linked to the charac- MANY CHARACTERS
ters abilities. They are ranked from Knowledge evaluates a characters un-
+ 0 to + 6. However some exceptional derstanding over a given eld. Each Aarklash is the scene of many
beings (Immortals, creatures, etc.) have Knowledge is associated to a graduated adventures. Stage them all with
higher values. Other secondary abilities value that gives a measure of how well RACKHAM miniatures and all the
games sharing this common uni-
(see below) complete these attitudes. versed the character is in that eld.
verse. Confrontation, RagNarok and
The dierent attitudes are Pugnacity,
Hybrid for example, are based on the
Sleight, Style, Opportunism, Subtlety, Abilities and studies are listed in the idea that the fate of Aarklash rests
and Discipline. A character is always characters reference proles: the tra- in the hands of exceptional indivi-
under the inuence of one of these atti- des. These trades ranked (from 1 to 6) to duals called the Incarnates. These
tudes. A player may change this param- graduate the dierent levels of expertise. are eternal beings who keep coming
eter during the game, in between turns. Trades are distributed among six cate- back after they die, with or without
Therefore, these attitudes may illustrate gories that organize the abilities thema- memory of their past, to take part in
a characters behavior in a given situa- tically. The categories are exploration, the Ragnarok.
tion, his relation to others or his action. confrontation, interaction, divination,
We use the rst three letters of the at- incantation, and revolution. Thus, cha- Note for Confrontation, RagNarok
titudes when referring to their values: racters can choose to develop the abili- and Hybrid players:
Pugnacity/PUG, Sleight/SLE, Style/ ties of their trade(s). Besides, the higher Cadwallon characters are not
STY, Opportunism/OPP, Subtlety/SUB, the ranks, the more abilities they have Incarnates.
and Discipline/DIS. at their disposal and higher the levels of
By default, a character is under the the core trade abilities are. Several tra-
inuence of an attitude chosen at the des may give access to the same ability,
beginning of the game session. This though not necessarily at the same rank, Additionnal
chosen attitude reveals the characters thus the career choice really matters.
prevailing mood at the time. The GM There are also trade secrets (special
informations
should take a minute with the players abilities, condential techniques, secret Diculty Levels are referred to for op-
and have them explain their choice of moves, etc.) taught to the most worthy posed actions. They have a value from 1
attitude, in order to have a better grasp representatives of a trade. As long as to 6. They depend on the race, culture,
of the way they view their characters. these are not specically learned and and career of the characters. For exam-
recorded on the character sheet, they ple, every character has a Defense level
Abilities are an evaluation of the cha- cannot be used. equal to OPP + 1, used to resist aggres-
racters skills. They are expressed as sive actions. They also have a Mastery
verbs (sometimes in slang). Every action The Potential (POT for short) is a num- level equal to DIS + 1 to resist attempts
or reaction undertaken by the charac- ber between 1 and 12 that estimates a at manipulation. Some races, such as
ters depends on an ability, and the atti- characters experience and condition. It the Wolfen, are very scary. They have a
tudes are used to sort out the abilities. is equivalent to the sum of the charac- FEAR level equal to PUG + 1.
The attitude linked to a given ability ters two highest trade ranks. Creatures,
is called favorable. A character who animals, and monsters have a set value Distinctive features are pairs made
has chosen the favorable attitude ,when for POT. Most of Cadwallons citizens, up of an advantage associated to a aw.
using an ability, gets an additional 1d6 the Cadws, have a POT of 1. Their purpose is to add depth to the
for an opposed action (see below), and character. When beneting twice from
may re-roll for non opposed ac- The acquaintances show the connec- the same distinctive feature from racial
tions. tion between Cadwallon characters. AND cultural heritage, their restricting
Abilities evaluate a characters mas- They are evaluated through an Intimacy aspects are ignored. They are referred to
tery of an ability when accomplishing an level (from 1 to 6), elds of knowledge, as Feats. A Feat is a Distinctive feature
action. They are graded in levels (from and an attitude that establishes the na- without the weakness.
0 to 5), and symbolized on the charac- ture of the relationship. The characters
ters sheet as . If no level is given to use their relationships to call on third A characters motive is the reason why
an ability, that ability is considered to parties for help or information. that character became a free leaguer.
have a value of 0d6. This information is not associated to a
numbered value; it is part of the charac-
ters personal background and the role
the player chose to play.

120 FREE CITY

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THE BOARD
Contrarily to other role-playing games
where miniatures and a square grid board
are an under used option and not full-
edged components of the gaming system, Cavalry bases or rectangular bases:
Cadwallon uses these accessories. They Mounts and some other beings stand
greatly improve the tactical aspect for the on bases that are one square wide and
confrontations and explorations events. two squares long. They shall therefore
be placed on the board so that they oc-
Note: Characters do not actually occupy cupy two squares.
all the space in a ve-foot-sided cube, and
they do not really walk crabwise when they Creature bases (1.5 x 1.5 squares): The-
progress diagonally across the board. These se square bases have sides larger than
are only approximations meant to provide one board square (but shorter than two).
an easier way of describing the situations. They are positioned on the game board
so that one of the bases corners ts with
one of the board squares corners. This
The miniatures way, a creature base fully occupies one
square (which will be used as a reference
Miniatures represent noticeable char- for game factors such as lighting, line of
acters from a tactical or from a narrative sight, etc.), and partially overlaps three
point of view. Though it is not strictly nec- other board squares. These three other
essary to paint them, it enhances the gam- squares might dier in nature from one
ing pleasure. another and from the main square. In
that case the position of the miniature
may need to be interpreted: the creature
Position may be pressed against a wall, blocking
The miniatures must be glued to the an alley, etc. For game purposes, the cha-
base provided, because these bases are racter with a creature base occupies all
consistent with the game rules. four of the squares under the miniature.

Infantry bases or standard bases: The Large Creature Bases (2x2 squares):
bases for Short Size and Medium Size These bases are squares the length of two
miniatures t precisely inside a game squares on the board. the four corners of
board square. Unsurprisingly, they will the base must be placed so that the creatu-
be positioned on the board to occupy re ts in exactly four squares of the board.
only one square.

EXAMPLE B

Large
creature

Creature
and occupied
squares

Cavalry

Infantry

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Orientation
Every miniature is orientated: this is the
EXAMPLE C
direction faced by the characters repre-
sented by the miniatures. This orientation
denes many parameters. A character is
always facing one of the sides of the square
Creature
hes occupying (it might be useful to put
and occupied
a mark on some miniatures bases when squares
their postures are ambiguous regarding
which side they are facing) and is able to
Cavalry
see everything in front of him inside a 180
angle. This is referred to as the characters
sight angle or eld of vision. Infantry
The front of a rectangular base is one
of its narrower sides. When a miniatures
Direct line
base is in someone elses sight angle, the
of sight
latter sees the former. The reverse is not
necessarily true.
If a character sees someone and if a line
may be drawn joining the centers of both
bases without passing over an obstacle
taller than either character, then there is a
direct line of sight (see Example 2).

Note: The center of both kinds of large A view Squares and measurements
bases is the intersection of the four board When you need to gure out the distance
squares they occupy, contrarily to the
from above between two locations, count the number
standard bases (whose center is in the The game board combines printed of squares that separate both points. Take
center of the board square) and the rec- tiles whose sides show a setting seen from into account the square of arrival but not
tangular bases (whose center is the mid- above. For tiles showing an outdoor set- the starting one. Whether an individual or
dle of the side of both occupied squares). ting, both sides show the same setting but a projectile moves straightly or diagonally
under dierent circumstances: night time across the board, the squares are added up
and daytime. Therefore, you only need to in the same way.
EXAMPLE D turn a tile over in order to change a scenes When measuring a distance that in-
lighting. The drawing on a tile is divided volves a miniature whose base covers more
into squares (25x25 mm) that represent a than one square, any of those squares are
1.5 m2 area. Furthermore, every element of eligible to be an arrival square. A Wolfen
the drawn setting may have an impact on with a 1.5 base, for instance, is within r-
the game. They can be hiding places, ob- ing range if any one of the four squares he
stacles, items that can be handled by the completely or partially covers is in range!
characters, etc. (see Example 3).
Cardboard tokens or miniatures may
be used to represent additional elements Around a given square on the board, the
of the setting: furniture, barrels, piles of four squares directly alongside are said to
Shooting line
rubbish, or various obstacles. be the adjacent squares, and the four con-
(8 cases)
Cadwallon does not only take into ac- tiguous squares sharing only a corner are
count the elements of seeting represented called the diagonal squares. Taken as a
by a token. Everything drawn on the back- whole, the adjacent and diagonal squares
ground or on the tiles is just as real from surrounding your square are known as
the characters perspective. There are el- the squares in contact. Squares that are
ements of the setting that can be substi- not in contact are distant squares. These
tuted for tokens: doors, barrels, etc. notions, combined with the eld of vision
principle, allow the players to identify
clearly the adjacent squares (front, back,
left and right of their characters minia-
tures) (see Example 4).

122 FREE CITY

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The PC ADVANCED OPTION:
PRESENTATIONAL ACTING?
When a game board is in use, players
Though a role-playing game is only a game, some players enjoy using a few ambience
have a clear view of what happens, and
rules to make their sessions more remarkable.
that view is often much clearer than the
view aorded by their characters. Yet If two characters are unable to communicate the players controlling them must
there are times when simulating the un- not exchange information either. They may, however, use sign language if their
certainty of the characters can add dra- characters are able to do so.
matic eect to the game (in a theatrical Whenever a player says anything out loud, whether it is to act out something his
character says or to speak for himself to another player or to the GM (even to ask
sense).
for the cookies!), his character is supposed to make the same sort of noise. If the
player wants his alter ego to be unobtrusive, he must speak in a low voice, even
If a character cannot perceive an- when calling out his dice result for being stealthy!
other, the player controlling that charac- If the characters lack the light necessary to read their maps, the GM may switch
ter must make a decisions while honestly o a few lights himself.
You may even play by the light of a candle to project the atmosphere of an under-
disregarding anything he knows about the
ground exploration or a night in the city.
other characters position and actions.
However, if a character can be heard (even
while unseen), he can inform his compan-
ions about what happens to him and what feels the need for it, a board must be set
he intends to do, if the player decides to
Deployment on the game table. In the absence of op-
act it out. Whenever a character can be position, spatial management is not so
seen or heard by another, he is said to be When a situation involves no tactical po- crucial if the characters movements are
perceptible. As a referee, the GM tells the sitioning, it is unnecessary to use a game only... well, movements. If, however, they
players what their characters can or can board. Even when there is an opposition are moving inside a setting that might
not perceive. to manage, the use of a game board is not inuence their decision (including a pos-
compulsory. Along the same line, it is not sible attempt to surprise the occupants of
If the players want their characters to relevant to determine the relative posi- the area), then this kind of management
orient themselves with a map in board- tion of every miniature when the PC are is crucial.
less situations, they must draw the map negotiating an armors price before leav- There are essential criteria to determine
themselves. They cannot pass this task on ing on an adventure. On the other hand, whether setting up a game board becomes
to the GM by having a NPC responsible getting a game board always implies the a necessity.
for drawing the map. need to simulate a opposition sequence
(see below). The GM sets up a board when he has
Using a game board is essential to man- prepared one, because this demonstrates
age the characters positions and move- that managing space at this point of the
ments in their surroundings. If any player game is fundamental.
The players may also ask the GM to
EXAMPLE E set up a game board when they esti-
mate that this kind of management
has become an issue. The GM might
then have to improvise a game set-
Creature ting.
and occupied
squares A game board must be set up when the
characters become involved in a ght.
Accordingly, a game board must be set
D A A D Adjacent
A up for an exploration as soon as a player
squares
wants to use precise movement for a
A A A character.
Diagonal
squares
A published scenario might prescribe
A A A A
setting up a game board at some points,
for purely dramatic eects.
D A A D A

GAME RULES 123

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ACTING ADVANCED OPTION: ITS ALL ABOUT ATTITUDE!
Every action with a possible impact in the When a player uses one of his characters abilities in an unusual way, the GM
game is resolved with a dice roll of: (abil- may decide he should make his ability roll with a dierent attitude than the
ity) d6 + attitude. As the attitude associated usual attitude associated with the ability. In that case, the attitude advantages
with a given Ability is always the same, it is are lost (notably the free d6).
sometimes omitted to simplify the reading.
Example: A character comes to rescue his friends who have previously engaged
The notation for this kind of roll is Ability/
enemies in combat. The GM decides to ask the players for rolls of Slash/DIS (ins-
ATT (diculty) or Ability (diculty).
tead of Slash/PUG) to reect the fact that they need restraint more than aggres-
siveness in order to eciently integrate a new ghter in their midst.
Example: The Slash Ability allows a cha-
racter to use an edged weapon against an
opponent. It is associated with Pugnacity/ The action always succeeds if the result A character who has activated the favor-
PUG. So an attack is simulated by rolling of the roll is higher than the diculty (the able attitude for an Ability roll gets a free
as many d6 as the Slash level. The result is diculty is either a value set by the rules, d6 for an opposition roll (see below) and
then increased by the PUG bonus. The out- or the nal result of an opponents roll if is allowed to re-roll the for any other
come of a Slash/PUG test is determined by the character is reacting to another ac- rolls. In this case, the new result of the
a roll of Slash d6 + PUG. Further if the PC tion). When the rolls are tied, the action dice is cumulated with the previous .
had chosen PUG as an attitude, he d roll roll ALWAYS beats the reaction roll
an extra 1d6 for the test. made in response to another charac-
ters action. Difficulty
Testing an ability Examples:
A character has 4d6 + 5 to climb (Climb
Whenever a character is opposed by
circumstances and not an opponent
As soon as a player announces an action 4; SLE + 5). The GM asks for a roll of the GM must evaluate the diculty of
that may fail, the GM indicates the ability Climb/SLE (10) in order to scale a city the attempted action. The scale below is
(and the associated attitude) used to nd wall. The player controlling the charac- given as a reference to help determine that
out the result, according to the story he ter rolls 4d6 and gets , , and . value. The default diculty of an action
wishes to stage. The best result is kept ( ) and the bo- very likely to succeed without being au-
In most cases, this procedure is very nus of 5 (SLE) is added to it. With a nal tomatic is Easy.
straightforward: the player says what his result of 11, the action is successful.
character does using a verb that is in itself A player says his character bashes an If the circumstances are the conse-
an Ability. When this is not the case, an enemy facing him. The GM replies that quences of another action, then the roll is
Ability whose meaning is close is used. the opponent tries to dodge the blow. He often considered to be a reaction.
immediately makes the Dodge roll and
Example: A player who had previously announces the nal result to the player. Example: Avoiding poisoned darts
announced I draw my mace now says I The player then determines whether his launched by a mechanism in a tunnel is
attack that orc! He uses his level in Bash/ bash is successful or not by comparing considered a Dodge roll. The GM then
PUG to resolve the action, because this his bash result to the orc s dodge result. simulates the action by making a Shoot
Ability is the one that allows a character roll for the trap.
to wield a mace. When a character does not have the
appropriate ability to attempt an ac-
tion, a roll may still be made with 0d6.
There are no rolls for nowledge. A pre-
cise and invariable amount of information
is attributed to each level of nowledge:
either the character knows something, or
he does not.

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OPPOSITION Round
When a character (or a group) is about The Round is the time unit the charac-
to face a diculty posed by one or several ters use to act (during an opposition). A
opponents, the scene is called an opposi- round is split up in phases (see below).
tion. Specic rules apply, depending on Rounds have no set value. Some may
the situation. be very short during ghts for example
An opposition might arise from the (when the situation and the actions are
GM (according to his scenario), or from quick), others may take a very long time
the players if they reckon there is an op- when the situation calls for verbal ex-
portunity for their characters to act deci- changes or meticulous activity (negotiat-
sively. In the latter case, the players may ing, setting a trap, etc.). The GM manag-
of course be wrong, but whatever the GM es these discrepancies in the ow of time
might think about it, some players com- as required by the rhythm of the game.
monly crave for a little action. Most of the time, the GM will arbitrarily
An opposition is always divided into put an end to an opposition for some
rounds, during which the players speak in time before resuming the management
turn to announce and resolve their charac- of a new opposition.
ters actions. Most of Aarklashs cultures use the stars
An opposition does not always need to to measure time, not with watches. For
be resolved with a game board. If you need narrative purposes or for managing some
to take turns speaking to resolve a situation particular game eects (like spells and
of laborious negotiation, it is very unlikely miracles), night begins at dusk and ends
that a grid board will help you in any way. with the rst glimmers of dawn.
The GM does not take only one declaration
phase to resolve all his NPCs actions. He is
actually entitled to a round for each NPC
he has to manage during the scene.
Pools
At the beginning of an opposition, each
player receives a number of d6 that may
be used to roll for the characters actions
and reactions. Each d6 used in a roll is
considered spent. Thus, the number of
ADVANCED OPTION: SEPARATE OPPOSITION
d6 at each players disposal evolves as the
If the GM wants to stage a long-term opposition while the game progresses on rounds go by.
other issues, he can introduce a notion of very long rounds that are played intermit- At the beginning of each round, dur-
tently. In that case, the relevant opposition is managed separately. ing the declaration phase (see below), the
Play one round, and then make a note of the state of everyones Pools (action and d6 for each character are split up in two
reaction) and pause the opposition phase to resume to the game in progress. The separate pools: the action pool (AP) and
next round for the separate opposition will be played out when the GM sees t. the reaction pool (RP).
Everything happens as though the regular action and the separate opposition were At the end of each round, the pool
played alternately. with the higher number of d6 left inu-
This option is especially useful to manage inuence struggles or conspiracies ences the number of dice that will be split
(see Interaction).
during the next round.
During an opposition, the number of
Example: The goal of one character is to win a girls heart. The GM estimates the
inuence system and decides that there should be a round of opposition every d6 a player receives for the rst round is
week (or every month) between the character, the girl, and the girls father (who is equal to the characters Potential. Each
responsible for her morality and her dowry!). player is free to divide the dice as he sees
t, between the AP and the RP. The sim-
If between those rounds the character is involved in a ght, the level of his pool plest way to do this is to take the dice and
for the separate opposition should not be aected. Accordingly, if a free league place them into two heaps on the boxes
tries to move forward a political intrigue and to earn supports, the GM may de- drawn for this purpose on the character
cide to play, at the end of every game session, one round of opposition between sheet.
the league and its competitors, maybe taking into account the events of the
game through appropriate modiers to the rolls.
For this option to work, the GM must keep a logbook describing the evolution
of every separate opposition between the scenarios. This constitutes the basis of
a campaign game.
.
GAME RULES 125

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Example: A player with 2d6 in his AP Large) to a reach modier. Usually, the
Acting may choose to do: reach modier is a function of the weap-
One move with 2d6 (if the appropriate on wielded by the character (for multiple
and reacting Ability level is at least 2); weapons, use only the highest modier).
Two moves with 1d6 each; If the character is unarmed and empty-
There are two ways for a character to One fact and one move, with 1d6 each; handed, use the reach modier for his
act during an opposition: actions and re- One fact with 2d6. natural weapons (sts, feet, claws, teeth,
actions. tentacles, etc.). A ghter may grab an
Note: Making sure an action will be object, provided the object is within his
A character may act when it is his turn more likely to succeed (by rolling sev- reach and that his natural weapons allow
to speak in the round. eral d6) rather than relying only on the him to do so.
characters capacities (attitude modi-
A character may react during someone ers) and attempting more actions or re- Note: Picking up a shield with horns is
elses turn to speak (another players actions (1d6 for each action) is of course impossible, even if the horned character
turn or the GMs turn as he manages a tactical choice. Nevertheless, it can has enough reach.
the NPCs actions), when he wants to also be a way to simulate a characters
oppose an action. Reactions are never disposition (and thus be a role-playing Weapon reach modier:
actions played out-of-turn, they are element). Th at way you may know how + 0 for a natural or short weapon;
only replies to other actions (usually steady or how erratic di erent char- + 1 for a standard weapon;
opponents actions). acters are prone to be. + 2 for a long weapon;
+ 3 for a pole weapon.
It is also possible to subordinate an
action to a condition. A player must an- Reach The reach modier for a piece of equip-
nounce his characters conditional The reach is a number of squares that ment (notably a weapon) is not only an ad-
actions during his turn to speak. These shows how far from his position a char- vantage, it is also a aw, because it shows
actions are then resolved during someone acters (PC or NPC) inuence extends on the number of free squares needed around
elses turn. the game board: (in order to grab an ob- a character to allow for the unrestrained
The abilities chapter describes the ac- ject, strike an opponent, etc). The reach wielding of the weapon. If the number
tions and reactions you can do using each is determined by adding the Size rating of free squares is insucient (adjacent
Ability. Every action (or reaction) has a (Tiny, Short, Medium, Large, and Very or diagonal, visible or not), the character
xed or variable cost that you must pay
to act. This cost can never be a negative
gure. If an action or reaction calls for a
dice roll, it is called a move. In this case,
the player spends d6 from the appropriate
pool and rolls them. The number of spent
d6 is left to the players choice, but may
never exceed his level of ability.
There are also facts that need no dice
roll, but the sacrice of AP dice. Facts are
always considered actions.

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suers from two kinds of penalties caused
by the overcrowding:
Using abilities Facts
-2 to every roll simulating the use of the
during an Facts are actions or reactions that in-
weapon (attacking, blocking); opposition volve spending d6 from the AP (only one
-1 to every other roll. d6 in most cases), but that do not need a
In order to make a roll during an oppo- roll to succeed. The d6 is a cost the player
sition, a player must draw from his pool a must pay in order for the character to un-
Control zone number of d6 equal or less to the level of dertake an action (move about for MOV
A character may attempt an action or a the Ability used (never more than the level points, open/close a door, etc.). This is the
reaction on a number of squares that are of the Ability, even with free d6!). The case for movements on the game boards
collectively called the control zone. This player then makes the roll with those d6 and squares. As the facts need no dice roll,
space depends on the characters reach adds the appropriate attitude modier to they are not subjected to the rule of mini-
and eld of vision. The squares of the con- the result (unless all dice turn up on ). mal cost. It is sometimes possible to ac-
trol zone that are inside the characters Obviously, the d6 used for actions are complish a fact by spending 0d6.
eld of vision are said to be in contact. drawn from the AP (action pool) and the
The squares located beyond an obstacle d6 used for reaction are drawn from the
are not considered in contact. This notion
is essential for combat: unless specied
RP (reaction pool). The diculty that
needs to be overcome is given by the rules
Additional
otherwise, you may only attempt to strike or by an opponents reaction move. rolls
an opponent who is in a square in contact.
Some reactions are also allowed only if Beyond the roll for the action itself, a
they respond to an action occurring inside Rule of minimal cost character (PC or NPC) may have to make
the zone of control. Unless specically mentioned otherwise dice rolls to determine the consequences
Additionally, when a character moves in the rules, it is always necessary to draw of an action (like the roll required to g-
into someone elses control zone, the at least 1d6 from one of the pools in order ure out the level of damage dealt by a suc-
remaining movement points are re- to attempt any action or reaction during an cessful strike). As a rule of thumb, a roll
duced to zero. The player controlling the opposition. Indeed, even 0d6 rolls cannot is free when prescribed by the rules or
moving character may choose to spend be done unless a d6 is spent to mark the when the GM asks for it (like a Wound
another d6 to start moving again, but be- attempt for its nal result to be taken into test, for example). If the player asks for the
tween those two facts, the character con- account. A free d6 is not enough! roll, the necessary dice are taken from the
trolling the zone has an opportunity to appropriate pool.
use RP dice for a reaction, or to resolve a
conditional action. Free d6 Examples:
Some rules (attitude, gift, etc.) allow a char- A player fails a roll to simulate a cha-
acter to enjoy free d6 on some rolls, thus racters attempt to move silently. As
reducing the number of dice needed from the character is likely to be heard by a
the pools and allowing the development of guard, the player decides to make ano-
specic strategies for that character. ther roll in order to hide and avoid being
According to the rule of minimal cost, spotted. The d6 for the second roll are
a free d6 cannot be used alone to make a drawn from the characters AP.
roll (linked to a move). The free d6 must A character unfortunately sets o a trap
be associated with at least another d6 during his turn. In order to avoid the in-
drawn from the pool. convenience, the character immediately
On the other hand, a free d6 may be reacts to the traps action with the ap-
used on its own to use a fact. So the 1d6 propriate ability and dice from the RP.
facts linked to the attitude previously cho- A character who has been poisoned
sen by the player are always free. needs to make a resistance roll, required
and granted by the GM. No dice are
IMPORTANT! The total number of d6 taken from the pools for this free roll.
used for a roll may never exceed the level
of the Ability.

GAME RULES 127

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remains unchanged, unless someone has
Recovery changed attitude (see below) during the A player may choose to end his turn
previous round. before all the d6 in his AP are spent. If a
At the end of each round, the players A new participant always enters the participant attempts several moves dur-
keep the d6 they have left in the pool opposition during the end of a round, ing the same turn, a cumulative penalty
with the most dice left and obtain a unless he is surprised. applies: -2 to the nal result of the sec-
number of new d6 equal to their charac- ond move, -4 for the third move, -6 to the
ters Potential (adjusted by the modiers IMPORTANT! The speaking order is not fourth, and so on. This penalty cannot be
mentioned previously). As a result of the the order of resolution of action. A Pu- reduced, even if the participant decides to
recovery phase, a characters pools may gnacious character speaks rst, but he is decrease the number of moves during the
never increase to more than twice that not necessarily the quickest protagonist round.
characters Potential (unmodied). involved in the opposition (see below).
Example: A player starts by moving
(which is a fact), then he announces he
Round in, Declaration phase will attack twice (two moves). The rst at-
Each participant in turn announces the tack roll suers from no penalty, because
round out distribution of his d6 and splits them up movement is not considered a move. After
into AP and RP. that rst attack, the character attacks a
During an opposition, each round is di- For the players, the action and the re- second time with a penalty of -2 to his -
vided into several phases. action d6 are placed in the corresponding nal result, because this is his second move
pool box on the character sheet. this round.
If a participant who has several d6
Preparation phase puts them all in a single pool (action Once a participant has stated all the
In the rst round, every player has a or reaction), he gains a + 1 modier to variables of an action (including the num-
number of d6 equal to his characters POT. the nal results of every associated roll ber of d6 used and the optional gamble on
The same goes for the GMs NPC. The GM (action or reaction). the nal result) but before the dice are
may have several Potentials to manage. A participant who has only one d6 does rolled for that action all the legitimate
During the following rounds, the number not benet from this single pool advan- opponents (those who are in contact) to
of dice at ones disposal is the result of the tage. the action may choose to react (or not)
previous rounds recovery phase. by spending a d6 from their RP. If several
No dice? If a participant has no d6 in his opponents wish to react, handle their re-
During the rst round, everyone is in pool at the start of the round, then he does actions in an initiative order based on the
the attitude selected at the beginning not take part in the declaration phase and number of dice in their RP. Break ties in
of the game session. Most of the time, a he cannot act or react during that round. the same way as for regular action initia-
scenarios key-NPC will have prescribed tive. You therefore need to anticipate the
choices. The d6 and the attitudes are re- decisions of the other players!
vealed simultaneously for everyone. Then Action resolution
the participants are arranged in ascend- Arrange the participants in descending Unless specied otherwise, it is not pos-
ing attitude order, according to the list AP order. The character with the greater sible to use several reactions in response
on the character sheet. Those who be- number of d6 in his AP acts rst. That to the same action of a given opponent.
have Pugnaciously will speak rst, then character has the initiative.
those who show Sleight, and so forth. The possible ties are broken by the Example: A blow struck only allows one
A characters attitude shows how that attitude ranks: characters displaying attempt to dodge or parry by the same
character will behave in an opposition. Pugnacity go rst, etc. If two characters character. Therefore, it is not possible to
A character under the influence of have the same number of dice in their AP try to dodge the same blow twice, or to
Pugnacity will act boldly and passion- and the same attitude, the one with more dodge and then parry.
ately, and be prone to attack carelessly, d6 in his RP goes rst. As a last resort, the
whereas another with discipline will be character with the smallest Size goes rst. If a participant attempts to make
more inclined to acts cautiously and ob- If there is still a tie after all this, determine several reaction moves during the
serve. randomly who goes rst. same round, he suffers from a penalty
If several characters have peculiarities of -2 to the second reaction move, -4
allowing them to act before the declara- The player who has the initiative acts to the third, -6 to the fourth, and so
tion phase, they act in descending order rst. on. Any conditional move previously
of their attitudes and break ties using the Each player announces and resolves his announced is taken into account, ma-
procedure of the resolution phase. characters actions (facts and moves) one king the first reaction move treated as
In the next round, the speaking order by one during his turn of initiative. if it was the second (with a -2 penalty).

128 FREE CITY

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Further reaction moves are treated tial in new d6, that character may spend the round are kept. Then the pool is upda-
likewise: a second reaction would get 1d6 to adopt a new attitude. This may be ted by adding POT d6 to the leftovers, to
a penalty of -4 (as if it was the third), done even if no new participant enters the the upper limit of twice the Potential. Any
etc. opposition. excess d6 are lost.
When a game eect demands a change
Note: The reaction roll must be made of attitude and gives a list of possible at- Reminder: AP + RP 2 x POT, before
once the reaction is announced, and befo- titudes, the attitude must be changed even starting a new round.
re the action test, as the result of the reac- if the current attitude was in the eects
tion becomes the diculty of the action selection. Specic evaluations: Each kind of op-
attempted. Besides, a reaction is always position (confrontation, interaction, etc.)
a response to an action, never to another Example: A character currently under may necessitate a specic evaluation at
reaction. the inuence of Pugnacity suers from a the end of each round (for example, health
game eect that changes the attitude to a status after a ght).
choice of Pugnacity or Sleight. That cha- During their following declaration
Conclusion phase racter has no choice; he must change his phase, all the participants divide their
At the end of the round, the players may attitude to Sleight! new pool (the remainder of the previous
change their characters attitudes before rounds highest pool, plus their POT) be-
they determine how many d6 they will Recovery: At the end of a round, unresol- tween AP and RP. Before that, the new
have to split up between AP and RP for the ved conditional actions result in the loss participants (if any) enter the opposition.
next turn. of 1d6 from the RP, or from the POT re-
covery if the RP is empty. Afterward, the
Changing attitude: If a character has any pool is restored by taking the unused d6
d6 left (for actions or reactions) at the end (from the action OR reaction pool). Only
of the round, before obtaining his Poten- the d6 from the highest pool at the end of

GAME RULES 129

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When a PC acquired a + 1 in all the
EXPERIENCE Spending talents and the elds of knowledge of the
trade rank (as well as all the advantages), he
experience gains the next trade rank level. The player
During their adventures, the free leagu- notes the rank on his character sheet. The
ers learn from their errors, discover new Between each game session, a player POT of the character is reevaluated, ac-
tricks and gain mastery. The acquisition can freely spend the XP of his character cording to the formula used during the
and the management of experience points to acquire new advantages or improve the character creation.
(XP), according to the detailed rules be- ones he already possesses. All the pro- Next, the player can choose another
low, simulate this continuous learning. gressions explained below are immediate: trade in which to progress (or choose the
the process of maturation of the character, same as the previous to develop the supe-
however long it is, takes place during the rior rank). This new choice has the same
Earning acquisition of XP, not during the spending
of the gained points.
cost of 100 XP.
The player can also choose to learn a
experience new trade before having completed his
progress. This new choice costs 100 XP
The exact modalities of experience earn- Trades and Abilities and cancels the precedent. The character
ing are detailed in the supplement Secrets To progress in the mastery of a trade is keeps the prot of the previous spending
because they are only for the GM to read. the only means for a character to acquire of XP, but cannot progress any more in the
During the rst games, the players only new special capacities, new abilities or to abandoned trade.
need to remember the following points: improve his experience or to boost his
POT.
XP are always won in multiples of one Therefore, the player has to rst select the Magicians and experience
hundred; trade on which his character concentrates When he acquires a new ability
XP are gained when PC carry out the its eorts. It can be any trade, but for the Incantate/special (Element) or a new
objectives of the scenario; oddest trades (Voyager, Engineer, etc.) the knowledge (Path of magic), a character
XP are given at the end of every game GM can impose on the PC to nd a mentor having ranks in an incantation related
session; during a scenario. This choice comes along trade can acquire the mastery of a new
A character can never lose XP. with an expense of 100 XP to be allowed. Element or a new path of magic. Although
The player can then write down the chang- he is not conned to the way of his culture
es. He keeps the possibility of acquiring the of origin, he is still limited by it.
advantages linked to the trade in question Thus, a character can only master that
as long as he wishes to. Elements and paths of magic indicated in
If the character is new to the trade, he the box corresponding to his culture of
OPTIONAL: DUCATS can learn the talents or the advantages of origin and to his highest rank of incanta-
rank 1. tion.
FOR XP If the character already has acquired It is possible to avoid these limitations.
ranks in this trade, he can learn the talents Yet, it requires nding a qualied trainer
To learn on the job is not the only means
or the advantages of the following rank. In during a scenario, possibly foreseen for
of progress. PC can also pay for the ser-
both cases, spending 500 XP allows one that purpose by the GM.
vices of a trainer or buy books dealing
with the discipline that interests them. of the following bonuses:
Therefore, it is possible to convert the
ducats of a character into XP. To obtain a + 1 in one of the abilities or Faithful and experience
It is necessary to spend 1000 D (Ducats) the elds of knowledge concerned; A character can never belong simulta-
to obtain 100 XP. This expense repre- To obtain a special advantage linked to neously to two cults. On the other hand,
sents the use of paying services, presents the rank. the GM can authorize a character to
oered in exchange for advice, the equi- change conviction. Though it might re-
pment used in training, etc. It generally A character cannot acquire a + 1 bonus quire a whole adventure because it is a
takes one week to gain 100 XP, but the several times for the same ability. He can- deep change in the life of the faithful: nei-
GM is free to modify this period one way not increase a talent or a eld of knowl- ther the gods nor the believers appreciate
or another.
edge beyond 5 either. If the player has to it when someone denigrates their cult!
choose to increase such a talent or knowl-
edge, he can exceptionally increase once
more the ability or knowledge, even if the
ability/knowledge was already increased
or will be afterward.

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Attitudes Spells and miracles To manage this, the character has to nd a
Independently of the progress in the When he acquires a + 1 in a knowledge professor capable of teaching him the new
trades, a player can improve the attitude related to any Path of magic, and if he spell or miracle. This can be staged dur-
values of his character. Spending 5 000 XP possesses the ability Incantate which goes ing a game or left with the appreciation of
grants one + 1 to any chosen attitude. A with it, a character can learn a spell of the the GM. The professor can require a favor
player cannot increase the value of an at- concerned path. Also, when he gains a in return or simply the payment of 500 D
titude beyond + 5, or + 7 if the attitude is + 1 to Alter, Create or Destroy (Aspect (sum to be multiplied by the diculty of
favored by the characters race. abilities), the character can learn a miracle the spell or miracle). The training lasts
from a litany open to him. one week, but the GM can modify this
In both cases, this learning doesnt re- duration.
Distinctive features quire the spending of XP; the increase of
The adventures lived by the free leaguers the considered talent already simulates
constitute many deeply moving or trau- the intellectual and mystic maturation of Contacts
matizing experiences capable of changing the character. On the other hand, the lat- When he looks back on the challeng-
the characters, and thus their distinctive ter has to get himself a parchment, a book es which he just overcame, a character
features. of spells or a holy scroll allowing him to doesnt have to be self-interested; he can
By spending 2 000 XP, a player can memorize the new spell or miracle. This pay attention to the others!
endow his character with a new distinc- acquisition costs 100 Ducat (D) (sum to By spending 500 XP, a player can also
tive feature, or transform a distinctive fea- be multiplied by the diculty of the spell increase by a point the Intimacy level
ture already possessed into a feat. or the miracle). shared with one of his contacts.
Besides, a character can learn a new
spell or a new miracle even when the
knowledge Path of magic or the ability of
corresponding Aspect does not increase.

FREE!
It is the exception which proves the rule. At the
end of the rst scenario, the group of players
(including the GM) discusses the way each
played his character. A free distinctive feature
is then given to each of them through a vote of
the players. If this vote is unsuccessful, the GM
makes the decision.

GAME RULES 131

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CadwallonUS-pp 132-163.indd 132 22/06/06 11:29:39
T he crooked boat pitched dangerously as it neared the coast. T he elf stood by the
rail and contemplated the city growing larger, its heights towering towards the
clouds. He could imagine the dark alleys, the stuffy homes and the underground
ways, rumored cursed, of the Jewel of Lanever.
T he elf s presence had bothered the crew of goblin smugglers, yet the Cynwall
had tried his best to hide his origins, which was probably what had troubled the very player other than the GM
runners the most. One had to know the Lanever elves very well to identify their
distinctive traits on an anonymous face, but the sailors were wary as soon as the
passenger got on board. T heir nervousness hadnt stopped growing as the sloop
E must create one of the famous
free leaguer from the City of
thieves. The creation of this character
is done through questions which each
crept dangerously close to the cliffs. T he elf was really a Cynwll, yet his expression player must answer, choosing one of
betrayed his anxiety and his exitment which were anything but usual for a member the possibilities oered by the rules.
of his austere race. Depending on the choices made, the
T he exile leapt to the beach. He took a few gold coins from various nations free leaguer will develop in many ways
from across Aarklash and gave them to the goblins. T hen he tightened the straps to become a unique inhabitant of the
on his backpack and checked if the pitons and the gun he would soon need, were City of thieves. Each question becomes
still tied to his belt. He congratulated himself on keeping the money he had gained a step in the creation of this singular
as a soldier of the Republic. A quick nod to the runners who were already sailing character.
Note: The GM may also use this chapter
away and, with a jump that only a Wolfen would have been capable of, started
to create the NPC in his scenarios.
climbing the Wall of Earth.
T he rock was cutting his hands, even through his leather gloves. It was a During the character creation, six
difficult ascension, but a necessary one. T he elf had fled his country and didnt dare steps will allow the free leaguer to
face an administration of some sort, much less those guilds. Rumors said they were gain ability levels, contacts and ma-
allied to every race on Aarklash, including those of Darkness. terial.
Even though he didnt want to admit it to himself, he needed that ascension to These gains are cumulative.
bury his past. Only now did he realize, half-way up, the paradox of that impulse: The best solution is still to pick a
it was because of that very past that he could manage the climb. He never couldve Miniature to represent your character
managed without his long career in the Lanever army. Each of the motions he was before detailing him through the follow-
repeating today he had learned from an older soldier who had been more preoccupied ing steps. Modelists will be able to have
fun converting a miniature into a unique
by the teachings of the N osis than he was. T he Cynwll banished the thought,
piece: the representation of their charac-
calling upon the capacity for concentration which the philosophy he wished so much
ter.
to forget had granted him. Another paradox, he thought.
He finally reached the top of the Wall of Earth. From there, he could see almost The characters identity is then often
the entire city. T he elf was dead tired, but his goal was in sight: the hall of leagues, created. Who is he? Where is he from?
where he would be able to swear fealty to the Duke. He would then be protected Whats his name? His character? His
by a simple gold blood stained coin. Of course, hed have to risk his life for a city history? His motivations? Why is he in
in which he wasnt even born, but that didnt matter: hed live an adventurous life Cadwallon? If he immigrated here, did he
and have a new name. ee the RagNarok to seek riches or try to
be forgotten by his family or his creditors?
Does he have friends? Enemies? Rivals?
Even if these details have little impor-
tance in regards to the rules, they are at
the heart of the scenarios existence, as
Cadwallon is a role playing game, a form
of entertainment where the goal is to im-
agine yourself living in the City of thieves
as a free leaguer. All these role aspects
give depth to the characters and the
games. Not to mention that the GM will
use them in his scenarios.

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FIRST 2/ The cultures 3/ Trades
CONTACT How was my character educated?
and abilities
This rst section presents step by step The cultures detail the values the char- What did my character do
how to create a character. These steps are acter has been taught by those who have before the league?
explained in detail further on. met him and who have inuenced him
as he grew to maturity (parents, friends, Trades represent activities practiced
teachers or mentors, opponents...), as well on Aarklash. They dene the characters
1/ The origins as challenges he has had to face (games, knowledge and are split in groups, sym-
trials, travels...). The player must look at bolizing the divisions of Cadw society:
Where is my character from? the dierent cultures available to his char- exploration, confrontation, interaction,
acter and select one. incantation, divination and revolution.
The player must rst decide if his char- Each trade is divided in six ranks, simu-
acter was born in Cadwallon or not. In If the character is a native, he has to lating professional expertise.
the former case, hes then a native, in the be of Cadw culture. It must then be Free leaguers get three trade ranks at
latter case, an exile. There are no right or decided if he lives in the upper-city or the time of their creation, as only the most
wrong choices to be made here. Natives lower-city. deserving may become free leaguers. The
are better integrated in Cadwallon but If the character is an exile, he is from others are sent away during the probation
dont relate as much to the conicts which one of the cultures allowed by his race. period before the oath!
are tearing Aarklash apart. The exiles have The latter are not equally spread across The player gets to split these three ranks
greater stakes in the RagNarok and thus the continent of Aarklash, currently among the trades he chooses, possibly
have an easier time getting help from the burning with the res of the RagNarok. even three times the same trade. The rank
better known warriors in Aarklash. Each culture is linked to a totem. of a character in any given trade is equal to
Afterwards, the player chooses the race the amount of ranks he has in that trade.
which his character belongs to. He can The culture modies the characteristics Rules-wise, a trade gives talent levels,
pick the ogres only if hes a native. The of the character and gives him abilities, as as well as equipment and ducats. The
race of the character inuences one of well as a cultural contact. Moreover, each Potential (POT) of a character is equal to
his attitudes, determines his Size and his culture allows a chance to change or not the total of his ranks of his two best trades.
natural weapons. It restricts the cultures the distinctive feature, which was gained It measures the capacity of the character
to which he has access, as, throughout during the previous step. If the feature of- to act while being opposed.
the continent, not every culture has been fered in this step is the same as the one
integrateed by every communities. Above from the race, theres no choice to be
all, it also gives the character a distinctive made, but the feature then becomes a feat
feature, which may be traded for the one (see below). At the end of this step, the
belonging to his culture. character has either a distinctive feature
or a feat.

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4/ The distinctive During this step, the player se-
lects another distinctive fea-
ture. This may be a feature al-
features ready given. Thus, depending
on the selections in step 2/,
What characterizes my character? a starting free leaguer may
have two distinctive fea-
A character is not just a race, a culture tures, or one feat and one
and trades shared by others. He also has distinctive feature.
a little something, which makes him
unique. This dierence comes from the
distinctive features of the character: pairs
of advantages and obligations, which give
him depth. When a feature is gained or
selected a second time, it loses its nega-
tive side and becomes a feat. A feat is
therefore a distinctive feature without its
obligation.

2
4 1

3
3

1-2

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5/ Equipment was given to him by his ocer after the
battle of Kaber as a reward for showing
great courage.
What belongings does
my character have? Each trade gives the character equip-
ment (see step /3) and an amount of
Equipment covers all that a character ducats, which is money the character
owns. This means three types of belong- has saved. These gains are cumulative,
ings: the characters fortune (the ducats but only during the characters creation;
he currently has), equipment per se (what afterwards, the character gains no equip-
hes carrying), and lifestyle (where he lives, ment when he gains a trade rank.
how hes dressed and what he eats).
During this step, the player selects
The belongings the character owns come the equipment from the choices given
in part from his family, his work and/or by his selected trade(s). He can also buy
from good deals he may have made equipment with his accumulated ducats.
anytime from the day before to years ago. However, he cannot buy an item with an
However, the player is invited to personal- Availability above 9, whether it might be
ize his characters equipment: the sword by paying for it or by selecting it among
he uses may be his lucky sword, which the choices oered by his trade(s).

2-3

2-6

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6/ Motives of
the free leaguers 1/ THE ORIGINS
Free leaguer? During the rst step of character crea- Sleight (SLE) measures the skill of the
tion, the player chooses if his character character and his precision and mastery
The PC in a game are all part of the is a native or an exile before choosing his over his movements and thoughts.
same league. Once the group has chosen race of origin. He then writes down the A SLE below +2 is often a sign of negli-
the leagues name, each player writes that secondary characteristics given by the lat- gence, hastiness and clumsiness.
name on their character sheet. ter on his character sheet. A SLE above +2 allows a character to
However, there is a choice that players avoid constraints in a given situation.
must make for their characters: the reason A SLE below or equal to 0 means that
why that character has chosen to become
a free leaguer. Thus, every player selects a
Attitudes the character may no longer move.
The Sleight characteristic is more
motive unique to his character. The attitudes show the skill with which common among warriors from civi-
The free leaguers have abilities and a character may successfully use this or lized cultures and archers.
knowledges in common due to the mis- that behavior. At the beginning of char-
sions they undertake for the City of thieves acter creation, all attitudes are worth Style (STY) measures the creativity
and its Duke. Many abilities or knowledg- +2. By the end of creation, they will vary and eloquence of a character as well as
es represent these shared attributes. between +2 and +5. the ability to entertain an audience and
A character may no longer use an ability never look ridiculous.
This step represents the last few weeks favored by an attitude with a score equal A STY below + 2 is often a sign of bad
in the life of the character, since he became to or below 0. taste, brusqueness and lack of empathy.
a free leaguer. The PC have had enough A STY above + 2 allows a character to ig-
time to get to know one another and Pugnacity (PUG) measures the ardor nore the constraints in a given situation.
somewhat trust one another. (Everyone and energy of a character, as well as his A STY below or equal to 0 means that
will interpret what somewhat means in capacity to follow his instincts. This at- the character may no longer interact
their own way!) However, the members of titude, with a point added to it, gives the with others.
a league may not have become free leagu- FEAR of the character if he can cause it. The Style characteristic is more com-
ers at the same time some may have A PUG below +2 is often a sign of weak- mon among duelists and nobles.
joined the league after its creation by the ness, sentimentality and passivity.
others. A PUG above +2 allows a character to Opportunism (OPP) measures the wits
As soon as every player, with the excep- oppose constraints in a given situation. and the attention of the character, as well
tion of the GM, has a character, they are A PUG below or equal to 0 means that as his capacity for keeping his best inter-
ready for adventure. All that is left is for the character may no longer inict ests at heart, to be at the right place and
the GM to oer them a scenario. Damage rolls. act at the right moment. The characters
The Pugnacity characteristic is more Defense (DEF), which is by default the
common among barbaric cultures and diculty of confrontation actions taken
roughnecks. against the character, is equal to OPP +1.

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An OPP below +2 is often a sign of slow-
ness, servility and thoughtlessness.
Secondary
An OPP above +2 allows a character to
turn the constraints of a given situation
characteristics
to his advantage.
An OPP below or equal to 0 means that The Size of a character is measured by
the character may no longer defend his (SIZE) value, which is between 1 and
himself. 5. Combined with the race, this deter-
The Opportunism characteristic mines the other secondary characteristics
is more common among thieves and of the character.
brigands.
The number of health points (HP) is
Subtlety (SUB) measures the ruse and the amount the character has for each of
the capacity for analysis in a character, his health levels (#). In theory, a charac-
as well as his capacity to think ahead of ter has ve health levels: Unhurt (UN),
time and act on a long-term basis. Light Wound (LW), Serious wound (SW),
A SUB below +2 is often a sign of stu- Critical wound (CW) and Incapacitated
pidity, impulsiveness and lack of fore- (INC), before death (sixth and ultimate
thought. health level).
A SUB above +2 allows to solve the con-
straints in a given situation.
A SUB below or equal to 0 means that a
character may no longer use his knowl-
edge.
The Subtlety characteristic is more
common among wise men, scholars and
diplomats.

Discipline (DIS) measures the rigor and


the team spirit of a character, as well as
his capacity to organize himself and act as
part of a group. The Mastery (MAS) of a
character, which is by default the dicul-
ty for interactions targeting the character,
is equal to DIS +1.
A DIS below +2 is often a sign of laziness,
inconsistency and lack of charisma. Movement (MOV) indicates the number
A DIS above +2 allows to adapt to the of squares a character moves normally
constraints in a given situation. when he Moves (see Exploration).
A DIS below or equal to 0 means that the
character may no longer make decisions Power (POW) indicates the number of
alone. d6 which must be rolled to determine the
The Discipline characteristic is more damages inicted by a warrior in melee
common among military ocers and combat. The nal result of such a roll is
strategists. always modied by the weapon used, even
if natural, (+DAM) and the opponents
protection (-PRO). This is referred to as
the Strength (STR) of the attack.

STR = (POW) d6 + DAM -PRO

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2/ CULTURES
Each culture of origin gives four types of
benets to the characters.

Modiers for attitudes favored by the


culture in question;
Modiers of +2 for three abilities and
one knowledge;
The following knowledge skills: Culture
(culture of origin) +2, Language
(mother tongue or Cadw for natives of
the Free City) +2 and Region (region
of origin) +2;
A contact belonging to the culture indi-
cated on the table with Intimacy: 2
A distinctive feature or a feat.

If the character is a native, the player


selects a Cadw culture (upper or lower
city). Otherwise, he selects a culture from
the following table, according to the race
of the character. He then checks the cor-
responding table to nd the informations
regarding the origins of his character.
Reminder: Ogres can be from nowhere
else but in Cadwallon. They are from
either the upper-city or the lower-city.

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Boar: The defenders of the gis are Spider: Ashinans forest of webs hides
almost all dwarves. Faithful to their repu- elves devoted to Darkness and to the
tation, they are hard-headed and sour. spider-goddess, with whom some share
They are also skilled engineers in the eld traits.
of steam technology. Ram: The Barony of Acheron is the
Dragon: The Republic of Lanever is kingdom of necromancy; in that land,
home to the elves ghting for Light. Their Darkness rules supreme!
philosophy and their dragon allies are ad- Rat: The Empire of No-Dan-Kar
vantages envied by their human allies. constitutes the greatest goblin nation
Grin: The Empire of Akklyannie gath- of Aarklash. Traders, miserly, inven-
ers humans and dwarves who try to con- tive and all-thumbs, goblins are great
vert all the races of the continent to their travelers.
belief in the unique and ery god: Merin. Scarab: Quithayran, the Emerald for-
Hydra: The Possessed of the Abyss are est, is the land of elves that have stayed
animated by a unique conscience, the faithful to their origins and to the Paths
Despot. Those who represent them in the of Destiny.
free City are renegades freed of the des- Scorpion: The Empire of Syharhalna
pots will by some facetious demons. is a young human nation turned towards
Hyena: The disciples of the Beast are using mutagenic substances, clones and
Wolfen who have renounced their sav- constructs animated by Darkness.
agery to ght the gods of Aarklash. Stag: The Black woods are the refuge of
Jackal: Bran--Kor is the land of the the Kelts who have left in search of a lost
orcs who worship Jackal, the thunder god. king, Cernunnos. They ght against the
Lion: The Kingdom of Alahan is a sym- lies of the gods.
bol of heroism and virtue its paladins Wolf: The Wolfen remained faithful to
are known throughout Aarklash. the moon goddess, Yllia. They ght for the
Minotaur: The barbarians of the survival of their species.
Avagddu plains are a nomad race. Their
history is that of the rst men to have
walked the continent.

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3/ TRADES AND ABILITIES Exploration
trades
The trades are divided in six trade groups Example: Lana has the trade Duelist at
divided in six ranks, each representing the rank 3. That trade allows her to gain the Adventurers, thieves and travelers of
degrees of mastery of the activity in ques- following abilities during character crea- every sizes and shapes are grouped in this
tion. Each trade rank gives a character tion: trade category. Despite a wide range of
abilities and knowledges determined by Rank 1: Parry/STY, Taunt/SUB, Pierce/ abilities and dierences, the professionals
the trade. The levels of these abilities and SLE and Fiefdom (Soma) at 3. of the exploration trade have a few common
knowledges are limited by the trade ranks, Rank 2: Analyze/DIS, Lunge/STY and traits: a great capacity of adaptation, a taste
as indicated in the table below. When an Disarm/SUB at 2. for discovering the unknown and physical
ability is common to more than one trade Rank 3: Charge/PUG and Pierce/SLE aptitudes which have been tested by a long
selected for a character, or if it has been at 1. experience in the eld.
selected during a previous step, their As any identical abilities are added, Lana
respective ranks are added. It is the same therefore gets Pierce/SLE at 4.
thing for equipment indicated for each Cat burglar
trade: when a number between brackets Gaining certain trade ranks gives bo- The cat burglar is an adept of discrete
precedes a piece of equipment, the charac- nuses that reect the specialties of the break-ins. His technical and physical apti-
ter must have the corresponding trade at character. These advantages are gained at tudes allow him to enter all sorts of build-
the indicated rank to gain this item. ranks 3 and 5 for every trade. ings without raising an alarm from pos-
sible guardians, and steal valuable objects
To resume, a starting free leaguer has At rank 3, the character gains, in addi- before disappearing without a trace.
three choices. tion to the abilities for that trade rank, +
1 free gamble, without having to take a Rang 1: Climb/SLE, Hide/OPP, Stunt/
Option 1 (POT3): One rank 3 trade. gamble for that advantage, for one abil- STY, Fiefdom (or Faction)
The character is known among his peers, ity of his choice belonging to that trade. Rank 2: Slither/SLE, Search/DIS, Tinker/
but he still has quite a few daring adven- The ability in question is noted on the SLE
tures to live through before being con- character sheet, and once chosen, can- Rank 3: Distract/OPP, Look out/DIS
sidered part of the legend of the Jewel of not be changed. Rank 4: Dodge/OPP, Force/PUG, Crook/
Lanever. OPP
At rank 5, the character gains a special Rank 5: Tumble. The player may spend
Option 2 (POT3): A rank 2 trade and ability specic to that trade. a die from his RP to cancel the damage
another trade at rank 1. The character is from a fall.
most probably an adventurer who hasnt Any ability mentioned on a trade list is Rank 6: Disguise/STY, Fool/OPP
been afraid to hit the road and to learn considered to belong to that trade, even if Equipment: Purse; Rope; Phial (oil);
throughout the trip. it is between brackets or optional. Talents Climbing hook; Climbing harness;
and knowledges are described in the next Lantern; Lock-picking tools; Rucksack;
Option 3 (POT 2): Three trades at rank 1. chapter. Worn clothes; 30 ducats and (3)
The character is versatile. He doesnt stand Telescope.
still, but it allows him to always surprise
his companions and their opponents.

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Cutthroat Shrew Rank 6: Disguise/STY, one knowledge
Pickpocket with street ghting expe- Finding a relic while roaming, riing (players choice)
rience, specialist in armed robbery and through the trash of his contemporaries Equipment: Purse; Parchment sheets
kidnappings, the cutthroat doesnt both- and erring about the street searching for (x5); Phial (oil); Lantern; Calligraphy
er himself with details. His approach to adventure, those are the main preoccupa- utensils; Worn clothes; Clothes; 50
crime rarely calls for discretion and his tions of a shrew. This trade demands not ducats and (3) Weapon (type of players
methods tend to be quick and straight to only an excellent physical condition, but choice).
the point. also a sharp mind and a certain education.
Moreover, it promises many conicts with
Rank 1: Steal/OPP, Wrestle/OPP, Hide/ the free leagues, who are the only ones al-
OPP, Fiefdom (or Faction) lowed to search the underground tunnels
Rank 2: Dodge/OPP, Look out/DIS, In- beneath Cadwallon.
timidate/PUG
Rank 3: Crook/OPP, Slash/PUG (or Rank 1: Slither/SLE, Search/DIS, Climb/
Bash/PUG or Pierce/SLE or Shoot/SLE) SLE, Region (Cadwallons underground
Rank 4: Disarm/SUB, Conceal/OPP, tunnels)
Force/PUG Rank 2: Force/PUG, Look out/DIS,
Rank 5: Respite. The player may spend Swim/PUG
a die from his RP to keep the GM from Rank 3: Tinker/SLE, Cypher/SUB
raising the TL after a confrontation ac- Rank 4: Barter/SUB, Survive/OPP,
tion taken by his character. Stunt/STY Sea dog
Rank 6: Endure/PUG, Hunt/OPP Rank 5: Spotting. The player spends a Whether he is a pirate or a simple sailor
Equipment: Purse; Bits and pieces; Worn die from his RP and automatically de- on a merchant ship, the sea dog is a solid
clothes; 30 ducats and (3) One-handed tects traps and secret passages within his individual, toughened by a dicult life
melee weapon or ranged weapon (20 mu- reach. in what are often extreme conditions.
nitions). Rank 6: Design (Players choice)/SLE, Fearless, handy and good in a ght, he has
Crook/OPP a great capacity for adaptation.
Equipment: Purse; Rope (15 m); Phial
Guide (oil); Climbing hook; Climbing harness; Rank 1: Climb/SLE, Swim/PUG, Sail/
The guide is a tireless traveler, special- Lantern; Shovel; Pickaxe; Rucksack; SLE, Region (or Language or Culture or
ized in hunting, scouting and survival in Worn clothes; 30 ducats and (3) Lock- Mythology)
a natural environment. His knowledge picking tools. Rank 2: Force/PUG, Intimidate/PUG,
of the land makes him a precious ally, Wrestle/OPP
whether in an army, a merchant convoy or Rank 3: Dodge/OPP, Look out/DIS
a hostile territory. Sleuth Rank 4: Crook/OPP, Survive/OPP, Slash/
The sleuth is a detective, a bounty hunt- PUG (or Bash/PUG or Pierce/SLE or
Rank 1: Ride/STY, Look out/DIS, Sur- er able to make discreet inquiries, arrest Shoot/SLE)
vive/OPP, Region (or Nature or Culture suspects personally and interrogate them. Rank 5: Bravado. The player may spend a
or Language) The law generally uses his skills, but he die from his AP to immune his character
Rank 2: Climb/SLE, Swim/PUG, Slash/ can also be working for the guilds or rich to routing until the end of the round.
PUG (or Bash/PUG or Pierce/SLE or individuals. Rank 6: Stunt/STY, Command/DIS
Shoot/SLE) Equipment: Cocked mariners hat; Bot-
Rank 3: Hide/OPP, Hunt/OPP Rank 1: Look out/DIS, Identify/SUB, tle of rum; Knife; Worn clothes; 25 duc-
Rank 4: Slither/SLE, Dodge/OPP, En- Hide/OPP, Fiefdom (or Faction or Ad- ats and (3) Telescope.
dure/PUG ministration or Language)
Rank 5: Tracking. The player may spend Rank 2: Search/DIS, Intimidate/PUG,
a die from his AP to know how many Hunt/OPP
potential enemies (hidden or not) are Rank 3: Dodge/OPP, Slash/PUG (or
present on the tile where his character Bash/PUG or Pierce/SLE or Shoot/SLE)
is. Rank 4: Fool/OPP, Crook/OPP, Tinker/
Rank 6: Search/DIS, Disguise/STY SLE,
Equipment: Purse; Horse; Rope; Phial Rank 5: Absence. The player may spend
(oil); Saddle holsters; Lantern; Water a die from his AP to be considered as
skin; Rations (x7); Rucksack; Saddle; stealthy, even in a lit area. This skill may
Worn clothes; 30 ducats and (3) Climb- last over many rounds, if the player spends
ing harness. a die for it at each of his speaking turns.

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Duelist Ofcer
Confrontation Specialized in dueling, the duelist is a Able to defend himself in hand-to-hand
trades talented warrior, with a spectacular and
elegant style. Whether he is a hired killer
combat, the ocer is above all a leader
and a strategist. He knows how to identify
or vigilante, his desire for improvement the strengths and weaknesses of an oppo-
Aarklash is a violent world where warri- and constant challenges often lead his nent better than anyone else. His role is
ors rarely die of old age. Whether they are opponents to believe he takes needless to plan and coordinate the actions of men
mercenaries, militiamen or raiders, con- risks. under his command.
frontation professionals are everywhere,
swept up by the RagNarok. Rank 1: Parry/STY, Taunt/SUB, Slash/
However, not all ghters decide to use PUG (or Bash/PUG or Pierce/SLE or
their talents on a battleeld and many de- Shoot/SLE), Fiefdom (Players choice)
cide to rent their services to Cadwallon or Rank 2: Analyze/DIS, Lunge/STY, Dis-
other big cities. arm/SUB
Rank 3: Charge/PUG, Slash/PUG (or
Bash/PUG or Pierce/SLE or Shoot/SLE)
Bandit Rank 4: Distract/OPP, Strike back/STY,
With little enthusiasm for discipline Stunt/STY
and a preference for harassment tactics Rank 5: Overture. The player may spend
over outright battle, the bandit is both a a die from his AP to make an opponent in
competent scout and a fearsome warrior. his reach area lose a die from his AP (can
Quick and discrete, he specializes in at- only be done once per round).
tacks against poorly defended convoys or Rank 6: Endure/PUG, Intimidate/PUG
villages. Equipment: Fine quality weapon; At-
tires; Purse; 35 ducats and (3) Ranged
Rank 1: Intimidate/PUG, Parry/STY, weapon (20 munitions).
Slash/PUG (or Bash/PUG or Pierce/SLE
or Shoot/SLE), Region (or Fiefdom or
Faction) Guard
Rank 2: Look out/DIS, Hide/OPP, Slith- Specialized in enforcing order and a
er/SLE denitive type of diplomacy, the guard is
Rank 3: Ride/STY, Crook/OPP an ecient sentinel and an able warrior.
Rank 4: Distract/OPP, Identify/SUB, Whether he has been ordered to watch a
Slash/PUG (or Bash/PUG or Pierce/SLE building, protect a noble, or night patrols
or Shoot/SLE) in the slums, he knows how to deal with
Rank 5: Treachery. The player may spend ruans.
a die from his AP to force a target within
line of sight and on the same tile as him Rank 1: Look out/DIS, Intimidate/PUG, Rank 1: Command/DIS, Intimidate/
to face away from his character. Slash/PUG (or Bash/PUG or Pierce/SLE PUG, Slash/PUG (or Bash/PUG or Pierce/
Rank 6: Survive/OPP, Hunt/OPP or Shoot/SLE), Fiefdom (or Faction or SLE or Shoot/SLE), Faction (or Strategy)
Equipment: One-handed melee weapon Etiquette) Rank 2: Analyze/DIS, Defend/DIS, Par-
or ranged weapon (20 munitions); Ar- Rank 2: Identify/SUB, Wrestle/OPP, ry/STY
mor with a Mod. equal to or lower than Parry/STY Rank 3: Ride/STY, Seduce/STY
1; Purse; Bits and pieces; Rucksack; Worn Rank 3: Confound/DIS, Disarm/SUB Rank 4: Argue/SUB, Look out/DIS,
clothes; 30 ducats and (3) Horse. Rank 4: Command/DIS, Defend/DIS, Identify/SUB
Hunt/OPP Rank 5: Support. The player may spend a
Rank 5: Uproar. The player can spend a die from his AP to raise by two points the
die from hims AP to increase the TL by a quality of any action of a friendly target
point (can only be done once a round). within line of sight takes until the end of
Rank 6: Charge/PUG, Strike back/STY round.
Equipment: Armor; Shield; Purse; Small Rang 6: Distract/OPP, Endure/PUG
bells; Key ring; One sword, one mace, a Equipment: Melee or ranged weapon
spear or a bow (20 arrows); Uniform; 50 (20 munitions); Armor; Purse; Rucksack;
ducats and (3) Telescope. Uniform; 75 ducats and (3) Horse.

144 FREE CITY

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Shooter Rank 6: Command/DIS, Strike back/
Whether an adept of the bow or the gun, STY
the shooter prefers to kill from a distance, Equipment: Armor; Shield; Purse; Can-
taking the time to aim. Generally used as teen; Rucksack; A sword, a mace, a spear
support or in an ambush, he also plays a or a bow (20 arrows); Uniform; 35 ducats
crucial role in defending strategic sites and (3) Weapon (type of players choice).
and neutralizing moving targets.

Rank 1: Defend/DIS, Look out/DIS, Strong-arm


Shoot/SLE, Fiefdom (or Expertise or Fac- The strong-arm is a brawler who leaves
tion) weapons to those who dont know how to
Rank 2: Identify/SUB, Strike back/STY, ght. Tough, quick and aggressive, he can
Hide/OPP face any opponent with the weapons na-
Rank 3: Climb/SLE, Aim/SLE ture granted him.
Rank 4: Activate (Machine, Steam or
Naphta)/SLE, Distract/OPP, Wrestle/ Rank 1: Disarm/SUB, Dodge/OPP,
OPP Wrestle/OPP, Fiefdom (or Faction)
Rank 5: Barrage. The player can spend a Rank 2: Bash/PUG, Force/PUG, Intimi-
die from his AP to force a target within date/PUG
line of sight and on the same tile to re- Rank 3: Analyze/DIS, Endure/PUG
main immobile until the end of the round Rank 4: Charge/PUG, Lunge/STY,
(the target does not lose any dice). Taunt/SUB
Rank 6: Repair (Machine, Steam or Rank 5: Bludgeon. The player spends a die
Naphta), Slash/PUG (or Bash/PUG or from his AP. Until the end of the round,
Pierce/SLE) an action using the characters natural
Equipment: Ranged weapon (50 muni- weapons which causes a minimum of 1
tions) (x2); Purse; Worn clothes; 35 duc- HP of damage automatically causes
ats and (3) Telescope. a Stunned.
Rank 6: Distract/OPP, Stunt/STY
Equipment: Purse; Lock;
Soldier Chains; Chest; Leather straps
Career military man, the soldier is a (x5); Trunk; Torc; Trophies;
disciplined and fearsome warrior. Able Worn clothes; 25 ducats and
to wield many weapons and used to mass (3) Armor with a Mod.
battles, he is at ease on any battleeld and equal to or lower than 1.
in every situation where the only language
understood is that of steel.
Rank 1: Endure/PUG, Parry/STY, Slash/
PUG (or Bash/PUG or Pierce/SLE or
Shoot/SLE), Faction (Players choice)
Rank 2: Charge/PUG,
Slither/SLE, Wrestle/OPP
Rank 3: Force/PUG, Slash/
PUG (or Bash/PUG or Pierce/SLE
or Shoot/SLE)
Rank 4: Analyze/DIS, Ride/STY, Intimi-
date/PUG
Rank 5: Rampart. The player may spend
a die from his RP to raise his charac-
ters Withstanding (WIT) by two points.
Moreover the character may not fall
down nor be pushed back. Rampart lasts
until the end of the round.

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Emissary
Interaction Versed in the arts of politics and nego-
trades tiation, the emissary generally gravitates
around powerful people or crime barons.
His insightfulness, mastery of manipula-
Far from the rumble of war, armed with tion and rhetoric, along with his gift as a
nothing but speeches and a keen intellect, linguist, make him an ecient mediator
the scholars specialize in negotiation, and fearsome counselor.
diplomacy, information gathering or the
quest for knowledge. Rank 1: Analyze/DIS, Identify/SUB,
Barter/SUB, one knowledge at players
choice
Rank 2: Argue/SUB, Fool/OPP, Seduce/
Courtesan STY
Smooth talker in hip circles, the courte- Rank 3: Confound/DIS, Look out/DIS
san is a parasite turned expert in banter Rank 4: Command/DIS, Feign/SLE, Fief-
and a fearsome manipulator. Elegant and dom (or Language or Faction or Culture
seductive, he gets what he desires through or Administration)
attery and corruption. His relations and Rank 5: Incitation. The player spends a
inuence with the powerful assure him of die from his AP to force a character to
both comfortable income and precious change attitude for the current round
support when in danger. (the player does not choose the new at-
titude). The character must be able to
Rank 1: Fool/OPP, Identify/SUB, Se- speak with his opponent to be able to use
duce/STY, Etiquette (or Culture or Fac- this ability.
tion or Fiefdom) Rank 6: Intimidate/PUG, Crook/OPP
Rank 2: Disguise/STY, Argue/SUB, Equipment: Attires; Purse; Makeup
Feign/SLE case; Calligraphy utensils; 75 ducats and
Rank 3: Crook/OPP, Fiefdom (or Faction (3) Parade suit.
or Language or Culture)
Rank 4: Analyze/DIS, Barter/SUB, Dis-
tract/OPP Merchant
Rank 5: Flattery. The player may spend a Whether he is traveling or settled, the
die from his AP to increase his charac- merchant is a wise businessman who
ters Intimacy with an NPC (until the end knows where and how to get all sorts of
of round). Moreover, this gives him a free goods. Implacable negotiator, he makes
gamble on any manipulation of the NPC contacts easily, has an easygoing behavior
in question. and a sharp mind.
Rank 6: Conceal/OPP, Confound/DIS
Equipment: Attires (x2); Flashy jewelry; Rank 1: Identify/SUB, Barter/SUB, Se-
Purse; Makeup case; 75 ducats and (3) duce/STY, Faction (or Commerce or
Parade suit. Language)
Rank 2: Argue/SUB, Fool/OPP, Crook/
OPP
Rank 3: Conceal/OPP, Feign/SLE
Rank 4: Look out/DIS, Intimidate/PUG,
Faction (or Fiefdom or Language or Ad-
ministration)
Rank 5: Its possible! The player may re-
duce an items Availability by the OPP of
his character.
Rank 6: Analyze/DIS, Faction (or Fief-
dom or Language or Administration)
Equipment: Attires; Purse (x3); Ac-
counting book; 75 ducats and (3) 250
ducats.

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Scholar
Keeper of a wide and varied knowledge,
Miscreant the scholar is not only a learned man with
Whether he hides his true nature be- a sharp mind, but also a speaker able to
neath a facade of respectability or he uses teach what he knows and defend his point
compromising information, the miscreant of view with a fearsome eciency.
exploits the weaknesses and gullibility of
his victims to insure his survival. He is also Rank 1: Argue/SUB, Cypher/SUB, Identi-
an expert in contraband and forgeries. fy/SUB, one knowledge at players choice
Rank 2: Study (Players choice)/SUB,
Rank 1: Fool/OPP, Feign/SLE, Crook/ Examine/STY, one knowledge at players
OPP, Commerce (or Artifact or Faction) choice
Rank 2: Analyze/DIS, Identify/SUB, Rank 3: Fool/OPP, Analyze/DIS
Barter/SUB Rank 4: Command/DIS, Examine (Play-
Rank 3: Conceal/OPP, Intimidate/PUG ers choice)/STY, Confound/DIS, one
Rank 4: Argue/SUB, Taunt/SUB, Se- knowledge at players choice.
duce/STY Rank 5: Sapience. The player may spend
Rank 5: Scam. By spending a die, the a die from his AP to raise a knowledge of
character can force the person to whom his choice by two points until the end of
he is speaking to ignore an irrefutable the round.
piece of evidence concerning the nature Rank 6: Seduce/STY, one knowledge at
or the origin of the merchandise. players choice.
Rank 6: Disguise/ELE, Steal/OPP Equipment: Attires; Purse; Calligraphy
Equipment: Attires; Purse (x2); Chest; utensils; 75 ducats and (3) Rare spellbook
Satchel; Forged seal (faction of players (x2).
choice); 75 ducats and (3) 250 ducats.

Spy
The spy is a specialist of information
gathering. Adept of playing both sides
against one another and disguise, he
knows how to adapt his behavior to any
kind of situation and place. His skills al-
low him to easily inltrate a faction and
manipulate the right people to get what
he wants.

Rank 1: Disguise/STY, Fool/OPP, Feign/


SLE, one knowledge at players choice
Rank 2: Look out/DIS, Identify/SUB,
Hide/OPP
Rank 3: Crook/OPP, Tinker/SLE
Rank 4: Steal/OPP, Search/DIS, Seduce/
STY
Rank 5: Double sided. Once per Opposi-
tion, the character can pretend to be an
opponents ally for a round.
Rank 6: Cypher/SUB, Poison/SUB
Equipment: Attires; Purse; Makeup case;
Forged seal (faction of players choice);
Worn clothes; 75 ducats and (3) Lock-
picking tools.

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Rank 2: Crook/SUB, Hide/OPP, Path of Rank 1: Argue/SUB, Identify/SUB, In-
Incantation magic (Air) (or Fire, Water, Earth, Light cantate (element)/Special, Path of magic
trades or Darkness)
Rank 3: Feel/SUB, Seduce/STY
(Primagic)
Rank 2: Feel/SUB, Subdue/PUG, Path of
Rank 4: Enchant/SLE, Look out/DIS, magic (Players choice)
This group of trades, hermetic and Subdue/PUG Rank 3: Dominate/STY, Incantate (ele-
watched warily by normal people, gath- Rank 5: New draw. By spending an AP ment)/Special
ers the spell casters, often mistaken with die, every player is forced to restart the Rank 4: Analyze/DIS, Fool/OPP, One
magicians. If many enter the conicts of declaration phase of a round. The die knowledge of players choice
the RagNarok, some would rather remain spent to do this is not regained. Rank 5: Theory class. The character
in safe cities, where they can further their Rank 6: Identify/SUB, Path of magic may transfer one die from his AP to an-
studies without being disturbed. (Air) (or Fire, Water, Earth, Light or other characters with an incantation
For each Path of magic (Players choice) Darkness) trade. This die may only be used for an
knowledge that his character has, a player Equipment: Attires; Purse; Gem case; Incantate(Element)/Special test. It is lost
selects a path of magic among those that Minor immortal gem; Cadw tarot deck; at the end of the round.
are practiced by the race of origin of his 50 ducats and (3) Parade suit. Rank 6: Two knowledges of the players
free leaguer. If he can make that choice choice
only once, he must select the cultural path Equipment: Attires; Purse; Gem case;
indicated in the table. The next paths may Mage Minor immortal gem; Parade clothes; 75
be selected from the Possible paths col- The mage doesnt shine thanks to his ducats and (3) Minor immortal gem.
umn. Moreover, every race may learn the wide range of skills, he shines thanks to
six elemental paths, as long as are elements his unique point of interest: magic. That
allowed by their culture. The character is precisely where his strength lays his Magister
knows spells for each of the paths that the talent at using a wide variety of spells also Able to face all sorts of magical threats,
player has chosen for him, a number equal allows him to face almost any situation. the magister is generally specialized in de-
to the level of knowledge in the Magic Path fense against magicians. His talents make
in question. Once these spells are selected, Rank 1: Channel/OPP, Incantate (ele- him a fearsome hunter, able to track, cap-
the player may choose the Elements linked ment)/Special, Feel/SUB, Path of magic ture or destroy some of the more danger-
to each of his characters Incantate (ele- (Primagic) ous supernatural entities.
ment)/special abilities. The rst Element Rank 2: Dominate/STY, Subdue/PUG,
selected must be the culture of origins Path of magic (Players choice) Rank 1: Incantate (element)/Special,
Primary element. The others are selected Rank 3: Incantate (element)/Special, Subdue/PUG, Analyze/DIS, Path of mag-
from the Possible elements column. Path of magic (Players choice) ic (Primagic)
Note: It is always possible to select a pri- Rank 4: Cypher/SUB, Enchant/SLE, Path Rank 2: Feel/SUB, Hunt/OPP, Path of
magic spell. of magic (Players choice) magic (Players choice)
Rank 5: Arcane gem crafter. The char- Rank 3: Look out/DIS, Slash/PUG (or
acter keeps the two best die on a chan- Bash/PUG or Pierce/SLE or Shoot/SLE)
Cartomancer nel/sub test. Rank 4: Channel/OPP, Intimidate/PUG,
His unconventional methods and his Rank 6: Incantate (element)/Special, one Path of magic (Players choice)
wide range of skills make the cartomancer knowledge (players choice) Rank 5: Transfer. The player may spend
perfectly adapted to the urban environ- Equipment: Attires; Purse; Gem case; two dice from his RP to transfer the ef-
ment of the City of thieves. Considered Minor immortal gem; 75 ducats and (3) fect of a spell targeting his character to
by his fellow inhabitants like something Minor immortal gem. the nearest character within his eld of
of a snake oil salesman, he is nonetheless vision.
a magician and excels in situations where Rank 6: Identify/SUB, Path of magic
discretion and versatility are required. Magic teacher (Players choice)
Many mistake him for the tarot-mage, Where his colleagues have chosen risk Equipment: Attires; Purse; Gem case;
and the cartomancer uses that fact to his and adventure, the magic teacher has Minor immortal gem; 75 ducats and (3)
advantage. spent his life studying magic. He knows Melee weapon
the Elements and their manifestations very
Rank 1: Incantate (Element)/Special, well and his talent as a speaker cannot be
Fool/OPP, Fiefdom (or Faction or Sym- contested they grant him a certain level
bolism), Path of magic (Primagic) of respect among apprentices in certain
groups who study the mysteries of mana.

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Tarot-mage
Using the strange power of the cards,
the tarot-mage has little in common with
the other spell casters. Intimately linked
to Cadwallon, his magic grants him versa-
tility and a wide choice of unique magical
eects.

Rank 1: Evoke/SLE, Summon/STY Con-


ceal/OPP, Urban legends
Rank 2: Abjure/OPP, Identify/SUB, His-
tory (Cadwallon)
Rank 3: Fool/OPP, Sublimate/SUB
Rank 4: Distract/OPP, Hide/OPP, Fief-
dom (or Faction or Administration or
Symbolism)
Rank 5 and 6: The mystery is the source
of power (see Secrets).
Equipment: Attires; Purse; Gem case;
spellbook; Cadw tarot set; 75 ducats and
(3) Parade suit.

Warrior-mage
The warrior-mage is feared for his mar-
tial skills as well as for his talent of using
magic in the midst of a melee. This wide
range of skills keeps him from learning
more advanced magic techniques, but
also allows him to face a wider variety of
opponents without any fear.

Rank 1: Slash/PUG (or Bash/PUG or


Pierce/PUG or Shoot/PUG), Incantate
(element)/Special, Faction (or Fiefdom or
Region or Culture), Path of magic (Prim-
agic)
Rank 2: Endure/PUG, Subdue/PUG,
Parry/STY
Rank 3: Incantate (element)/Special,
Path of magic (Players choice)
Rank 4: Analyze/DIS, Command/DIS,
Feel/SUB
Rank 5: Magic power. When he in icts
a damage roll in melee combat, the char-
acter may spend mana points to roll as
many extra dice as points spent.
Rank 6: Strike back/STY, Path of magic
(Players choice)
Equipment: Weapon; Armor; Purse;
Gem case; Minor immortal gem; Worn
clothes; 50 ducats and (3) Minor immor-
tal gem.

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Cleric Herald of Felicity
Divination Priests specialized in the keeping and Protectors of Cadwallon, the heralds of
trades the transmission of lore within their cult;
clerics are the artisans of dogma. Not very
Felicity revere the free city as though it
was a goddess. They protect and advise
In a world where faith and religion is so eager to preach, they concentrate on stud- the Duke while keeping an eye on the en-
important, the religious representatives ies, the interpretation of divine will and emies of the city. Also integrated among
have considerable authority and inu- keeping the temples running. the peers of Cadwallon, they are now an
ence. The faithful guide their respective essential cog in the Cadw administra-
races through the troubled time of the Rank 1: Create (or Alter or Destroy), Ad- tion.
RagNarok, following to the letter the ministration (Players choice), Cult (Play-
dogma of their cults and the will of their ers choice), One knowledge of players Rank 1: Create (or Alter or Destroy),
gods. choice Recharge/OPP, Cult (Goodwill),
For every aspect that a character has, Rank 2: Argue/SUB, Identify/SUB, His- Language (Cadw)
the player selects a number of miracles toiry (Players choice) Rank 2: Create (or Alter or Destroy),
equal to that aspects rank. Rank 3: Create (or Alter or Destroy), One Pray/DIS, Fiefdom (Players choice)
The choice is made between the univer- knowledge of players choice Rank 3: Create (or Alter or Destroy),
sal miracles, the miracles of the Alliance Rank 4: Revoke/PUG, Cypher/SUB, Heal/DIS
to which the characters cult belongs to Foretell/SUB Rank 4: Meditate/SLE, Foretell/SUB,
(and miracles of the cult itself for Scarabs, Rank 5: Dogmatic sentence. By spend- Revoke/PUG
Grions and Boars). ing his AP and RP dice, the player may Rank 5: Goodwills kiss. By spending a
Note: A player may always select a uni- keep a faithful from calling a miracle this die at the end of a turn, the player may
versal miracle. round. slow the arrival of a new (TL) signicant
Rank 6: Create (or Alter or Destroy), One level (see Exploration) in the outside area
knowledge of players choice of the citys neighborhood. That new
Bards of Destiny Equipment: Purse; Sacred book; Callig- signicant level of (TL) will only take
Guardians of Cadw folklore, the Bards raphy utensils; Religious symbol; Worn eect at the end of the next turn, if the
of Destiny honor Dakinee mythology in clothes; 50 ducats and (3) One spellbook (TL) is still high enough.
their beliefs and dogma. They are very ac- containing a knowledge. Rank 6: Identify/SUB, Barter/SUB
tive in the daily life of Cadwallon and usu- Equipment: Attires; Purse; Sacred book;
ally have a second trade to survive. Religious symbol; 75 ducats and (3) Sur-
geons tools
Rank 1: Create (or Alter or Destroy),
Analyze/DIS, Cult (Destiny), Culture
(Lower or Upper city)
Rank 2: Create (or Alter or Destroy),
Identify/SUB, Pray/DIS
Rank 3: Create (or Alter or Destroy),
Foretell/SUB
Rank 4: Argue/SUB, Hide/OPP,
Administration (Cadwallon)
Rank 5: True consecration. When he is in
a Cadw house, the character may spend
Temporary Faith (TF) points to inict
any invoked creature present penalties
equal to the amount of TF spent.
Rank 6: Meditate/SLE, Recharge/OPP
Equipment: Attires; Purse; Religious
symbol; Worn clothes; 25 ducats and (3)
Little tamed fayerees.

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Minstrel of Pain Missionary Warrior-monk
The servants of Suering are a typical In charge of spreading the word of god Having undergone particularly strenu-
Cadwallon religious group. They are con- among the nonbelievers, the missionary ous training focused on both combat
vinced they will reach a higher conscious- travels the world looking for new chal- and the use of his miracles in extreme
ness by accepting their desires and suer- lenges. Gifted with a great capacity for in- situations, the warrior-monk is the armed
ing. Outcasts, sometimes suspect, they tegrating new cultures and able to face the hand of his cult. His discipline and his
gather in monasteries in the lower city. many dangers of traveling alone, he knows readiness to sacrice himself for a greater
how to be accepted to convert more eas- cause make him a fearsome foe.
Rank 1: Create (or Alter or Destroy), ily.
Endure/PUG, Cult (Suering), Culture Rank 1: Create (or Alter or Destroy),
(Lower city) Rank 1: Create (or Alter or Destroy), Parry/STY, Slash/PUG (or Bash/PUG or
Rank 2: Create (or Alter or Destroy), Survive/OPP, Region (Players choice) Pierce/SLE or Shoot/SLE), Cult (Players
Intimidate/PUG, Fanaticize/STY (or Language or Culture), Cult (Players choice)
Rank 3: Create (or Alter or Destroy), choice) Rank 2: Revoke/PUG, Charge/PUG,
Slash/PUG (or Pierce/SLE) Rank 2: Meditate/ADR, Swim/PUG, Intimidate/PUG
Rank 4: Revoke/PUG, Foretell/SUB, Preach/STY Rank 3: Create (or Alter or Destroy),
Fiefdom (Players choice) Rank 3: Create (or Alter or Destroy), Command/DIS
Rank 5: Forbidden pleasure. When a Ride/STY Rank 4: Endure/PUG, Fanaticize/STY,
character wounds an opponent, the Rank 4: Pray/DIS, Sermonize/SUB, Strike back/STY
player may spend an AP die to cause the Region (Players choice) (or Language or Rank 5: Divine punishment. During a
opponent to suer the penalty for the Culture) wound roll, the player may spend TF
next health level for the following round. Rank 5: Sacred mission. The player may points to roll as many extra die as he has
He can, by doing this, cause a character spend his dice to gain as many TF as dice spent TF.
to fall unconscious through the sheer spent. This eect lasts until the end of the Rank 6: Exult/PUG, Slash/PUG (or Bash/
power of pain. round. PUG or Pierce/SLE or Shoot/SLE)
Rank 6: Medidate/SLE, Exult/PUG Rank 6: Create (or Alter or Destroy), Equipment : Weapon (type of players
Equipment: Purse; Religious symbol; Foretell/SUB choice); Armor; Purse; Sacred book;
Worn clothes; 25 ducats and (3) Melee Equipment: Purse; Mess tin; Sacred Religious symbol; Worn clothes; 50
weapon book; Rucksack; Religious symbol; Travel ducats and (3) Standard
clothes; 75 ducats and (3) Mount

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Revolution Rank 4: Activate (Players choice)/SLE, Rank 5: Lifes work. The character can
Study (Players choice)/SUB, One knowl- take a Study (Complexity) test to neu-
trades edge of players choice tralize or speed up the eects of an herb
Rank 5: Loved by the guilds. The char- during an Opposition.
Brilliant inventors, visionary engineers, acter benets from as many free gambles Rank 6: Survive/OPP, One knowledge of
or eccentric scientists, jealously keeping as his highest level of Design (Players players choice
their secrets and always at the cutting choice) when interacting with a member Equipment: Purse; Phial (x5); Alche-
edge of progress, scientists create the of a guild. mists toolkit; Potion (10 doses); Satchel;
tools of tomorrow. Their workshops and Rank 6: Design (Players choice)/SLE, Apron; Worn clothes; 25 ducats and (3)
laboratories hide inventions that they are Cypher/SUB One workshop accessory (herbs).
often the only ones to understand, but Equipment: Purse; Satchel; Apron;
that many covet. Toolkit; Worn clothes; 25 ducats and (3)
One workshop accessory (Inert or Ma- Engineer
chine). Specialized in inventions using naphta,
Craftsman steam or constructs (depending on his
Cadwallon owes its prosperity to the specialty), the engineer is able to create all
army of artisans who work each day in Alchemist sorts of machines and revolutionary items
the guilds shops. Whether they are black- Master of rening and transforming with diverse uses. Those who work with
smiths, carpenters, jewelers or simple natural resources, the alchemist is able to steam or naphta are called techno-scien-
workmen, these people who work day brew all sorts of cures, potions and toxins. tists and techno-engineers, respectively.
after day make up most of the city. Many His skill as a trader allows him to sell his
free leaguers come from this class of hard- work to other professionals, which grants Rank 1: Activate (Steam, Naphta or Con-
working, yet glorious people. him a comfortable income. struct)/SLE, Examine (Steam, Naphta or
Construct)/STY, Repair (Steam, Naphta
Rank 1: Search/DIS, Barter/SUB or Rank 1: Activate (Herbalist)/SLE, Ex- or Construct)/SUB, One knowledge of
Crook/OPP, Force/PUG or Activate (Ma- amine (Herbalist)/STY, Search/DIS, One players choice
chine)/SLE, Repair (Inert or Machine)/ knowledge of players choice Rank 2: Smash/PUG, Barter/SUB (or
SUB, One knowledge of players choice Rank 2: Climb/SLE, Crook/OPP, Barter/ Crook/OPP), One knowledge of players
Rank 2: Improve (Inert or Machine)/DIS, SUB choice
Design (Inert or Machine)/SLE, Examine Rank 3: Design (Herbalist)/SLE, Study Rank 3: Design (Steam, Naphta or Con-
(Inert or Machine)/STY (Herbalist)/SUB struct)/SLE, Study (Steam, Naphta or
Rank 3: Coordinate/DIS, Study (Inert or Rank 4: Improve (Herbalist)/DIS, Poi- Construct)/SUB,
Machine)/SUB son/SUB, Heal/DIS

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Rank 4: Improve (Steam, Naphta or
Construct)/DIS, Coordinate/DIS, One
Rank 1: Ride/STY, Look out/DIS, Drive/
PUG, Shoot/SLE
4/ DISTINCTIVE
knowledge of players choice Rank 2: Activate (Steam or Naphta)/SLE,
Rank 5: Bull headed. The character can Examine (Steam or Naphta)/STY, Repair FEATURES
spend a die from his AP to keep an Unus- (Steam or Naphta)/SUB
able machine working until the end of the Rank 3: Improve (Steam or Naphta)/DIS,
next round. Design (Steam or Naphta)/SLE The distinctive features presented here
Rank 6: Cypher/SUB, One knowledge of Rank 4: Activate (Machine)/SLE, Sur- all become feats when selected a second
players choice vive/OPP, One knowledge of players time. They are then free of any obligation.
Equipment: Purse; Fuel (20 recharges); choice *
Those with a before their name may not
Machine (Steam, Naphta or Construct)(*); Rank 5: Ace pilot. The character can be taken by Cadw characters as their feat
Satchel; Apron; Toolkit; Worn clothes; spend a die from his RP to cancel an Inci- during character creation.
100 ducats and (3) One workshop acces- dent test of the vehicle hes piloting.
sory. Rank 6: Study (Steam or Naphta)/SUB, There are two kinds of distinctive fea-
Study (Machine)/SUB tures of the /X type. The rst kind has
(*)
:A portable boiler is given with the rst Equipment: Ranged weapon; munitions the name of a faction, character, etc. as
steam engine. (x20); Purse; Fuel (20 recharges); Loco- X. The player picks what X is when the
naphte or razorback armor (*); Mount; feature is gained, and cannot change it af-
Satchel; Saddle; Toolkit; Worn clothes; terwards. The second kind has a value for
Omnimancer 25 ducats and (3) One workshop acces- X. In this case, X will then be equal to
Specialist of mutagenic substances sory. half of the characters POT (rounded up),
and trained in cloning techniques by the and will increase when the characters
(*)
Syhars, the omnimancer is able to use liv- : a portable boiler is given with the rst POT increases.
ing tissues to create anything from dan- steam engine..
gerous chemical compounds to new life A routing character (see Confrontation)
forms to answer his needs. may not use an active feat or distinctive
Surgeon feature.
Rank 1: Activate (Mutagenic)/SLE, Ex- Healer and warrior at the same time,
amine (Mutagenic)/STY, Heal/DIS, One the surgeon is able to heal the wounded If a character or a player does not fulll
knowledge of players choice and the sick in any circumstance. His wide the obligation of a distinctive feature, it
Rank 2: Barter/SUB, Repair (Mutagenic)/ range of abilities make him a precious ally, stops having any eect until the end of the
SUB, One knowledge of players choice whether in a group of adventurers or a opposition. However, if the character or
Rank 3: Design (Mutagenic)/SLE, Study band of warriors. the player (depending on the case) fullls
(Mutagenic)/SUB the obligation again during the opposi-
Rank 4: Coordinate/DIS, Cypher/SUB, Rank 1: Endure/PUG, Dodge/OPP, Look tion, the distinctive feature starts working
Poison/SUB out/DIS, Heal/DIS again. If a distinctive feature must cause
Rank 5: Mutagenic master. The character Rank 2: Analyze/DIS, Hide/OPP, Slash/ an eect or if its eect puts the character
can spend a die from his AP to increase PUG at a disadvantage, the GM has the au-
by a round the duration of a mutagenic Rank 3: Activate (Herbalist)/SLE, Com- thority to force the other PCs to respect
process aecting a character in contact. mand/DIS the obligation. If two features require in-
Rank 6: Argue/SUB, Crook/OPP Rank 4: Design (Herbalist)/SLE, Study compatible obligations, the player cannot
Equipment: Purse; Biopsy kit; Mutagen- (Herbalist)/SUB, Survive/OPP choose both, or he must rst turn one of
ic processes (x5); Satchel; Apron; Worn Rank 5: Emergency healing. The char- them into a feat.
clothes; 100 ducats and (3) One work- acter can use his Healing ability on a
shop accessory. character whos Incapacited squares have
all been been marked this round.
Rank 6: Poison/SUB, Examine (Herbal-
Pilot ist)/STY
Able to drive all sorts of revolution- Equipment: Purse; Satchel; Apron; Sur-
ary vehicles and ride almost any kind of geons tools; Worn clothes; 25 ducats and
mount, the pilot is a specialist of trans- (3) Potion (20 doses).
portation and reconnaissance. He is also
trained to use siege engines and has some
engineering knowledge.

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*Additional limb (active) *Arcane mastery (active) The distance between the shooter and
When the time comes to announce his When a magician with the distinctive his target must be measured before
characters actions, a player may declare trait does not have the necessary mana to the charge. If the shooter is not within
that his RP is his AP and inversely. This cast a spell, he can temporarily lower the shooting or charge range, then nothing
does not change his initiative in any way. value of his Incantate ability to gain the happens;
Obligation: The player must use his o- missing magical energy. Each point by If the shooter must overcome fear to be
hand until the end of the turn. which he lowers the ability grants him one able to charge his target, then that test
mana gem. A magician can not lower his must be resolved before the shot. In case
ability to below 1 by using this feature. The of failure the warrior doesnt shoot;
Aiming (active) reduction in ability lasts only for as long as If the target must overcome fear, then
The character is skilled for being able to the incantation time. Once the incantation that test must be resolved after the
hit the target he wants. When shooting, is complete, the ability returns to its nor- shot.
he can call out his gamble after having mal value. Only gems required by a spells
rolled the dice. incantation can be gained this way. A warrior may only make a single as-
Obligation: The character cannot take Obligation: The character can only use sault re for each use of his Charge abil-
any other action during this round. this distinctive feature if he doesnt have ity. If his target is eliminated by the shot,
enough gems for the spells incantation. the warrior may redirect his charge onto a
new opponent, but he cannot assault re
Alliance/X (passive) a second time. In this case, the rules used
X is one of the factions implicated in the Artifact (passive) are the same as when a frightening war-
RagNarok. The character knows the fac- Wether he inherited it or stole it, what- rior redirects his assault after making his
tion very well, and the faction knows the ever the cause, the character owns an opponent ee (see Confrontation).
character equally well. Concerned by the object that has to do with incantation Obligation: The player must target for
stakes of the RagNarok, he knows how to (maybe even a mana gem), divination or his shooting attack the same target as for
be appreciated by certain factions of the revolution, at the players choice. This his charge.
war. The player may choose an extra con- item may not have an Availability index of
tact from one of the three alliances, which above 10.
is gained at level 2. Obligation: The character must evade Authority (passive)
Obligation: Interaction actions taken the legitimate owners of the artifact, who When its the characters initiative turn,
towards a member of race X cannot give show up at the GMs discretion. he can choose one of the following op-
reactions to the character. tions:

Assassin (passive) Switch places in the resolution order


Ambidextrous (passive) When an Assassin succeeds at a Charge/ with an allied character who would
When the character successfully uses PUG action, the rst Damage roll he will normally have to act later;
the Parry/STY ability against an opponent cause during the combat in which he takes Make an allied character of his choice
in contact, he gets a free AP die which he part will be resolved by rolling an extra d6. act right after him.
must immediately use in an action against Moreover, he may apply the adding rule to
that opponent. any result. Once this decision is taken, it cannot be
Moreover, the character is truly am- Assassin has no eect against Assassins changed.
bidextrous he never has penalties for and Beings of Destiny, as well as against Obligation: The character has to be in
using his o-hand, since he doesnt have characters with Conscience. his most highly rated attitude.
one. Obligation: The character must be
Obligation: Any time he can, the char- stealthy when he declares his charge.
acter must do at least two actions facts/ Bane/X (passive)
moves per round. For this feature, X is a race, a culture
Assault re (active) or a trade. When a character undergoes
The character masters a special assault a Damage roll against an opponent who
technique. When he uses Charge, he can fullls this condition, he keeps one extra
shoot once using the same dice (within die. The eect of this distinctive feature is
the limit of the ability used to shoot). cancelled by Hard boiled.
The shooter must however have a line of Obligation: During an Opposition, the
sight on his target at the beginning of his character must attack opponents who
movement. The shot is resolved before the ful ll the condition for this feature rst,
miniature is moved, while respecting the unless he is unaware of it.
following rules, in order:

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Block (passive) Brutish charge (passive) Counter-attack (active)
Results of  are not automatic failure An extra die is kept on a damage roll When a character with this distinctive
on reactions that augment Defense. They stemming from a Charge action. The feature takes a confrontation reaction, the
are counted as 1. adding rule is applied to results kept, if player may announce that he will counter-
Obligation: The character must have possible. attack before rolling the dice. If the reac-
Style as his favored attitude. Obligation: The player must resolve only tion is successful, he rolls 1d6, which he
one action this round: a charge. does not take from any of his reserves, to
immediately resolve an action with, at the
Blood brother/X (passive) players choice, Bash/PUG, Slash/PUG or
In this case, X is a character to whom Cats paw (active) Pierce/SLE. This action must target the
the one with this trait is linked. When two The character is particularly discreet. opponent who has caused the confronta-
blood brothers are within two squares When stealthy, he does absolutely no tion reaction.
from one another and can see each other, noise, and can therefore only be discov- Obligation: The character must have
they can transfer dice from their AP and ered through sight or smell. Style as his favored attitude.
RP to one another once their dice have Obligation: The character must suer
been placed. from no armor or encumbrance penalty
Obligation: The characters blood broth- to benet from this feature. *Cure/X (active)
er must be from the same race as he is. The character is a skilled doctor. When
he successfully uses the Heal ability, he
Concentration/X (active) benets from a minimum quality equal
Born killer (passive) The character marks X ability/abilities to X.
An extra die is kept on all Wound rolls on his character sheet. When he uses Obligation: The character must heal all
stemming from a confrontation action them, his attitude is always favorable. Seriously Wounded (or worse) allies.
against a target in contact. The cumula- Obligation: The character must have
tive rule is applied to the kept result, if Discipline as his favored attitude.
possible. Desperate (passive)
Obligation: The character must nish o When someone Desperate is in the
every one of the opponents he is ghting Conscience (passive) Control Zone of many characters or of an
A character with this distinctive feature opponent with a higher Potential, he gains
gains the following bonuses in an area of a +1 to the nal results of his confronta-
Bravery (passive) eight squares around him : tion actions.
The character is particularly brave. Obligation: The player may never will-
When faced with a FEAR or targeted by Any Scout within this area is no longer ingly make his character ee. However, a
Intimidate/PUG, his PUG or his DIS is in- considered as stealthy ; game eect may force him to.
creased by a point. Moreover, if the player His control zone is doubled by a sym-
places all of his dice in his AP, his charac- metric area behind him;
ter gains a minimum quality of a point to He can shoot at a character he does not Devotion/X (active)
all of his tests causing a Wound roll. see if no solid obstacle (wall, tree, mini- The character is gifted with a special
Obligation: The character must always ature...) is in his projectiles trajectory; link to magical energies. He can, by spend-
be the last one to ee. If he is a mage or a faithful, he can cast ing an AP die, give mana gems to a mage
a spell or call a miracle on a target he within X squares from himself. The mage
does not see. In this case, he ignores ob- then gains 1 to X mana gems (characters
Brutal (passive) stacles, even if the eect has a projectile choice), he must spend before the end of
When he makes a confrontation action shape; the turn. The character with Devotion
favored by Pugnacity and targeting an op- He can use counter-magic (or censor- then takes a Penetrating/0 Damage roll
ponent in contact, the character considers ship) without having to see the spell (or of a POW equal to the amount of gems
free dice as bonus dice. miracle) thrower he must thwart. He given. If he dies, the gems are still gained
Obligation: The player must not hesitate must still be within the spell or mira- by the magician, who benets from an ex-
when he has to announce the actions of cles range, however; tra gem of the same type.
his characters. GMs call. The distinctive trait Assassin has no ef- Obligation: The character must perceive
fect on him. the magician to use this feat.

Obligation: The character must have


Discipline as a favored attitude.

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Disengagement (passive) Feint (active) Focus (passive)
A character with this distinctive trait When a character with this distinctive Results of  during an Incantate test
does not have to end his movement when feature succeeds at a confrontation action may be considered as either  or .
he enters someones Control Zone. targeting a character in contact, the player Obligation: The player must know the
Obligation: The character must an- doing the action may decide to not wound exact name and mana cost of the cast
nounce Disengagement every time his his target and instead make him lose an spell by heart.
character enters anothers Control Zone. AP or RP die. Announced gambles allow
If he forgets, his movement ends. to discard more dice, at a one for one ratio.
Obligation: The player must have placed Goblins jeers/X (passive)
as many dice in action as in reaction The characters innuendo-lled man-
Dodge (passive) during the speaking turn. If he has an odd ners and colored speech generally gets
When he undergoes a confrontation re- number of them, he must discard one. him on the good side of common people.
action, the character gains a free die. When doing an interaction move in the
Obligation: The character must have lower city, he is always considered as hav-
placed all of his dice in his RP Fencer (passive) ing and Intimacy of X with his target.
When he attempts a confrontation ac- Obligation: The player must portray his
tion or reaction, the player may transfer character in a clumsy and insulting way
Enlightened (passive) one die from his AP to his RP and vice- while in the upper city.
Results of  rolled during resolution of versa. He can only do it once per round.
divination move can be considered as  Obligation: The player must have placed
or . dice in both his pools at the beginning of Hard boiled (passive)
Obligation: The character must pro- the round. A character with this distinctive fea-
ceed to relate one prophetic vision / pro- ture is particularly resilient. Wound rolls
nouncement, which has to do with his against him cannot benet from the cu-
cult when he wants to use this distinctive Ferocious (passive) mulative rule.
sign. The character echoes the player. If a Ferocious character inicts a Obligation: The character must in ict at
Stunned to an opponent, this opponent least as much damage to his opponents as
loses an extra hit point. he has recieved.
*Enormous (passive) Obligation: The player must not have
The Size of an Enormous character is declared any gamble for the Ferocious
increased by a point to determine his hit characters action. Hardened (passive)
points and reach. The character is an experienced adven-
Obligation: The player must declare a turer. When the character gains this fea-
compulsory gamble on all of the Slither/ Fierce (passive) ture, the player selects a group of abilities
SLE tests he undergoes. When a Fierce character is Incapacitated, from the following list: confrontation,
he does not fall unconscious, even if he exploration, interaction. During the reso-
has lost his last health point or has been lution of actions from the selected group,
*Exalted (passive) nished o. He keeps on acting until the free dice are bonus dice.
If the results of a divination action are next deployment phase. Only then is his Obligation: The player must use the max-
all , it is not an automatic failure. The model replaced by a corpse token. During imum amount of d6 when his character
same goes for any interaction action with that length of time, he is subject to the fol- does an action favored by Hardened.
a target from the same cult as the faithful. lowing rules:
Obligation: The character must be favor-
ing his most highly rated attitude. He has a wound penalty of - 4; High roller (active)
He cannot be healed; Crooked or not, the character is a pro-
He cannot be nished o. fessional gambler. Results of  rolled
Fanaticism (passive) during any move which has to do with
The character rmly believes in his Obligation: The player must have Pug- gambling can be considered as  or .
religion or another great cause. When nacity as his favored attitude. Obligation: The character randomly
he is routing, he is neither traumatized selects his attitude at the beginning of
nor panicked and does not have to ee. every Opposition.
Moreover, if the player places all his dice
in AP, the character gains a +1 to the nal
result of his Wound rolls.
Obligation: The character must always
remain faithful to his cause. Gms call.

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Inltration/X (passive) Luck (active)
This distinctive feature is activated at The player can reroll one test per turn.
the beginning of the speaking turn and al- This reroll is done with as many dice as
lows to move X squares by sacricing 1d6 the original roll and can be for any test,
before splitting ones dice between AP and even a Wound roll. No matter what the
RP. Control Zones do not interrupt this rerolled result is, it must be kept.
movement. Obligation: The player must reroll one
Obligation: The character must not successful test every turn in which he
have been seen by a non-allied NPC dur- calls upon his luck.
ing the Opposition.
Note: X can never be greater than the
characters MOV. Martyr/X (active)
The character may wound or sacrice
himself to give Temporary Faith to a faith-
Instinctive ring (passive) ful of the same alliance as him and whom
The character has a gift for hitting his he can perceive. He can in this way give 1
target when shooting in a crowd. When to X TF points. To do this he must make
he is shooting at a character engaged in a feat causing him X Penetrating/0 dam-
melee, he hits another warrior only if he age points. If the character succumbs, the
rolls . On a  or a , he hits no one. faithful gets an extra TF point.
Obligation: The player must announce Obligation: The character must have
his target without hesitation. GMs call. Discipline as his favored attitude.

Harassment (active)
A character with this distinctive feature Leadership/X (passive) Master archer/crossbowman
can pause his movement to take a Shoot/ The character is a natural leader, inspir-
SLE or Aim/SLE action. The MOV points ing his companions. Any allied characters (passive)
he has not spent may be used once the ac- within X squares may use this charac- Warriors with one of these distinctive
tion is resolved to nish the movement. ters DIS to resist fear and Initimidate/ traits may make an extra range attack by
Obligation: The player must have Sleight PUG tests. Moreover, when he uses the splitting the result of a Shooting test to
as his favored attitude. Command/DIS ability, the character al- obtain two nal results. If these two re-
ways gets the free die, even if Discipline is sults beat the diculty for the undertaken
not his favored attitude. action, both hit. Any gambles taken must
*Iconoclast (passive) Obligation: The character cannot move be satised by both these results. The cu-
The character draws his faith from his away more than X squares from an ally. mulative rule can only be applied to one
enemies. A faithful with this distinctive of these results. If either one of the two
trait does not determine his temporary results isnt high enough to hit the target,
Faith using his Alliances faith value, but Leap (active) both shots fail.
using one of the other two. This distinctive feature allows a char- Obligation: The character must have
Obligation: The character must ght or acter to perform astounding leaps. When Style as his favored attitude.
verbally oppose those who believe in dif- he uses the Stunt/STY ability, he does
ferent dogmas than his. not need to take a running start, and can
therefore use his entire MOV in a leap. Master fencer (passive)
Obligation: The character must have se- If the results rolled during a Pierce/SLE
Implacable/X (active) lected Style as his favored attitude. move are all , it is not an automatic
An Implacable warrior can make a failure.
movement each time he puts an opponent Obligation: The character must formally
in contact in the state Dead?. He uses his *Loyal/X (passive) introduce himself to all his opponents.
MOV, and can use this feature X times per The faith of the character is exception-
round, but only once per Dead? oppo- ally strong. When present in a place or on
nent. a tile, he adds +X to the Faith value of the
Obligation: The character must not be faithful.
in a Control Zone when he uses this dis- Obligation: Interaction actions target-
tinctive feature. ing a faithful of the characters cult can-
not give a reaction to the character

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Master strike/X (active) Mercenary (passive) Personal enemy/X
If more than a die was announced for A mercenary character works for who-
an action with Charge/PUG, Bash/PUG, ever pays the most, and has learned to
(passive)
Slash/PUG or Pierce/SLE, the player an- accept his employers conditions. Thus, X is the name of a character hated by
nounces Master strike. He then only when he favors the same attitude as his the character with this distinctive feature.
rolls a d6 to land a more powerful blow. employer, he gains the free die of all of his Each time he tries to harm his personal
If the character succeeds in his action, he moves, no matter which attitude favors enemy; the character gains a minimum
adds to the nal result of the Damage roll them. quality equal to the Intimacy he has with
the amount of d6 he did not roll, as well Obligation: The character must blindly his enemy. This Intimacy is equal to two
as X. obey his employer. during character creation and is increased
Obligation: The character must have by a point each time they face one an-
Discipline as his favored attitude. other.
Minelayer (passive) Obligation: The character must to try
When the character places explosives harm his personal enemy as soon as he
Mechanic/X (active) on the game board, they are automatically has a chance to do so.
The character is gifted when it comes considered to be stealthy.
to whipping up a form of machine. When Obligation: The character must be
his character gains this distinctive feature, stealthy when he places the explosives, or *Piety (active)
the player selects a type of technology (see he must place them before the beginning Faithful with this distinctive feature can
Revolution). Every time that his character of the Opposition. keep up to 2 TF points from one round
makes a test that has to do with that tech- to the next as long as they still have some
nology, he benets from a minimum qual- Mutagenic/X (active) left when they calculate their new TF. This
ity equal to X. A character gifted with mutagenic is reserve can only be two points from one
Obligation: The character must always either a syhar clone, a goblin mutant or to the next.
wear at least one piece of equipment an inhabitant of Aarklash victim (or ben- Obligation: The character must go visit a
linked to the chosen technology. eting) from medical experiments. At the place consecrated by his religion at least
beginning of every round, before placing once per day.
his dice, the player can distribute X points
between his attitudes. Whether the player
uses Mutagenic or not at the beginning of Possessed (passive)
the next turn, these modiers end at the Someone who is Possessed considers
end of the turn where they were chosen. penalties due to Wounds as being one
Obligation: The character must spend Wound lower. Thus, a Light Wound caus-
his Mutagenic points in his favored at- es no penalty; a Serious Wound causes
titude. the same penalties as a Light Wound and
a Critical Wound the same penalties as a
Serious Wound. A possessed character
*Negation (passive) still falls unconscious when he reaches the
A character with this distinctive fea- Dead health level. This distinctive sign
ture does not need to see his target when does not aect Healing tests.
countering magic or censoring. Obligation: The player is not informed of
Obligation: The character must answer the wounds suered by his character. The
no to all yes/no questions. GM keeps track of those wounds behind
his screen and only tells the player the
penalty his character currently has.
*Pariah (passive)
A Pariah character cannot benet from
any positive eects stemming from an in- Precision (passive)
teraction action or reaction undertaken by Results of  rolled during Shoot and
a character who is not a Pariah himself. Aim move resolution can be considered
Obligation: Allied characters cannot as  or .
succeed at any Manipulation (see Inter- Obligation: The character must have se-
action) targeting the character. lected Discipline as his favored attitude.

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Rallying cry (active) Regeneration/X (passive)
A character can only yell a single rally- At the end of each round, the player
ing cry per Opposition. When he does the rolls 1d6. On a result equal to or lower
(TL) increases by a point. All allied char- than  or X (the lower of the two), he can
acters who were routing are now rallied, clear all marked squares from his lowest
and those who werent gain a +1 to their health level.
DIS to resist fear. If the test is successful, the charac-
Obligation: The character must have ter immediately benets from a second
Discipline as his favored attitude. Regeneration/X test with the same condi-
tions. However, whether or not this sec-
ond test is successful, it does not allow a
Rapidity (active) third test.
The character is quite skilled at running. A character who no longer has hit points
If he makes two consecutive Move facts, does not benet from Regeneration/X,
he gains his MOV a third time to make even if he is still on the game board due to
that move, as well as a free extra quarter a game eect of any kind.
turn. Obligation: The character must discard
Obligation: The character must have se- a die from one of his reserves.
lected Style as his favored attitude.

*Recovery/X (passive)
At the end of each round, the magician
with this distinctive feature regains X mana
points in one of his gems. These points must
be from an element he masters.
Obligation: The character cannot change
his attitude at the end of a round where he
has beneted from this distinctive feature. Reorient (active)
A character with this distinctive feature
can freely reorient himself at the end of a
Recycler (active) round. This reorientation is not considered
The character has a golden touch when a movement. A character can keep some-
it comes to restoring deteriorated objects one with this distinctive feat from reorient-
and recycling materials of poor quality. ing himself if he is in an adjacent square.
When creating a technological item, the Obligation: The character cannot change
Material level is increased by a free level attitude when he reorients himself
and, during an Opposition, he benets using this distinctive feature.
from a free die on rolls for Design and
Repair ability tests.
Obligation: The character must claim Resolution/X
every abandoned object of the technol-
ogy of choice for himself and repair the (active)
damaged ones. The character has an iron will.
When he has decided to do
something, failure is no longer
Reexes (passive) an option. Once per round, he
During the resolution phase of a round, gains a minimum quality of X to
the character has the initiative as though one of his tests.
he had placed one more die in his AP. In Obligation: The character can
case of a draw in regards to the number of never ee from an Opposition
dice, he always acts rst. he has started of his own
Obligation: The character must use all of free will.
the dice he has places in his AP the mo-
ment he speaks.

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Righteous (passive) *Sapper/X (active) Strategist (passive)
The character is lled by an unfailing The character is skilled in breaking or Results of  rolled during the resolu-
moral rectitude. He can never be aected leading sieges. When inicting a Damage tion of Command and Coordinate can be
by routing, or controlled by another player roll to a piece of scenery, he benets from considered as  or .
than the one who created him. Moreover, a minimal quality equal to X. Obligation: The character must have
when he places all his dice in his AP, a Obligation: The character always carries Discipline as a favored attitude.
Righteous gains a +1 to the nal results of sapping tools (tools, axe, apron, etc.).
any test which may cause a Wound roll.
Obligation: The player must follow his *Strength when
characters code of honor to the letter. Scout (passive)
During deployment, Scouts are auto- charging/X (passive)
matically stealthy , unless deployed in When a character with this distinctive
Rigor (passive) contact with a Scout or near a being with sign charges, his POW is increased by X.
If results from the roll for a Subtlety the Consciousness feature. This bonus is applied until the end of the
move come up as all , it is not an auto- Obligation: The player must whisper for as round, but only against the opponent tar-
matic failure. Moreover, characters with long as his character is stealthy . He must geted by the charge. Every modier due to
Rigor always have a better point in the not make any noise with his chair, etc. He various game eects are applied as normal
knowledges they learn. That point is not can toss the dice normally, however. to this new POW.
noted on the character sheet as it does not Obligation: The character must have
aect the experience system. Pugnacity as his favored attitude.
Obligation: The character must keep his Sequence/X (active)
character sheet spotless and must write A character with Sequence/X can gain
on it so that anyone can read it. extra AP and RP dice when the player Survival instinct (passive)
places his dice. Each extra die lowers his Before every Damage roll against a war-
abilities by a point. X is the limit of extra rior with this distinctive feature, the player
Romeo (active) dice which can be gained with this dis- who controls this warrior rolls 1d6. On a
The character is irresistible. Whenever tinctive feature. These dice cannot allow a result of , the Damage roll is cancelled.
he makes a move favored by Style, the free character to have more that twice his POT Obligation: The character must ee
die is a bonus or extra die. in dice in his AP and RP. These extra dice as soon as he suers from a Serious
Obligation: The character must try to are lost at the end of the round. Wound.
seduce all members of the opposite sex Changes brought on by this distinctive
(or of the same sex) that he targets with feature only last for the current round.
an interaction move Obligation: The player must announce *Thaumaturgist (passive)
all of his actions before resolving the rst When calculating his TF, a thaumatur-
one when he uses this feat. gist faithful has as many extra points as
*Ruthless (passive) his current Wound penalty.
When inicting damage to an opponent, Obligation: The character must not take
the character always pushes him back by Sharpshooter (passive) any action which could make him regain
at least a square. This distinctive feature If the results of a Shoot and Aim move hit points.
has no eect on Steadfast characters. for a sharpshooter are all , it is not an
Obligation: The character must try to automatic failure.
push back all opponents with whom he is Obligation: The character must have Tightrope walker (active)
in contact Sleight as a favored attitude. The character masters his movements,
possesses a keen sense of balance and can
do stupefying stunts. When he moves on
*Steadfast (passive) a rooftop, each square always costs him a
A Steadfast character can never be MOV point. As is also the case when he
pushed back. moves on terrain which tests his sense of
Obligation: The character must not have balance (GMs call).
moved this turn. Obligation: The character must have
Style as his favored attitude

160 FREE CITY

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*Toxic (passive) Obligation: The character must always *Warrior-mage (passive)
A character with this distinctive feature charge and yell his war cry when he wants The character blends the art of war and
is able to excrete a particularly toxic bio- to attack a character for the rst time. the art of magic in an interesting fashion.
logical venom. During an Opposition, all Note: Using this ability increases the (TL) Each time he spends experience points to
of his natural attacks inject a venom (see by a point (see Exploration) increase the value of a confrontation abil-
Confrontation), the nature of which the ity, he may choose to increase an incan-
player selects during character creation. tation ability instead, and vice-versa. He
Moreover, the character does not need War fury (active) must already have the selected ability.
raw material to create his venom. A warrior in this state of fury has to Obligation: The character may only select
Obligation: The character must inject place all his dice in his AP. Free dice he confrontation and incantation trades.
the venom to every character he touches. may have are bonuses on moves of level
1 or higher abilities. It is thus possible to
roll an extra die ones own level of ability. *Warrior-monk (passive)
Vivacity (passive) Moreover, the character must use all of his The character blends the art of war and
During the declaration phase of the dice and cannot change attitude at the end the art of divination in an interesting fash-
round, the player may announce the place- of the round. No game eect can transfer ion. Each time he can increase the value of
ment of his dice as though his attitude was the characters d6s from his AP to his RP. a confrontation ability, he may choose to
one higher or one lower. Obligation: The player must announce increase a divination ability instead, and
Obligation: The character must an- his use of War fury before the Pugna- vice-versa. He must already have the se-
nounce the placement of his dice before cious announce their actions for the turn. lected ability.
any other player who has chosen the same If more than one warrior uses War fury, Obligation: The character may only se-
attitude than the one he is talking to. the more Pugnacious of them speak rst. lect confrontation and divination trades
In case of a tie, the one with the smallest
Size speaks rst.
War cry/X (passive) A warrior previously forced to place all *Wild/X (passive)
When a character with this distinctive or part of his dice in his RP may not use A Wild character gains +1 to the nal
trait charges a character, he generates a War fury. result of all of his confrontation moves
natural FEAR equal to X. Exceptionally, X for as long as he is at least X squares away
is equal to the POT of the character, and from any ally.
not half of his POT. If this FEAR is equal Obligation: The character must have
to or higher than the charge targets pos- Pugnacity as his favored attitude.
sible FEAR, the charging character is now
immune to that FEAR.

FREE LEAGUER 161

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6/ FREE LEAGUERS All that is left for the free leaguer is to
impose himself among his peers, especial-
MOTIVES ly if his recruitment had no other reason
than a nancial investment...
Or maybe the character actually tried
To become a free leaguer in Cadwallon The traditions: Cadws are proud of to enter the leagues. Are his intentions
is not an innocent act. The history of the their heritage and their unique status in more honest for it? In the inuence
leagues goes back straight to the found- Aarklash. For some, this pride is strong game between leagues, nobles, guilds and
ers of the city, the Dogs of war, and every enough to have the desire to perpetuate the dierent races, spying is an easy to use
Cadw knows it. To choose your trade is the traditions of the Dogs of war, serving weapon. The character might be, against
therefore to ask for a special status, with the Duke of Cadwallon and to be a ram- his will and in secret, serving another fac-
the privileges and obligations that come part against the nations who covet the tion who is trying to change the fate of the
with it. Its also taking the rst step into riches of the city. leagues.
a world composed of plots and backstab- Sometimes, some refugees feel that call.
bing. Not to mention that the leagues are More than a desire for riches or glory, it is Discovery: The free leaguers have a cer-
mistrusted, sometimes even hated, two for them a desire to give something back tain privilege: anything they discover is
other strong emotions that are common to the city which took them in. theirs. Consequently, it isnt dicult to
in Cadwallon. imagine the anguish felt by an inhabitant
One does not become a free leaguer on Adventure: To explore ancient and mys- when he discovers an ancient passage or
a whim one morning one needs a rea- terious ruins, to negotiate new alliances a forgotten treasure. The fear of seeing a
son, a motive. in the shadows, to discover what is truly league drop in and claim his treasure
happening behind the scenes, ghting can motivate some Cadw, who were
against opponents who are also brothers- leading until then quiet lives, to take
Felicity in-arms and who live for the same thrill
you do... All these attract free leaguers
the nal step in order to claim their due.
Most inhabitants, in this kind of situ-
Whether thanks to an ideal or by ambi- more than the promise of gold or the de- ation, will try to sell their discovery to
tion, some people decide to become free sire to renew old traditions. free leaguers. For others, this works as a
leaguers to increase their social status. starter when their treasure is no longer
They have chosen their calling and dont enough, caught up in the games played
hesitate to let it known. Believing en- by the leagues, they go out seeking more
tirely in the principles which the leagues
followed when they were founded, these
Destiny riches.

people are those who push the leagues to Sometimes fate chooses for you. Amnesia: One wakes up, one morning,
reach a higher status. Becoming a free leaguer is more the re- with no memory of his identity or of his
sult of circumstance, the end result of a past. Surprisingly, the only ones to recog-
Ambition: Some Cadws are not satised series of events, sometimes provoked, nize the character are free leaguers. They
with a life spent to help the guilds and try sometimes random. For these people, themselves dont know anything about
to gain a prestigious position, riches and there is no vocation, just the willingness the characters amnesia, saying that hes
privileges as quickly as possible. Some- to live with it, and to get as much out of been missing for some time. Whats
times, ambition serves another goal. For it as possible. really going on? Did the free leaguer
love or by self-interest, a character can try cause his own amnesia, to forget memo-
to conquer someone of a superior status. Enrollment: The leagues sometimes re- ries too painful to keep? Is it a manipu-
As for refugees, Cadwallon oers them cruit new members. Thus, an individual lation of his brothers-in-arms, a well-
a life of hard labor, with the assurance that may be asked to ply his trade or invest in planned kidnapping?
their descendants will have their place in a small free structure, independent from Even worse is the character really what
the city. This means buying a work license guild control. Honesty just so happens he thinks he is? Sometimes, the Scorpions
from one of the guilds and therefore, in not to be a big virtue among the leagues. experiments leave marks on the psyche of
many cases, to be indebted for years to Thus, according to the ambition and gul- their test subjects, unless the amnesiac is
the Usurers. If this situation is enough to libility of some people, certain recruit- nothing less than a clone of a former free
insure a form of social peace in the city, ers get what they want. Th is is notably leaguer, too important for his league to
some exiles (generally from the poorest the case with refugees who do not master go on without him. Is he even still alive?
class or the orphans aspire to more than the Cadwe language well enough to un- Becoming an undead or being possessed
that. They seek to make their own for- derstand all the implications of the free also tends to be an experience that leaves
tune quickly. leaguer profession. marks.

162 FREE CITY

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Revenge: Whether one has few things
Pain or many things, one cannot take certain
losses without feeling a need for re-
When life has nothing left to oer and venge. A family massacred, a love
that the choices one must face are each stolen, a ruined reputation are
more painful than the last, becoming a things which can drive a man
free leaguer is sometimes the only way to to live for nothing but slaking
keep a step ahead or the last chance one his thirst for payback. Some-
has. These kind of free leaguers drag their times, the enemy is too powerful,
past with them like a heavy chain, they are too dicult to get to. Becoming a
doubtless the most merciless, and also the free leaguer is then an excellent
least concerned about the symbolic value opportunity freed from the
of the leagues. weight of Cadw society, the
one-way justice of the nobles
Survival: The characters old life might and the control of the guilds,
not have left him another choice than to the character can craft his plan for re-
become a free leaguer. Whether he was venge at his own pace. Of course, a bit of
a rich merchant or kept his savings in a patience is required, along with much
woolen sock, the plots of Cadwallon put willpower and the willingness to make
his life in danger. Becoming a free leagu- many compromises, but in the end, the
er is a way to nd new allies, a new life... free leaguer is sure to see that his justice
and to be under the Dukes immediate is served.
jurisdiction.
This situation is not unique to Cadws
and a refugees hunted by his former na-
tion will need more than just the ram- FREE LEAGUER COMMON TRAITS
parts of the city to avoid emissaries with
bad intentions. Few organizations will be The free leaguers have talents and knowledges in common due to the activities
willing to come forward and support him of their leagues. This pool of common knowledge is explained in the follow-
against his powerful enemies. Among ing table. If some of these abilities and knowledges are already known by the
character (whether they may be abilities granted to him because of his race,
the free leaguers, the character will nd
culture or trade), the player must increase them by a level.
men united by a single ideal and a feeling
of kinship. This, however, is not a golden The abilities common to free leaguers are (only one possible choice in every
rule and the facts often dier the theory, category):
but the leagues remain the safest place for Slash/PUG +1 or Bash/PUG +1 or Pierce/SLE +1 or Wrestle/OPP +1 or
the character. Shoot/SLE +1;
Stunt/STY +1 or Slither/SLE +1;
Ruin: Life is sometimes tough in Cad- Command/DIS +1 or Intimidate/PUG +1;
wallon and trouble never seems to stop Conceal/OPP +1 or Hide/OPP +1 or Crook/OPP +1;
coming. Even a member of a guild whos Dodge/OPP +1 or Parry/STY +1;
seen it all, known by his peers, is not safe Identify/SUB +1 or Look out/DIS +1.
against a bad investment, a tough period
The knowledges common to free leaguers are (only one possible choice in
or high gambling debts. Once one is ru-
every category):
ined, without a home or friends, there are
Administration (Cadwallon) 2;
very few choices left to take. The weaker Faction (Players choice) +1;
people will lose themselves in the maze Fiefdom (Players choice) +1;
of the lower city or hope to make enough Language (Cadw) +2;
to start over by mortgaging themselves Leagues +2.
to the Usurers. Faced with such choices,
the profession of free leaguer seems like Free leaguers also have a few privileged contacts.
a party. Not to mention that if the char- Two levels for a single Cadw contact (upper or lower city);
acter is ruined, he still has his skills, the Two levels with the Duke of Cadwallon.
very skills which allowed him to climb so The rst of these contacts may have been selected during a previous step, but
high in guild hierarchy. This ought to get cannot be the Duke.
the attention of the leagues...

FREE LEAGUER 163

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CadwallonUS-pp 164-193.indd 164 22/06/06 11:03:39
In her bright purple dress Neline was the embodiment of the young belles of the upper
city this morning. She stood her buxom body in front of the faction militiaman.
- Captain, if you please?
The young man stood to attention, stammering.
- Maam, Im only a sergeant...
Interrupting him Neline resumed.
- Very well, lieutenant. Now, Id like to enjoy the view of Cadwallon from my
uncles house.
With a delicate gesture she pointed at the rich-looking homes a few meters away.
Unfortunately, she continued, your awfully situated tower prevents me from fullling
my wish. Couldnt you possibly make me forget this inconvenience, lieutenant?
The man in arms hesitated for a few seconds, having a hard time bearing
Nelines gaze.
- Follow me, maam. Your wish shall be met. ACTION !
From the top of the tower one could see the whole city and its surroundings.
Embolden by the familiar grounds, the temporary guide took Neline by the hand.
R EACTION ?
You see, my fair lady, from the top of this tower you can see the famous Kraken
harbor and its endless trading of goods from the four corners of Aarklash. Further
beyond those small specks on the sea are the Immobilis islands, which are reputed for

E
very action or reaction, fact or
the beauty of their wildlife. move, is associated to a favor-
- And that dark area to the left? asked Neline while gripping the militiamans able attitude. Being in the fa-
vorable attitude gives a free d6 to act,
arm. Its spooky!
react, etc in opposition (see further) or
- Have no fears, maam, youre safe here. Over there, on the other hand, you would
the right to reroll  in the other cases.
have much to fear. In Darkshore there are only smugglers and those Akkyshan dogs, In the latter case, the new result is then
with all due respect. But you should rather admire the glow of the glass halls of added to rst .
Innite Wisdom, far to Elion.
- You mean those towers in which Lahn is reected? The cost indicates how many d6 from
- Yes, those ones. Much reputed engineers live there. the pool it is necessary to spend in order
Neline simpered, letting out short gasps of admiration. She pointed a nger to act or react.
toward Elion.
- And that smoke over there on the riverside? For moves, the cost is indicated Xd6
- That, maam, is Spit-powder, a factory in which poor chaps work themselves to because it depends on the ability used.
In opposition, being in the favorable
death day and night. It used to be inside the city walls, yet since the explosion they
attitude allows a free 1d6 to accom-
had to move it further away. You understand... maam?
plish the move (though the number of
Neline was at the other side of the tower, she seemed lost in her thoughts gazing at the city. dice should not exceed the number of
Am I boring you with all these details? dice which the ability level allows to
- Not at all, lieutenant, she answered with a sweet voice. I was simply wondering throw). Out of opposition, it allows to
who the owner of that huge tower was. reroll .
- Thats the famous Dyrsin tower, maam. It is inhabited by a Cynwll and they
say that great treasures of magic are hidden inside. Right below it you can make out For facts, the cost is always the same.
the remains of the Wall of Earth. In opposition, to be in the favorable
Neline leant over the parapet to look down to where her guide was pointing attitude reduces the cost of a fact by
at, her eyes scanning the rooftops below. Suddenly she stood straight again. 1d6. Out of opposition, facts are free.
They are considered classic role playing
- Very well, my curiosity has been satised! she said.
game situations. The player declares or
Neline walked with a determined pace toward the staircase, silently accompanied by
describes the actions of his character,
the sergeant. At the bottom of the tower she threw him a seductive glance. which eectively takes place. In such
- I have to leave you now, lieutenant. Maybe we will have the opportunity to situations, only roll the dice for moves
meet again. I thank you from the bottom of my heart for you devotion. (throw the same number of d6 as the
- Maam, it was a great pleasure serving you, answered the guard while pufng required ability level allows to and re-
himself up. Don t they say that in Cadwallon beauty is queen? roll ).
True, and that fools are kings, thought Neline while leaving.
A moment later in a nearby alley she got rid of her dress to return to the comfort A short text describes then the eects of
of her leather clothes. She now knew how to gain access to the apartments of the the action or the reaction.
extremely wealthy jeweler who she was soon to visit.

ABILITIES AND KNOWLEDGES 165

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using one of these abilities. On the other If the result of a die roll (for an action)
THE ABILITIES hand, the abilities of incantation, divina- inuences a reference threshold (DEF,
tion and revolution represent an expertise MAS, etc.), this new threshold is valid un-
The abilities are set in families obeying which cannot be separated from a specic til the character makes no other action.
the same particular rules. knowledge and it is not possible to roll a
Exploration: Allows actions related to 0d6 test for any of them.
movement and stealth. The reactions
Confrontation: Allows actions related Preliminary action: Indicates which
to combat. These abilities simulate at-
tacks, defenses and actions of support.
Precisions action allows to activate the reaction if
one is the opponent.
Interaction: Allows to inuence the de- It is only possible to attempt one single
cisions of others. These abilities simulate reaction for every action. The statement
communication and social relationships. The actions Can be combined with is added to indi-
Incantation: Combines rules for spells Opponent: Indicates which charac- cate that exceptionally a reaction can be
and mana. ters will have the right to use a reaction made after a previous reaction.
Divination: Combines rules for mira- when faced with an action. Certain op- Once an action is announced with gam-
cles and the faith. ponents, if they are directly aimed by bles, a reaction can be announced and
Revolution: Combines rules for in- the action, are then qualified as tar- resolved. The dice from the RP are thus
ventions and modern techniques on gets. It is always possible to react to sacriced and the reaction nal result de-
Aarklash. an action perceived without being the termined before the test of action takes
target if the action is made on a square place. An automatic failure of the action
The mastery of the abilities of confron- in contact. doesnt change anything; the dice from the
tation, exploration and interaction is often Dice used for an action are announced RP are denitely lost.
the result of experience gained on the job. at the same time as gambles, before an op- The inuence of a result obtained from
That is why it is possible to do a 0d6 test ponent reacts. a reaction is valid only for the round be-
ing staged.
There are no reaction facts.

The conditional actions


During his game round, a player can an-
nounce that he will carry out a fact or a
move (and only one) if an event occurs in
his eld of vision. This conditional action
will be resolved with the dice from the RP
during someone elses turn.
Conditional actions not resolved before
the end of a round require the loss of 1d6
of RP during the Recovery phase of the
round (see further). Besides, they are not
valid for the following round. They can be
repeated however.

Example: My character shoots if some-


body appears at the corner of the street.
Is declared at the end of the phase dealing
with action management, but the aim test
takes place only if the action occurs dur-
ing the turn of another player.

166 FREE CITY

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Abjure
Family: Incantation.
The tarot-mages are feared by the other
magicians because some of their spells can
dissipate the magic created using mana.

Action
Cost: Xd6
Opponent: Whoever is capable of ab-
sorbing or thwarting the spell.
The player tests Abjure/OPP (diculty
of the spell). If the nal result reaches the
diculty, the eects of the spell are ap-
plied.
Alter
Gambles to Abjure can impose a mini- Family: Divination.
mum quality on the possible reaction tests A proverb says that faith al-
of opponents, 1 per gamble. lows us to move mountains.
The faithful are the proof since
they are capable of modifying
Reaction the Creation and accomplish
None. feats exceeding the understanding.

Aim Action
Family: Confrontation.
Cost: Xd6
Opponent: Faithful with the ability
Analyze
The character gets ready to take a deli- Revoke/PUG able to perceive the player. Family: Interaction.
cate shot or aims to generate a particular The player tests Alter/Special (diculty The character studies the behavior of an
eect. He can thus cut a rope or split a of the miracle). If it succeeds, the eects opponent to grasp his motives. Thus the
candle so that it goes out when it falls. of the miracle are applied. player can better protect himself from
Gambles allow to dispense oneself from the inuence of his opponent.
litanies or manifestations. Besides, certain
Action miracles oer specic gambles.
Cost: Xd6 Action
Opponent: Character in contact with Cost: Xd6
the user. Reaction Opponent: The player tests Analyze/
The player tests Aim/SLE (4). If it suc- Cost: Xd6 DIS (MAS of the target). If it succeeds, the
ceeds, the player adds a bonus equal to Preliminary action: Special. target does not benet any more from the
the number of gambles taken on the test The player tests Alter/Special (diculty adding rule and from the free die for fa-
of Aim/SLE to the nal result of his next of the miracle). If it succeeds, the eects vorable attitude until he changes attitude.
shot during this round or the following of the miracle are applied. Gambles add free gambles to the fu-
one. Only certain miracles can be called with ture reaction tests against the target until
Rather than gaining a bonus, the char- this reaction. Their description indicates he changes attitude. They allow to pro-
acter can choose to aim at a particular then this possibility. tect oneself from more than one target.
target; the accuracy of the shot depends Gambles to Alter allow to dispense Consider then the highest enemy Mastery.
then on the number of gambles taken on oneself from litanies or manifestations. However, it is possible to accumulate free
the test of Aim/SLE. Besides, certain miracles oer specic ef- gambles only against a single opponent,
fects for gambles indicated before the test.

Reaction
None. Reaction
None.

ABILITIES AND KNOWLEDGES 167

CadwallonUS-pp 164-193.indd 167 22/06/06 11:04:05


Argue Barter Bash
Family: Interaction. Family: Interaction. Family: Confrontation.
The character deals a structured and The character tries to obtain the most The character wields a blunt weapon (B)
thoughtful argumentation. He puts hy- advantageous conditions during a deal. to strike violently an opponent and force
potheses, presents examples and unveils him to stagger back hoping he will hit an
incoherencies in the arguments of his in- obstacle.
terlocutor. Action A blow with a blunt natural weapon, like
Cost: Xd6 a punch, is thus simulated by this ability.
Opponent: Character participating in
Action the Deal or the author of the Deal.
Cost: Xd6 The player tests Barter/SUB (MAS of Action
Opponent: Participating in an inu- the target). If it succeeds, his character Cost: Xd6
ence struggle. gains 1 IP. Opponent: Target perceiving the user.
The player tests Argue/SUB (MAS of Gambles increase the number of IP The player tests Strike / PUG (DEF of
the target). If it succeeds, his character gained for the deal. It is impossible to af- the target). If it succeeds, the target suers
gains 1 IP to his inuence struggle. fect several enemies. a damage roll. Besides, he is Stunned.
Gambles increase the number of IP Gambles allow to increase the POW of
gained. the attacker (1 per gamble), but only to
Reaction determine the backward movement due
Cost: Xd6 to this action.
Reaction Preliminary action: Action of interaction.
Cost: Xd6 The player tests Barter/SUB. The nal
Preliminary action: Action of interaction. result becomes the Mastery of the charac- Reaction
The player tests Argue/SUB. The nal ter against the actions of the target for the None.
result is the level of Mastery of the char- current round.
acter against the actions of an interlocutor It is impossible to aect several inter-
for the current round. locutors.
It is impossible to aect several inter-
locutors.

168 FREE CITY

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If the ghter reaches the target, The
Channel player tests Charge/PUG (DEF of the
target). If it succeeds, the target suers a
Family: Incantation. damage roll with an additional d6 for ev-
The character accelerates the regenera- ery square crossed in a straight line (that
tion of his gem case. is successive adjacent or diagonal squares)
during the charge.
Gambles allow a bonus (1 per gamble) to
Action the nal result of the damage roll in case
Cost: Xd6 of a successful charge. One can charge
Opponent: None. only once round, although it is possible to
The player tests Channel/SUB. The nal re-direct a charge (see above).
result determines the number of points
of mana regenerated by the magician, ac-
cording to his highest incantation trade Reaction
rank. These points are distributed be- Cost: Xd6
tween the various gems of his case. Only Preliminary action: A charge through
immortal gems can thus regain mana. The ones control zone.
magician can never retrieve more mana The movement of a charge can be inter-
than his gems can contain. rupted by every opponent whose Control
Zone is crossed. If it is the case for sev-
eral squares, the opponent interrupts the
Reaction movement of the charging miniature on
None. the square in contact of his choice. It is
considered intercepting a charge.
In that case, the opponent does a test of
Charge Charge / PUG. If the nal result is supe-
rior to the Defense + the number of gam-
Family: Confrontation. bles announced for the charge, the charge
The character charges at an enemy to is interrupted. Both ghters are put in
strike him. His momentum allows him to contact and none of them need to roll
inict more damage. damage. Otherwise, the charging charac-
ter continues his preliminary action and
Note: The frightful character who makes the opponent remains on spot.
his prey ee during a charge can re-direct .
his charge, either towards his original oppo-
nent, or towards a new opponent. However,
he only has the remainder of his MOV
points which he had not spent trying to
reach the original position of his rst prey. If
no target is within reach, the charge is a fail-
ure. If the character still has dice in his AP,
he can try to charge, either the frightened
opponent, or another opponent.

Action
Cost: Xd6
Opponent: Target perceiving the user
and every ghter whose Control Zone is
crossed during the charge.
The player gets a free charge move of at
least a square, as if he was using his MOV
point(s). It is not compulsory to interrupt
this movement once there is an opponent
in the characters control zone.

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Note: The use of a rope or a harness
confers a free gamble while using this
ability.

Action
Cost: Xd6
Opponent: Character in contact with
the user.
The player tests (Climb / SLE special).
If it succeeds, the character can use his
movement points to move along a wall.
Should the opposite occur, the character
falls to the ground.

Reaction
Cost: Xd6 (Sleight)
Preliminary action: Falling.
A character can stop in extremis a fall,
provided that there is a hold in contact.
The player tests (Climb/SLE special).
If it succeeds, the character manages to
catch the wall. Should the opposite occur,
the fall is resolved.

Command
Family: Interaction.
The character structures and organizes
Climb the action of his allies. He helps them by
giving them recommendations or by giv-
Family: Exploration. ing them orders. However, the inuence
The character uses natural hold or of the character is limited by his point
climbing equipment to climb up a wall. of view: he can only command the allies
In urban areas, a building storey is three within reach. The use of a standard gives
meters in height, considered of Large size one free gamble with this ability, two if it is
or two squares. In natural environment, a banner or a superior-quality standard.
the height of the obstacles depends on the
game tile used.

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Action
Cost: Xd6
Opponent: Whoever perceives the User.
The player tests Command/DIS
(10 - MAS of the target). If it succeeds,
the target is free to apply the Adding rule
to any result during a test. Moreover, he
benets of a free die for moves inuenced
by the attitude of the councilor (even if
their attitudes are dierent) up to the next
turn.
Every gamble increases the reach of the
character giving the orders by a point, so
that he can help on a bigger distance.
Gambles give IP for a test of inuence.
(1 per gamble).
Reaction
Reaction Conceal Cost: Xd6
Preliminary action: Search.
None. Family: Exploration. The quick handed Opponent conceals
The character tries to conceal an object temporarily an object which he wears.
on him, on somebody else or within his The player tests Conceal/OPP. The nal
Confound reach. result becomes the Stealth of the object. It
is valid only for the Search attempt which
Family: Interaction. follows this reaction.
The courtiers have an unparalleled tal- Gambles work as above.
ent for gossip or deceiving the idiots.
Repartee is for them a weapon as sharp as
the blade of the swordmen. Coordinate
Family: Revolution.
Action The ne-tuning of certain inventions
Cost: Xd6 requires a numerous team. A good coor-
Opponent: Target of the Confession. dination of the abilities is always an asset
The player tests Confound/DIS (MAS Action on such a project.
of the target). If it succeeds, his char- Cost: Xd6 It is impossible to coordinate more peo-
acter gets 1 IP to force a Confession Opponent: Character in contact with ple than ones POT.
(see. Inuence, p.247). the user.
Gambles allow additional IP for a test of The player tests Conceal/OPP. The nal
inuence. (1 per gamble) result becomes the Stealth of the object. Action
It is impossible to aect several enemies. In case of an automatic failure, the object Cost: Xd6
remains in evidence; the opponent real- Opponent: Whoever perceives the User.
izes it. The player tests Coordinate/DIS
Reaction Gambles compensate the Size of the ob- (Achievability of the object). If it suc-
Cost: Xd6 ject trying to be concealed. The number ceeds, the members of the working team
Preliminary action: Action of interaction. of compulsory gambles is indicated in the can help, even if they dont have the rel-
The player tests Confound/DIS (MAS of following table. evant ability. This eect lasts till the end
the target). If it succeeds, the interlocutor Besides, it is possible to benet from of the round.
loses 1 IP (Minimum: 0). one or several free gambles in particularly Gambles allow to aect additional allies
Gambles increase the number of IP lost favorable circumstances (For the GM to (1 per gamble).
(1 per gamble). determine). For example, concealing a
It is impossible to aect several enemies. very small object (a ring, a stilet) or con-
cealing something in a dark square confer Reaction
a free gamble. None.

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Create Crook Cypher
Family: Divination. The character uses relations, obscure Family: Revolution
The power to create constitutes the laws or protocol to pull o a scam at the This ability allows a character to cypher
greatest power which the gods of Aarklash cost of a victim. a message - paper or oral - to avoid its real
grant to their followers. It allows them to meaning from being understood (except
profoundly change the Creation. by those who know the code).
Action
Cost: Xd6
Action Opponent: Target of the Deal. Action
Cost: Xd6 The player tests Crook/OPP (MAS of Cost: Xd6
Opponent: Faithful with Revoke/PUG the target). If he succeeds, the interlocu- Opponent: Character perceiving the
perceiving the user. tor gains 1 IP for a Deal (cf. Interaction). message.
The player tests Create/Special (di- Gambles allow to obtain additional IP The user chooses a level of Eciency.
culty of the miracle). If he succeeds, the for an inuence test, 1 per gamble. It is Then he tests Cypher/SUB (Eciency).
eects of the miracle are applied. impossible to aect several targets. If he succeeds, his message is correctly
Gambles allow to dispense oneself from cyphered. The Eciency becomes the dif-
litanies or manifestations. Besides, certain culty of a decoding test using the same
miracles oer specic eects for gambles. Reaction ability.
Cost: Xd6
Preliminary action: Action of interaction.
Reaction The player tests Crook/OPP (MAS of Reaction
Cost: Xd6 the target). If he succeeds, the target loses Cost: Xd6
Preliminary action: Special. 1 IP. Preliminary action: Cypher.
The player tests Create/Special (di- Gambles increase the number of IP lost, The player tests Cypher/SUB (Eciency
culty of the miracle). If he succeeds, the at the rate of one for one. It is impossible of the code). If he succeeds, he under-
eects of the miracle are applied. to aect several targets. stands the cyphered message of the pre-
Only certain miracles can be called with liminary action.
this reaction. Their description indicates
this possibility.
Gambles allow to dispense oneself from
litanies or manifestations. Besides, certain
miracles oer specic eects for gambles.

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Defend Design Action
Family: Confrontation. Family: Revolution. Cost: Xd6
The character protects an ally close to The character tries to use the means Opponent: Character(s) in contact with
the dangers of the fray. at hand to build quickly a simple object the player.
(a wheelbarrow, a stretcher, a bow, etc.). The player tests Design/SLE (Achievability).
Within the framework of the rules of If he succeeds, the object is made.
Action revolutionary crafts, this ability allows a Gambles confer a structure point
Cost: Xd6 character to design and assemble the vari- (1 additional SP) to the object, within
Opponent: Character in contact with ous pieces and elements necessary for the the limits of twice the original number
the user. manufacturing of a technological object. of SP.
The player tests Defend/DIS. The nal Design (Inert, Machine, Naphta, Steam,
result becomes the Defense of an ally situ- Herb, Mutagenic, Powders or Constructs)
ated in his Control zone till the end of the can be used only for objects linked to the Reaction
turn. specied revolution. None.
Gambles increase the reach of this ac- The character has to have access to a
tion (1 per gamble). workshop or a toolkit, as well as the neces-
sary raw material (for the GM to decide).

Reaction
Cost: Xd6
Preliminary action: Action of confron-
tation happening in the Control Zone.
The user tries to intervene between an
opponent and his target. The user tests
Defend/DIS, taking gambles. If the nal
result is equal or superior to the Mastery
of the user, the Defense of the target
against his opponent is increased by the
number of gambles taken.

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Destroy Disguise
Family: Divination. Family: Exploration.
Faith is a powerful weapon. By means The character pretends to be somebody
of this spiritual energy, the faithful are ca- else or to be unrecognizable. He can apply
pable of sending back the existing to the these techniques to others.
void. The use of this ability requires make-up
and the appropriate clothes.

Action
Cost: Xd6 Action
Opponent: Faithful with Revoke/PUG Cost: Xd6
perceiving the user. Opponent: Character in contact with
The player tests Destroy/special (di- the user.
culty of the miracle). If he succeeds, the The player tests Disguise/STY (6). If he
eects of the miracle are applied. succeeds, his character is unrecognizable
Gambles allow to dispense oneself from unless identied using the same ability.
litanies or manifestations. Besides, cer- Gambles increase the diculty for
tain miracles oer specic eects for
gambles.
Disarm those who would like to recognize the
character.
Family: Confrontation.
The character tries to force an opponent
Reaction to let go of his weapon or to impede him. Reaction
Cost: Xd6 None.
Preliminary action: Special.
The player tests Destroy/special (di- Action
culty of the miracle). If he succeeds, the
eects of the miracle are applied.
Cost: Xd6
Opponent: Target.
Distract
Only certain miracles can be called by The player tests Disarm/SUB (MAS of Family: Interaction.
means of this reaction. Their description the target). If he succeeds, the target lets The character tries to divert the atten-
indicates this possibility. go of his weapon. tion.
Gambles allow to dispense oneself from Gambles allow to push aside the weap-
litanies or manifestations. Besides, certain on away several squares:
miracles oer specic eects for gambles. 1 gamble allows to throw the weapon to Action
an adjacent square; Cost: Xd6
Two points: to one of the diagonal Opponent: Character perceiving the
squares the closest to the target and ex- user.
cept those in his Control Zone; The player tests Distract/OPP (MAS of
Three points and more: to any square in the target). If he succeeds, the target does
any direction up to a distance of three not benet any more from the Adding
squares; the player chooses. rule and from the free die of attitude un-
til the target changes attitude.
Note: To picking up a weapon within Gambles allow to gain IP for a test of in-
reach is a 1d6 fact. uence. They allow to require a minimum
quality for the actions or the reactions of
the target during the next turn. It is pos-
Reaction sible to aect several enemies. In that
Cost: Xd6 case, consider the highest level of Mastery
Preliminary action: Action implying a among the enemies a gamble only aects
damage roll aecting a character. the actions or the reactions of a single
The user tests Disarm/SUB (MAS of the member of the enemy group.
target). If he succeeds, the target loses a
quality point on the preliminary action. Example: To impose a minimum quality
Gambles increase this quality loss. on the tests of action and reaction of two
individuals (DIS 4 and 3), it is necessary

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to make a successful test of Distract/OPP
against a diculty of 9 = 5 (MAS = DIS +
1) + 1 (Quality 1 for the tests of reaction of
Dominate Drive
the rst target) + 1 (Quality 1 in the tests Family: Incantation. Family: Revolution.
of action of the rst target) + 1 (Quality 1 The character is capable of mastering This ability allows a character to drive
in the tests of reaction of the second tar- the magic energies to control them and a machine.
get) + 1 (Quality 1 in the tests of action of use them. He can then inuence magic
the second target) . manifestations such as Elementals and
Portals. Action
Cost: Xd6
Reaction Opponent: Character in contact with
Cost: Xd6 Action the user.
Preliminary action: Action of confron- Cost: Xd6 The player tests Drive/PUG (Complexity
tation. Opponent: None. of the driven machine). If he succeeds, the
The player tests Distract/OPP (MAS The player tests Dominate/STY (vari- invention works as usual. If the roll is a
of the target). If he succeeds, the target able). failure, the player does an Incident roll.
does not benet from the adding rule and Gambles increase the MOV of the vehi-
from the free die of attitude for the action To dominate an Elemental belonging to cle for this action (+ 1 MOV / 3 gambles).
which is about to be resolved. a domain mastered by the magician, the
It is impossible to aect several en- diculty is:
emies. The Elemental was summoned by the Reaction
magician (7); Cost: Xd6
The Elemental was summoned by the Preliminary action: Trap/incident.
another magician (Elemental POT); The player tests Drive/PUG (Complexity
The Elemental came by himself from a of the driven object). If he succeeds, his
Realm (10). character avoids the trap. Should the op-
posite occur, the player makes an Incident
If it succeeds, the Elemental obeys the roll.
mage till the end of the round. Every gam- Gambles are necessary to avoid the most
ble keeps this dominion going for an ad- dangerous pitfalls (for the GM to decide).
ditional round.

To open or close a Portal leading to an Reaction


elemental Realm of which the Awakening None.
level is superior to 3, the diculty is (10
Dodge Awakening level). This diculty can be
decreased if the magician possesses items
Family: Confrontation. bound to the Realm (1), or the key allow-
The character moves out of reach of an ing to open it (2). There are Portals closely
attack. bound to one person or one event. Thus a
magician might not to be able to activate
them. The use of this ability does not im-
Action munize the magician from the magic traps
None. or in the attacks of possible guardians.

Note: the Awakening is a value explained


Reaction in Secrets.
Cost: Xd6
Preliminary action: Action implying a
damage roll aecting the character. Reaction
The player tests Dodge/OPP. The nal None.
result becomes the Defense of his charac-
ter against the attack which is going to be
carried out.

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Enchant
Family: Incantation.
The character endows an object with
magic properties.

Action
Cost: Xd6
Opponent: None.
The player tests Enchant/SLE (6). If he
succeeds, the targeted object becomes a
minor artifact.
A minor artifact allows its user to be al-
ways considered as under the inuence of
the favorable attitude when using an abil-
ity suited to the object.

Reaction Evoke Examine


None. Family: Incantation. Family: Revolution.
To evoke is the main ability of the tarot- This ability allows a character to under-
mages. It allows them to manipulate the stand the functioning and the dysfunc-
Endure mana contained in their tarot cards and to
cast spells.
tions of an invention, notably during the
nal phase of its conception.
Family: Confrontation. Examine (Inert, Machine, Naphta,
The character absorbs a part of the suf- Steam, Herb, Mutagenic, Powders or
fered damages because he is endowed Action Constructs) only allows to use the tech-
with an exceptional constitution, with a Cost: Xd6 nology in question.
natural armor or because he is under the Opponent: Character capable of ab-
inuence of a powerful remedy. sorbing or of thwarting the spell perceiv-
ing the user. Action
The player tests Evoke/SLE (diculty of Cost: Xd6
Action the spell). If he succeeds, the eects of the Opponent: None.
None. spell are applied. The player tests Examine/STY
Gambles impose a minimum quality on (Achievability). If he succeeds, a character-
the possible reactions of the opponents (1 istic of the object is revealed. If the player
Reaction per gamble). chooses the Instability, he can determine if
Cost: Xd6 the machine is defective before buying it.
Preliminary action: action implying a Gambles allow to reveal several charac-
damage roll aecting the character. Reaction teristics (1 per gamble).
The player tests Endure/PUG ( suered Cost: Xd6
damage). If he succeeds, his character Preliminary action: special.
takes a damage point less. The player tests Evoke/SLE (diculty of Reaction
Gambles decrease the damage even the spell). If he succeeds, the eects of the Cost: Xd6
more (1 per gamble). spell are applied. Preliminary action: action using an
This reaction cannot be made if the Only certain spells can be cast with this object of revolution.
damage is lethal. On the other hand, it reaction. This possibility is indicated in The player tests Examine/STY
can be cumulated with another Defensive their description. (Achievability). If he succeeds, a char-
reaction. Gambles impose a minimum quality on acteristic or a defect of the object is re-
the possible reactions of the opponents (1 vealed, provided that the device is used
per gamble). during the preliminary action.
Gambles allow to reveal several charac-
teristics or defects (1 per gamble).

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Exult Feel Feign
Family: Divination. Family: Incantation. Family: Interaction.
The character unleashes his religious The character is capable of spreading his The character begins a movement to
passion. By doing so he transcends his perception to feel the magic eects which deceive the enemy about his true inten-
capacities. surround him. This ability also allows to tions. It may allow to cheat during a game
learn more about its nature. of dice or cards (which are managed using
the inuence struggle system).
Action
Cost: Xd6 Action
Opponent: None. Cost: Xd6 Action
The player tests Exult/PUG (6). If he Opponent: None. Cost: Xd6
succeeds, his character gets a free gamble The player tests Feel/SUB ( 6 ). If he suc- Opponent: target.
for his next divination move. The charac- ceeds, his character perceives the pres- The player tests Feign/SLE (MAS of the
ter will be able to use exult again after the ence of a source of mana in its eld of vi- target). If he succeeds, he transfers one
divination action or reaction. sion. It can be a gem, a spell, an enchanted of the targets die from one pool to the
Gambles increase the number of free object, a creature bound to an Element or other.
gambles for the divination move. a Principle. Gambles increase the number of dice
Gambles allow to get hold of additional transferred from one pool to the other.
informations, in this order: It is possible to aect several enemies. In
Reaction Pool of the source of mana or quantity that case, consider the highest Mastery
None of necessary mana to produce the ef- and one gamble allows to transfer one of
fect; the enemys die.
Nature of the Element or the Principle;
Fanaticize Aim of the magic eect. Example: guard (DIS 3; POT 1) and a
lieutenant (DIS 4; POT 1) are in faction in
Family: Divination. The mages who only master instinctive front of a building in a district dominated
The character arouses explosions of reli- magic besides of Primagic cannot get hold by Pugnacity. At the beginning of an op-
gious passion in his interlocutors who are of the second piece of information on this position, the die of each of these NPC is
then capable of going beyond their limits list. placed in the RP. A player, coming after
and accomplish great achievements. them in the declaration phase, takes them
by surprise and decides to deceive them so
Reaction that they cannot react to his companions
Action Cost: Xd6 action. He thus has to succeed in a test of
Cost: Xd6 Preliminary action: Special. At sight. Feign/SLE, the diculty of which is 5 + 2
Opponent: Whoever perceives the user. The player tests Feel/OPP (MAS of (because there are two of them) + 1 + 1
The player tests Fanaticize/STY (3 + the opponent). If he succeeds, the test of (so that they both transfer a die from RP
number of targets). If the nal result is Incantate (Element)/special of the player towards AP) = 9.
equal or superior to the diculty, the tar- is an automatic failure.
gets gain a free gamble for their next divi-
nation move. A target cannot be fanati- Reaction
cized in a cumulative way several times Cost: Xd6
by the same faithful or by the dierent Preliminary action: Action of confron-
faithful: it will be necessary to wait until tation.
he uses his bonus on actions or reactions The player tests Feign/SLE. If the result
before being able to fanaticize the target is superior to the opponents Mastery, the
again. nal result becomes the Defense of the
Gambles increase the number of free character for the opponents action.
gambles from which that the target ben- It is impossible to aect several en-
et from (1 per gamble). emies.

Reaction
None.

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Fix Fool
Family: Revolution. Family: Interaction.
This ability allows a character to x a The character lies shamelessly. He tries
damaged item. During an opposition, it is either to convince that what he says is
simulated with the eect above. Outside true, or to prove that arguments which
these circumstances, it is necessary to use are given to him are not valid for his situ-
the rules of confrontation. ation.
The use of this ability requires a work-
shop or a toolkit.
Action
Cost: Xd6
Action Opponent: Target of the Manipulation.
Cost: Xd6 The player tests Fool/OPP (MAS of the
Opponent: Character in contact with target). If he succeeds, his character gains
the user. 1 IP to counter a Manipulation.
The player tests Fix/SUB (5 + state pen- Gambles allow additional IP for a test
alty). If he succeeds, the state penalty im- of inuence. It is possible to aect several
posed by the object decreases by a point enemies. In that case, consider the highest
for the rest of the opposition. level of Mastery among the enemies.
Gambles allow to ignore further penalty
points (1 for every 2 gambles).
Reaction
Cost: Xd6
Reaction Preliminary action: action of interac-
None. tion.
The player tests Fool/OPP (MAS of the
target). If the nal result is superior to
the diculty, the interlocutor loses 1 IP
(Minimum: 0).
Gambles increase the number of IP lost.
It is impossible to aect several enemies.

Force
Family: Exploration.
The character tries to lift, to pull or to
push a cumbersome object.

Action
Cost: Xd6
Opponent: Character in contact with
the user.
The player tests Force/PUG (6 + SIZE
(load) - SIZE (character)). If he succeeds,
his character manages to lift the load.
Gambles allow to move the load around.
For every three gambles, the character is
awarded a MOV point.

Example: A character of Medium size


wishing to lift a Large object has to get a
nal result of at least seven.

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Reaction As long as the character stays in his hid-
Cost: Xd6
Preliminary action: Trap/incident.
Heal ing place, he is considered as stealthy pro-
vided that he uses none of the following
This reaction helps resisting to the pres- Family: Confrontation. abilities:
sure exercised on the character: a load The character uses bandages and oint- Those of interaction, when the target is
which falls upon him, a closing door, etc. ments to bandage wounds and set broken not nearby;
The player tests Force/PUG. The nal bones. Those of confrontation if the charac-
result becomes the diculty for the test The use of this ability requires a sur- ter uses a rearm or if the player takes
simulating the trap. geons case. gambles;
Those of incantation and divination,
according to the rules explained in the
Foretell Action corresponding chapters;
Cost: Xd6
Family: Divination. Opponent: Character in contact with Besides, the character becomes visible
A large part of the inuence of the faith- the user. again if:
ful on Aarklash results from their capacity The player tests Heal/DIS (5 + wound He uses a fact, the eect of which might
to penetrate the veil of time and to predict penalty). If he succeeds, the target of the emit some light, noise or a smell;
the future. action can ignore a wound point penalty He increases the TL;
Moreover this ability requires that the for the rest of the opposition. He suers a damage roll which makes
faithful practices the religious ritual for Gambles allow to ignore more penalty him lose at least one health point.
an hour. points (1 for every 2 gamble).
If the roll is a failure, the character re-
Note: The predictions are always real- mains obvious, but he is conscious of it.
ized with caution because one does not Reaction Gambles allow to hide while moving.
request the voice of the gods without None. The player has to announce his intention
thinking about it beforehand. This ability of moving before throwing dice. He then
can be used only once per game session takes three gambles for every MOV point
without taking the risk of angering the
gods (for the GM to decide).
Hide he wishes to use. All the crossed squares
have to fulll one of the conditions ex-
Family: Exploration. posed above for the move to be success-
This move consists in concealing ones ful. Whether it is the case or not, the
Action presence. It can be done only if the square character moves. If the move is success-
Cost: Xd6 occupied by the character fullls one of ful, the character is stealthy, and remains
Opponent: None. the following conditions: stealthy if he respects the same conditions
The player tests Foretell/SUB (7). If his The square is dark; as above. If the move ends in a failure, the
nal result is equal or superior to the dif- The square is Vegetation square; character is visible during the movement
culty, the character collects a piece of The square is a Water square in which and afterward.
information in the eld of his choice, save the character can swim; When a character executing the move
about the future of an Incarnate. The square is not in the eld of vision of hide/OPP crosses grounds of dierent na-
Gambles increase the amount of infor- any observer; ture, you should apply only one modier
mation given (1 piece of information per The square is out of the observers sight to this move, the most unfavorable to the
gamble). (reach); character.
The square is in the eld of vision of an
observer, but the line of sight crosses an
Reaction obstacle, no matter the Size of it. Reaction
None. Cost: Xd6
Preliminary action: Look out/DIS.
Action The character tries to evade in extremis
Cost: Xd6 the senses of an observer. For that pur-
Opponent: Character in contact with pose, the player has to respect the same
the user. conditions and resolve the same tests as
The player tests hide/OPP. The nal re- above. The nal result is the Stealth of
sult becomes the Stealth of the character. the character, but only till the end of the
However, the observers who already saw round and only against this observer.
him before he executed this move are not
aected by it.

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grants a free gamble to its user till the end
Hunt Identify of the round.
Gambles either confer a higher quality
Family: Exploration. Family: Exploration. of improvement to the item, or lengthens
This move allows a character to follow The character tries to recognize signs the time during which the improvement is
tracks left by an animal or an individual (obvious or hidden) revealing the mem- eective (1 round / bet).
that it does not see (picking up these bership of an individual to a faction, a so-
tracks requires a test of Search/DIS be- cial group, an organization, an alliance, a
forehand). cult or his real identity if he is disguised Reaction
and cannot be recognized. Cost: Xd6
If the character possesses one or several Preliminary action: A character in
Action knowledges susceptible of helping him contact using Operate/SLE.
Cost: Xd6 (Factions, Geography, Fiefdoms, etc.), he The player tests Improve/DIS
Opponent: Target(s). benets then from as many free gambles (Achievability of the item). If he succeeds,
The player tests Hunt/OPP (10 - SIZE as his level of knowledge (considered rel- the invention grants a free gamble to its
targets). If he succeeds, his character fol- evant by the GM). user to resolve the preliminary action.
lows the track. Should the opposite occur, Gambles increase the improvement (1
he loses the track and has to try to pick it quality point / gamble).
up again by means of the ability Search/ Action
DIS. Cost: Xd6
Gambles allow to hunt while on the move.
The player has to announce this intention
Opponent: None.
The player has to make a test of Identify/
Incantate
before rolling the dice. He takes then three SUB (6). If he succeeds, his character de- Family: Incantation.
gambles for every MOV point he wishes to tects the impostor or determines the The character draws some mana from
use. Besides, some circumstances require membership of the target. his gems while conforming to the deco-
the player to take gambles, while some Gambles allow to determine more pre- rum bound to his culture.
others confer a minimal quality. cisely the membership of the individual. The attitude governing this ability is de-
So, if a simple success allows to determine termined during the creation of the char-
the aliation to a group, a gamble allows acter.
Reaction to guess the rank or the function of the in-
Cost: Xd6 dividual in this group; two if this distinc-
Preliminary action: Hunt. tion is rare; three if he has been in place Action
This action allows a character to evade long; etc. Besides, Gambles allow to reveal Cost: Xd6
hunters he knows are on his tail. particularly ne disguise attempts. Opponent: Character perceiving the
The player tests Hunt/OPP. The nal user.
result becomes the diculty of the test of The player tests Incantate (Element) /
Hunt/OPP for his pursuers. Reaction special (diculty of the spell). If it suc-
None. ceeds, the eects of the spell are applied.
Gambles allow to ignore one of the
elements of the decorum. Besides,
Improve some spells suggest other ways of using
Gambles, such as increasing the eects.
Family: Revolution.
It is possible to improve certain techni-
cal innovations. Reaction
The use of this ability requires to have Cost: Xd6
access to a workshop or a toolkit. Preliminary action: Incantate (Element)
/ special action within sight.
The player tests Incantate (Element) /
Action special. The nal result becomes the dif-
Cost: Xd6 culty for the test of the enemy Incantater.
Opponent: Character(s) in contact The attitude used for the test of reaction is
with the player. determined by the type of mana used for
The player tests Improve/DIS the reaction.
(Achievability of the object). If it suc-
ceeds, the invention works even better: it

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Intimidate Look out
Family: Interaction. Family: Exploration.
The character incites an opponent to The character scrutinizes the surround-
adopt a more careful attitude by taunting ings, listens carefully and\or snis to de-
him or by displaying ones natural weap- tect in his environment the opponent,
ons (showing the st, growling and show- hidden objects and concealed actions.
ing fangs, etc.). When he resorts to this ability, the player
also chooses the sense which his character
uses when on the look out.
Action
Cost: Xd6 ATTENTION! The smell can be chosen
Opponent: Target or witness perceiv- only by Wolfen characters.
ing the user.
The player tests Intimidate/PUG (MAS
of the target). If he succeeds, the target Action
has to change attitude for Opportunism, Cost: Xd6
Subtlety or Discipline. Opponent: Whoever is in the same
Gambles allow to intimidate several area as the user.
targets. In that case, consider the highest The player tests Look Out/DIS (Stealth
Mastery. Gambles allow to obtain IP for of the target). If he succeeds, his character
an inuence test. sees the target and acquires information
Intimidate/PUG (FEAR) also allows to depending on the sense used and the state
resist fear (see. Fear, p.221). of the watched area.
Using sight, he tracks down and identi-
es the intruder if the area is clear. On
Reaction the other hand, if the area is shrouded
Cost: Xd6 in darkness, he only distinguishes a sil-
Preliminary action: Action of confron- houette and is unable to identify it.
tation. Using hearing, he knows in which di-
The player tests Intimidate/PUG (MAS rection the intruder is if the area is
of the target). If he succeeds, his nal re- quiet. On the other hand, if the area is
sult becomes the Defense of the character noisy, he is aware only of a presence in
for the preliminary action. It is impossible the area.
to aect several targets. Using smell, whatever the level of smell
Intimidate/PUG (FEAR) also allows to of the area is, he knows that the intruder
resist fear (see Fear, p.221). is in the area. He has to test Hunt/OPP
to locate him exactly.

If this action succeeds in front of an


evident element, but in conditions which
mask its location or its nature, the char-
acter gathers information. Besides, he
can use Look Out/DIS to reveal a detail
or gather precise information (such as the
number of ducats in a purse!). Finally, he
can use Look Out/DIS to identify distant
noises that cannot be recognized by per-
manent perception. It is possible that in
these situations, there is no level of Stealth
to determine the diculty. It is then de-
termined by the lighting or the level of
noise or smell.

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Gambles allow to compensate for a
dark lighting, a noisy environment faint
smells or for a hiding place. Each of these
circumstances forces the player to take a
gamble.

Reaction
None.

Lunge
Family: Confrontation.
The character uses all the length of his
arm and weapon to attack as far as pos-
sible.
When a character acquires or improves
this ability, the player who controls him
chooses which category of weapons (B, P
or S) Lunge (variable) (Style) applies to.

Action
Cost: Xd6
Opponent: Target perceiving the player.
The player tests Lunge/STY (DEF of the
target). If he succeeds, the target suers a
damage roll.
Gambles allow to increase the characters
reach (Reach + 1 for every 2 gambles).

Reaction Meditate Operate


None. Family: Divination. Family: Revolution.
The character meditates, in search of his This ability allows a character to use a
deep religious forces. He thus strengthens machine, naphtha machine or steam pow-
his link with the divine. ered device, or any other object with a
level of Complexity.
Operate (Machine, Naphta, Steam,
Action Mutagenic, Powders or Constructs) only
Cost: Xd6 allows to use objects requiring the tech-
Opponent: None. nology in question.
The player tests Meditate/SLE (6). If he
succeeds, his character can not be victim
of Revoke/PUG moves unless they have a Action
minimum quality of one. The eect lasts Cost: Xd6
till the end of the opposition. The eects Opponent: Character(s) in contact
of several meditations do not add to each with the player.
other since only gambles increase the min- The player makes a test of Operate/SLE
imum quality required (1 per gamble). (Complexity of the item). If he succeeds, the
invention works normally. Should the op-
posite occur, the player rolls an Incident test
Reaction (see Funcionning and Incidents, p.315).
None. Gambles increase the eciency of the
invention (see Improvement, p.331).

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Reaction Action
Cost: Xd6 Cost: Xd6
Pray
Preliminary action: Special. Opponent: Target perceiving the user.
Only certain inventions can be used The player tests Pierce/SLE (DEF of the Family: Divination.
with this reaction. Their description then target). If he succeeds, the target under- Through a prayer, the faithful abandons
indicates this possibility. goes a damage roll. himself to allow others to reach their ob-
The player tests Operate/SLE Every gamble allows to ignore the level jectives. He prays to support his allies ac-
(Complexity of the object). If he succeeds, of protection of the target (1 PRO for ev- tions.
the invention works normally. Should the ery 2 gambles).
opposite occur, the player rolls an Incident
test. Action
Gambles increase the eciency of the Reaction Cost: Xd6
invention (see Revolution). None. Opponent: None.
The player tests Pray/DIS (6). If he suc-
ceeds, he transfers a d6 used for this test
Parry Poison towards the AP of another character. The
total number of d6 in the pools (AP and
Family: Confrontation. Family: Exploration. RP) of the target cannot nevertheless be
The character blocks the attack directed The character discreetly pours some more than twice the targets POT.
at him. poison into a bowl or coats an object with Gambles increase the number d6 trans-
poison. Only (easy to use) blade poisons ferred (1 per gamble).
are not subjected to this rule. This test
Action simulates the quality of the dosage of
None. the poison and its use, whether it is di- Reaction
rectly injected or whether it is mixed in Cost: Xd6
a liquid or in food. Some poisons (see Preliminary action: Action targeting a
Reaction Herbalists shop, p.325) can lose their ef- character in contact.
Cost: Xd6 ciency when blended into certain liquids The player tests Pray/DIS (6). If his nal
Preliminary action: Action of confron- or when brought to a certain temperature. result is equal or superior to the diculty,
tation, when wielding a weapon or a shield Poisoning is a craft! he transfers 1d6 of his RP towards the RP
(usable against shots as well) of another character. The total number
The player tests Parry/SLE. The nal of d6 in the AP and RP of the target can-
result modied by the parrying bonus of Action not nevertheless be more than twice the
the weapon or the shield used becomes Cost: Xd6 targets POT.
the Defense of his character. This reaction Opponent: Character in contact with Gambles increase the number of trans-
requires the use of a weapon or a shield. the user. ferred d6 (1 per gamble).
If a Ranged weapon is used to parry, it is The player tests Poison/SUB
considered as a makeshift weapon. If the (Complexity). If he succeeds, the poison is
preliminary action is Shoot/SLE or Aim/ correctly administered; just wait for it to
SLE, only the parrying bonus shields is start working.
taken into account. Gambles allow to make this a stealthy
action. A single successful gamble requires
a test of Look Out/DIS with a diculty of
Pierce 2 to notice it. Every additional gamble in-
creases the diculty by 2 points.
Family: Confrontation.
The character wields a piercing weapon
(P) to stab an opponent. Reaction
A blow with a perforating natural weap- None.
on, such as a bite, is thus simulated by this
ability. Its the same for any stabbing us-
ing an arrow or a crossbow bolt used as
a dagger.

ABILITIES AND KNOWLEDGES 183

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Preach Recharge Revoke
Family: Divination. Family: Divination. Family: Divination.
The character makes sacred the com- The character bathes in the spiritual en- The character undermines the relation
mitment of his spectators. The character ergies of the place where he is. He soaks that another faithful maintains with his
calls the blessing of the gods upon the these forces to be able to release them divinity.
crowds next action. when needed.

Action
Action Action None.
Cost: Xd6 Cost: Xd6
Opponent: None. Opponent: None.
The player tests Preach/STY (6). If he The player, whose character is in a place Reaction
succeeds, the target obtains a bonus of of his cult, makes a test of recharge/OPP Cost: Xd6
one die for his next divination move. A (6). If he succeeds, his character obtains Preliminary action: Perceived casting
target cannot be aected, in a cumulative an additional point of TF for his next test of Alter, Create or Destroy.
way, several times by the same faithful or of Alter, Create or Destroy. The charac- The player tests Revoke/PUG (3 + the
by a dierent faithful: it will be necessary ter can recharge again when he will have highest rank of divination of the target).
to wait until he uses his bonus on actions completely used these points. If he succeeds, the target suers a -1 to
or reactions before being able to preach to Gambles increase the number of addi- the nal result of the preliminary action.
the target again tional points of TF which the character If several faithful revoke the same player,
Gambles increase the number of aect- gains (1 per gamble). (These points can be the penalties are added.
ed moves (1 per gamble). used for dierent purposes). Gambles to Revoke increase the penalty
suered by the revoked faithful (1 / gam-
ble). The revoquiking faithful has to spend
Reaction Reaction beforehand a point of TF for every penalty
None. Cost: Xd6 point which he wishes to inict.
Preliminary action: Miracle by a faith-
ful of an allied Path.
The player tests recharge/OPP (4). If his
nal result is equal or superior to the dif-
culty, the character exploits the spiritual
excitement created by the miracle of an-
other faithful of his Alliance to increase by
a point his TF till the end of the current
round.
Gambles increase the number of TF
points gained (1 per gamble).

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To master ones mount allows to avoid a
Ride fall. The player tests Ride/STY (result of the
player). If he succeeds, the character lands on
Sail
Family: Exploration. the ground without any damage. His minia- Family: Exploration.
The character moves on a mount. He ture is then set in contact with a base repre- This move allows a character to row or
leads it using it movements and domi- senting the mount. Should the opposite oc- sail a small boat, or to carry out the tasks
nates it in dicult situations. A charac- cur, he takes the damages of a fall having for when part of the crew of a ship.
ter can only use a mount of a Size (SIZE) reference height the SIZE of the animal.
strictly superior to his.
Action
Action Sabotage Cost: Xd6
Opponent: None.
Cost: Xd6 Family: Revolution The player tests Sail/SLE (Special). If
Opponent: None. This ability allows a character to booby- he succeeds, his character can move his
The user tests Ride/STY (MAS of trap an invention in a way that it is de- boat by using his MOV. Should the oppo-
the mount). If he succeeds, he uses the stroyed in particular circumstances (dur- site occur, the character does not succeed
Movement of his mount to move, but not ing its activation, when someone tries to in maneuvering properly his boat which
its abilities. So, a rider charges with his repair it, during the nishing phase, etc.). moves one square in the direction of the
ability Charge/PUG and not with that of The eect and the conditions of the current (on fresh water) or the wind (on
his mount. Should the opposite occur, it sabotage must be announced before the the sea).
refuses to move and shows itself aggres- resolution of the test. Gambles allow to gain additional MOV
sive or frightened. The test of Ride/STY The use of this ability requires a toolkit. points (1 per gamble).
must be then reattempted to manage the
mount.
Gambles lengthen the duration of the Action
eects of a success: for every two gambles, Cost: Xd6
the player is exempted from rolling again Opponent: Character in contact with
this action for a round. the user.
The player tests Sabotage/OPP
(Achievability of the object). If he suc-
Reaction ceeds, the invention does not work any
Cost: Xd6 more, but it is not obvious. The next time
Preliminary action: action of the this object is used, an Incident occurs.
mount with Force/PUG. This one is determined by a 1d6 roll.
This reaction is made having resolved Gambles allow to increase the result of Reaction
the attack of the mount. the d6 determining the Incident. Cost: Xd6
Preliminary action: Trap/Incident.
The character tries to avoid a misfor-
tune which threatens his boat. The player
Reaction tests Sail/SLE. The nal result becomes
None. the diculty of the incident.

ABILITIES AND KNOWLEDGES 185

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Search Seduce
Family: Exploration. Family: Interaction.
The character searches a square or an The character uses his eloquence to
individual in contact. He looks for some- inuence somebody. He can make him
thing there or is just glancing at it. forget his projects, seduce him, force him
to accept a proposition, etc. after an inu-
ence struggle.
Action
Cost: Xd6
Opponent: Character in contact with the user. Action
The player tests Search/DIS (Stealth). If Cost: Xd6
he succeeds, his character discovers all the Opponent: Target of inuence struggle.
hidden items and the furtive characters. The player tests Seduce/STY (MAS
Even if the test is a failure, the character of the target). If he succeeds, 1 IP is ob-
nds the furtive characters if the searched tained. Gambles give additional IP for a
square was dark but void of any obstacle. test of inuence.
Gambles allow to compensate for an
unfavorable situation for the character.
The number of compulsory gambles is in- Reaction
dicated in the table opposite. None.

Sermonize
Family: Divination.
To admonish and to reprimand are
a part integral of the trade by faithful.
Station to the one who does not follow the
advices of the priests!

Reaction
None. Action
Cost: Xd6
Opponent: Whoever perceives the user.
The player tests Sermonize/SUB (5 +
number of targets). If he succeeds, the
user chooses a family of moves; targets
will then have to take a gamble on their
next move from that family. The same
target can simultaneously undergo the ef-
fects of several sermons but for dierent
families of movement.
Gambles increase the number of com-
pulsory gambles (1 per gamble).

Reaction
None.

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Shoot Slash Smash
Family: Confrontation. Family: Confrontation. Family: Revolution.
The character uses a ranged weapon. The character wields a sharp weapon (S) It is always possible to discover the
to wound an opponent. weaknesses of an invention and to exploit
A blow with a sharp natural weapon, like a them to destroy it eciently.
Action laceration, is thus simulated by this ability. The use of this ability requires a toolkit
Cost: Xd6 or the use of melee weapons.
Opponent: Target perceiving the user.
The player tests Shoot/SLE (DEF of the Action
target). If he succeeds, his target suers a Cost: Xd6 Action
damage roll. Opponent: Target perceiving the user. Cost: Xd6
Gambles add a bonus to the damage roll The player tests Slash / PUG (DEF of the Opponent: Character in contact with
if its a hit (+ 1 per gamble). target). If he succeeds, the target suers a the user.
damage roll. The player tests Smash/PUG (PRO ob-
Gambles add a bonus in the nal result ject). If he succeeds, the object loses a
on the damage roll (+ 1 per gamble). Level of State.
For every two gambles, the target loses
CALLING an additional Level of State.
THE SHOT Reaction
None.
Reaction
If a character tries to throw an None.
object on a precise square, a test of
Shoot/SLE takes place. If he suc-
Slither
ceeds, the player rolls 2d6 to deter- Family: Exploration.
mine the direction of the scattering To move in a tunnel or a narrow gap is
and 1d6 to determine the number of not always easy. Such a situation appears
squares the projectile went astray. on a game board when a player wants his
Every gamble reduces by a point the character to pass between two walls sepa-
result of the second roll. rated by a space too narrow for the base
In case of a failure, the second roll of his miniature to t. It means that the
is made with 2d6. character has to slide between both walls
or crawl into a tight space.

Action
Cost: Xd6
Opponent: None.
The player tests Slither/SLE (6). If he
succeeds, his character can move as if he
was of a Size level lower, without reducing
his MOV. Besides, miniatures on 15 or
2 bases are considered as on 1 bases.
However, the reach and the Power of the
character are also calculated according to
this reduced Size.
Reaction Gambles allow to reduce the SIZE
None. even more. For every three gambles, the
character is considered a Size level lower
(Minimum: 1).

Reaction
None.

ABILITIES AND KNOWLEDGES 187

CadwallonUS-pp 164-193.indd 187 22/06/06 11:13:13


when he attacks it.
Steal Strike back Gambles increase the number of PRO
points lost (1 PRO / 1 gamble).
Family: Exploration. Family: Confrontation.
The character tries to rob an individual The character replies to an attack by an
of the goods which he carries or trans- attack using a natural weapon or melee Reaction
ports. weapon. Cost: Xd6
When his character acquires or im- Preliminary action: Action of revolu-
proves this ability, the player who controls tion targeting a character in contact.
Action him chooses to which category of weap- The player tests Study/SUB (Achieva-
Cost: Xd6 ons (B, P or S) it applies to. bility). If he succeeds, the player gives a
Opponent: Character perceiving the free gamble to the preliminary action af-
user. fecting the target.
The player tests Steal/OPP (MAS of the Action Gambles increase the number of free
target). If he succeeds, his character steals None. gambles (1 per gamble).
an item without his victim noticing any-
thing. In the case of a failure, the victim is
alerted and no item is stolen. Even if suc- Reaction Stunt
cessful, the victim becomes aware of the Cost: Xd6
theft in the following round. Preliminary action: Action of confron- Family: Exploration.
Gambles allow to delay the moment tation implying a damage roll aecting the The character attempts an acrobatic
when the victim will nd out that he was character. move (back ip, tumble, jump from a rope
robbed. For every gamble, he will realize This reaction is made having resolved the to the other one, etc.) allowing him to
it a round later. If the stolen object is not attack of the attacker (if still in contact). reach a new position.
worn or transported by the target, the The player tests Strike Back/STY (nal
player benets from a free gamble. result of the opponent). If he succeeds, the
opponent suers a damage roll. Action
With a melee weapon, Strike back can Cost: Xd6
be used combined with Parry. Opponent: Target perceiving the user
and every ghter of a superior Size or
on higher ground whose Control Zone is
Study crossed during the movement.
The player tests Stunt/STY (6). If he
Family: Revolution. succeeds, he can use the Movement of
This ability allows a character to invent a his character to move his miniature. This
device and to estimate the cost, the needs movement has to begin with a walkable
in materials, the needs in manpower, etc. square of momentum added to the cost of
He also allows him to grasp the structure the movement. The rest of the movement
of an object and his weaknesses. can be made by moving the character
Reaction Study (Inert, Machine, Naphta, Steam, over an abyss or over a stretch of water.
None. Herbs, Mutagenic, Powders or Constructs) The character nevertheless has to end his
allows to exercise the ability only for the movement on a free square representing
technology in question. ground.
Note: The character can communicate Gambles allow to increase the distance
the result of his study by means of a fact crossed (1 MOV for every 3 gambles).
(1d6 to the other characters who benet During a jump, all the squares cost one
then from the same eects as the user. point of movement. Passing above the
squares, the character ignores the nature
of every square and reach of his oppo-
Action nents. Also, Stunt allows to move over
Cost: Xd6 busy or impracticable squares, or to jump
Opponent: Whoever perceives the user. over a wall the height of which is lower
The player tests Study/SUB (Achieva- than the height of the jump. The possible
bility). If he succeeds, his character knows height of a jump is equal, in squares, to
the weaknesses of the target. He can ig- half the MOV of the character. However,
nore one protection point of the target a character can use Stunt to fall without

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damage, in which case this fall can be, in
squares, as high as the MOV of the char-
acter, possibly modied by gambles.
Subdue
Family: Incantation.
The character weaves or breaks a link
Reaction with a source of mana, typically a gem.
Cost: Xd6 A magician cannot subdue that a source
Preliminary action: Trap/Incident or of mana corresponding to one of the
action causing a fall. Elements for which he has the correspond-
This reaction allows to avoid an Incident, ing Incantate (Element)/special ability.
which threatens to make the character
fall on the ground or to send him down
a thirty storey high building. The player Action
tests (Special) Stunt/SLE. If he succeeds, Cost: Xd6
his character remains on the square. Opponent: None.
Should the opposite occur, he falls: if the The player tests Subdue/PUG (4 + reserve
square on which he is adjacent to the void, of the source). If he succeeds, his character
the character falls (see Sources of danger, can draw mana from this source. Should the
p.228). opposite occur, a new test is not possible be-
Gambles allow to compensate for cer- fore the magician has slept for eight hours.
tain particularly precarious situations.

Reaction
None.

Sublimate
Family: Incantation.
A great fury is hidden behind the aable
mask of the arcanic familiars of the tarot-
mages. The tarot-mages are capable of releas-
ing the forces within their creatures and trans-
forming them into terrible elemental servants.

Action
Cost: Xd6
Opponent: Character perceiving the user.
The player tests Sublimate/SUB (di-
culty of the spell). If he succeeds, the ef-
fects of the spell are applied. The arcanic
familiar targeted is transformed into a
sublimated servant. He can be separated
from the tarot-mage up to a distance of
one tile per tarot-mage trade rank. At
the term of the duration of the spell, the
servant disappears. It does not resume its
initial shape of summoned servant.
Gambles impose a quality minimum on
opponents possible reactions (1/gamble).

Reaction
None.

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Summon Survive Swim
Family: Incantation. Family: Exploration. Family: Exploration.
It is rare to meet a tarot-mage who is not The character nds food using traps or The character tries to move in water with
accompanied by his arcanic familiar. These collects water in a hostile environment. a depth superior or equal to his SIZE.
creatures are created thanks to this ability. Note: The most complex traps cannot be
set during an opposition. The GM rules on
this point in the absence of sucient details. Action
Action Cost: Xd6
Cost: Xd6 Opponent: Character in contact with
Opponent: Character capable of absorbing Action the user.
or of thwarting the spell perceiving the user. Cost: Xd6 The player tests Swim/PUG (Special). If
The player tests Summon/STY (dicul- Opponent: Character in contact with it succeeds, his character can use his MOV
ty of the spell). If he succeeds, the eects the user. to move in the water (see Exploration).
of the spell are applied. The player tests Survive/OPP ( 6 ). If he Should the opposite occur, he remains
An arcanic familiar possesses the gener- succeeds, his character managed to set the still and his MOV is reduced temporar-
ic characteristics of the creatures of the trap within the users reach. To represent ily by one point. If this value is reduced to
tarot-mages. He cannot be separated from this, a counter is placed on the booby- zero while the character is still in the wa-
the tarot-mage by more than (summoners trapped square. A failure means that the ter, he drowns. When the character leaves
tarot-mage trade rank) squares. trap has been laid, but not set or that the the water, the MOV points lost during his
Gambles gives characteristic points character did not manage to arm it within crossing are immediately given back.
(one for every two gambles). the given time (for the GM to choose). Gambles increase the number of MOV
Gambles allow to conceal the trap. A points available. For every three gambles,
single gamble is necessary for a test of a MOV point is granted to the character.
Reaction Search/DIS (2) to nd it. This additional point can compensate for
None. Every additional gamble increases the a possible temporary decline of the MOV
Search/DIS diculty by1. of the character.

Reaction Reaction
Cost: Xd6 None.
Preliminary action: Special.
The player tests (Special) Survive/OPP.
If he succeeds, his character does not suf-
fer from hardship for a day.

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Gambles make it harder detectable Reaction
Taunt for a specialist to spot, making the test :
Search/DIS (2 + 1 per gamble).
Cost: Xd6
Preliminary action: wrestle/OPP.
Family: Interaction. The player tests Wrestle/OPP. The nal
The character forces an opponent to result replaces the Defense of his charac-
lose his composure. ter, only if the preliminary action consists
of someone attempting to get hold of him.
Besides, such a test can take place to re-
Action lease oneself from an embrace. For that
Cost: Xd6 purpose, the nal result of the reaction
Opponent: Target perceiving the user. has to be equal or superior to the level of
The player tests Taunt/SUB (MAS of the immobilization.
target). If he succeeds, the targets attitude This reaction can be attempted when an
changes for the previous attitude in the opponent tries to embrace the character
declaration phase. Pugnacious targets re- or, when this one is embraced, every time
main pugnacious and attack the opponent the opponent who holds him makes an ac-
the closest to them. Reaction tion or a reaction.
Gambles allow more important changes None.
of attitude. Thus, for a gamble, the enemy
attitude changes two levels instead of one.
It is possible to aect several enemies. In
that case, consider the highest Mastery
among the enemies; one gamble aects
Wrestle
the attitude of only one enemy. Family: Confrontation.
Gambles to Taunt allow to obtain IP for The character tries to immobilize an op-
an inuence test (1 / gamble). ponent by holding him.

Reaction Action
None. Cost: Xd6
Opponent: Target in contact with the
user.
The player tests Wrestle/OPP (DEF of
Tinker the target). If he succeeds, the target is
caught in a bear hug and loses the ben-
Family: Exploration. et of the adding rule; the target is con-
If all unlocked doors can be opened or sidered Stunned and cannot move any
closed by using a fact, locks require keys. more. Besides, a roll of SIZEd6 + OPP
Using the right key is a fact, yet forcing a is done. The nal result is the level of
lock requires some dexterity. Its the same Immobilization of the target. Till the end
for deactivating a trap or putting out of of the turn, the targets tests of which the
order any device (such as an alarm). nal result is not superior to the level of
Unless the character takes gambles, Immobilization is considered a failure. Its
the use of these techniques leaves evi- the same with any action taking place in a
dence. square occupied by the target.
The use of this ability requires lock- Gambles are added to the level of im-
picking tools. mobilization.
Rather than to hold an opponent,
Wrestle/OPP also allows to release oneself
Action from an embrace. If the nal result is equal
Cost: Xd6 or superior to the Level Immobilization,
Opponent: Character in contact with the user. the character is freed.
The player tests Tinker/SLE (Special). If
he succeeds, the mechanism is, according
to the situation, operated or defused by
the character.

ABILITIES AND KNOWLEDGES 191

CadwallonUS-pp 164-193.indd 191 22/06/06 11:15:44


THE FACTS Impress Reload a
Favorable attitude: Pugnacity. crossbow
Consecrate Family: Confrontation.
Cost: 1d6 Favorable attitude: Discipline.
Favorable attitude: Subtlety. A frightful character can resort to his Family: Confrontation.
Family: Divination. natural weapons (show fangs or claws, Cost: 2d6
Cost: 1d6 brandish his sts, etc.) to increase his The character takes a new projectile and
When a faithfull uses this fact, he in- FEAR level by one point. places it on his ranged weapon.
creases by one point the FAITH related to
his Path of Alliance in the area till the end
of the round. Operate/ Reload a
Open/Close firearm
Finish off Favorable attitude:Sleight. Favorable attitude: Discipline.
Favorable attitude: Opportunism. Family: Exploration. Family: Revolution.
Family: Confrontation. Cost: 1d6 Cost: 3d6
Cost: 1d6 The character opens, or closes a door, a The character takes a new projectile and
The character deals a lethal blow to a chest, a cupboard, a drawer or any other places it in his ranged weapon.
defenseless target. This one dies. similar object, or operates a control lever,
a wheel, etc. This fact allows to open, to
close or to operate. It is thus necessary to
Get up use it twice in succession to open and then
close a door. It can be used several times
Shift position
Favorable attitude: Style. during the same round. Favorable attitude: Style.
Family: Exploration. Family: Exploration.
Cost: 1d6 Cost: 1d6
Thanks to this fact, a character on the
ground gets back up and can act normally.
Move The character shifts position. By default,
he is supposed to be standing.
Certain conditions (magic, poisons, etc.) No favorable attitude. Kneeling down: the character is con-
can impose a test of Stunt or Force for this Family: Exploration. sidered as being one Size less when de-
action to be a success. Cost: 1d6 termining the lines of sight and MOV.
Thanks to this fact, a character can Besides, he benets from a minimum
use his Movement to move on the game quality of 1 when he Shoots.
Glance board. He has to respect all the limitations
imposed by the rules. To move is autho-
On the ground: the character is con-
sidered two Sizes less when determining
Favorable attitude: Opportunism. rized in areas of water the depth of which the lines of sight and MOV. Besides, he
Family: Exploration. is strictly lower than the Size of the char- benets from a minimum quality of 1
Cost: 1d6 acter. A single quarter turn is authorized when he Shoots and Hides.
The origin of the line of sight of the for every move fact.
character is moved away from the centre.
The line of sight can thus be centered on
one of the four corners of the square or
all the squares which the character occu-
Reload a bow
pies instead of the center of his base. The Favorable attitude: Discipline.
character can thus look around the corner Family: Confrontation.
of a wall or an obstacle behind which he Cost: 1d6
is hiding. The character takes a new projectile and
This fact also allows to peep in the chink places it on his ranged weapon.
of a door or through the keyhole. In that
case, the eld of vision of the character is
reduced to a straight line in the continua-
tion of the door.

192 FREE CITY

CadwallonUS-pp 164-193.indd 192 22/06/06 11:15:53


Snap out of it KNOWLEDGES
Favorable attitude: Pugnacity.
Family: Confrontation. If most of the elds of knowledge cover Country (choose one): Geographic
Cost: 1d6 an obvious range of studies, there are two Knowledge of a region of Aarklash (Ala-
The character is not stunned anymore. which require some precision. han, Akkylannie, underground passages
Language (choose one) is necessary to of Cadwallon, etc.).
speak or write the language in question. Cult (choose one): Knowledge of the re-
Speak However, Cadwan having built itself
from numerous languages and foreign
ligious practices and the dogma of a cult
(Merin, Mid-Nor, etc.).
Favorable attitude: Subtlety. inuences, its mastery allows to babble Culture (choose one): Knowledge of people
Family: Interaction. in any spoken language on Aarklash. The or cultures (Beetle, Wild boar, Grin, etc.).
Cost: 0 understanding is rough and it is conse- Creatures: Knowledge of the environ-
The GM can demand the sacrice of quently necessary to gesture to be under- ment and the capacities of the creatures
dice from the AP or RP if he believes that stood! Quiproquos are thus common. of Aarklash.
the players dash into improbable conver- Faction (choose one) supposes a rela- Entities: Knowledge of the nature and
sations considering the situation. tion with the organization in question. the motivations of the magical entities
When a character possesses it at a level (Elementals, demons, etc.).
superior to three, it means that he is part Expertise (choose one): Theoretical
Take Out a of the faction or has been by the past. In
the case of NPC, if not claried, its up to
knowledge of a technology (steam, naph-
ta, mutagenic, etc.).
weapon, a gem the GM. Faction (choose one): Knowledge of the
organization and the purposes of a fac-
Favorable attitude: Sleight. Administration (choose one): Knowl- tion of Cadwallon (Guild of Thieves, mi-
Family: Confrontation. edge of the administrative contraption litia, noble family, etc.).
Cost: 1d6 (Cadwallon, Akkylannie, justice, etc.). Fiefdom (choose one): Knowledge of the
The character takes out a weapon or Art (choose one): Knowledge of an art geography and the important people of a
gem. and the techniques which characterize it efdom of Cadwallon (Trophy, Soma, etc.).
(painting, sculpture, poetry, etc.). History (choose one): Knowledge of the
Artifact (choose one): Knowledge of the events of a historical period (Age of Bat-
history and the properties of particular tles, foundation of Cadwallon, etc.)
objects (magic, ancient, etc.). Language (choose one): Knowledge of
Business: Knowledge of products and a language (oral and written) (Kelt, Cad-
supply networks. wan, etc.).
Leagues: Knowledge of the traditions,
the rights and the duties relative to the
leagues of Cadwallon.
Nature: Knowledge of the ora and the
fauna.
Protocol (choose one): Knowledge of the
rules of protocol and the hierarchy in a
given milieu (bourgeoisie, nobility, artists,
organized crime, weapon bearers, etc.).
Realms: Knowledge of the other planes
(an un nished Realm, an elemental
Realm, etc.).
Strategy: Knowledge of the military pro-
cesses and the forces in presence.
Symbolism: Knowledge of the symbols
and their meanings.
Urban legends: Knowledge of all the ru-
mors and the legends of Cadwallon (the
bogeyman, the groves, etc.).
Way (choose one): Knowledge of a path of
magic (Water, Earth, Typhonism, etc.).

ABILITIES AND KNOWLEDGES 193

CadwallonUS-pp 164-193.indd 193 22/06/06 11:16:18


Cadwallon-pp 194-195.indd 194 21/06/06 11:23:10
The Rules

Cadwallon-pp 194-195.indd 195 21/06/06 11:23:20


CadwallonUS-pp 196-217.indd 196 21/06/06 12:21:14
I could go into detail about the cultural interweaving seen in the architecture
off the most ancient buildings of the upper city. T he subject of my statement today
is quite different: I suggest you follow me into the heart of the mysterious history
of the Jewel of Lanever. Everyone knows, in this assembly at least, that the city
was a prosperous Cynwll trade post. But who were their mysterious predecessors?
T he foundations of the city give us some indications. T he reading of these vestiges
is difcult: the unstable ground, as well as the proximity of the sea and the rivers
MOVEMENT
have upset the subterranean strata over and over again. It has turned out that the his section completes the princi-
elves built the city on more ancient vestiges with massive and remarkably resilient
archaic foundations. What should we make of these circular galleries dug out of
the rock, which wind in the underground? T heir round shape makes them unt
T ples exposed in the game rules.
It deals with Movement and the
senses of the characters.
for transport. Were they used to convey water? Why in that case are they covered
with inscriptions? T here is also the enigma of these natural conduits invaded by
luxuriant vegetation which manages itself a path up to the surface. All these Movement
mysteries have motivated curiosity ever since the Free City exists. For the most
fortunate, rich were in fact at the end of the tunnel. Many noble families owe
Movement (MOV) indicates the number
their wealth to discoveries made in the depths of the city. Be it gold or objects with of points a player has at his disposal to
fabulous properties, an expedition in the underground does not only satisfy the thirst manage the movements of his character.
for knowledge. However it has its share of unfortunate surprises: how many fools Several actions (move, Stunt, etc.) allow
found only a miserable death there, forgotten by all. the character to move on the game board.
I could not recommend enough be he to hire a guide. Cadw or culturally Every square of the game board costs a
disposed to underground journeys such as the dwarves or the Drune Kelt, his certain number of points according to the
re exes and his knowledge of the underground will be very useful to lead you in nature of the ground which it represents.
the dark maze. And as you might be staying several weeks underground, organize The type of movement which the character
a camp and enough food supplies. Be sure to take with you reliable light sources makes can increase the cost of passing over
of a square. If a character successfully does
in all circumstances. T herefore prefer enchanted moonstones or the gleaming lichen
a series of actions implying a spending of
used by the dwarves, the hysneh, to torches and other naphta lamps. Marking and
MOV, the remaining points from every ac-
cartography material will also insure you an easier return. tion can be used for the following action.
N o matter your determination, you will have to compose with hazards. In the If the base of a miniature occupies sev-
darkness are hidden creatures driven only by their insatiable appetite. For instance eral squares, he is considered as walking
the darklings nuisance, small primates living in groups and which absorb light over all the squares which his base cov-
sources. You have certainly also already heard of the worm-tyrant. T his enormous ers by at least a half during a movement.
serpentine creature can remain immobile for months before waking up to hunt. Nevertheless, only the cost of the most ex-
Certain death awaits those who cross his path then, devouring without distinction pensive square is deducted from his MOV.
all that stands in his way. It is also necessary to take into account those who gave If a character is in a situation where
up Light without remorse and hunt down those who venture into their domains, his Movement allows him to cross none
of the nearby squares (neighboring and
such the servants of Acheron. Finally I could enumerate the uncountable faceless
diagonal) where the miniature represent-
enemies: oods, collapses, exhaustion and madness due to the loss of ones bearings
ing him stands, he is considered blocked.
down there. Even if you triumph, if you nd your jewel, it will be necessary to It does not mean that it is condemned to
be twice as cautious. Some nd it easier to shamelessly steal the discoveries of others end his days on this square, but that on
and the surface of our old city conceals as many shady areas as its underground. a rounds level, his movement is too lim-
ited to be taken into account by the rules.
This character can move again freely as
Conference of Havel N yhis, soon as the game is not managed using a
Eminent member of the Circle of the explorers. game board anymore.
Disappeared during his 18th expedition in the underground.
He was searching for the entrance of an antique temple
dedicated to the worship of a reptile god.
.

EXPLORATION 197

CadwallonUS-pp 196-217.indd 197 21/06/06 12:21:26


EXAMPLE C
From the point of view of the rules, the
game board contains free squares and
blocked squares. The characters can move
freely only if the totality of their miniatures Allowed
movement
bases move over free squares.
By default, a square is considered Forbidden
free. It becomes blocked if... mouvement

A miniature which is not an ally or part


of a miniatures base of which is not an Ogre
ally is occupies the square;
An obstacle occupies the square.
Goblin
In case of a dispute, a square is blocked
if at least half of its surface is occupied
by one or more of the aforementioned el-
ements (see Example 1).
The goblin (SIZE 2) can move over squares occupied by the ogres (SIZE 4). He
can thus reach the entrance of the alley. On the other hand, he cannot stop on
However, a character can move over the square where the second ogre stands.
a square occupied by a character who is
not an ally if there is a dierence of SIZE
of at least two points between these two
characters. Other rules allow to move Types of movement in the move (1d6) fact is free.
over busy squares. However, a character Forward: The character moves to the Side step: The character moves to one
has to end his movement on a free square square in front of his base. of the neighboring left or right squares
(see. Example 2). Quarter turn: The player turns his min- but keeps the same orientation.
iature by 90. The rst quarter turn made Backward: The character moves to
the square located behind him, without
changing orientation.
EXAMPLE B Diagonal step: The character moves
forwards and to the side but keeps the
same orientation. Forbidden for size 2
bases.
Diagonal back step: Idem, but the
character moves backward. Forbidden
Forbidden for size 2 bases.
movement

Ogre

Free leaguer

Militaman

The free leaguer cannot enter the alley because the militiaman (SIZE 3) blocks the
passage. Similarly, in the street, the ogre (SIZE 4) blocks the road on two squares of
width, although his base does not cover them completely; he covers half of the second
square.

198 RULES

CadwallonUS-pp 196-217.indd 198 21/06/06 12:21:32


EXAMPLE D EXAMPLE E

Allowed
movement

Forbidden
movement

Free leaguer

Guarde
2
1

The free leaguer who is in the corridor can zigzag there without any trouble, because
no obstacle slows him down. On the other hand the one who is in the room has to spend
two MOV points to make his diagonal step, because the embrasure of the door is an
obstacle to his movement. The third free leaguer, in front of the guard, cannot move
forward because two obstacles are on either side of his trajectory: the corner of the wall
and the guard.

Distances The areas of eect are squares (and not


To simplify things, Cadwallon considers circles) which have for centre the aimed
that the diagonal steps have the same value as square (if a targeted miniature covers
in-line moves in MOV points. However, dur- several squares, only one of them is
ing such a movement, the miniature (even if considered as the centre of the area of
its base occupies only a single square) will eect!). By convenience, we talk about
move over several squares. So for a diago- eect radius even if the used shape is
nal step to be possible, it is necessary that at not round! A radius is to be counted in
least one of the two squares on both sides of diagonal from the centre of the consid-
the trajectory is free (see Example 3). ered square. When this radius is equal
to 0, a square is nevertheless aected
If only one of these two nearby squares by the area of eect: its origin or its
on the trajectory is occupied by an ob- centre, meaning the targeted square
stacle (including the angle of a wall), the (see. Example 4).
square moved over costs an extra MOV
point. Its the same if a threshold is passed
by the character in a diagonal trajectory. EXAMPLE F
The characters of Small size are not af-
fected by this rule, and a miniature stand- 3 3 3 3 3 3 3 Impact point of
ing on a base 2 can never be moved in
diagonal. 3 2 2 2 2 2 3 X the area of eect

These considerations on diagonal tra-


3 2 1 1 1 2 3 Note: An area of eect also
jectories imply that ...
3 2 1 3 extends in height although
1 2 the surface of game is at. So,
To determine the range of any remote
eect, all the squares crossed by the
Floor level X an area of eect is really a box
with a height equal to the ra-
line of sight are counted as squares in dius of the area of eect.
a straight line.

EXPLORATION 199

CadwallonUS-pp 196-217.indd 199 21/06/06 12:22:17


The upper city is built with cobbled Obstacles
Areas streets, oering a certain stability to the The elements of the game board are
walker. considered as obstacles which are neither
For things to be playable and clear, The lower city streets are often made miniatures nor types of ground. They can
the game board is divided into dierent of a hard-packed earth. These are af- occupy a square or be on the separation
areas since they are aected by dierent fected by a rain modier (and are between two squares. All the obstacles
eects. So, some might burn and not the then considered muddy) if there is bad are dened by a height. If the game board,
others, etc. But the GM and the players weather forecast by the scenario. Its up the rules or the scenario do not clarify
only have to worry about the area where to the GM to decide if the streets re- this, the GM is the one to determine, by
the PC are, and possibly about the areas main muddy after the end of a shower, analyzing the drawing, the height of the
which they observe. but only the movement modier is then obstacle.
By default, every tile of the game board taken into account (see opposite).
constitutes a area. However, in certain The roofs of military buildings and the If the SIZE of the character is superior
situations, a tile will be subdivided into warehouses of the city are level (and to the obstacles by two levels, he can
several areas. stable as the paved streets) while the completely ignore it. The square is con-
Outdoors, each of these elements con- typical roofs of the Cadw houses are sidered free;
stitutes a area of its own: sloping. All the roofs can be dotted If the characters Size is superior to the
with holes and become damaged (see obstacles by one level, he can move
A building; Table opposite). it without having to test of particular
A roof of a building, adjoining or not wall lines of the table are used only to maneuver. However, he has to spend an
the other roofs; manage actions using the ability Climb/ additional point of movement by square
A street which is not connected with SLE (see further). Walls are aected by crossed and occupied by the obstacle.
the other streets on the tile; the rain modier. If the character is of a Size lower or
An area of water; The indoor oors are the default equal to the obstacle, he has to use
A grove; squares inside buildings. This type of Climb/SLE before being able to move
A eld; ground can be aected by the follow- over it. A successful action allows the
An element of landscape. ing modiers: damaged, wooden oor- character to move over a square on top
board, metal oor (gallery, pontoon), of the obstacle. He then has to keep
So, on a tile presenting the streets of and rugs. This last one can be added to climbing or moving on the obstacle, ac-
Cadwallon, it is necessary to count a the other three. cording to its morphology.
area per building, and a area for all the A rough terrain constitutes forest
streets which connect and surround ground, furrows of elds, prairies and
these houses. all other natural grounds. Th is ground
Indoors, each of these elements consti- can be aected by the rain modier.
tutes a area of its own: The areas of water are the lake of Cad-
wallon and rivers, ponds, the ooded
A room; spaces alike... Every square of water has
A cave; a depth expressed by a Size level (from
Every corridor or tunnel which is not very Short Depth to very Large Depth).
connected with the others on the tile; When this level is superior or equal to
A stairway is considered part of two the Size of the character who moves
areas, both levels which it links. into it, the character has to swim (see
lower). The MOV cost is identical for
the actions of Move or Swim. Muddy
Squares water is water the surface of which is
Each square represents ground belong- made opaque by garbage or pollution.
ing to one of the following categories. It Underground passages extend below
can be possibly modied as indicated in Cadwallon. They are networks of tun-
its description. All grounds can be af- nels and caves. Stalactites and stalag-
fected by Smoke, Fog and Pitch Dark mites which occupy at least half of the
square. All the Outdoor squares can be square are considered obstacles.
aected by Vegetation.

200 RULES

CadwallonUS-pp 196-217.indd 200 21/06/06 12:23:16


Partitions
The facades of buildings, fortications,
rampart and other fences are considered
as partitions. Considering the rules, there
are two main types of partitions.

Those which are toped with a ceiling


can be climbed to avoid walking on the
ground, but they cannot be crossed in
this way; it is necessary to remove all
the Structure points from the partition.
The height of these partitions is gener-
ally not specied, but consider that the
default height of ceilings in Cadwal-
lon is three metres and thus corre-
sponds to a Large Size.

Those which are not toped by a ceiling


(indoors or outdoors) can be crossed by
climbing over them, by digging through
them or by jumping over them. If their
height is not specied, consider that a
partition is three metres high (Large
size) or more if its thickness is superior
or equal to a square (Very Large Size or
more).

When a partition does not correspond


to the squares on the game board, con-
sider that the square which is at the foot
of this one is free if at least half of this
square is on that side of the partition.

EXPLORATION 201

CadwallonUS-pp 196-217.indd 201 21/06/06 12:23:32


The character sees with a eld of vi- the square occupied by the character or
PERCEPTION sion extending to 180. It is measured the element of scenery targeted (or the
from the centre of his base or the centre centre of four squares occupied by a 15
It is necessary to distinguish what the of the four squares occupied by a mini- base). If this imaginary line passes by an
player knows about the progress of the ature on a 15 or 2 base. Besides, ac- obstacle or a miniature, the target is not
game from what his character sees of his cording to the level of luminosity of his in sight. However, this obstacle can be
environment. Often, the player knows more environment (see lower), the character ignored if its Size is strictly lower than
about it then his character. Sometimes, the sees more or less far. that of the observer and his target (see.
latter is more attentive than the player. Within this eld of vision, a character Example 6).
Rules simulate this by relying on three of sees miniatures and elements of scenery
the ve senses: sight, hearing and smell, in on which he has a line of sight and which A character hears sounds everywhere
this order of eciency. are not stealthy. It requires three condi- around him at 360, without any particu-
tions: lar condition required. According to the
Reminder: A character can interact with sound level of the area (see lower), the
another one, or the element of scenery, The target is in the eld of vision of the character hears more or less clearly the
only if he can perceive him. character; noises constituting his sound environ-
No obstacle is between the character ment.
and his target;
The target is within sight range and ob- Finally, a character has an instinctive
Permanent vious (see lower). perception. In a perimeter around him,
perception all his senses and his instinct (more or
To verify the second condition, it is less acute) warn him when another living
The permanent perception of a char- necessary to draw an imaginary line (by being approaches. He detects only pres-
acter de nes what he perceives without means of an edge of a character sheet) ences and obvious beings. This percep-
resorting to a fact or a move and thus from the centre of the base of the char- tion doesnt provide any detail on what it
without the player who controls him hav- acter (or the centre of the four squares allows to spot, unless this element is also
ing to specify anything. It is the constant occupied by a 15 base) to the centre of within the characters reach, in which
and daily attention which the character
has of his environment. If a player asks
the GM a question the answer of which EXEMPLE G
depends on information linked to perma-
nent perception, the GM has to answer
The goblins line
without requiring a fact or a move. If such of sight
a question is asked during the characters Goblin
game turn, the GM can answer after eve-
ry fact or move the character does, and or Militiaman
even after each square crossed.
This permanent perception is used in Dwarf
four ways.
The character is aware of his general
Line of
environment. Very often, the player only sight
has to look at the game board to know
what surrounds him. He thus knows No line of
sight
where his alter ego is (in the street, in the
forest) and knows what surrounds him
(buildings, passers-by). Th is perception
extends to the time of the day and the
weather. This information must be given
by the GM to the players as well as the
information aecting the whole game Its nighttime. Therefore, sight is limited to eight squares. The goblin at the en-
board, notably the lighting, the sound trance of the alley sees the militiaman on his right-hand side, because it is in
level and the smells. In the same way, his eld of vision, and less than eight squares away. Similarly, he sees the one
is on his left, and this in spite of the obstacle (the basin) because it (SIZE 2) is
the players always know the current
smaller than the militiaman (SIZE 3). On the other hand, the goblin cannot see
Threat level (see further). the dwarf, because the obstacle in question is not of a SIZE strictly lower than
the dwarf and the goblin. Finally, both militiamen cannot see each other because
they are more than eight squares from one another.

202 RULES

CadwallonUS-pp 196-217.indd 202 21/06/06 12:24:09


case the character can identify what he night or in an underground passage, the
has spotted. Th is area extends in all di- light of a lantern is seen from dozens of
rections around the character at a dis- meters.
tance of one square for all the species
except for Wolfen and orcs; for them, the
radius extends to two squares. Instinctive Cover
perception is not blocked by obstacles, Whatever the conditions of lighting,
but by partitions. some elements of the scenery can reduce
the sight range. It is the case for certain
ground types, but also when the crowd
Sight is present in the street of Cadwallon or
when certain bad weather conditions
work against the characters. The various
Lighting covers are indicated in the ground modi-
Three conditions of lighting suscep- ers (see higher).
tible to aect the sight of a character
are clear, dark and pitch dark. If a If the sight range is Unlimited, as in a
square is visible, what it contains is also clear area, the line of sight of a charac-
visible. ter extends through eight squares caus-
ing a penalty. Beyond, the vision is so
A character sees normally in a clear blurred that the character sees nothing
area, even though he would not be more. A square causing several penalty
standing there and no matter the dis- points counts as many times as it has
tance which separates him from it; the cover points.
sight range is then unlimited. There-
fore, he spots the presence, localizes If the sight range is de ned by a value
and identies all which is visually ob- in number of squares, as in a dark area,
vious. On the daytime side of the every square imposing a penalty within
game board, the lighting is clear by the sight range reduces this range by as
default. much as the indicated penalty (see Ex-
ample 7).
In a dark area, the sight of the char-
acter spreads over only eight squares. If one or several isolated dark squares
Besides, in a dark area, only the pres- are crossed by the line of sight, they
ence and the localization of a character act as a cover reducing by a square the
or an element of scenery is revealed to sight range, except that their presence
the player. To identify the target thus cannot prevent a character from seeing
spotted, a character has to resort to the a clear square or a clear area.
ability Look Out/DIS. The nighttime
side of the game board is, by default,
considered as dark.

In a pitch dark area, the character sees


nothing; the sight range is useless. Such
areas block the lines of sight. The under-
ground areas without source of lighting
are considered by default as pitch dark
areas.

Sight is made so that from a dark or


pitch dark area, a character always sees
a clear square or a clear area or a perim-
eter of lighting (see lower), no matter the
distance which separates him from it and
the lighting of the areas which crosse the
line of sight. Indeed, in the middle of the

EXPLORATION 203

CadwallonUS-pp 196-217.indd 203 21/06/06 12:25:02


BEING STEALTHY
Certain rules use the notion of obvious: everything which isnt stealthy is conside-
red obvious. By default, everything is obvious.
Light sources Is considered stealthy:
Certain sources of articial light A character or an element of scenery in a pitch dark and deafening area;
(lamps, ames, etc.) aect the level of A character or an element of scenery in a calm and deafening area;
A character who succeeded a Hide/OPP move.
lighting of the squares which surround
An object targeted by a successful Conceal/OPP move.
them. So, according to the lighting, it is A character or an object of Very Small size (SIZE 1).
possible that squares of the same area
possess dierent lighting levels. Every ATTENTION! The stealth ensuing from the hide move is relative; it must be
source of lighting generates an area of ignored if:
The hiding place is a dark square and that the observer can ignore this factor (see
eect called the perimeter of lighting.
Nightvision and Infrared vision);
These squares are then considered as The character swims in the water, but the observer is also in the water;
being clear, whatever the lighting of the The hiding place is an obstacle which is not situated between the observer and his target.
area where they are
Besides, a character in a pitch dark, deafening area, and occupied by NPC capable of
seeing in such conditions is not automatically stealthy.

EXAMPLE H

The free leaguers Out


of
line of sight sight

It is daylight and it is raining. The normal sight range is eight squares,


but every square counts for a cover point (rain). Thus, beyond eight
squares, the free leaguer sees nothing more.

EXEMPLE I

The free leaguers


line of sight Out
of
sight

It is raining and it is night. The normal sight range is worth eight. Every
rainy square deducts a point to this one (the cover of the rain). Thus the
free leaguer cannot see beyond four squares.

204 RULES

CadwallonUS-pp 196-217.indd 204 21/06/06 12:25:12


EXAMPLE J

Guard
Dark
area Area
lighted
by the
torch

It is possible to carry certain light Dark


indoor
sources to face the darkness of streets
Clear area area
at night or the darkness of basements. A
mobile lighting works in the same way as
a xed source. The perimeter of lighting Dark
Outdoor
moves at the same time as the miniature
area
representing the character who carries
the light source.
A player who controls a miniature
standing on a base occupying several Its nighttime and there is no light in the house, which is thus dark.
However, the guard who watches the dormitory holds a torch. In a
squares has to choose the origin of the
radius of two squares around him, the dormitory is clear. Beyond,
lighting from one of the squares occupied it remains dark.
by the base. This square becomes the ref-
erence square.

The presence of obstacles in the pe-


rimeter of lighting can aect the light-
ing. Partitions and corners of buildings EXAMPLE BA
block the light and prevent it from light-
ing squares located beyond. To know
if a square is lit, it is necessary to draw Guard
an imaginary line from the centre of the
square sheltering the light source and the Dark The guards
considered square. If this line crosses a area path
partition or a corner of a wall, the square Area
is not lit. Similarly, any obstacle of Large lighted
or Medium Size also blocks the light, but by the
Clear area
torch
only on the square situated immediately
behind the obstacle from the light source Dark
point of view. indoor
The squares of the perimeter of light- area
ing which are not lit have the same level
of lighting as if there wasnt any light Dark
source. Outdoor
area

Alerted by a noise, the guard decides to go out. At the end of his two
actions of movement, he is henceforth in the street, leaving the door
open. The perimeter of lighting generated by his torch moved with
him. Henceforth, it lights a good part of the street, as well as the
rst square of the alley. The dormitory is dark again, except for the
square next to the door.

EXPLORATION 205

CadwallonUS-pp 196-217.indd 205 21/06/06 12:27:16


deafening area, the character who listens
has to use Look Out/DIS.
When a character shouts more than
he speaks, we consider that he makes a
particularly strong noise (see higher);
it is heard by all those who are in a
quiet area, those who are less than
eight squares away in a noisy area and
those who are on a nearby square in a
deafening area.
To speak is stealthy when the players
do it in a low voice. To shout is never
stealthy.

Smell
The three conditions linked to smell are
In a deafening area, it is extremely odourless, fragrant and sickening.
Hearing dicult to hear a particular noise; The rules which follow apply as those
everything is only hubbub and relative to hearing. Consider that a
The three sound intensity conditions background noise. In such an area, particularly strong smell can be: the
susceptible of aecting the hearing of a the same Look Out/DIS allows only decay, a corpse, the smell of sewers, etc.
character are quiet, noisy and deaf- to isolate a particular noise, but not to
ening. localize its origin. The reduced range of smell can let
believe that this sense is useless. On the
A character hears, localizes and identies In a quiet area, the characters speak contrary, since there is no means not
normally the sounds in a quiet area, as normally when they are three squares to release a smell, a character is always
long as he is inside the area. Besides, he or less apart. In a noisy area, the charac- obvious from the point of view of smell.
also makes out the sounds coming from ters can speak to themselves only if their
another bordering quiet area, but within miniatures are on nearby squares. In a
eight squares of him. The particularly
loud noises (explosions, howls, shots, etc.)
are easily perceived no matter the dis-
tance. However, to determine it exactly,
a character has to use to the ability Look
Out/DIS. Its the same for the background
noises: birds in trees, lapping of waves on
the port, the noise of people who walk in
the street, etc.
In a noisy area, a character can hear
and identify a sound if its source is in
the same area, but not localize the ori-
gin. Sounds resulting from more remote
squares get mixed in with the pervading
hubbub. The character can try to iden-
tify or to localize these noises by using
the move Look Out/DIS. Besides, if he
is on a square bordering another area
and if no partition separates him from
this area, he can listen to a distance of
eight squares if the area he listens to is
quiet, four if it is noisy, and none if it is
deafening.

206 RULES

CadwallonUS-pp 196-217.indd 206 21/06/06 12:30:20


THREAT
The oppositions simulated on a board
with miniatures are subdued to the arbi-
tration of the GM. It means that he is not
an enemy player even if he controls the
enemies of the PC, he reacts to the situ-
ation according to their decisions and,
naturally, to the requirements of the sce-
nario. Thus the GM does not play against
the players. They play with him, although
he is sometimes forced to take decisions
with fatal consequences for PC.
If the reasons of the decisions taken ac-
cording to the scenario are secret and are
a part of what spices a game of role play-
ing game up, other reasons are motivated
by rules. The rules notably dene the re-
actions of Cadws regarding the actions
which the players announce for their
character. They are described in this sec-
tion and must be understood by all the
players. However, only the GM needs to The TL is useful to manage the situa- The TL can never fall below the original
assimilate them before the rst games. tions where PC in ltrate a watched place TL associated to the game board, or rise
These rules articulate around the and to gauge the atmosphere of a street above 13.
threat level, abbreviated TL, which simu- during a ght or during a pursuit. On the The increases and decreases of the TL
lates the tension of the scene. The more other hand, the TL is useless when it is happen when the events leading to a
it increases, the more witnesses, guards the PC who protect a place where an in- variation occur. On the other hand, the
and criminals are alerted by the actions ltration takes place; it is the players who eects of signicant levels are applied
of PC. It is notably translated by a change manage the behavior of their characters only at the end of the round.
of behavior in NPC, but also by the possi- and their possible companions.
bility for them to call for reinforcements. Rules or scenarios indicate the TL of The characteristics of a game board
So, the TL is a tool which allows the the game board as the PCs miniatures must always be known by all the players.
GM to determine quickly the behavior are displayed. Afterward, this parameter They are therefore considered conscious
of NPC met by PC, as well as all those evolves according to the actions taken by of the TL because their characters per-
present on the game board, without hav- the characters in opposition. Besides, it ceive more or less noise resulting from
ing to examine the individual situation of obeys to some unchanging rules. the increase of activity, as the guards are
each of them. Besides, it allows to bring in given orders or evoke the presence of in-
militiamen and reinforcements in a sim- The TL is unique, it applies to the whole truders.
ple and credible way. For the players, the game board. It is always the same no The rules of this chapter are designed
TL allows to measure the danger which matter the area where a character might so that the GM only has to worry about
lurks over their characters and the degree be. Similarly, It applies to all the NPC of the area where PC are present. If a rule
of caution required to avoid the worst. the game board. has to apply beyond this area, it is men-
The TL is thus at the same time a tech- The TL is indicated by one or two d6 tioned explicitly.
nical tool and an indicator of the atmos- (of which the values are added) or one
phere of the current scene. d12 (if you have one) placed next to the
It is represented by a value, the eect game board, for the players to see.
of which depends on the attitude of the If all the PC and their allies leave the
district (see. Book I). Each time the level game board, ignore the TL and use the
reaches a signicant level, NPC adopt a new new TL of the new board.
behavior, mostly to the disadvantage of PC: If the opposition stops or PC leave the
the militia checks them, a creature attacks, game board, but wish to return to it
rascals decides to stick them up, etc. If the afterward, the TL has decreased by a
TL decreases, the eects of this level persist point for every ve minutes that go by
until a lower signicant level is reached. on Aarklash.

EXPLORATION 207

CadwallonUS-pp 196-217.indd 207 21/06/06 12:30:52


The insert of the following page details of rounds equal to the current TL. It can
Evolution the various parameters of evolution of the seem long, but you should not forget that
TL and their impact. Most are pretty ob- from the point of view of the characters,
If the initial TL value is xed by the vious, but some require some comments. every round lasts only a few seconds!
game board and\or the scenario, its evo- Notably, the parameters at least are man- Favorable conditions: If the conditions
lution depends on the behavior and the aged at the end of the round by the GM, of luminosity or noise of a game board are
actions of the PC. However, these have who veries if eectively at least one occur- not respectively clear and quiet, the TL
more or less of impact on the TL accord- rence of this parameter happened during decreases by a point to the end of every
ing to the scenery in which they evolve: the round. round. If at least one of the two condi-
tions is respectively dark or deafening,
Streets: The streets of Cadwallon are fre- it falls by two points. In either case, this
quented by passers-by and sometimes Generic parameters decrease cannot bring the TL to a value
watched by militiamen or rascals. PC neutralize all the NPC in their lower than its value at the beginning of
Houses: The houses of Cadwans and dens area: All the NPC are dead, unconscious, the round.
of organizations shelter inhabitants and prisoners of PC or joined their cause.
are watched by guards. This area is henceforth Quiet.
Underground passages: Sewers and PC use successfully a move of inter-
basements of the city are occupied by action: It is possible to decrease the TL
THE CHARACTERISTICS
creatures and inhabitants. by justifying with NPC the presence or OF A GAME BOARD
The countryside: The natural places of the actions of PC. The GM determines
Cadwallon are frequented by the pas- if it is possible and how, according to the All this information is accessible to the
players.
sers-by, although they are also the ref- exact situation.
uge of creatures. Out of the way: If PC stay on a game
Name (district or geographic situation)
board without doing anything and with-
Original Threat level
out interacting with the other characters, Attitude of the district
the TL falls by a point after of a number FAITH of the district
Default level of lighting
Default level of noise
Default level of smell
EXAMPLE BB

Path 1 In the street


Path 2
These parameters apply only to the ob-
Free leaguer 1 vious characters.
Outward sign of wealth: This factor
indicates any ostentatious sign of a rich
Free leaguer 2
way of life: wallet lled with Ducats, lux-
urious clothing, jewels, etc.
Guard Suspicious activity: When an obvious
character does several actions during the
same round, he draws the attention of the
passers-by and the NPC.

In the countryside and the


underground passages
Unusual noise: Every rustle which be-
The free leaguer n1 opens the door of the dormitory. This constitutes an action
made by an obvious intruder (TL 1). He penetrates then into the corridor, and is trays the intervention of man or civilization
spotted by the guard (TL 1). The free leaguer continues to act and attacks him. It in nature. This parameter does not include
produces at the moment no increase of TL. The second free leaguer acts. By moving to the use of a rearm.
into the corridor, he makes the same errors as his companion (TL 2). He attacks Unusual smell: Idem.
the guard also. At the end of the round, the GM noties that at least an action of
Light source: This factor is taken into
confrontation was made, and increases the TL of 1. On the whole, the TL will have
increased by ve points this round. account only if the light source of a PC
changes the lighting of a area.

208 RULES

CadwallonUS-pp 196-217.indd 208 21/06/06 12:30:58


EVOLUTION OF THE THREAT EXAMPLE BC

Path

Free leaguer Guard

The game board is dark. The free leagu-


er takes advantage of this darkness to
approach the door of the dormitory.
Regrettably, the guard is all the same
within sight range. In these conditions, he
can only spot the presence of a possible
intruder (TL 1). When comes his turn to
act, he successfully uses the ability Look
Out/DIS. It allows him to conrm that the
free leaguer is indeed an intruder. He then
identied him (TL 1). On the whole, this
round, the TL will have increased by two
points.

A guard spots/identies an intruder: the intruder as dangerous and identies


In houses to spot an intruder means that the him, causing a new increase of the TL.
An obvious intruder does an action guard detected an unusual presence, but
or a reaction: This parameter applies that he is not sure that it is an intruder, or Presence of the other intruders: If
only if the action or the reaction in ques- at least a dangerous intruder. It is the case NPC enter a area at the same moment
tion does not constitute a parameter in when rules concerning the perceptions as PC, the commotion which they cause
itself (ex: cast a spell). Similarly, it does mention that the presence of a character increase the TL by a point to the end of
not add to the following parameters. is discovered, but not identied. On the every round.
other hand, when this presence is known
by the guard, it is likely that he considers

EXPLORATION 209

CadwallonUS-pp 196-217.indd 209 21/06/06 12:31:35


Is somebody There? EXAMPLE BD
Cadwallon does not require of the GM
to manage immediately all the NPC of a
game board. Within the framework of the
management of NPC, the areas of a game
board are classied thanks to the catego-
X 2
Path

Markers
ries explained below. These allow to de-
termine if NPC are present in a area. So, 2
Usurer
are displayed by the GM only miniatures
representing NPC present in the area
which PC observe or perceive, except for
the crowd (see lower). When PC leave a
area, the GM can store the miniatures of
3
the NPC which were there, unless these
pursue the PC. If PC return to the scene,
the GM displays NPC which are still 6
alive, taking into account the number of
rounds since the previous visit of the PC.
Nevertheless, the new possibly displayed 4
5
passers-by are not the same that those
previously met. By de nition, a passer-by
is mobile and ephemeral. The free leaguers have taken refuge in a house while they try to
These categories are compatible with escape a group of usurers. From this house, marked with a cross
one another, except for Calm. on the plan, they inspect the alley in front of them. The street is
indeed watched by a Usurer (POT 2, MOV 4). Thus the GM throws
1d6 to determine on which mark he stands. He rolls . From the
house, the free leaguers cannot see the guard, but they hear him.
Calm Area At the end of this round, the GM secretly makes him progress to
No NPC is present or watches this mark n5, since this Usurer uses all his POT to move. In the fol-
area. Here, to announce a fact or a move lowing round, the free leaguers come up with a plan. One of them
shouts to make his opinion heard (TL 1). The Usurer continues to
in a low voice is enough to be considered
advance and reaches mark n1. The free leaguers can see him, and
stealthy when acting. the GM displays the miniature of the Usurer. The increase of the
TL implies that henceforth, the Usurer does not move more than
one mark per round, because he spends his second die of action to
Inhabited/Busy Area use the ability Look out. During the third round, the free leagu-
ers retreat to another tile, and the Usurer reaches mark n2. The
The area is occupied by an inhabitant,
leaguers return four rounds later, while the Usurer kept the same
the crowd or a monster. Even though the rhythm; he is henceforth at mark n6.

latter would be asleep, this area consti- on a map supplied with the scenario and
tutes a danger for intruders and is not the positions and the number of move
considered as Calm. An indoor area is in- facts necessary for this path are marked
habited, whereas an outdoor area is busy. out. When PC penetrate into the area,
the GM determines randomly the mark
where every NPC is situated. All the
Guarded Area guards are displayed in nearby squares
NPC (militiamen, rascals or guards) or near another guard. If PC leave such
are present in the area. They watch it a area and return there later, the GM
more or less carefully according to the displays the guards at the mark they
TL (see lower). A NPC in such a area is reached, taking into account how much
said on watch. He can be static. Should time has passed.
the opposite occur, his path is indicated

210 RULES

CadwallonUS-pp 196-217.indd 210 21/06/06 12:32:16


Patrolled Area
EVIDENCE NPC are physically present but not all the
time. Areas patrolled by the same section
As a rule, when PC leave a area, it is not nec-
are linked together within a route, a set of
essary for the GM to worry about what takes
place there. However, it is necessary to keep it areas connected one with another.
in mind if PC left evidence of their passage. Sometimes the route is numbered on the
Evidence can be: plan and marked out by marks comparable
The absence of one or several NPC; to those of the guarded areas. They are ac-
A sign of a break-in (open door, broken lock, companied with the mention of the number
damaged door);
of areas which compose the patrol.
A body or a corpse;
Traces of combat: shock, notches, bursts of When the route is not numbered, the
blood and burns on the scene; GM displays his miniatures on the mark of
A real track: of step, a wet surface (when it the area the furthest from PC.
is raining outside), etc. Each mark indicates the position of the
patrol after every move fact. According to
Except for missing guards, evidence can be
masked by a successful use of the Ability the TL, the patrol moves as much that its
Conceal/OPP or by a simple fact if the evi- POT, or its POT decreased by one if it has
dence can be carried by a character. If it is not to do an action or a reaction dictated by the
the case, they will be discovered some time or TL. A guard met in such circumstances is
another.
considered on patrol.
If the area is Guarded, evidence will be
discovered during the next relief or when
reinforcements sent.
If the area is Patrolled and the patrol is not EXAMPLE BE
neutralized, the time of arrival of the patrol
is determined as PC penetrate into the area.
Time continues to run when PC leave it, and
in the end, the evidence is discovered.
If the area is Watched or Quiet, evidence 6
will be discovered during an Action sta-
tions! (See lower).
2 Areas

When evidence is discovered, the TL in-


creases by a point. 2 3

Watched Area 1
No NPC is present in the area, it is
watched (remotely). Either NPC have 5
a line of sight on this area, or they use
means of incantation, divination or revo- 4
lution to observe it from another area.
When a area is watched, its description
mentions from where. In such a area, the
intruders have to pay attention not to be This tile contains six areas: one for every house, and one for all the
spotted, as in a guarded area. streets. The scenario presents the following information:
A area cannot be watched if it is not Area 1: (guarded) house of the Usurers
clear and quiet. If a scenario or a game Area 6: streets (watched/1).
Indeed, a Usurer is standing behind the bulls-eye of the house of
eect indicates that a area is watched, but
area 1 and watches the surroundings street. This surveillance is
the conditions do not allow it, the area is eective only by day. At night, the streets are too dark and the GM
considered as Quiet. has to consider that streets are Quiet.

EXPLORATION 211

CadwallonUS-pp 196-217.indd 211 21/06/06 12:32:50


EXAMPLE BF

Even if no intruder encounters the pa-

1
2 Areas trol, the GM has to localize this one when
an intruder resorts to Look Out/DIS
successfully. He announces then to the
Guard player the location of the patrol, within
2 the limits of the eects of Look Out/DIS.
Patrol Similarly, at the end of a round, the GM
6 localizes secretly the patrol.
2 2 Markers In one case or the other, the GM is en-
5 3
gaged in the same calculation as above.
He then places the patrol in a area of the
route void of the intruders. If it is pos-
sible, he has to place it at least as man-
marks away from the closest intruder
4 3 than the dierence between the TL and
the number of areas of the route, modi-
ed by the number of occupied areas or
areas crossed by intruders.
The tile above shows a patrol. All the gates are opened. This patrol extends over
Afterward, for every round, he moves
three areas and contains six marks. The guards who compose it (POT 2, MOV 4)
begin this route on mark n1. In the rst round, they move normally to mark n3. the patrol according to its POT and to the
At this point, the intruders have increased the TL to a level where the guards TL. When he has to display a patrol, the
have to look out. In the following round, these only get to the next mark n4. At GM places the rst guard on the mark,
the end of this round, the TL decreases, and it is not necessary anymore to look and the others in its continuation, thus
out. In the following round, the guards resume their normal progress and return forming a chain of adjoining guards.
to mark n 6.

When an intruder penetrates a pa-


trolled area, the GM compares the TL EXAMPLE BG
among the areas of the route:

If the TL is superior or equal to the


other areas, the patrol is present in the
area;
1 2 Areas
If the TL is lower than the number of
areas, the patrol is elsewhere. It is situ-
ated somewhere else on the route. The Guard
2
area is quiet.
6 Free leaguer 1
For the needs of this comparison, add a 2
point to the TL for each area already vis- 5 3 Free leaguer 2
ited on the route or presently occupied by
another intruder.
Patrol

2 Markers

4 3 Path

A scene begins in the same house as the example above. The TL is equal to 1. A rst free
leaguer gets ready to penetrate secretly into the area 1. Before describing the house, the
GM checks if the patrol is there. As the route contains three areas, it is not the case. The
player congratulates himself about that and declares that his character hides under the
bed. The second free leaguer enters discreetly the house through the window of the dormi-
tory. The GM compares again the TL to the number the areas of the patrol, adding one
point to the number of areas because the rst free leaguer occupies an area of the route.
The TL is still lower than this total, and the patrol did not arrive at the dormitory. The
second free leaguer looks out to localize the patrol and is successfull. There only remains
one free area on the route, and all the routes marks are at least one mark away from the
areas occupied by the intruders. The GM decides to place the patrol on the mark n6 and
212 RULES
tells the player.

CadwallonUS-pp 196-217.indd 212 21/06/06 12:33:12


Guards room, The Reserves are the place where the
NPC which are not on duty rest. Here
reserves and sleep as many guards as necessary to
send reinforcements in case of an alert.
relief It is from here that they leave in such
cases.
The militiamen, the rascals and the
guards on a game board are not all on To neutralize the Guardroom or the
watch or on patrol at the same time. Reserves is a risky enterprise, but which
Some are in the Guards room, the others is sometimes worth it: this prevents lev-
in Reserves. els Alert! and Action stations! from
having any eect.
Attention! You should not take these When losses are suered by Reserves
terms in the sense of the dictionary but themselves, these are imputed at rst
indeed in the sense given to them in this on the reinforcements which could be
chapter, that is in the perspective of an op- sent during an Alert! or an Action sta-
position on game board. tions! (See higher). To determine the
areas which will not benet from it any
The Guards room is the neuralgic cen- more, the GM begins with the guarded
tre of the surveillance of a game board. area with the lowest number in its title
The captain of the militia, the guard or and continues in increasing order.
the gang leader is there, asleep or awake
according to the TL. Relief leaves from
here. Reports take place in this room. It
is also there that are brought messages
and prisoners.

EXAMPLE BH

Guards room
Reserves

Both tiles presented opposite belong to a greater game board. The tile on the left
houses the Guards room of the Usurers, the other one the Reserves. If the free
leaguers succeed in neutralizing all the NPC of the house sheltering the Guards
room, they prevent the leader of the Usurers from giving the alert. Besides, they
can also decide to block the unique door which allows the guards to call out
Reserves, thus making sure of a tactical advantage.

EXPLORATION 213

CadwallonUS-pp 196-217.indd 213 21/06/06 12:34:08


As indicated higher, the guards on pa-
trol or on watch are relieved regularly The behavior of
by the Reserves. The description of the
board indicates this frequency. Unless
NPC
PC coordinate their in ltration in a
particular way, consider that when the The levels table indicates the default
in ltration begins, half of this time has behavior of the NPC present in the same
already passed. area as the PC, as well as the help that
If PC are in a guarded or patrolled area NPC present on the game board might
as relief takes place, they see it occur. A be to them. The various default behav-
new NPC arrives, talks for a round with iors are indicated in the list below. They
the outgoing NPC, then the latter reports are distributed within level grids, one for
to the Guards room, then goes to the every attitude. To determine the behav-
Reserves. ior of NPC, it is necessary to refer to the
If, at the time of the relief, guards were table corresponding to the attitude of the
neutralized by the intruders, the in- district or the place in which the opposi-
bound NPC notices it and reports it, thus tion takes place. This behavior is cumu-
increasing the TL (see. Evidence). lative. So, if the evolution of the TL ac-
tivated the level Weapon in hand! and
Certain situations stage neither Guards Who goes there?, NPC are on the look
rooms, nor captain, nor Reserves. In out with their weapon in hand.
these cases where NPC are not coordi- If the TL increases because of a PC in
nated, the guards live outside of the game the same area as NPC, the GM takes the
board, and the levels table reaches the control of NPC and makes them act in
level Alert! or Action stations! a point their best interests as if he was a simple
later than usual. player, but takes into account the behav-
On the contrary, some situations will ior aected by the TL and the limited
stage several guards rooms or reserves, perception which they have of the situ-
one for every type of NPC present on the ation. Besides, he has to obey some rules:
board.
The attitude of these NPC is necessar-
ily that of the place in which they are
found;
No matter the TL, a NPC always reacts
in the same way if he is the target of an
action of confrontation. He adopts the
behavior Attack! , unless being un-
der the inuence of fear (see. Confron-
tation).

When PC leave the considered area,


either NPC pursue them, or they return
to their default behavior, according to the
current TL.
Besides, if the evolution of the TL im-
plies that NPC change behavior and that
the PC know the consequences, this
change has to obey appropriate rules for
the oppositions. Thus at their turn, NPC
have to execute the facts and the moves
required by their change of behavior with
their AP dice (such as taking out a weap-
on, moving, etc.).

214 RULES

CadwallonUS-pp 196-217.indd 214 21/06/06 12:35:53


Alert! First warning! In the name of the Duke!
The presence of intruders here is al- No matter if they have spotted PC or The militia arrives, encircles the game
most guarantied. An alert activated by a not, NPC ask them to lower their weap- board and sends men in. The opposition
certain type of NPC aects only the type ons or simply to leave, according to the ends and all the protagonists of on the
of areas which this type occupies: indoor situation. If it is required, they resort to board are locked up in the cells of the
or outdoor. All the guarded or patrolled the ability Intimidate/PUG. A creature closest barracks. However, if the players
outdoor areas are guarded and patrolled frightens the intruder by trying to show wish to escape the militiamen or to face
by twice the number of NPC. Indoor, its itself impressive - it growls or pretends to them, the GM arranges nine militiamen
the same, but only for the guarded or attack. (six only in the lower city) on the edge
patrolled areas, the number of which is closest to the area where the last TL in-
superior or equal to that indicated in the crease occurred. These militiamen try
mention Reserve. Some scenarios fore- Action stations! to arrest all the rioters, which means all
see that only some areas are aected by This level of TL generates the same ef- the protagonists of the opposition. If PC
an alert. fects as Alert!. Besides, all the areas are engage combat with the militiamen and
The Reserves are woken up if they were Watched by default, because of the great- are recognized, the value of their contact
sleeping on the scene, or called in if not. er level of attention and activity. Duke falls by a point, two if militiamen
If the target is not there anymore but the died. If they are taken by the militia, they
last event having caused an increase of are taken in the closest garrison, possibly
TL can be localized in a specic area, the with those whom they fought during the
closest NPC head straight for that area, opposition. There, they can exploit
abandoning their usual stations. their free leaguers rights and face the
Anyway, an alert increases the level administrative and legal subtleties of
noise in all the aected areas and the rein- Cadwallon.
forcements reach the relevant areas at the In the name of the Duke! Cannot
end of the next round, unless the TL falls take place in underground passages or
to a lower signicant level. Once they ar- outskirts.
rive, the noise decreases by one level. The
reinforcements are displayed if they reach
an area occupied by a PC. Otherwise, the Weapon in hand!
GM just notes their presence in the rel- NPC get ready for the combat. The in-
evant areas. habitants lay their hands on what they
If a PC is on the path taken by the can. Others unsheathe their weapons if it
reinforcements to reach one or sev- is not already the case. The NPC which do
eral guarded or watched areas, they not consider themselves capable of ght-
are displayed in the same area as this PC. ing strengthen their positions or run for
Thus it is possible that the PC is confront- the closest guards room/militia room.
ed with as many detachments as areas to
which he blocks the access.
NPC sent as additional help have been Flee you fools! At ease!
alerted. They accumulate the eects from NPC give in to the panic and run away The default level where the NPC atten-
Who goes there?, Weapon in hand!, in front of PC. They avoid the combat at tion is very low. In this level, monsters
as well as Attack! if this behavior is reg- all costs and shout if they are attacked. If and inhabitants are engaged in their daily
istered on the level table. it seems relevant to the GM, they resort activities (work, hunting, leisure activi-
to the ability Hide/OPP rather than run ties) in the daytime and sleep at night (or
all over the place. the opposite for night birds). They wake
Attack! up as soon as the TL indicates a change of
NPC attack PC at rst sight. However, behavior. The guards, the militiamen and
the GM decides if this combat is to death or Who goes there? the rascals discuss or play cards without
not. NPC can indeed consider it enough to NPC suspect something and are on their caring about what surrounds them.
arrest or rob PC. If the confrontation turns guards. They resort to the ability Look Out/
in the disadvantage of NPC, the latter ones DIS to make sure that everything is normal.
run away or shout. The NPC with POT 1 have spend a round
moving, then look out for the next round,
move again the following round and so on.
If possibly, they use Identify/SUB to learn
more. Animals resort to Hunt/OPP.

EXPLORATION 215

CadwallonUS-pp 196-217.indd 215 21/06/06 12:36:10


216 RULES

CadwallonUS-pp 196-217.indd 216 21/06/06 12:36:25


EXPLORATION 217

CadwallonUS-pp 196-217.indd 217 21/06/06 12:37:22


CadwallonUS-pp 218-229.indd 218 21/06/06 13:19:16
Parrying a scimitar blow, Malldorn tried to calm down. T he lights of dawn
dimly colored the ruins around him and nevertheless it seemed to him that the day
had been going on for ever. How the devil had he got himself into this awkward
position? T he goblin engineer: Cystolite, whom he nicknamed Cystitis to taunt him.
T he meeting in a wasteland of the Muck ... T he exchange of the machine plans
for all this gold.
Letting out a roar, he managed to intimidate his assailants, which bought him
COMBAT
enough time to climb a heap of rubble. Pulling a pistol his boot, he got rid of the

C
ombat is an intense moment. To
closest of his pursuers with a spray of lead. Malldorn was a hardened ghter, overcome an opponent doesnt
but the situation became intolerable. If only he could reach their leader: damn Hefn. always mean the death of one
Hefn had sworn to have him dead and he was manifestly planning to keep his word. of the protagonists. It is indeed possible
Countering and striking back, soaked in sweat, the fencer was in a bothersome pos- to diminish an enemy without having
ture. An arrow hit suddenly the throat of one of the swords-men who collapsed. to kill at all. Due to the violence of the
Malldorn sketched a smile: Sylfan had just entered the mortal dance and the elf blows, their frequency and the pain of
a wound, combat is rarely a static situ-
would quickly restore the balance to the ght.
ation!
- Hefn, he shouted while disengaging. Be prepared to meet your ancestors!
Rules governing a combat are those of
Hefn, observing the scene at some distance, just raised his hand. A massive shape an opposition. However, the particular
in armor appeared then from the shadows, stopping Malldorns rush. An ogre mechanisms of combat are explained in
had just appeared, holding a battle-axe in his enormous sts. Grumbling with this chapter.
excitement, he took two steps and brought down his weapon on poor Malldorn.
Closely avoiding the blow, Malldorn rolled on the ground and stood back up,
mud streaming from his clothes. Do not panic, you must not panic. Drawing a Caught off guard
deep breath, he controlled himself; feigning assaults allowing him time to recover.
T he following blow tore away pieces of his leather jerkins. T he ogre had such a The characters involved in an opposi-
great reach, that he could hardly be worried and Malldorn was exhausted. He tion and who are not still aware of it. To
determine if it is the case, rules explained
concentrated on his breath, analyzing the steps of his opponent to anticipate his next
here are used. Even though this is the
attack. Moving back a step, he felt the wooden planks of a fence against his
Confrontation chapter, these rules are
back. A huge arms fell with a moan, an arrow struck the monsters breastplate. meant to be applied during any opposi-
But Sylfan arrows could not pierce the heavy armor of his opponent. T he ogre tion. If they are placed here, it is because
lunged abruptly, surprising Malldorn who desperately tried to avoid the blow. traditionally, most of the role playing
T hrown of balance by the violence of the attack, he caught his foot in a beam and games deal with surprise when dealing
tripped, letting go of his weapon. Stunned, he tried to get back on his feet. T he with combats.
ogre stood over him, both hands raised above his head, well decided to nish him
off. Malldorn felt himself go; strangely serene, waiting powerless for what was Examples:
going to happen. A guard watching a door does not sus-
T he fence behind him was blown asunder, knocked down by a roaring mass of pect that an assassin is about to knife
him silently;
muscles which threw itself at the ogre, crashing straight into him. T he ogre was
A young lady does not imagine that her
only able to take one step back once before receiving the charge. T he impact made
companion is extorting information
him vacillate and he fell, his skull split in by an uneven blade even before the body form her;
hit the ground. His attacker, a Wolfen with the blue fur turned to Malldorn A soldier who has just escaped the ex-
grumbling: plosion of a shell bomb does not perceive
- Didnt even have time to digest my grub! an enemy throwing himself at him.
Malldorn got up with difculty, shaken by a nervous laughter.
- It is indeed the rst time I am glad of the depth of your sleep Uhriak.
Picking up his weapon he walked quietly up to Hefn who tried to free himself
from his leather tunic, nailed by an arrow to a wooden beam. Feeling the edge of
his blade, a wide smile crossed his face: this day was going to be beautiful...

CONFRONTATION 219

CadwallonUS-pp 218-229.indd 219 21/06/06 13:19:26


Who is surprised? The GM indicates to the player the
Surprise is appreciated dierently ac- square which corresponds to the place The wielding of
cording to the characters involved in an
opposition. For each of them, it is neces-
where was standing the character
before the scene simulated by the game
melee weapons
sary to ask the following question: does he board began. In a melee, the diculty of most of the
know that he is involved in an opposition?. The player can place his miniature on actions of confrontation is equal to the
It doesnt matter much if the character (or this square or on a nearby square. He Defence of the target. The DEF is equal to
the player) is mistaken about the nature of cannot however display it on the other OPP + 1 of the target, and modiers can
the opposition; he knows that a situation side of a partition regarding the square be granted depending on circumstances.
of tension exists and is ready to face it (the of origin. Such modiers are still added if a reac-
player might explicitly have to say that his tion is used to replace the default DEF.
character is being cautious). However, this If it is not possible to identify the loca- Besides, if the target of the attack uses the
question hides many others. tion of a character at the beginning of the Ability Parry/SLE, its DEF is increased by
scene, the players take as marker his last as many points as the parry bonus of the
Does the character perceive a danger? known location. If it is still not possible, parry weapon used.
The examination of the game board the square of origin of the character is a
and the use of the rules of perception square neighboring one of those occu- When a character is hurt in a melee or
allow to answer this question (notably pied by the miniatures of his neighbors when his opponent forces him move back
the presence of potential enemies). It (around the gaming table). with an adequate action, the POW of the
is important to remember characters ghters are compared. If the POW of the
who made the eort to be stealthy (see. attacker is superior to that of the defend-
Exploration). Deployment of NPC er, the latter stumble back a number of
Is the character aware of belliger- Following the same rules or the indi- squares equal to the dierence between
ent intentions? Even though he sees cations of the scenario, the GM displays both POW, free of charge. Should the op-
opponents, a character is caught o miniatures corresponding to NPC in- posite occur, no movement takes place.
guard if he does not consider the lat- volved in the situation and who are spot- If moving backwards is not possible,
ter as belligerent. The rules of inuence ted, localized or identied (see further). the ghter who had to move back suers
(see. Interaction) play here an essential If the GM trusts his players, he can also a damage roll the POW of which is the
role. display the miniatures of the stealthy number of squares remaining from the
or spotted NPC, to be able to manage backward move.
A single answer no to any of these more easily their actions and their reac- It is possible for a backwards movement
questions is enough to generate a sur- tions. to lead to a fall. In that case, the damage
prise. A surprised character does not As a rule, the passers-by and the pow- roll due to the backward move is replaced
participate actively in the opposition, erless witnesses of the scene are not rep- by the height of the fall (see further).
he is an easy prey! He continues to take resented by miniatures.
care of his own business carrying out his
daily tasks, without distributing any die
in his AP or his RP.
At the beginning of the following DEFENSE MODIFIERS
round, and in all the following rounds,
the GM determines if the characters
surprised in the previous round are still
considered as caught o guard. A charac-
ter who is not surprised any more can use
normally all his Potential.

Deployment of PC
The characters who are displayed rst are
those who are surprised. Then, other play-
ers arrange their miniatures.
The characters are displayed in the
order of their default attitude (chosen
at the beginning of game). Every player
displays the miniature of his character
according to the following indications:

220 RULES

CadwallonUS-pp 218-229.indd 220 21/06/06 13:19:31


The wielding of
range weapons
During the resolution of an attack from
a range, the diculty is determined by
the distance from the target, as indicated
in the table opposite. Besides, at range,
the only authorized parry weapons are
shields. If such an action targets a ghter
standing nearby another one, it is possi-
ble that the projectile does not hit its tar-
get but its neighbor. The action is solved
normally. If it is a success, 1d6 is rolled.
On a result from to , the projectile
hits a nearby target; on , and , the
initial target is hit.
If the notions of reach, squares in contact
and zone of control are important in me-
lee, it is not the case for attacks at range.
The contact is indeed replaced by the
range of the attack. It is determined ...
By the shooting weapons for the shots;
By the throwing weapon and Size for a
throw. FEAR Who is frightful?
In no way, does a character control all
the squares within range of a shot with a Whether it is in the heart of battle of Aarklash shelters very dierent races.
range or a throwing weapon. Only squares the Ragnarok or in the dark alleys of the The representatives of some of them
in contact are eectively controlled. City of thieves, fear insinuates deep into are so massive, bizarre or ugly that they
A character having a throwing weapon the heart. Nobody feels at ease in front frighten the others. It can be natural or
can thus exercise a zone of control as if of the aggressiveness of the Wolfen or the consequence of an action, a spell, a
he used this weapon in a melee. He can of the empty orbits of the living-dead miracle, etc.
so choose to use it as a ranged weapon of Acheron. And nobody undertakes to
(if a target is within ring range) or a explore the underground passages of
melee weapon (if an enemy miniature is Cadwallon with glee in mind. Naturally
on a square in contact). This section explains rules simulating A character is naturally frightful if he
A character having a shooting weapon the unreasonable fear which even the is Wolfen or if he comes from Spider or
can exercise a zone of control with a bravest adventurers feel at least once in Hydra culture. Also, some creatures are
reach modier not based on this weap- their life. It articulates around FEAR and naturally frightful, such as skeletons or
on, but his natural weapons. around the notion of rout. A character Formors.
can resist both thanks to certain Abilities, The frightful characters have a FEAR
such as Intimidate/PUG, Command/DIS, level equal to PUG + 1. Th is value can be
Meditate/SLE and Fanaticize/ELE. All increased by facts and moves. Notably,
who generate fear, or terror, are consid- when a game eect allows to generate
ered frightful. FEAR, this new value substitutes itself
to the FEAR of the character, in the same
Note: These rules are meant to be applied way as a nal result of a test of Dodge/
during an opposition. However, in other SLE substitutes itself to the Defence of
situations, the characters can still feel a character. However, increasing ones
fear. The GM is invited to stage it: NPC natural FEAR causes an increase of the
look away when a dwarf of Mid-Nor en- threat level.
ters an inn, nobody wants to dance with Fear radiates from these individuals in a
the Wolfen courtier, etc. permanent way. So, even the good friends
of a dwarf of Mid-Nor do not succeed in
detailing the sowings which wind over
his ragged body. However, this (natural)

CONFRONTATION 221

CadwallonUS-pp 218-229.indd 221 21/06/06 13:19:48


HAUNTED HOUSES,
PITCHED BATTLES
AND GLOOMY CEMETERIES During someone
elses game turn
Certain situations seem so dangerous or disturbing that they are a challenge to A character can be afraid out of his turn
everyone: pitched battle, magic manifestation, and so on. Also, certain places, such if it is the target of a frightening action or
of the cemeteries, haunted houses or temples dedicated to Darkness are terrifying
if a frightful character gets close enough
for those who visit them and who are not used to them.
to wrap him within his reach. In both cas-
These situations are managed by the threat level and not by this chapter. When a
PC penetrates into a frightful place, apply the following rules. es, he can choose a reaction to increase his
Mastery against FEAR.
TL + 1: This increase corresponds to frightful situations and places, but which If, nally, this value is strictly lower
are not based on the mystic elements of Aarklash; than the considered FEAR, the character
TL + 2: This increase corresponds to the frightful manifestations of the magic of is in rout. However, a frightful character
Aarklash, the gods and the Immortals. can always come in contact with an op-
ponent who resisted FEAR.
No doubt that when the TL gets closer to 13, the players become more nervous, The Abilities allowing to increase
and their characters also. Its the same for NPC: some levels tables mention Mastery against FEAR using a reaction
the behavior Flee you fools!, thus simulating the fear to which NPC can give mention it in their description.
in. The tables which do not indicate it concern NPC too stupid, aggressive or
devoted to ee. However, even these NPC can be put in rout by the use of the
rules of interaction, notably by the Ability Intimidate/PUG or by a naturally Shake off the fear
frightful character.
When a character triumphed over the
natural FEAR of someone else, he is im-
mune to this characters FEAR till the
end of the opposition. Th is immunity
works even if his Mastery decreases. On
fear aects only the characters within the Who is frightened? the other hand, if the frightful character
frightful characters reach. increases his FEAR, the immunity is not
Besides, FEAR never allows to gain IP A character can be frightened when he valid any more.
since its automatic nature does not allow is within the reach of a naturally frightful Also, good friends are less prone to be
to use it to serve an intrigue (or a plot). It character or when he is the target of an afraid of one another. When a character
allows to resist terror; a frightful charac- action generating FEAR. In the rst case, tries to resist the fear caused by a contact,
ter can always use his FEAR, modied or he has to perceive the frightful charac- he benets from + 2 to his Mastery to re-
not, to resist to the FEAR of others. ter, but is aected by fear even if the lat- sist FEAR if the Intimacy level of the rela-
ter does not perceive him. In the second tionship of both characters have the same
case, he must be perceived and targeted value. The same goes for members of a
Punctually by the character doing the action. same league or a same organization.
The rules of interaction allow a char-
acter to obtain temporarily a FEAR level.
This one aects targets concerned by the During ones game turn The effects
action, but they can be out of reach. It al- When a character wants to penetrate of fear
lows to obtain IP, even if it substitutes it- the reach of a naturally frightful charac-
self to a natural FEAR. Apart from these ter, he has to test against the FEAR which No matter the scenario, when a char-
exceptions, all the rules concerning fear emanates from the frightful character. acter gives in to fear, he is considered in
apply to the eects of Intimidate/PUG. If his Mastery is strictly lower than the rout. Should the opposite occur, he con-
On the other hand, FEAR generated FEAR, he is unable to move. His action is trols the situation.
thanks to a spell, a miracle or a machine interrupted and dice spent for it are lost.
can have the eects described above or If his Mastery is sucient, he can make
duplicate those of natural FEAR. The de- his movement normally. Rout
scription of the game eect claries this Certain actions increase the Mastery of This state implies all the following eects:
point. a character in order to resist FEAR. The
eect of these actions persists till the end The player cannot place more dice in his
of the round. However, a player can never AP than in his RP;
be sure that the Mastery of his character The character cannot carry out any moves
is sucient before declaring the move- of incantation or divination;
ment. The character cannot use any range
weapon;

222 RULES

CadwallonUS-pp 218-229.indd 222 21/06/06 13:19:53


ADVANCED OPTION:
FEEL THE FEAR
Very often, characters are afraid of what
they see. However, fear insinuates itself
into the heart of the adventurers. So,
when he describes what frightens the
characters, the GM is invited use all the
senses:
Hearing: An inhuman growl, a shriek
of terror, a metal rustling or a vile gur-
gling;
Smell: The decay, the smell of a corpse,
of a Wolfen, of burned esh;
Touch: A sticky and viscous liquid,
purulent skin or covered in scales.

Repetition and routine are the worst


enemies of anguish and fear. By varying
his descriptions as often as possible, the
GM preserves the advantage of surprise
and fear.

The character cannot carry out any however free to use all means at his dis-
moves with Command/DIS; posal, with the agreement of the GM. Frenzy
The character cannot set gambles any- The character cannot move closer to Rather than sink into the despair, the
more. the source of the fear. character is allowed to give in to anger.
The character undergoes one of three Finally, a character in rout who can- He shouts and becomes enraged, blood
eects of rout (ight, traumatism or not run away undergoes a traumatism boils in his veins.
frenzy); (see. Below). A frenetic character still suers the
Finally, rout prevents a NPC from During the following turns, the player other eects of rout. But, he cannot
shouting (to increase the TL). has to continue eeing the source of the choose reactions anymore. As a matter
fear. Besides, if an opponent moves in of fact, as long as he has not rallied, he
Unless the character is rallied, the rout such way that the frightened character is has to target the closest character with a
continues till the end of the opposition. within his reach, the frightened charac- move of confrontation, no matter if the
ter has to use at least a die of RP to ee, character is an enemy or not.
as above.
Flight
Flight has dierent eects according Rallying
on the moment at which the rout occurs: Traumatism
Out of the frightened characters turn, Faced with terror, the character pre- Once in rout, a character can be rallied
the player has to spend at least a die of RP fers isolation. The hanging lower jaw, in order not to suer the eects of rout
to make an exceptional movement (see. a glassy glance, he falls to the ground, any longer. It requires a successful use of
Movement). He can spend more than mumbling incomprehensible comments the Ability Command/DIS. If the charac-
one, but has to announce this spending or sobbing. ter is still aected by the source of fear
before the user (player whose turn it is) The effects of traumatism are identi- (for example, he is still within the reach
resumes the normal course of his turn of cal no matter the moment it happens. of a frightful character), the diculty of
initiative; A traumatized character stops any ac- this test is equal to the FEAR. Otherwise,
During the characters turn, the play- tivity and is almost unconscious of his this one is equal to 6 or to the FEAR, the
er has to spend at least a die of AP to environment from then on. He can only lower of the two. Gambles allow to rally
get out of reach of the character who undertake reactions. However he can several characters at the same time, by
is the source of the fear. Besides, the be rallied normally. using the highest diculty.
player has to begin the resolution of
his actions with this movement. He is

CONFRONTATION 223

CadwallonUS-pp 218-229.indd 223 21/06/06 13:20:07


Critically wounded: the characters vi-
HEALTH tal organs are damaged, he is sick to the
point that his organs deteriorate, victim
The wielding of weapons often cause of a poison paralyzing a vital organ (such
wounds which it is wise to heal. as the heart or the brain) or suers from
a muscular paralysis, or shows third de-
gree burns.
Health status
Incapacity: The character falls on the
The health points of the characters are ground. He is considered then an obsta-
distributed on a ladder consisting of ve cle, but his SIZE is considered as being
levels called health status. Each of them two levels lower than usuall. He loses all
corresponds to a number of health points his AP and RP dice, does not gain any at
according to the race of the characters. A the beginning of every round. He can-
character cannot be in two health status not choose to undertake any action or
simultaneously. reaction. The cause might be pain due
Most of the time, the characters are to one or several wounds, or even due
Unhurt. To know their health after every to fatigue. The pain is so excruciating
attack, it is necessary to determine how as the body goes into a comatose state
many health points they lost after a blow, and\or the spirit has given in to deliri-
a poisoning, a fall, a spell, a miracle, etc. um. Without help, the character will not
A character is aected by a health status survive.
as soon as the rst square of the level is
ticked on the characters sheet. If there When there are no more squares to tick
are no ticked squares, the character is o, the character dies. As soon as a player
Unhurt! loses his character, he has to create a new
Every character passes from a health one to pursue the game. The GM then has
status to the next following the order to integrate him into the current story. If
below, unless receiving a particularly it is not possible, he can entrust one of his
violent wound. Indeed it can happen that NPC to the player so that he can pursue the
certain game eects indicate that a char- game with the other players. A new charac-
acter drops directly to a specic health ter will be created as soon as the GM will
status without taking into account the be capable of introducing one into his sce-
losses of health points. In that case, the nario.
health points normally lost one by one
are lost all of a sudden! Besides the various health statuses, there
is an additional state to simulate the state of
Unhurt: The character is at his best. He shock caused by wounds: Stunned. Certain
is neither sick nor wounded. He is in full combat actions force to tick this square as
possession of his physical abilities. soon as they cause the loss of at least 1 HP.

Lightly wounded: The character has Health aects nal results. A character
cuts, a sprain or a strain, maybe a big cold Seriously Wounded, who is suering from
or a minor illness, rst degree burns. He a Serious Wound, cannot act in the same
will survive with rudimentary care. way as someone Unhurt. It is indeed di-
cult to ght with a fractured arm or to con-
Seriously wounded: The character centrate on the incantation of a spell when
has wounds that require stitches, a bro- the u. Such states are simulated by penal-
ken limb or a cracked rib, a disease such ties deducted from nal results of any test.
as the u or pneumonia, second degree
burns. A Stunned character does not benet
any more from the adding rule nor from
advantages of a favorable attitude. This
penalty disappears if the Stunned char-
acter snaps out of it. Snap out of it is a
fact favored by Pugnacity.

224 RULES

CadwallonUS-pp 218-229.indd 224 21/06/06 13:20:14


Damage roll
Some actions can lead to the loss of HP.
If such actions are successful, a damage
roll is then required.
For that purpose, the player whose
character hurts an opponent, rolls as
many d6 as the power (POW) of his
attack. A Damage coecient (DAM) is
added to the nal result of this roll. It We distinguish two types of damage roll.
depends on the weapon and the possible Withstanding
gambles taken. If the one who takes the If the wielded weapon is a melee weap- Certain individuals are particularly
blow wears an armor, the armor is as- on, the POW of the attack depends on resistant. The wounds which they suer
sociated to a Protection (PRO) which the race of the attacker and only the die are less important because they are given
is deducted from the nal result of the with the best result is kept. If the attack- a Withstanding level (WIT). The WIT
damage roll. The victim of a damage roll er is a Born Killer, he adds the two better indicates the number of d6 which are ig-
loses as many health points as this total. results of his die roll. nored on the roll of a damage roll after the
The concerned player thus ticks as many If the wielded weapon is a range weap- d6 were rolled. D6 ignored thanks to the
squares on his characters sheet and de- on, the marksman rolls a number of d6 Withstanding level are always the best.
nes his new health status. depending on the weapon and keeps If the Withstanding level is superior or
only the best result. If it is a rearm, the equal to the d6 rolled, consider that the
Example: A Wolfen is a character of two better results are added. nal result of the damage roll is 0.
large size (SIZE 4). He thus has four
health points for each health status. He Damage roll: Example: Free leaguers are facing a crea-
loses three. The player ticks then three STR = (POW) d6 + DOM ture with a Withstanding level of 1. Thus
HP squares on his character sheet. The they will have to ignore the best die of their
Wolfen has only a Health point left before damage roll. Thus, if a , a and a
being lightly wounded come out on a damage roll, the GM could
force them to ignore one . The reserved
UNhurt @@@@ result would thus be 6 and not 7 (due to
Lightly wounded @@@@ the adding rule).
Seriously wounded @@@@
Critically wounded @@@@
INCapacitated @@@@ Special Wounds
The ghts are not only way of suering
The ght goes on. The Wolfen receives damage. The other cases can be gath-
two blows which cause him to lose three ered in categories which share common
HP and four HP. The player ticks then as points.
many squares HP. Examples: Penetrating damage requires a damage
An orc free leaguer strikes a Cadw mi- roll for which the X rst points of PRO
UNhurt @@@@ litiaman with a sword. Due to his race, are ignored. If X is , ignore the protec-
Lightly wounded @@@@ his POW is equal to 4. The player thus tion.
Seriously wounded @@@@ rolls four dice and gets , , and . Lethal damage require a damage roll for
Critically wounded @@@@ He keeps to which he adds DM of his which the X rst points of WIT are ig-
INCapacitated @@@@ sword, 2, for a nal result of 7. nored . If X is , ignore the WIT.
A marksman of the Guild of Usurers
The new health status of the Wolfen re- shoots at a free leaguer, and hits. The Examples:
sults from these two losses of HP. POW of a rearm is equal to 5. The GM It is a extremely cold evening in Cadwal-
thus rolls ve dice and gets , , , lon. A free leaguer in a knights armor
and . As it is a rearm, he can keep (PRO 7) thus suers a wound due to the
two . Besides, thanks to the adding cold with a POW of 1d6 (Penetrating/0
rule, each of these is worth 7. The suf- ). The GM gets . In spite of the protests
fered wound is thus worth 14 points of of the player, the free leaguer loses three
damage. health point, because the damage roll
ignores the seven points of PRO.

CONFRONTATION 225

CadwallonUS-pp 218-229.indd 225 21/06/06 13:20:24


A particularly resistant creature (WIT
2) was not able to eat for ve days. Thus Natural healing Medicine
it suers a wound POW 2d6 (Lethal/1).
The GM rolls the dice and gets and All living creatures gain back forces Medicine is supposed to complete
. As a rule, the WIT 2 of the creature over time naturally. They just need to natural healing. It is important to make
would allow him to ignore both dice, but survive their wounds. However, the most the distinction between medicine and
this WIT is decreased in a point because serious wounds still require a medical the alchemical sciences developed by
of Lethal / 1 of the wound. The creature intervention. The character has to be in Scorpions. They are so advanced that
thus loses four health points. a stable state (see higher) to benet from their knowledge is beyond a regular doc-
natural healing. tors understanding.
Besides, certain sources of damage At the end of the time required by the Appropriate care does not remove
impose wounds which are directly ex- natural cure (time exclusively dedicated wounds immediately. Care shortens the
pressed in terms of health status. They to resting), the character sees his health time needed for the cure, as long as the
thus have no potential of damages, but a status decreased by one level of gravity. patient avoids combat, in ltration or
health status. In that case, the wounded This period is indicated in the table op- exhausting rituals ... If he suers more
character sees all his HP squares ticked posite. damage, the care period has to start all
until the preceding health status + 1. over again.
Example: A Critically wounded charac- It is impossible to look after oneself. The
Example: A Wolfen (SIZE 4) having al- ter becomes Seriously Wounded after three only Ability which can be used to cure a
ready lost two HP suers an automatic weeks and lightly wounded after two more character is Heal. A test of Heal/DIS (6 +
critical Wound. Here is his new health weeks, for a total of ve weeks of rest. health status penalty) allows to reduce the
status. natural healing time. A test is required
The living creatures with the distinc- at the end of every healing period. If the
UNhurt @@@@ tive feature Regeneration / X benet test is a success, the time for which the
Lightly wounded @@@@ from a supernatural rhythm of recovery. wounded character has to wait before the
Seriously wounded @@@@ When a character gains back a health sta- end of the current period of convalescence
Critically wounded @@@@ tus, he gains the number of necessary HP is divided by two.
INCapacitated @@@@ lost to arrive to this health status thresh-
old per level.

Worsening of wounds Example: : the Wolfen of the previous ex-


A wound which is not stabilized by amples came out Critically wounded from
means of a test of Heal/DIS gets worse his combat. His group is isolated in an un-
over time time. As long as his state is not derground passages of Cadwallon and the
stabilized, the character loses as many members decide to wait for nature to do its
HP a day as the wound penalty due to his work..
health status. To stabilize a character,
testing Heal/DIS (4 + health penalty) is UNhurt @@@@
enough. Lightly wounded @@@@
When he is stabilized, the character can Seriously wounded @@@@
get back his health points of two ways: pa- Critically wounded @@@@
tience allied to natural healing and medi- INCapacitated @@@@
cine (see farther).
One of the free leaguers bandages the wounds
of the Wolfen so that they do not worsen.
After three weeks, the Wolfen wins back a
health status. Three weeks later ...

UNhurt @@@@
Lightly wounded @@@@
Seriously wounded @@@@
Critically wounded @@@@
INCapacitated @@@@

226 RULES

CadwallonUS-pp 218-229.indd 226 21/06/06 13:20:36


xed, in the same way as a character can
FACE THE be looked after.
In order to x an object, the character
SCENERY has to pass a test of Fix/SUB (6 + penal-
ty). If the nal result is equal or superior
In the city of thieves, ghts take place very to the diculty, the object wins back a
often among many obstacles: barrels, wood- state of solidity after the indicated pe-
en boxes, low stone walls, etc. some ghters riod of time. The X value is equal to the
by-pass such obstacles, the others smash SIZE or to the Achievability, the highest
through them! of the two.
When a character targets an element of Each gamble allows to decrease the
scenery or an object with an action of con- time of repair by a time unit (a day, an
frontation, the test is normally solved. The hour or a minute, according to the state
Defense of the target is equal to 0 in a me- of damage), to a minimum of 1. failing
lee, but can be modied as usual. If a range the test renders the object unusable.
weapon is used, the Defense is determined
as if it was a character.

If a damage roll is imposed on the object


or on the element of scenery, this roll is
resolved as usual. Objects are all de ned
by two values:
The protection (PRO) works as if it was
armor;
The Solidity is graduated by structure
points ( SP) and health status which
work like those of the characters.

So, the state of objects is measured using


ve levels:
Intact: The object possesses all its
structure points, it is brand new;
Dented: The object has some marks, its
various parts are slightly loose;
Damaged: The object is apparently
damaged, it does not work properly any-
more. The Cadw usually replace or x
such objects for obvious safety reasons;
Failing: Destiny alone prevents the
object from falling apart, it crumbles,
shakes or smokes;
Unusable: The object does not work
anymore, it cannot be used by a char-
acter anymore.

A partition or a door which reaches the


Unusable state does not hamper move-
ments anymore: the wall falls apart, the
door is kicked out of its hinges. Any object
or element of scenery which loses its last
structure point is de nitely destroyed. it
cannot be xed anymore.
An object or an element of scenery
damaged imposes penalties to its user, as
indicated in the insert opposite. It does
not need to be stabilized, but can be

CONFRONTATION 227

CadwallonUS-pp 218-229.indd 227 21/06/06 13:20:50


CURING A DISEASE

SOURCES Cold The more the illness is serious, the more it


is dicult to determine the nature and the
OF DANGER Extremely low temperatures are consequences of a disease since they are so
overwhelming for the patient. To be cured, a
dangerous for living creatures. poorly
equipped characters facing the cold can disease must be diagnosed. These two actions
are managed by the same Ability: Heal/SUB.
loose ngers, toes or even their life to it.
Hardship The dullness of the limbs is one of the
The character who gives the diagnosis can be
rst factors which is often followed by a dierent from the one who will heal the pa-
Hunger and Thirst are the common lot fatal slumber. tient. This action cannot be undertaken dur-
of adventurers. Sooner or later, They all The period of time for the damage roll ing an opposition. The diagnosis of a disease
know the tortures of hardship. On the due to the cold is expressed in hours if is simulated by a test of Heal/SUB
other hand, everyone doesnt have the the character is not equipped against the (5 + health penalty).
same tolerance over time on this particu- cold, in days if the character is correctly
lar point. After an initial period of time, equipped with fur, anti-frostbite grease... Once the illness was diagnosed, the cure in
every additional day of hardship leads to itself can take place. The healer has to follow
an escalation of the damages suered. his patient by visiting him every day of the
The initial period of time for thirst is Falls convalescence to take care of him. These re-
peated visits are part of a count down, held by
two days without drinking (Damage:
the GM, of the time thus spent, as well as the
1d6 + additional 1d6/day without Explorations and confrontations on
purchase of medicinal herbs and\or potions
drinking). unstable or mobile surfaces are some of and thus the cost in ducats.
The initial period of time for hunger is the many events during which the char-
three days without eating (Damage: 1d6 acters might fall and injure themselves.
+ 1d6/two additional days without eat- The main factor determining the dam-
ing). age roll of a fall is height. Wearing armor
No armor can protect from damage worsens the consequences of a fall.
due to hardship. If an action or a reaction leads to the Poisons
fall of a character, the action is ended at
Example: A period of three days spent once. Henceforth consider the character To kill in a disguised way is a dicult
without eating nor drinking leads to a as stretched out on the ground. Get up art. Numerous assassins resort to all
damage roll of 3d6: 1d6 for having stayed is a style fact. sorts of methods to honor their contract.
without drinking for two days, 1d6 for the One of the most insidious is poison. The
third day and 1d6 for having stayed with- complete rules concerning the prepara-
out eating during three days. Drowning and tion, the use and the eects of poisons
asphyxiation are detailed in the Revolution chapter.

Fire Rare are the characters who know how


and heat to swim. Rarer still are those who can Explosions
resist a noose.
Certain weapons were developed to use Powder, Naphta and Steam were major
re or heat as means of destruction. To discoveries as means of destruction in
determine the devastating eects of heat, Diseases particular when confronted with forti-
it is enough to determine its Power to cations. Fortied walls do not resist long
know the consequences. In a world where hygiene is not a wide- against a bombardment of war machines.
spread concept, it is dicult to save oneself However, these elements are unstable...
the concern of illness. The hazards are nu- The explosions have a radius of action
merous and various. The conditions of cir- which is determined by the nal result
culation are left to the GM to determine. of the damage roll expressed in squares.
Every disease has a duration of infec- However after the rst square, the dam-
tion which is divided into periods. At the ages are reduced by a point per square.
beginning of every period, it is necessary
to make a damage roll and as long as this
period is not nished or that the disease
is not taken care o.
No armor can protect from damage
due to diseases.

228 RULES

CadwallonUS-pp 218-229.indd 228 21/06/06 13:21:12


CONFRONTATION 229

CadwallonUS-pp 218-229.indd 229 21/06/06 13:21:26


CadwallonUS-pp 230-255.indd 230 21/06/06 16:22:21
A loud shout was suddenly heard coming from the entrance. T he double door opened
wide, pushed by two nasty looking men at arms. A hooded gure advanced slowly,
shrouded in an intimidating silence. My father, once the rst moment of surprise past,
got up and invited the mysterious silhouette to sit down. T he stranger revealed then an
emaciated face and, breaking the silence, addresses me in a sweet voice:
- You must be the young Issan, I am delighted to meet you.
T hen, turning to my father, the man spoke in a threatening tone.
- Belnarsin, dear friend. I wanted to know how your family was doing.
My father cleared his throat before answering.
- Business is quite fruitful as I had foreseen it, but I am surprised that you are
not accompanied by dear Ororn with whom I handled a minor deal.
A carnivorous smile crossed the strangers face.
- Ororn is... unwell. He sent me to settle this insignicant story without further delay.
- T he agreement stipulated that I had to hand back the item this evening,
answers my father. T hus I still have a little time left. CONTACTS
T he stranger stood up and raised his voice.
- I truly doubt that the few hours until nighttime will allow you to gather

A
what is needed to fulll our expectations. ny Cadw develops over his
adventurous life precious
Getting up, he came towards me and caressed my forehead.
relations in the Free City.
- But I see the loyalty in your sons eye. I am thus going to wait with you
Some people can provide informa-
till midnight. If unfortunately you cannot satisfy your commitment, I shall act in tion concerning guilds or mysteries
consequence, he added of a sweet tone. of Cadwallon, others know a lot about
My father stood up and pulled the silk cordon to calls the servants. events and the celebrities of their ef.
T he stranger stepped towards him, seized him abruptly by shoulders and shook Relations benet everyone depending
him violently. on their wealth and their knowledge,
- You do not seem to understand, Belnarsin. Your house is empty, your servants left and I... thus earning them favors or debt clear-
- Your infusion, master. ings. Old relations will be lost and new
T he voice was that of a small scraggy man carrying a silver tray and two ones will be made, only remains this
smoking cups. A few drops of blood oozed from a cut stretching across his certainty: without relations, the free
leaguers are like madmen knocking on
forehead, but he managed a wide smile... His was my fathers weapon bearer.
doors, to which they will never have the
- Lets calm down, my father resumed. Let us converse while sipping this
keys.
excellent desert root beverage. To obtain and maintain these useful
Bewildered, the stranger sat down again and drank mechanically the cup relations, free leaguers participate in
which was presented to him. T hen, my father got up and, turning his back to his numerous exchanges, in discussions,
interlocutor, went to his desk. plots and intrigues. Th is chapter details
- I had foreseen the impatience of yours. Here is the sum corresponding to our the rules which simulate relations and
affair, increased as agreed. Know that I always pay my debts! social interactions.
T he stranger quickly left squeezing nervously the casket which my father had put The free leaguers can turn to their
into his hands. Without a glance for the bodies of his henchmen lying in the hall, he contacts, whoever they are, at any mo-
opened the door and disappeared in the dark street. ment of their adventure, as long as the
GM considers the said contact acces-
My father bent then towards me and put his hands on my shoulders.
sible... It is one thing to know Mercy or
- My son, it is time for you to learn the game of intrigues of this city. T his
the Harlequin, it is something else to be
man is a Usurer to whom I was in debt. But he committed two mistakes. He tried able to meet with them in due time.
to betray me in order to steal what is mine and dared threatening you, a trueborn,
offspring of my esh. But in his blood already ows the poison of my revenge. He
drank this mortal beverage to which I have become used to over the years. You are
thus going to follow him and leave this on his corpse.
He hands to me a small purse closed by a red leather lace.
- By seeing you, his master, who knows the price of every thing, will recognize
the price of his miserable messengers life.

Lesson one,
Excerpt from Memories of Issan Unurius,
Member of the guild of Goldsmiths.
INTERACTION 231

CadwallonUS-pp 230-255.indd 231 21/06/06 16:22:32


A relation based on Style is interested
Nature and balanced. It is based on a common Intimacy
ambition: both parties contribute to
All relations are not equal. To represent serve a shared goal. It is often the sign Most contacts are not brothers-in-
this, an attitude is always associated with of agents working in good terms. arms. Only the most intimate will join the
a relation. It is referred to as the nature of free leaguers in their adventures and will
the relation. Thus it is not the attitude of A relation based on Opportunism is risk their life for them. On the other hand,
the contact, but the way this relation is interested and unbalanced. It is based information is the domain of any contact
staged. The same contact thus has a ref- on a well understood interest: one of the and it is very well possible that contacts
erence attitude and linked to characters two parties clearly takes advantage of might ask for a payment, in ducats or in
evaluated using values which represent the situation but the other one cannot services, in exchange for information.
attitudes. The nature of a relation might do much about it. It is often the sign of This point remains subdued to the GMs
not be reciprocal. blackmail or a forced relation. appreciation, who still has to refer at the
level of Intimacy of the relation.
A relation based on Pugnacity is A relation based on Subtlety is If the GM persists to refuse to give in-
passionate and unbalanced. It is based intellectual and balanced. It is based formation held by a contact when this
on violent and conicting feelings: one on a great mutual understanding: both contact could be more accommodating,
of the two parties awaits something that parties stimulate each other and make the player who has him as relation can
the other one is not willing to give. It is the other one progress. It is often the choose to twist his arm or to burn a
often the sign of a former passionate love sign of intellectual complicity. contact (see further).
relation or a disappointed friendship. The level of Intimacy symbolizes the
A relation based on Discipline is degree of trust existing between a contact
A relation based on Sleight is passionate intellectual and unbalanced. It is based and a character. It is determined during
and balanced. It is based on aection or on a social or moral hierarchy: one of the creation of the character and evolves
mutual admiration: both parties share the two parties takes advantage of his without reciprocity with the actions car-
the feeling and benet from it. It is authority over the other. It is often the ried out during adventures.
often the sign of sweet love, a sincere sign of a mentor-disciple relation.
friendship or a brotherly link.

232 RULES

CadwallonUS-pp 230-255.indd 232 21/06/06 16:22:42


1: A vague acquaintance, a friend of a an invisible place and if you search
friend or the manager of a joint where the places of the lower city marked
the character is a regular. He does not by the Meanders of Darkness; you
know the character well enough to tell will get closer to it. Did you try go-
him a secret nor risky information, but ing back to the places aected by the
he informs him gladly about common last tides of the dead?
business or the well-known facts of his
domains, especially if he is compensated 5: A right-hand man, a lieutenant,
or rewarded for the eort. a familiar or a servant. He does not
hesitate to give information
Example: Nobody knows for sure where without having to ask him
the King of Ashes court is, but it has got to because he knows that his
be somewhere in the outskirts. interlocutor will make
good use of it. He can
2: A business contact, the character follow a character in
neighbor or an old partner. He is his adventures. In
capable of revealing information to the opposition, he is then
character, but he will only do it with represented by a
caution and only if the contact realizes miniature which
that giving the information might have the GM controls.
good consequences for him. Should the Nevertheless such help
opposite occur, it is necessary to play on will not be free or void
the nature of the relation. of interest. According to
the nature of the relation,
3 : A long-time contact or a companion such a contact can take oence
in misfortune. He reveals secrets to the if the aid is not mutual. Such
character, but he acts with caution and characters are sources of scenarios
only if he realizes that the information is for any creative GM.
important for his interlocutor. He rarely
asks for something in exchange. The GM 6: A real friend, maybe the character of
is only judge on the subject. an often absent player. He participates in
the adventures of his contact. He maybe
Example: I am not sure of its location. It interpreted by the GM as if he was a
should be close to rhe Wall of the Earth, separate character, besides the NPC of
but rare are those who discover it over the scenario. In opposition, he is then
there. In fact, it was spotted in several dif- represented by a miniature which the
ferent places in the outskirts. You should player or the GM controls. Such a contact
try wandering near the northern extrem- has an existence as important as a PC. If a
ity of the lower city he says holding out league manages several intimate contacts,
an eager hand. it might be interesting for PC to interpret
them during a secondary adventure.
4: Someone close to the character, the
member of his family or somebody who Warning! As for the nature of the relation,
owes him a lot. He always delivers all the the Intimacy is a function of the character.
information he knows and can even, if So, a contact has identical characteristics
needed, return a favor to the character for everyone, but all the characters who
by supplying him with something, or know him have a dierent Intimacy and
cure him, for example. Nevertheless it nature of relation with him.
does not imply that this help is totally
disinterested.

Example: The Court of ashes is always on


the move. It should have been in the close
outskirts of the Wall of the Earth South of
the lower city, but witnesses also place it in
the Westside of the city. In fact, it is almost

INTERACTION 233

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Alizarine (3)
CHARACTERISTICS
In spite of the size of Cadwallon, rumors
circulate very fast, thus the Free City has Contacts
its own celebrities. The list which follows
gathers them all, as well as the illustrious of Cadwallon
heroes of the Ragnarok who usually rest
in the Jewel of Lanever. These contacts are inhabitants of the Race: Human
The contacts obey the following format Free City known by all. All the characters Culture: Lower City
of description. can note them as contacts. In the rst part Trades: Tarot mage 2 / Shrew 1
of this book, their names are mentioned Knowledges: Culture (lower city) 2,
Name: The one under which the charac- in bold in the description of efs and the Region (Cadwallon) 2, Region
ter knows the contact. In Cadwallon, it is districts. To acquaint with them, is to ben- (Underground passages of Cadwallon) 1,
not rare to use nicknames or to possess et from the attentive ear of the passers- Fief (Soma) 2, History (Cadwallon) 1,
several identities. The value in brackets by of their district. Language (Cadw) 2, Urban Legends 2
indicates the Potential of the contact. Distinctive features: Artifact, Luck ( F ),
It is equal to the sum of the two better In ltration / 2.
trades of the contact, possibly increased 488-KE-253 (3) Location: Soma (Heaven heights)
by a point if the contact is blessed by the This enigmatic young lady is often ab-
gods. sorbed by the manipulation of the tarots.
Race: Indicates the race of the contact She is persuaded that Vaniuss blades rests
and thus the type of miniature to use to in some forgotten underground passage and
represent him. often oers to accompany groups wishing to
Culture: Indicates the culture in which venture into the depths of the city.
the contact was raised.
Trades: Those of the contact. The GM
can take into account theses indications Ambush (4)
to interpret the contact or make him
interact with PC.
Knowledges: Indicates the appropriate Race: Human
knowledges of the contact, if this Culture: Scorpion
knowledge is outstanding or if the Trades: Guard 2 / Sleuth 1
contact is a reputed specialist. A contact Knowledges: Culture(Scorpion)2, Region
is capable of giving information, even (Syharhalna) 2, Etiquette (Nobility) 2,
precise, clear and detailed secrets Faction ( Var-Nokkt) 1, Language (Syhar ) 2,
concerning his main knowledge elds Expertise(Mutagenic) Race: Human
and only those. Distinctive features: Conscious, Culture: Lion
Distinctive features: those followed by Counter-attack, Mutagenic / 2 (F) Trades: Bandit 3 / Sea dog 1
a (F) are Feats. Location: Var-Nokkt (Dressmakers Knowledges: Administration (Cadwallon
Location: The place where the contact district) 2), Region (Alahan) 2, Culture (Lion) 2,
spends the most of his time when in This impressive combat clone often Etiquette (Diplomats) 2, Faction (Militia)
Cadwallon (either because he works monitors the entrances of Cadw ar- 1, Fief (Trophy) 4, Language (Barhan)
there, or because he lives there). istocractic receptions. Indeed he has a 2, Language (Cadw) 2, Leagues 2,
A fast presentation allows to grasp memory of faces and identies without Mythology 1
the contact and his motivations. any trouble the unwanted. He is not very Distinctive features: Bravery (F),
Information is given about the kind of talkative about his previous history even In ltration / 2, Cats paw
help which he can provide, how to help though his tattoos and scars betray his Location: Trophy (The Fields)
him or thank him. clone nature. Ambush is the leader of the free league
of the Nine of amethyst. Requisitioned by
the Duke, by virtue of the leaguers duty
of protection of the city, Ambush and her
free companions are in charge of patrol-
ling and arresting the smugglers penetrat-
ing Cadwallon via the elds of Trophy.

234 RULES

CadwallonUS-pp 230-255.indd 234 21/06/06 16:22:54


Aralk (4) Brarh Steel teeth (3) Celenia of Teren (4)

Race: Orc
Race: Wolfen Culture: Jackal Race: Human
Culture: Wolf Trades: Bandit 2 / Cutthroat 1 Culture: Ram
Trades: Merchant 2 / Strong-arm 2 Knowledges: Administration (Cadwal- Trades: Emissary 3 / Spy 1
Knowledges: Culture (Wolf) 2, Region lon) 2, Region (Bran--Kor) 2, Culture Knowledges: Region (Acheron) 2, Culture
(Dissha), Faction (Goldsmiths) 2, Fief (Jackal) 2, Fief (Gherionburg) 3, Faction (Ram) 2, Etiquette (Nobility) 3, Language
(Den Azhir) 2, Language (Wolfen) 2, (Thieves) 2, Language (Cadw) 2, Lan- (Acheronian) 2, Language (Cadw) 3
Nature 2 guage (Orc) 2, Leagues 2, Nature 2 Distinctive features: Alliance / limbs of
Distinctive features: Fierce, Goblins Distinctive features: brutal (F), Acheron, Resolution / 2 (F), Romeo
jeers, Born killer ( F ). Implacable / 2, Rapidity Location: Drakar (Crimson dress)
Location: Den Azhir (Embassies) Location: Gherionburg (Shaproa) This poisonously charming woman is
Aralk was adopted at very young age by For Brarh, the Jackals guile has its place the intermediary between the emissaries of
a greedy merchant who had noticed the in the city as in the desert. Wrapped up Acheron and the good Cadw society, in-
impression left by the wolfens massive in his worn out clothes, he seems to roam cluding its most eminent representatives. She
scarred stature on his interlocutors. Over aimlessly, mumbling. But Brarh is tracking knows how to play her part, either using her
the years, Aralk learnt that strength was the victim of his next ambush, a smile on visible fragility to move her naive interlocu-
the last resort of any negotiation and re- his lips... Some claim that Brarh used to be tors feelings or by resorting to more abrupt
ned his diplomatic skills. a free leaguer but it is a subject which he means according to the needs of her masters.
does not gladly evoke.

Arkabast the Gardener (2) Dil-Dan-Alar (3)


Brother Sauvalle (3)

Race: Orc Race: Goblin


Culture: Jackal Race: Human Culture: Lower City
Trades: Clerk (Jackal) 1 / Scholar 1 Culture: Gri n Trades: Merchant 2 / Spy 1
Knowledges: Administration (Bran-- Trades: Warrior-monk (Merin) 2 / Sleuth 1 Knowledges: Business 2, Region
Kor) 1, Cult (Jackal) 1, Culture (Jackal) Knowledges: Region (Akkylannie) 2, (Cadwallon) 2, Culture (lower city) 2,
2, Region (Bran--Kor) 2, Entities 1, Cult (Merin) 4, Culture (Gri n) 2, Fief Faction (Markropet) 1, Fief (Trophy) 2,
Language (Orc) 2, Nature 1 (Soma) 1, Language (Akkylannian) 2 Language (Cadw) 2
Distinctive features: Bravery, Brutal (F), Distinctive features: Fanaticism(F), Distinctive features: Conscious (F),
Steadfast. Implacable / 2, Piety / 2 Survival instinct, Rigor
Location: Var-Nokkt (Dressmakers Location: Soma (Heaven heights) Location: Trophy (Little Klne)
district) You cannot talk with brother Sauvalle Impossible to trade in Garden market, the
He protects the luxuriant gardens which without getting more answers than ques- great market of Little Klne in Trophy, without
sprout from the underground in the most tions you asked. Aable and talkative, this having to deal with Dil-Dan-Alar. The goblin
unexpected places. He is a very quiet man of strong stature rarely raises his reli- is in charge of collecting the market place fees
character, who promotes nonviolence. His gious attributes but his words are punctu- for the Markropet family. And in spite of the
permanent phlegm sometimes irritates ated with quotations of Merin. Member of number of stalls, Dil-Dan-Alar has an eye on
the high dignitaries and the militiamen. the solitary lodge, he advocates action more everything! (a family quality according to what
than contemplation and works in the dis- he says). Thus he is the best guide to nd ones
reputable streets to bring back the light. way in the chaos of the market.

INTERACTION 235

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Dzer grey mufe (3) Erchar (3) Eriel (2)

Race: Human
Culture: Stag
Race: Minotaur Trades: Shrew 2 / Ocer 1 Race: Human
Culture: Lower City Knowledges: Region (Caer-Maed) Culture: Upper city
Trades: Sleuth 2 / Emissary 1 2, Region (Underground passages of Trades: Mage 2
Knowledges: Business 1, Region Cadwallon) 2, Cult (Cernunnos) 2, Knowledges: Region (Cadwallon) 2,
(Cadwallon) 2, Culture (lower city) 2, Fief Culture (Stag) 2, Faction (Th ieves) 1, Culture (Upper city) 2, Fief (Den Azhir)
(Automaton) 2, Language (Cadw) 2 Language (Drune) 2 2, Language (Cadw) 2, Path (Primagic)
Distinctive features: Bravery, Conscious, Distinctive features: Fierce (F), 2, Path (Hermetism) 1
Rapidity (F) Conscious, War-cry / 3 Distinctive features: Spirit of light,
Location: Automaton (Fine shaft) Location: Drakar (Crimson Dress) Focus (F), Regeneration / 1
Dzer expresses himself in an under- Erchar leads around twenty men of Location: Den Azhir (Marina)
standable way and gives evidence of a per- the various origins (his tribe). They Eriel is a courted young lady not for her
fect calmness under any circumstances. explore the underground of the upper charms but for her mastery of Light or her
Far from only keeping the tranquility of city for a rich family of art merchants. advice concerning dicult negotiation.
the baths where he works, he also deals Comfortable in dark tunnels, Erchar is The eyes bare the soul and her critical
certain services such as transmitting mes- endowed with a sixth sense which al- spirit allows her to guess quickly the out-
sages or supplying exotic food. lows him to avoid rather troublesome come of a delicate situation.
encounters.

Elleole of Ysme (4)


Eric Drakar (2) Frol (4)

Race: Human
Culture: Lion Race: Wolfen
Race: Human Trades: Duelist 1 / Soldier 1 Culture: Lower City
Culture: Upper city Knowledges: Region (Alahan) 2, Culture Trades: Guard 2 / Strong-arm 2
Trades: Courtesan 3 / Alchemist 1 (Lion) 2, Etiquette (Diplomats) 2, Faction Knowledges: Region (Cadwallon) 2,
Knowledges: Region (Cadwallon) (Drakar) 1, Fief (Drakar) 1, Language Culture (lower city) 2, Fief (Kraken)
2, Culture (Upper city) 2, Etiquette (Barhan) 2 4, Faction (Ferrymen) 2, Language
(Nobility) 3, Fief ( Drakar) 3, Language Distinctive features: Alliance / Kingdom (Cadw) 2
(Cadw) 2, Expertise (Herb) 1 of Alahan, Bravery (F), Master fencer Distinctive features: Fierce, Enormous,
Distinctive features: Alliance / republic Location: Drakar (Pillars) Born killer (F)
of Lanever (F), Luck, Rigor Eric is the young brother of the peer of Location: Kraken (Buoyancy bay)
Location: Drakar (Pillars) Drakar. Been born in Cadwallon, he was Frol, a Wolfen with black fur, endowed
Elleole is a youthful ladys compan- nevertheless educated following Barhan with colossal strength even according to
ion of a particular kind. She knows how tradition by his uncle Silnus. Nevertheless, the criteria of his people. Yet nature was
to use her charms and her education to he is very attached to the cause of the Free less generous regarding his intellect and
steal secrets from characters by abusing City. He is sincerely dedicated to his older he needs to concentrate a lot to carry out
their trust. Some claims that she has elven sister, Albanne Drakar, seeking to be her the simple orders of Kan Bitterst. On the
blood in her protecting knight. This attractive young other hand, as soon as he has to ght, his
man is still a little bit candid but shows a predators instinct guide him marvelously
great deal of unbending Bravery. and indeed few dare to challenge him.

236 RULES

CadwallonUS-pp 230-255.indd 236 21/06/06 16:23:20


General Lieutenant Kaltyr (3) Guelard d Orignac (3) Kan Bitterst (4)

Race: Goblin
Culture: Upper city
Trades: Merchant 2 / Miscreant 1 /
Courtesan 1 / Cutthroat 1
Race: Dwarf Knowledges: Business 2, Region Race: Dwarf
Culture: Boar (Cadwallon) 2, Culture (Upper city) Culture: Boar
Trade: Guard 3 2, Etiquette (Nobility) 1, Faction (von Trades: Engineer 2 / Ocier 2
Knowledges: administration (Cadwallon) Kraken) 1, Faction (Goldsmiths) 1, Knowledges: Region (Aegis) 2, Culture
2, Region (Aegis) 2, Culture (Boar) Language (Cadw) 2, Language (Barhan) (Wild boar) 2, Language (Dwarf) 2,
2, Faction (Militia) 4, Fief (Trophy) 1, 2 Expertise (Steam) 4, Faction (Arsenals) 2
Language (Dwarf) 2, Language (Cadw) Distinctive features: Disengagement Distinctive features: Leadership / 2 (F),
2, Leagues 2, Expertise (Steam) 2 (F), Goblins jeers (F) Hard-boiled (F)
Distinctive features: Authority, Hard- Location: Drakar (Pillars) Location: Kraken (Buoyancy bay)
boiled (F), Mercenary This mature goblin likes tasteless and Foreman on the shipyard, this heavy
Location: Trophy ( The Square) extremely expensive suits. Obsequious built dwarf clearly spends most of his time
Straight in his boots, literally and with his customers, often speaking with on a bridge dominating pools; from there
guratively, this former leaguer left his his hands, he is a picturesque gure of he directs the maneuvers. Always on the
Free-companions to enter the militia of the Pillars. His small business is well run, look out, he notes weaknesses or lack of
Northern Stronghold in Trophy. This ac- and he maintains numerous business con- will and entrusts the care of distributing
tivity corresponds better to his tastes: the nections with civil servants of Kraken and punishments and duties in to his right
one who pays commands, the one who gets the Ondine. Therefore he can supply his hand: Frol.
paid executes! Condent in this maxim, the workshops and channel his customers di-
dwarf runs the action on the eld... Even if rectly from their boat.
it means making Mercenaries of his men! Kanael (3)
Joe (2)
Gosse Hitchblade (3)

Race: Human
Culture: Lower City
Race: Human Trade: Craftsman 2 Race: Human
Culture: Lion Knowledges: Region (Cadwallon) Culture: Lower City
Trades: Duelist 2 / Courtesan 1 2, Region (Underground passages of Trades: Cat burglar 2 / Shooter 1
Knowledges: Region (Alahan) 2, Culture Cadwallon) 4, Culture ( lower city) 2, Fief Knowledges: Region (Cadwallon) 2,
(Lion)2 , Etiquette (Diplomats) 2, Etiquette (Trophy) 2, Language (Cadw) 2 Culture (lower city) 2, Fief (Ogrokh) 4,
(Bourgeoisie) 1), Fief (Drakar) 2 Distinctive features: Leadership / 1, Faction (Militia) 1, Language (Cadw) 2
Distinctive features: Bravery (F), Fencer, Scout, Mechanic (Machine)/1 (F), Distinctive features: Luck (F), Tightrope
Master fencer Location: Trophy (The Fields) walker, Cats paw
Location: Drakar (Free District) At rst glance Joe looks like a tramp Location: Ogrokh (The Stock)
Gosse is an outstanding duelist. He of- roaming on the edge of the canals of the Kanael organizes diversions for hefty
fers to risk his life instead of his wealthy elds of Trophy. In fact, he is working and sums of money to divert the judicial au-
customers, when they have official his task is extremely important: he is the thorities and the militias attention from
issues to settle. Therefore he is in con- foreman of the guild of Sewer workers in another crime. Young, shameless and
tact with several comfortably wealthy charge of the maintenance of the irrigation condent, he always succeeds in making
families. system of the feeding lung of Cadwallon. the most out of delicate situations.

INTERACTION 237

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Krurh (3) Lady Chlorine (3) Larenia (3)

Race: Elf
Race: Ogre Race: Goblin Culture: Spider
Culture: Lower City Culture: Upper city Trades: Courtesan 2 / Merchant 1 /
Trades: Merchant 2 / Craftsman 1 Trades: Mage 2 / Alchemist 1 Cutthroat 1
Knowledges: Business 2, Region Knowledges: Region (Cadwallon) 2, Knowledges: Business 1, Region
(Cadwallon) 2, Creatures 1, Culture Culture (Upper city) 2, Fief ( Den Azhir) 2, (Ashinn) 2, Culture (Spider) 2, Etiquette
(lower city) 2, Fief (Ogrokh) 2 Language (Cadw) 2, Expertise (Potions) (Nobility) 2, Faction (Thieves) 1, Language
Distinctive features: Brutal (F), Alliance 1, Way (Primagic) 2, Way (Sorcery) 1 (Akkyshan) 2, Nature 2
/ Web of Ashinan, Alliance/Braves of the Distinctive features: Alliance / empire Distinctive features: Assassin, Righ-
Bran--Kor of No-Dan-Kar, Focus (F), Recycler teous, Toxic (F)
Location: Ogrokh Location: Den Azhir (Embassies) Location: Drakar (Crimson Dress)
Krurh runs a weaving and tanning mill Lady Chlorine is always in between two Larenia is an Akkyshan who shows
specialized in exotic materials, proposing experiments, her glasses stuck on her herself only to the best customers of her
among others Akkyshan silks or bron- nose. Her research began with the search brothel - Under the dress - because of her
tops leather. Always on the look out for for a love potion to seduce Zakin the gob- developed metamorphoses. The quality
new materials, he does not hesitate to go, lin ambassador, while he was only a sim- of the services which she oers and her
himself, on expedition to the other end of ple diplomat. She is still working on it and infallible discretion avoided her from be-
Aarklash. spends time making potions ranging from ing accused of espionage. It would seem
useless to mortally poisonous. that she is endowed with a sharp sense
of honor. Her protgs are satised with
Lady Carole (3) their condition.
Lan-aly (6)
Larme (2)

Race: Human
Culture: Gri n Race: Sihir of Air Race: Human
Trades: Emissary 2 / Merchant 1 Culture: Lower City Culture: Lower City
Knowledges: Region (Akkylannie) 2, Cult Trades: Voyager 3 / Scholar 2 Trades: Minstrels of the Pain (Pain) 2
(Merin) 2, Culture (Grin) 2, Faction Knowledges: Administration (Cadwal- Knowledges: Region (Cadwallon) 2),
(Blades) 2, Language (Akkylannian) 2, lon) 2, Region (Cadwallon) 2, Culture Cult (Pain) 2, Culture (lower city) 4, Fief
Language (Cadw) 2 (lower city) 2, Fief (Gherionburg) 2, (Trophy) 2, Language (Cadw) 2
Distinctive features: Fanaticism (F), Realms 4, Symbolism 1, Path (Primagic) Distinctive features: Martyr / 1 (F),
Goblins jeers (F) 3, Path (Air) 2 Possessed (F)
Location: Ogrokh (the Span) Distinctive features: Bravery, Spirit of Location: Trophy (Comedy garden)
Lady Carole imposed herself as inter- the Air (F), Focus A perpetual merciful smile at the edge
mediary between noblemen of the upper Location: Gherionburg (Arcadia) of lips, Tear owes its name to the tears
city searching to hire mercenaries and Lan-aly is considered a celebrity in which the desperate characters pour on
men at arms of the lower city. She nego- Cadwallon. He is indeed the ambassa- the shoulder. Member of the Meaningful
tiates numerous contracts for the Blades dor to the Free City for the Kingdoms of Penitence of Comedy garden, in Trophy,
and her business acumen is considered as Splitrock (air) and Solnarreg (re). The she helps the unfortunate of express their
much as her skill to enlist new recruits. color of his skin changes just like his char- pain through art.
acter.

238 RULES

CadwallonUS-pp 230-255.indd 238 21/06/06 16:23:56


Lotval (3) Master rn (5) Mirole (3)

Race: Dwarf Race: Human


Culture: Upper city Culture: Lion
Race: Human Trades: Engineer 4 / Pilot 1 / Courtesan 1 Trades: Emissary 2 / Master fencer 1
Culture: Lower City Knowledges: Region (Cadwallon) Knowledges: Region (Alahan) 2, Culture
Trades: Cat burglar 3 2, Culture (Upper city) 2, Etiquette (Lion) 2, Faction (Th ieves) 2, Fief (Soma)
Knowledges: Region (Cadwallon) 2, (Nobility) 1, Fief ( Var-Nokkt) 2, Language 1, Language (Barhan) 2
Culture (lower city) 2, Faction (Those (dwarf) 1, Language (Cadw) 2, Urban Distinctive features: Alliance / guild of
from above) 3, Fief (Soma) 2, Language Legends) 1, Expertise (Steam) 4 the Thieves, Bravery (F), Romeo
(Cadw) 2 Distinctive features: Artifact, Mechanic Location: Soma (Morgue Street)
Distinctive features: Leap, Tightrope / 3 (F), Rigor This young man taking a Lords air in
walker (F), Cats paw Location: Var-Nokkt (Ka-n-Vor) Morgue Street can seem out of place, es-
Location: Den Azhir (The Core) Master rn is a very talkative dwarf, pecially since he clearly spends most of
Very agile, Lotval takes advantage of who likes to know what goes on in his time courting everything wearing a
his abilities to pass on information within Cadwallon. He runs his workshop alone, dress. But under this happy-go-lucky look,
the city. This highly skilled acrobat climbs which explains that it sometimes takes Mirole is the one by whom one can get in
with agility the high buildings to deliver him a lot of time to nish his inventions. touch with the guild of Thieves without
messages. His analphabetism is a security Steam has become his specialty and he is a venturing into their den.
for his employers. renowned pioneer in Cadwallon.

Moljen Brazen Skull (4)


Mhoz ( 3 ) Methanol (3)

Race: Goblin Race: Dwarf


Culture: Rat Culture: Boar
Trades: Engineer (naphta 3) Trades: Craftsman 3 / Engineer 1
Race: Elf Knowledges: Region (No-Dan-Kar) 2, Knowledges: Craft (Forge) 3, Region
Culture: Dragon Culture (Rat) 2, Language (Goblin) 2, (Aegis) 2, Culture (Boar) 2, Language
Trades: Missionary (Nosis) 3 Language (Cadw) 2, Expertise (Naphta) 3 (Dwarf) 2, Expertise (Steam) 3
Knowledges: Region (Lanever) 2, Cult Distinctive features: Bravery, Survival Distinctive features: Alliance / Defenders
(Nosis) 5, Culture (Dragon) 2, Language instinct (F), Recycler of Tir-N-bor, Authority, Hard-boiled (F)
(Cadw) 3, Language (Cynwll) 2 Location: Kraken (Buoyancy bay) Location: Ogrokh (The Shooting range)
Distinctive features: Concentration / 2 Methanol imports naphta from the city Moljen is the dean of the craftsmen
(F), Loyal / 2, Warrior-monk of Gerikn at a great expense. He wishes of the community of Tir-Na-Bor which
Location: Drakar (The Free district) to have his genius recognized by build- settled more than a century ago in Ogrokh.
Mhoz deals advice calmly. He is not ing a machine for submarine exploration, He rarely leaves the heat of his forge and
greedy concerning his knowledge. Some the octopus, capable of bringing back up dedicates himself to the manufacturing
claim that is an Equanime brother. He en- treasures sunk in the bay of Cadwallon. To and the repairing of armors, mainly for
courages those who listen to him, to fol- nance this project, he improves the war the militia of Ogrokh. No one can choose,
low the rules of Cynwll wisdom. machines of the guild of Blades. work metal or knows the antique secrets
of his people, like him.

INTERACTION 239

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No One (2) Palm of Krek (3) Paolin Two Arms (3)

Race: Human
Culture: Upper city Race: Human Race: Human
Trades: Spy 2 Culture: Scorpion Culture: Lower City
Knowledges: Region (Cadwallon) 2, Trades: Omnimancer 2 / Merchant 1 Trades: Miscreant 2 / Merchant 1
Culture (Upper city) 2), Fief (Den Azhir) Knowledges: Region (Syharhalna) 2, Knowledges: Region (Cadwallon)
2, Language (Cadw) 2, Urban Legends 2 Creatures 1, Culture (Scorpion) 2, Fac- 2, Culture (lower city) 2, Faction
Distinctive features: Fierce, Survival tion (Architects) 1, Language (Syhar) 2, (Silversmiths) 1, Fief (Gherionburg) 4,
instinct, Rigor (F) Expertise (Mutagenic) 4 Language (Cadw 2)
Location: Ogrokh (The Stock) Distinctive features: Mechanic (muta- Distinctive features: Luck (F), Survival
Nobody knows the history of this poor genic) /2 ( F ), Mutagenic / 2 (F) instinct (F)
man who was locked into this cage, or for Location: Kraken (Buoyancy bay) Location: Gherionburg (Parchedale)
how long he has been there. However, it Palm of Krek is a pleasant and informed Having almost integrated the guild of
would seem that death does not want Merchant, once the rst impression of Goldsmiths, Paolin lost everything in the
him. Nobody pays attention to him and disgust left by his implants and patches, speculations scandal of Tamarez. Since,
thanks to that he is able to collect every which distort his face, past. He decided to he settled in the catacrypts and tries to
day a lot information and details which he spread the passion of the goblins for the lead a quiet existence trying to forget the
exchanges with the rare people who are Kraken and set a fashion trend. He relent- past. His nature still urges him to keep
interested in him. lessly works in his laboratory to create trading in his own way.
new varieties and works to improve their
life expectancy out of water.
Nurbald the Sculptor (3) Penthow (3)
Palythiss (2)

Race: Dwarf
Culture: Hydra
Trades: Mage 2 / Bandit 1 Race: Elf Race: Goblin
Knowledges: Region (Chasms of Mid- Culture: Spider Culture: Lower City
Nor) 2, Region (Underground passages Trades: Clerk (Lilith 2) Trades: Miscreant 2 / Cat burglar 1
of Cadwallon) 1, Culture (Hydra) 2, Knowledges: Administration (Ashinn) Knowledges: Business 2, Region
Language (Mid-Nor) 2, Nature 2, Path 2, Region (Ashinn) 2, Cult (Lilith) 2, (Cadwallon) 2, Culture (lower city) 2,
(Primagic) 2, Path (Chthonian) 1 Culture (Spider) 2, Etiquette (Nobility) 2, Fief (Var-Nokkt) 1, Fief (Rampart) 2,
Distinctive features: Artifact, Focus, History (Age of steel) 1, Nature 2 Language (Cadw) 2
Possessed (F) Distinctive features: Exalted, Rigor, Distinctive features: Authority, Goblins
Location: Gamehead (The Bog) Toxic (F) jeers, Cats paw (F)
Nurbald is a former gravedigger. He Location: Drakar (The Free district) Location: Rampart (swamps)
lives in Demise Hole and knows the un- Palythiss may show a captivating smile, Penhtow lives with a dozen ferrets which
derground network which runs under but her face enclosed by an impressive pair obey him at a ngers snap. He commu-
the city. Endowed with a strange Ability of mandibles would leave anyone ill-at- nicates with them by mysterious means
for sculpture, he likes cutting corpses in ease. She is appreciated by the courtesans which no one understands. His band is
fragments and assembling them then into and the ladys companions to whom she specialized in the burglary of the aristo-
ridiculous yet terrifying puppets. Rumors teaches independence and revolt when cratic houses and if he is very a boastful
claim that these statues of esh are capa- she does not drown them with frightening about it. Indeed it is true that his people
ble of moving around. prophecies. are very agile and discreet.

240 RULES

CadwallonUS-pp 230-255.indd 240 21/06/06 16:24:24


Podgy (6) Qeanimrl (4) Seyr (3)

Race: Ogre
Culture: Lower City Race: Elf Race: Human
Trades: Alchemist 3 / Bard of the Destiny Culture: Scarab Culture: Gri n
(Destiny 3) Trades: Guide 3 / Shooter 1 Trades: Sea dog 2 / Missionnary (Merin)
Knowledges: Region (Cadwallon) 2, Knowledges: Region (Quithayran) 2, 1 / Emissary 1
Culture (lower city) 2, Fief (Trophy) 2, Region (Neighborhoods of Cadwallon) Knowledges: Region (Akkylannie) 2, Cult
Language (Cadw) 2, Expertise (Herb) 3, 3, Culture (Scarab) 2, Faction (Militia) 1, (Merin) 4, Culture (Gri n) 2, Culture
Cult (Destiny) 3, Culture (lower city) 5 Language (Dakinee) 2, Mythology 2 (lower city) 2, Fief (Kraken) 1, Language
Distinctive features: Bravery (F), Distinctive features: Artifact, Scout, (Cadw) 2, Language (Akkylannian) 2
Enormous, Exalted Regeneration / 2 (F) Distinctive features: Fierce, Fanaticism
Location: Trophy (The Fields) Location: Automaton (Fine shaft) (F), Rigtheous
Although discreet and shy, Podgy, whose Not very talkative, Qeanimrl the elf Location: Kraken (Buoyancy Bay)
nickname is due to his exceptional weight is a guide whose abilities are precious. Seyr is a sturdy man of about forty,
- even by ogre standards! - is respected in He inherited from his childhood in the with a shady past. He is a reliable charac-
the elds of Trophy as the founder of an Emerald forest an empathy with nature. It ter, very protecting with the weak. Some
agricultural cooperative which saved the is said that he commands insects and that say that he knows everybody in Kraken
small landowners from bankruptcy and as beetles are attracted by his presence. Harbor and that he is the condant of the
a talented alchemist. important people of this district.

Sergeant Martial (4)


Pteryx the archeo-goblin (3) Stitch (3)

Race: Goblin
Culture: Lower City Race: Human
Trades: Shrew 3 Culture: Lower City
Knowledges: Region (Cadwallon) Trades: Sleuth 2 / Scholar 2 Race: Human
2, Region (Underground passages of Knowledges: Region (Cadwallon) 2, Culture: Lower City
Cadwallon) 3, Culture (lower city) 2, Fief Culture (lower city) 2, Faction (Militia) Trades: Surgeon 2 / Omnimancien 1
(Automaton) 2, Language (Cadw) 2 2, Fief (Gherionburg) 2, History of Knowledges: Region (Cadwallon) 2,
Distinctive features: Artifact, Luck (F), Cadwallon ( criminal history) 2, Language Culture (lower city) 2, Language (Cadw)
Scout (Cadw) 2, Urban Legends 1 2, Expertise (Mutagenic) 1
Location: Automaton (The Old district) Distinctive features: Personnal enemy / Distinctive features: Alliance / Empire
This young goblin pushes a wheelbar- Lianzareth (F), Rigor (F) of the Syharhalna, Mutagenic / 2, Cure /
row from which shiny items of all sorts Location: Gherionburg (Wyvern Road) 2 (F)
keep falling out. One can nd true won- This retired investigator has made Location: Rampart (swamps)
der, drowned under a heap of terrible enough enemies to be unable to leave the Stitch is a human of around thirty, en-
paintings and other worthless objects. But protection of Fort Gentle anymore, but he dowed with an impressive stature. He
for that to happen it is necessary either is a specialist on mysterious crimes com- is pleasant but his conversation quickly
to be lucky or to know Pteryx well. He is mitted in Cadwallon over the last ve de- revolves around body care, organs and
capable, according to what he claims, of cades. diseases. His strange glance and his third
nding anything and The older it is, the arm can worry patients but he is a reputed
better it is. doctor in all of Rampart.

INTERACTION 241

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Sulandra the Grey (3) The Archduke (3) Trag Vor the Coarse (3)

Race: Human Race: Orc


Culture: Lion Culture: Lower City
Trades: Soldier 2 / Ocier 1 Trades: Magister 2 / Shrew 1
Race: Human Knowledges: Region (Alahan) 2, Culture Knowledges: Region (Cadwallon)
Culture: Scorpion (Lion) 2, Etiquette (Diplomats) 2, Faction 2, Region (Underground passages of
Trades: Alchemist 2 / Merchant 1 (Militia) 1, Faction (Th ieves) 2, Language Cadwallon) 1, Culture (lower city) 2, Fief
Knowledges: Region (Syharhalna) (Barhan) 2 (Automaton) 2, Language (Cadw) 2,
2, Culture (Scorpion) 2, Faction Distinctive features: Authority, Bravery Path (Primagic) 2, Path (Earth) 1
(Alchemists) 1, Language (Syhar) 2, (F), Desperate Distinctive features: Spirit of the Earth
Expertise(Mutagenic) 2, Expertise Location: Rampart (swamps) (F), In ltration / 2, Recovery / 2
(Potions) 2 This destitute Lion knight, still bears Location: Automaton (The line)
Distinctive features: Goblins jeers, the weapons of his family, covered with This mystic warrior is obsessed by the
Mutagenic / 2 (F), Recycler a piece of red material. This charismatic spirit of Aarklash. He spends most of his
Location: Gherionburg (Petropolis) character speaks in a brief way but enough time investigating excavations or digging
This talkative old woman, with a kind to be explicit. His reputation of being a new ones to discover the den of the spirit
face, works as midwife and sometimes man of many women sometimes draws living inside the entrails of the city. This
intervenes in abortions. She uses potions trouble in his direction. He leads a group obsession could have people smiling if the
which she makes herself from plants that of rebels operating in Lilcad, reputed for orc was not able of feeling the presence of
she harvests; it is said, in the citys under- petty crime. metals in the rocks. These investigations
ground. gave him a great knowledge of the under-
ground passages and of the ruins of the
The Demented (2) Free City.
The Apostle ( 3 )
Tragga (3)

Race: Human
Race: Wolfen Culture: Minotaur
Culture: Hyena Race: Human Trades: Strong-Arm 2 / Sleuth 1
Trades: Missionary (Vile-Tis) 2 / Culture: Stag Knowledges: Region (Avagddu) 2,
Cutthroat 1 Trades: Minstrels of the Pain (Pain 2) Culture (Minotaur) 2, Fief (Gamehead)
Knowledges: Region (Caer Laern) 2, Cult Knowledges: Region (Caer Maed) 2, Cult 2, Faction (Provocatores) 1, Language
(Vile-Tis) 4, Culture (Hyena) 2, Fief (The (Cernunnos) 2, Cult (Pain) 2, Culture (Sessair) 2, Mythology 2
Head) 1, Language (Wolfen) 2 (lower city) 2, Culture (Stag) 2, Language Distinctive features: Bravery, War fury
Distinctive features: Exalted (F), Born (Drune) 2 (F), Cats paw
killer (F) Distinctive features: Fierce (F), Alliance Location: Gamehead ( Little Arenas)
Location: Gamehead ( Little Arenas) / Foreseers of Caer-Maed, Visionary Tragga is a rather short woman with
The Apostle came to Cadwallon to re- Location: Gamehead (The Skinner) short red hair cut in a bob. She likes walk-
cruit Devourers among the ranks of other The Demented ferociously hates all the ing around town with little to no clothes
people. He thinks, indeed, that the dis- cults and barks at those she crosses in the on to impress the men with her muscles.
ciples of the Beast have to come from all street. She professes terrible curses to the her favourite weapon is a great blade
the horizons if they want to reach their faithful that she meets. Everybody consid- shaped like a sickle and she does not hesi-
goal. He lectures the crowds around the ers her mad but at the same time dreads tate to use it but she also has a awless tal-
temples of the City of the thieves. her powers. ent for shadowing people.

242 RULES

CadwallonUS-pp 230-255.indd 242 21/06/06 16:24:56


Urguemal the Pure (3) Vestalia the mystic (2) Yeoneul (4)

Race: Human Race: Human


Culture: Gri n Culture: Minotaur
Trades: Sleuth 2 / Guerrier-mage 1 Trades: Bard of Destiny (Destiny) 1 / Race: Elf
Knowledges: Region (Akkylannie) 2, Cult Emissary 1 Culture: Dragon
(Merin) 2, Culture (Gri n) 2, Faction Knowledges: Region (Avagddu) 2, Cult Trades: Mage 2 / Engineer 2
(Usurers) 3, Language (Akkylannian) 2, (Destiny) 1, Culture (Upper city) 1, Knowledges: Region (Lanever), Cult
Path (Primagic) 1 Culture (Minotaur) 2, Etiquette (Nobility) (Nosis) 2, Culture (Dragon), Entities
Distinctive features: Fanaticism (F), 1, Mythology 2 1, Language (Cynwll), Expertise
Implacable / 2, Rigor Distinctive features: War fury (F), (Constructs) 2, Path (Primagic 2), Path
Location: Den Azhir (North Gate) Goblins jeers (F) (Solaris) 1
Paranoid, Urguemal is driven by mystic Location: Automaton (The Precious) Distinctive features: Concentration / 2
visions which Merin sends him. He has Vestalia is a tall charismatic woman, (F), Mechanic (Construts)/2, Recycler
decided to purify the City of Thieves of its dressed in an exaggerated Kelt mystic Location: Var-Nokkt (Shades)
sinners and the emanations of Darkness, fashion. She made a fortune as a fortune- Reputed craftsman, Yeoneul works in
by leading a small group of investigators. teller with some gullible noblemen, from a workshop which looks like a freak mu-
Together, they ght the guild of Usurers whom she got some favors. She continues seum. He studies and xes objects extir-
for its sympathy to some of Acherons to manage her business by using her inu- pated from the underground. He remains
people. ence over her circle of adepts. unchallenged for repairing mechanisms
animating Constructs such as automatons
or marvelous toys.
Uune (3) Wander world (8)

Race: Elf
Race: Ogre Culture: Lower City
Culture: Lower City Trades: Voyager 4 / Guide 4
Trades: Craftsman 2 / Warrior-monk Knowledges: Region (Cadwallon) 2,
(Destiny) 1 Culture (lower city) 2, Fief (Trophy) 2,
Knowledges: Craft (Stony size) 2, Region Language (Cadw) 2, Realms 5, Nature 4,
(Cadwallon) 2, Cult (Destiny) 1, Culture Way (Primagic) 4, Way (Water) 3
(lower city) 2, Fief (Gherionburg) 2, Distinctive features: Focus, Mastery of
Language (Cadw) 2 the Arcana (F), Romeo
Distinctive features: Luck (F), Sequence Location: Trophy (Comedy garden)
/ 2 (F) Headmaster of the school of magic of
Location: Gherionburg (Petropolis) the Rubicund tower in Trophy, Wander
Uune is one of the rare slogres to have world is a devotee of beauty. Thus, he be-
a job. Her faith changed her lethargy into came an untiring wanderer of Aarklash
pacism. Stone carver and undertaker in and of the kingdoms. When old age came,
the necropolis, she is rarely a bother be- this friend of the Standing Wind settled
cause of her stature. down in Trophy and founded a school of
magic dedicated to spectacle.

INTERACTION 243

CadwallonUS-pp 230-255.indd 243 21/06/06 16:25:29


Brentyr the Slaver (4) Kahinir the armorer (6)
The Ragnarok
contacts
These contacts are characters of
Aarklash who are for the most part al-
ready represented by miniatures from the
Confrontation / Rag Narok range. Only
exiled characters can note them as con- Race: Human Race: Dwarf
tact! Most of them are people who travel Culture: Stag Culture: Boar
a lot and sometimes spend a few days in Trades: Bandit 2 / Ocier 1 Trades: Soldier 3 / Craftsman (Armorer) 2
the City of Thieves. Some live there more Knowledges: Region (Caer-Maed) 2, Knowledges: Craft (Forge) 2, Region
regularly but their inuence extends be- Cult (Cernunnos) 2, Culture (Stag) 2, (Aegis) 2, Culture (Boar) 2, Faction
yond the Free City. To know them, it is to Faction (Usurers) 2, Language (Drune) 2, (Architects) 3, Language (Dwarf) 2,
benet from the attention of those who Strategy 1 Expertise (Steam) 2
belong to their people. One can also use Distinctive features: Fierce (F), Distinctive features: Bravery, Counter-
them to obtain information or support, Leadership / 3, Personnal enemy/ attack, Master Strike / 3, Hard-boiled (F),
but the delay for an answer is longer. Markhan Bane / goblins
Location: Trophy (Southaven) Location: Ogrokh (Shooting range)
Brentyr is one of the least commendable Since he was young, Kahinir dreamed
celebrities of Cadwallon. Indeed far from of approaching dragons. Haunted by this
Alahel the Messenger (6) the esoteric considerations and Gnostics thought, he left Tir-N-Bor and went to
of the wyrds, he practices one of the rare Lanever, the land of these legendary crea-
trades forbidden in the Free City: selling tures. He managed a feat, which no other
living beings. He is not avaricious on an- dwarf succeeded afterwards: he reached
ecdotes and rumors. Laroq and having proved his value, was
taught ancient secrets of metal work.

Gidzzit the Bell Ringer (5)


Kalyar war chief (6)

Race: Human
Culture: Lion
Trades: Duelist 3 / Shooter 2 / Emissary 1 Origin: Goblin
Knowledges: Region (Alahan) 2, Region Culture: Rat Race: Wolfen
(Lanever) 1, Culture (Lion) 2, Etiquette Trades: Mage 4 Culture: Hyena
(Diplomats) 2, Faction (Embassy of the Lion) Knowledges: Region (No-Dan-Kar) 2, Trades: Soldier 3 / Ocier 2
2, Fief (Soma) 3, Language (Barhan) 2 Culture (Rat) 2, Language (Goblin) 2, Knowledges: Region (Caer Laern) 2,
Distinctive features: Ambidextrous, Language (Orc) 2, Path (Mutation) 2, Cult (Vile-Tis) 2, Culture (Hyena) 2,
Bravery (F), Sharp shooter Path (Primagic) 4, Path (Sorcery) 3, Path Faction (Ferrymen) 3, Faction (Th ieves)
Location: Soma (Heaven heights) (Earth) 1 2, Language (Wolfen) 2
The most renowned of King Gorgyns Distinctive features: Personnal enemy / Distinctive features: Leadership / 3,
messengers rides without rest to gather Pillgrim the one-eyed, Survival instinct Born killer (F), Vivacity
the forces of Light. More versed into the (F), Mutagenic / 3 Location: Rampart (The Muck)
arts of war than into those of diplomacy, Location: Trophy (Little Klne) The Awakened is at the moment one
he traveled many countries and knows Gidzzit is not a charismatic leader, but of the most dreaded war chiefs of the
many lands. the bell of the god Rat which he possesses Ragnarok. He leads his Devourer troops
plunge his congeners into an overwhelm- determinedly and knows how to use the
ing belligerent rage. He always gave evi- enemys weaknesses. This outstanding
dence of a predisposition for magic and is soldier endowed with an impressive resil-
reputed for his Striking abilities. ience, still likes the taste of blood.

244 RULES

CadwallonUS-pp 230-255.indd 244 21/06/06 16:25:42


Misericord (6) Salias Yesod (6) Shanys the Shadow (6)

Race: Human Race: Human


Culture: Gri n Race: Human Culture: Gri n
Trades: Shooter 3 / Sleuth 2 / Warrior- Culture: Scorpion Trades: Duelist 4 / Sleuth 1
monk 1 Trades: Warrior-mage 3 / Omnimancien 2 Knowledges: Region (Akkylannie)
Knowledges: Region (Akkylannie)2, Cult Knowledges: Region (Syharhalna) 2, Cult (Merin) 2, Culture (Gri n) 2,
(Merin) 3, Culture (Gri n) 2, Faction 2, Creatures 1, Culture (Scorpion) Faction (Embassy of Akkylannie) 1, Fief
(Lodge of Hod) 3, Language (Cadw) 2, 2, Language (Syhar) 2, Expertise (Ogrokh) 4, Language (Akkylannian) 2
Language (Akkylannian) 2 (Mutagenic) 4, Path (Primagic) 3, Path Distinctive features: Assassin, Bravery,
Distinctive features: Fanaticism (F), (Technomancy) 2 Fencer, Conscious, Fanaticism (F)
War fury, Immunity / re, Righteous, Distinctive features: Scout, Immunity / Location: Ogrokh (The Span)
Warrior-monk fear, Warrior-mage, Mutagenic / 3 Shanys is the feline and mortal silhouette
Location: Soma (Heaven heights) Location: Automaton (the Observatory) which delivers the sentences of the am-
Misericord puts her faith and her sword Salias Yesod is a famous biopsist which bassador from Akkylannie to Cadwallon.
to the service of Merin. In Cadwallon she tries to create the philosophers creature. He Elusive and wielding a dagger, she watches
is in contact with a lodge which watches always keeps with him a lantern irradiating a or punishes, unmoved behind her mask of
the schemes of the disciples of Arh Tolth. greenish light which shelters a homunculus. alabaster. She knows many hidden pas-
He often goes to Cadwallon to nd exotic sages to the important places of the city.
subjects and to enrich his gene pool.
Orhain the Scholar (5)
Yh-Azahir the mad(6)
Shaka-Umruk (4)

Race: Human
Culture: Minotaur Race: Dwarf
Trades: Clerk 2 / Scholar 2 Race: Orc Culture: Hydra
Knowledges: Administration (Avagddu) Culture: Jackal Trades: Bandit 3 / Ocier 2
2, Region (Avagddu) 2, Cult (Danu) 2, Trades: Missionary (Jackal) 3 Knowledges: Region (Chasms of Mid-
Culture (Minotaur) 2, History (Age of Knowledges: Region (Bran--Kor) Nor) 2, Region (Underground passages
the rebirth) 1, Language (Sessair) 2, 4, Cult (Jackal) 3, Culture (Jackal) 2, of Cadwallon) 3, Culture (Hydra) 2,
Mythology 5, Symbolism 2 Language (Orc) 2, Nature 2 Faction (Usurers) 2, Language (Mid-Nor
Distinctive features: War fury (F) Distinctive features: Brutal (F) 2), Nature 2
Location: Drakar (The Free district) Location: Var-Nokkt (Dressmakers Distinctive features: Fierce, Mutagenic /
Orhain dedicates most of his time to district) 3, Possessed (F)
meditation and studying. He transcribes Shaka-Umruk is worshipped by his Location: Gamehead (The Bog)
his revelations and his knowledge on one people, because Jackal is believed to send Azahir leads his warriors to serve the
of his countless parchments which never him visions and powers. His knowledge Despot underground and on the surface
leave him. Disciple of Cianath, he deliv- sometimes allows him to foretell the out- alike. Stuck in his armor, his canopic doll
ers enigmatic messages, yet full of sense. come of battles even before they begin. crucied on his breastplate, he investi-
Whoever is able to interpret them, pos- Shaka-Umruk knows also how to pass on gates the underground of Cadwallon and
sesses the key of events to come. the rage of Jackal thanks to amulets of his tied up an alliance with the King of Ashes
own. in exchange for a territory where to spread
the inuence of Ymsur.

INTERACTION 245

CadwallonUS-pp 230-255.indd 245 21/06/06 16:26:00


HAVING ADVANCED OPTION:
A CHAT IGNORANTS SPEAK A LOT
During the investigation phases, the free It can happen that PC twist or burn a contact which knows nothing. In
that case, the GM is authorized to make the NPC say anything to get rid
leaguers contacts will be consulted on the
of the players. It is then recommended to consider the way the players
developments of the aair the PC are tak-
burns or twist the contact. So, if tortured, anyone admits anything, while
ing care of. If the questions asked overlap
a trained agent and\or someone under the inuence of Scorpion drugs
their domains of ability, they will answer can dominate the pain and the stress to send PC on a wrong track, or even
within the limits of what they know and straight into a trap.
according to the level of Intimacy and the
nature of the relation with the characters.
PC may believe that their contact is not Thus a contact cannot exceed the fourth
telling them everything. In that case, they Evolution level of Intimacy. The following levels re-
can twist their arm or burn them. quire the same conditions but the relation
When a player chooses to twist the is intensied only if the GM allows it. He
If a contact refuses to reveal information arm of one of his characters contact, he can then stage a particular scenario as an
which he holds, either because his loses a level of Intimacy. explanation.
interlocutor is unable to please him, Once at 0, the contact is erased from the Only the GM can decide that a contact is
or because this information could put character sheet, as if he had been burned. versed with a new domain, even though it
him in danger, a player can choose to The character becomes unwanted and the might be a consequence of the PCs actions.
twist his arm to force him to answer contact does not consider him as a reli-
a question asked by his character. The able relation anymore. It is even possible
GM must reveal a piece information, that he sees the character as an enemy and
by answering the question asked by the henceforth he tries to avoid him.
player. It is possible, by burning or by twist-
If the characters investigation seems to ing a contact, to lose it. In the same way,
be heading no where, at any moment, it is possible to gain a contact while un-
a player can decide to burn a dertaking adventures, or even to strength-
contact of his character to get hold en the links which already existed with a
of everything his contact knows. The
contact is then de nitively lost. Such a
pre-existent contact.
Each time a player gets information from
Establishing
situation is important from the point a contact of his character, by respecting new contacts
of view of the history of PC. The GM their relation (which is not the case if the
thus has to stage such situations and contact was twisted or burned), for the Every time a possibility exists of estab-
draw the consequences, which might current adventure, he is said to have man- lishing a contact in an adventure, the GM
be interesting for things to come. In aged to appropriately use his contact. He has to announce it to all the players who
return, he has to give a clear lead, can then mark the space in front of this decide then freely who will be those of
answer all the questions of the PC and contact on his character sheet. The same them who add or not the contact to their
therefore put the adventure back on a player can realize no more than one appro- list. A contact gained it this way always
track without asking for anything in priate use with the same contact per com- begins at the rst level of Intimacy. On the
exchange. Of course, GM has to do so plete adventure. other hand, the GM chooses the nature
in a coherent way. of the relation. The players have to take
Note: The marks are not erased between this decision when the GM announces
It is useless to burn a contact which two adventures. the possibility of earning a contact, at the
was already twisted for the same ques- term of a game session most of the time. If
tion since he can be forced only if he When both squares are marked, the the players choose not to add this contact,
knows the answer and refuses to give it. player erases them and can choose to: the contact is considered lost and cannot
be acquired during this session anymore.
Increase the level of Intimacy of this If the contact intervenes in another ses-
relation by a point without the GM sion, he can be acquired again normally.
having to agree;
Change the nature of its relation for
another one only if the GM agrees to it.

246 RULES

CadwallonUS-pp 230-255.indd 246 21/06/06 16:26:16


It is not possible to choose an objective If one wants the target to give or
INFLUENCE when choosing oneself as target, but it exchange something, it involves a Deal.
can happen that the target is a restricted If one wants the target to do something,
The inuence system is a particular group (even in opposition) to whom the it is a Manipulation.
aspect of the interactions. When a char- character belongs.
acter tries to convince somebody to do Inuencing a target which one knows
or to reveal something, the GM can use Examples: is easier than a target which one has
these rules to simulate discussions dur- I want this one to move towards this never heard of. Thus, if the target is an
ing an opposition. Thus the exchanges are square. acquaintance of a character, this character
simulated pretty much like a combat. The I want the guard to allow me to pass. has bonuses to inuence him.
actions and the reactions of interaction I want the Countess to tell me if she is
can be therefore used during a combat to the killer. Some objectives, instead of insisting
impress an opponent or make him admit I want to stop being afraid of Sophet on facts, aect the convictions and the
a crime while ghting. Drahas. is not a correct objective. On the feelings of the target: instead of saying
other hand, I want our league to investi- I want the Merchant to give me a 30 %
gate a cave of Petropolis. is acceptable. discount on this gem, one can say I want
Objective As there is a large number of possible
the Merchant to believe that the gem has
a defect. An objective formulated in this
Every player can choose an objective by inuences, they are gathered in three way is considered as indirect.
formulating a sentence which summarizes categories manage them with rules.
in which way he wishes to exercise his in- The player did not formulate the real
uence and on whom. The objective by If one wants the target to reveal objective of his character, but he gave an
default of the users in an inuence strug- something, it is a Confession. argument which supports this objective.
gle is I want my enemies leave me alone,
and by indicating the enemies.

INTERACTION 247

CadwallonUS-pp 230-255.indd 247 21/06/06 16:26:37


It is possible for several characters to Example: The objective I want them to
Influence levels choose the same objective (or serve the leave me alone has a variable level. It
same plot). In that case, they have to de- does not require obtaining a Confession or
To each type of objective is associated cide at the beginning of the opposition to making a Deal, it is thus a Manipulation
an Inuence level. Each character has to be rivals or allies. (4) which can target a group. There will be
earn Inuence points (IP) by gambling on no ill consequences on the long term for
actions of interaction until enough points Rivals: Every one works independently. this objective. If a character is bothered by
are accumulated to equal the Inuence Every one chooses the objective to reach. three guards who have no particular rea-
level of the objective. Once this is done, In that case, the objective of the rival is son for picking on him, this objective will
the objective is realized. not declared. thus have a level of 4: 4 for Manipulation,
Allies: The parties cooperate to suc- 2 because of the three guards, -2 because
The level of an objective is determined ceed. Their common objective allows the guards have nothing to win and noth-
by adding certain criteria to the Mastery them to add their IP. ing to lose. If the GM decides that the
of the target: the number of inuenced guards really want to annoy the PC, the
characters and the consequences. level can rise to 6.

The target under inuence cannot be a


social group as a whole. On the other
hand, it is possible to inuence several
characters constituting a group. So, a
league of ve characters can be inu-
enced, but not a guild of several hun-
dreds of members. When an objective is
a group, use the highest Mastery among
the members of the group as the Mastery
of the collective target and increase it by
a point per a character in the group be-
yond the rst one.

The consequences the objective could


have for the inuenced target aect the
level to be reached. These modiers are
not known by the user: if his character
tries to urge somebody to give the name
of a criminal and if the character to whom
the user is speaking to is the criminal, the
user is obviously unaware of it. However,
an experimented GM is able to create
scenarios to answer these lacks or answer
the initiatives of his players.

An indirect objective often tends to


manipulate the beliefs of a character
rather than is actions. Which is always
more complex to achieve. The more the
objective questions the beliefs of the
character, harder it is to achieve this
objective.

248 RULES

CadwallonUS-pp 230-255.indd 248 21/06/06 16:26:43


Gaining GUILDS
influence
The presentations which follow are built
Some actions or reactions allow to around quite the same format:
generate the earning or the loses of IP. Rank: the seven higher guilds are the
Gambles allow to increase this variation. most powerful of Cadwallon. They in-
An earning of inuence is made by add- clude several branches of industry and
ing IP to the objective, by taking gambles seek either to control a whole sector of ac-
on undertaken actions. tivity of the city, or the mastery of all the
The information gleaned from a con- stages of a production circuit. Numerous
tact can feed an inuence struggle. The corporate structures live outside higher
GM can decide that information has an IP guilds, but their much lesser inuence ex-
value (up to Potential of the relation who tends only to the Free City. Some are re-
gave the information). ally independent, others are only masking
Besides, once per inuence struggle, a parallel activities of higher guilds. These
player can burn a contact who is not the lesser guilds have nonetheless a certain
target to earn information helpful for the weight. Some even have quite an eco-
intrigue. It must be justied by the player nomical power. Contrary to their higher
and the contact must be present or able to counter parts, they do not participate in
undergo the action. In return the GM has the Ragnarok and are satised with their
to deal all the consequences of this choice power in Cadwallon.
and stage them in adventures to come. In
that case, the player gains as many IP as Alliances: Reserved for higher guilds.
the Potential of the sacriced relation. Indicates the nations of Aarklash that
The target must be inuenceable by the the guild often serves in interests of
contact in question. The latter must be Cadwallon or with whom the guild has
able to help through a privileged relation, agreements outside of the city (most of
information he might possess or a trade the higher guilds have trading-posts in the
which would allow him to carry out an other major cities of the continent).
action favorable to the current inuence Trades: List of the typical trades found
struggle. within the guild.
Potential and Attitude: Guilds possess
a Potential which measures their inuence
Resolution of and their power, as well as a dominant at-
titude which is collectively shown by their
an intrigue members.
Headquarters: The district where are
If the level of inuence is reached, the the leaders of the guild in Cadwallon can
objective is fullled and the target has to be found.
carry out what has been asked of him with
the dice from his RP. If the target is unable
to do so, it will have to act during its turn
with the dice of its AP.
Once the consequences of the intrigue
were simulated, the target might notice
what happened. The GM is the only one
able to decide so - even if the players can
try to inuence him!

INTERACTION 249

CadwallonUS-pp 230-255.indd 249 21/06/06 16:27:15


The Thieves
Higher Rank: Higher guild
guilds Alliances: Limbs of Acheron, Web
of Ashinn, Empire of Syharhalna,
Disciples of the Beast, Rats of No-Dan-
Kar, Kingdom of Alahan, Defenders of
The Architects Tir-N-Bor
Rank: Higher guild Trades: Scout, Cat burglar, Cutthroat,
Alliances: Republic of Lanever, Kingdom Shrew, Bandit, Miscreant, Spy
of Alahan, Empire of Akkylannie, Potential: 4
Defenders of Tir-N-Bor. Attitude: Sleight
Trades: Craftsman, Engineer, Warrior- Headquarters: Soma (Morgue Street)
mage, Scholar Heart and soul of organized crime, this
Potential: 4 guild gave for a long time its name to the
Attitude: Discipline Free City. The leaders of the Thieves try to
Headquarters: Drakar (Pillars) regulate tracs, burglaries and the other
This truly hermetic association keeps malpractices for the Duke. They have a
jealously the secret techniques of its hard time dealing with the manipulations
members; the guild possesses the mo- of occult forces well implanted in the city.
nopoly of the stone and metal work in the Indeed, the guild of Usurers is more and
construction of buildings. The architects more present in the criminal circles of the
are thus members themselves, but there lower city.
are also masons, sculptors, stone-cutters,
siege engineers, glaziers or locksmiths.
All these corporate bodies share the same
worship for secrecy and protect jealously
their expertise.

The Goldsmiths
Rank: Higher guild
Alliances: Limbs of Acheron, Empire
of the Syharhalna, Rats of No-Dan-
kar, Empire of Akkylannie, Kingdom
of Alahan, Defenders of Tir-N-Bor,
Howling pack
Trades: Merchant, Voyager, Courtesan
Potential: 5
Attitude: Style
Headquarters: Den Azhir (Embassies)
In Cadwallon, Goldsmith is a syn-
onym for merchant, whereas before it
meant those who traded precious stones
and metals. This guild thus gathers all
the trade companies of the City of the
Thieves. To sell goods which one did not
produce himself, it is inevitably necessary
to be registered with the Goldsmiths. The
economic power of such an alliance of in-
terests is obviously unequaled.
Nowadays, the trade companies are so
absorbed by their business that they do
not care any more about peddlers or the
other street sellers who trade without a
license.

250 RULES

CadwallonUS-pp 230-255.indd 250 21/06/06 16:27:20


The Cartomancers up to the harbor, dockers who load and
Rank: Higher guild unload the goods, cart drivers who make
Alliances: Republic of Lanever, Rats sure of supplying the warehouses of the
of No-Dan-Kar, Empire of Akkylanny, city. One should not forget coachmen,
Kingdom of Alahan, Defenders of Tir- caravanners and... assassins. The latter left
N-Bor the guild of Thieves following scal con-
Trades: Tarot-mage, Scholar, Craftsman, icts.
Spy Thoroughly mastering everything which
Potential: 4 revolves around transport, the guild of
Attitude: Subtlety Ferrymen exercises a strong pressure on
Headquarters: Den Azhir (The Core) the Goldsmiths.
This guild includes professionals from
very dierent activities, yet representative
of the inuence of the tarot of Vanius on The Usurers
Cadw society. Therefore among the mul- Rank: Higher guild
titude of soothsayers, preachers, astrolo- Alliances: nations a liated to Darkness
gers and other fortune-tellers, are found Trades: Merchant, Miscreant, Emissary,
the famous tarot-mages. If the latter are Spy
the most symbolic members of the guild, Potential: 6
one should not forget the other trades Attitude: Subtlety
bound to the cards which are a part of this Headquarters: Unknown
organization: card-makers, printers, illu- Today, the Usurers form a secret, yet
minators and, by extension, heraldists. powerful forces opposing the Duke and
the peers of the city. Small discreet work-
shops hide shady manipulators who take
The Ferrymen control bit by bit of all crime not a li-
Rank: Higher guild ated to the guild of Th ieves. It is neces-
Alliances: All nations sary to admit it, the guild of Usurers is
Trades: Strong-arm, Merchant, Crafts- a gigantic conspiracy today; their goal is
man, Sea dog, Shrew to take over the city to hand it over then
Potential: 4 to Acheron.
Attitude: Opportunism Besides its ocial money lending
Headquarters: Kraken (Quays) activities, the guild also takes care of
More than a guild, the Ferrymen form currency exchange and designs safes.
a gigantic syndicate which holds in its Finally, its craftsmen make the most re-
hand all the axes of trac of Cadwallon. liable instruments of calculation avail-
The Blades Transport is totally under the guilds con- able on the market.
Rank: Higher guild trol: ship-owners, pilots who guide ships
Alliances: All nations
Trades: Soldier, Leader, Marksman,
Guard, Merchant, Bandit
Potential: 4
Attitude: Pugnacity
Headquarters: Ogrokh (the Span)
The mercenaries of Cadwallon are fa-
mous throughout Aarklash. The guild
of Blades assumes the inheritance of the
Dogs of war, bypassing the free leaguer.
When times are harsh, the mercenaries
also become shameless bandits. Finally,
only workshops aliated to the guild have
the right to sell weapons, to the great dis-
pleasure guilds of the Blacksmiths and
Goldsmiths.

INTERACTION 251

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The Bird catchers
Lesser Rank: Lesser guild
guilds Trades: Sea dog, Merchant, Miscreant
Potential: 2
Attitude: Opportunism
Headquarters: Drakar (The Free
The Dressmakers district)
Rank: Lesser guild This small guild has the monopoly on
Trades: Merchant, Craftsman, the sale of the exotic animals from the
Alchemist Immobilis archipelago. These products
Potential: 3 cost a real fortune which only very rich
Attitude: Style people can aord.
Headquarters: Var-Nokkt (Dressmakers
district)
This guild, small yet prestigious, in- The Jewelers
cludes all the attire houses which lav- Rank: Lesser guild
ishly supply exclusively the upper city. It Trades: Craftsman, Merchant
keeps jealously the trade secret of its plant Potential: 2
accessories which conjugate in an origi- Attitude: Style
nal way Dakinee, Syhar and Akkyshan Headquarters: Automaton (Precious)
techniques. Besides these very frivolous Founded directly by the guild of
activities, the guild of the Dressmakers is Goldsmiths who wished to get rid of
the privileged supplier of vegetal poisons manual activities, this guild includes all
for the aristocracy. The exotic and original the craftsmen specialized in the crafting
plants sheltered in its well guarded green- of precious matter, such as metals, jewels,
houses sometimes have other functions china or glass. The Jewelers thus include
that decoration... reners, lapidaries, jewelers and diamond
dealers.

The Tailors
Rank: Lesser guild The Blacksmiths
Trades: Craftsman, Merchant Rank: Lesser guild
Potential: 2 Trades: Craftsman, Strong-arm
Attitude: Sleight Potential: 3
Headquarters: Soma (Heaven heights) Attitude: Pugnacity Arsenals
This guild produces the clothes of the Headquarters: Ogrokh (Thunder Vale) Rank: Lesser guild
Cadws. Some workshops supply true The members of this guild work infe- Trades: Craftsman, Strong-arm
quality products to the burgers of the rior metals; they are the coppersmiths, Potential: 3
lower city, even if their works are bare- the chain makers, the blacksmith. The Attitude: Discipline
ly comparable to the creations of the Blacksmiths who produce weapons and Headquarters: Kraken (Buoyancy bay)
Dressmakers. armor are authorized to sell their produc- Naval equivalent of the guild of
tion only to the guild of Blades, except for Architects, the guild of Arsenals includes
export (in which case, they have to pay the the shipbuilding workshops. Since the
Goldsmiths). This situation raises some is- extension of the lower city, its privileges
sues. Because of the sales prices imposed extended to everything built from wood.
by the Blades, fewer and fewer blacksmiths Licensed carpenters thus depend from
still make weapons. If the tendency is con- this guild, which constitutes the only ex-
rmed, the Jewel of Lanever will soon suf- ception in the traditional monopoly of
fer a shortage of weapons in a few years. the Architects in the eld of urban con-
struction. The main customers of the
Arsenals are the ship-owners of the guild
of Ferrymen who exercise total control
over the guild.

252 RULES

CadwallonUS-pp 230-255.indd 252 21/06/06 16:28:58


The Alchemists The Sewer workers
Rank: Lesser guild Rank: Lesser guild
Trades: Surgeon, Omnimancer, Trades: Shrew
Alchemist Potential: 2
Potential: 3 Attitude: Sleight
Attitude: Subtlety Headquarters: Var-Nokkt (Sh-Az canal)
Headquarters: Trophy (The Fields) The Sewer workers walk the sewerage
This guild groups includes the activities system of Cadwallon relentlessly, to watch
of the dwarf alchemists and the Dirz al- over the proper running of the various
chemists alike. The designing and manu- mechanisms which regulate it (gates, col-
facturing of potions, ointments, philters, lectors, locks). They form a secretive caste
but also medical care and various surgi- The Scribes and are treated as pariahs by the popula-
cal operations are the privilege the guild Rank: Lesser guild tion.
of the Alchemists. Not very appreciated, Trades: Scholar The Sewer workers are easily recogniz-
this guild keeps jealously its ill-assorted Potential: 2 able: leather leggings, brass eyeglass and
secrets. Ill-assorted, because the climate Attitude: Discipline pestilent smell. The guild of the Sewer
which reigns within the organization is Headquarters: Drakar (The Free workers is one of the rare organizations
particularly unpleasant. The apothecar- district) authorized to enter the underground of
ies are disdained by the dwarf alchemists, This old-fashioned name stands for the the city; thus it ercely ghts against in-
themselves mocked by the Syhar one. professionals of knowledge; those who are cursions.
Their only common point: the silence in charge of spreading it and preserving it.
which reigns in laboratories and the mys- Thus the guild includes public letter-writ-
tery which surrounds the practices of the ers, clerks of the court, printers and librar- The Favorites
guild. ians. Contrary to other corporate bod- Rank: Lesser guild
ies, the Scribes did not associate to seek Trades: Courtesan
wealth, but out of a will to share their taste Potential: 2
for writings. Every year, the new members Attitude: Subtlety
take a public oath. This commitment is Headquarters: Var-Nokkt (Dressmakers
known in Cadwallon under the name of district)
the pact of ink. This very discreet guild brags of supply-
ing the best company (male and female
alike) within the city. But the Favorites
are not vulgar prostitutes. They are ne
connoisseurs of art, masterful organizers

The Councils THE WEAPON of memorable evenings and conrmed


gourmets. It is also whispered that they
Rank: Lesser guild BEARERS possess other abilities: often spies, some-
Trades: Scholar, Emissary times assassins or bodyguards... To hire
Potential: 2 Trades: Strong-arm, Duelist, the services of a Favorite, is also to be sure
Attitude: Style Bandit of entering any event of the upper city.
Headquarters: Gherionburg (Shaproa) Potential : 1
The social and legal life of Cadwallon
Attitude : Pugnacity
often urges its richest inhabitants to rely
The Bearers do not form a guild,
on right-hand men. The Councils try to
but a special corporate body. They
perform this role, alternately acting as are governed by no corporate
lawyers, as notaries or as skillful interme- arrangement, only by the ducal
diaries in indirect deals. Nevertheless, edict which gave birth to them. In
this guild possesses very little inuence Cadwallon, to wound a weapon
considering its possibilities. The Councils bearer is a bad omen. If it is always
have no corporate awareness. Really, the allowed to revile them, even to
ultimate ambition of a member of the push them around a little, no true
Councils is to leave his guild to enter the citizen (meaning superstitious)
service of a noble family as a magistrate. would dare spill their blood...

INTERACTION 253

CadwallonUS-pp 230-255.indd 253 21/06/06 16:29:14


This eect is applied only if the servant
THE SERVANTS is within his masters reach. This distance
Weapon
varies according to the type of servant. At
the beginning of an opposition, a servant
bearers
The streets of Cadwallon are not safe, to is always placed within his masters reach;
a point that it is sometimes risky to venture unless the situation imposes another po- It is forbidden for beings taller than 1,50
there alone. If the free leaguers appreci- sition (the GM is sole judge). When the meters to bear weapons in the upper city.
ate the assistance of their league brothers master moves, the servant also moves to Cadws are used to entrusting their weap-
more than anything else, they sometimes stay within his masters reach. However, ons to their weapon bearer
resort to hiring servants. A faithful butler a servant cannot spend more than his Weapon bearers constitute a specic
or a untiring torch bearer, servants com- MOV in a round. If, at the beginning of his corporate body in Cadwallon. Humans of
pensate their lack of initiative with unfail- masters turn, the servant is not within his small size, children or members of natu-
ing loyalty... or almost unfailing. masters reach, he remains on the spot. rally small races, these professionals of the
transport of weapons allow to skillfully
In the Free City, two kinds of servants Although he is not managed as a sepa- bypass the rule of the upper city.
are particularly famous: weapon bearers rate character, a servant is not a simple A weapon bearer hires his services in a
and arcanic servants. If the general re- piece of equipment. He can be targeted by more or less permanent way, and according
marks exposed here apply to all servants, a character, notably with an action of con- to regulated rates (as indicated below). It is
the following paragraphs are specic to of frontation. He has his own characteristics thus enough to pay a weapon bearer to be-
these two families. and his own health points, determined ac- come his master. Beyond his wages, a weapon
cording to his race and his culture. If the bearer builds a clientele of regular customers
attitude of the servant must be dened, it with who he prefers to work with.
General is the same as the masters.

remarks It is possible that a servant stops obey-


ing his master. It can be temporary or
A servant is a NPC with POT 1 and no denitive (it is then considered treason).
name; he works for another character. The possibility of treason is detailed in
He is dened by a type (weapon bearer, the description of each type of servants.
arcanic servant, etc.) which indicates his Besides, a servant stops temporarily obey-
function and the particular rules to which ing if himself or his master is in rout. A
he obeys. If a NPC corresponds to the servant who stops obeying does not give a
classication of a servant, but is provided bonus to his master anymore.
with a name or with a POT superior to 1,
he then becomes a contact which will ac-
company a character only if the Intimacy
which binds him to the character justies
it.

A servant is always linked to a master; ADVANCED OPTION:


he is bound by a social or mystic tie. This
relation is estimated with an Intimacy FORCE ONES SERVANTS
level (see. Intimacy, p.232), but is always
It is possible to force a servant to execute an action not foreseen by his
equal to 1 when the relation is tied for the
function. During an opposition, it requires a fact (1d6 / DIS) and the ser-
rst time. It can then evolve the same way
vant has to be within his masters reach. When this fact is executed, the
as for contacts.
servant is not managed according to rules exposed above anymore and the
master loses at once the benet from his servants function.
During an opposition, a servant is not At the beginning of the next round, the servant is managed by the GM as
managed as a separate character: no atti- a separate NPC. To manage the servants actions, the master has to re-
tude is determined, no pool is constituted, sort to various Interaction abilities, beneting then from the value of the
no action announced. The servant helps Intimacy level which characterizes the relation between the master and
his master by giving him a bonus game ef- the servant.
fect depending on his function. The Intimacy which binds a master to a servant falls by a point when the
servant is forced since the master twisted his servants arm. It is impos-
sible to force a servant whose intimacy is equal to zero.

254 RULES

CadwallonUS-pp 230-255.indd 254 21/06/06 16:29:23


Once hired, a weapon bearer takes care
of carrying all the weapons of his master, WEAPON BEARER
within the limits of the weight which he
can carry. A character accompanied by a Race: Human Knowledges
weapon bearer can sheathe and unsheathe Culture: Upper city Region (Cadwallon) 2
these weapons without having to spend of Trades: Strong-arm 1 Culture (Upper city ) 2
dice. This eect applies as long as the mas- Potential: 1 Faction (weapon bearers ) 1
ter is within the weapon bearers reach, Dominant attitude: See the masters Fief (Choose one) 2
and vice versa. attitude Language (Cadw) 2
Size: Short (2) Natural weapons: Fists
Movement: 3 Equipment : Purse; lock; chains;
If the weapon bearer is out of reach or
chest; leather strips (x 5); trunk; torc;
unable to act, the master cannot normally UnHurt @@
trophies; worn out clothes; 25 ducats
reach the transported weapons anymore. Light Wound @@ and the weapons of the master.
To take a weapon in hand, the bearer has Serious Wound @@
to be within his reach. Then, he has to Critical Wound @@
carry out two facts: one to nd the weap- INCapacitated @@
on among the possessions of the weapon
bearer, and the other one to take a weapon
in hand. Distinctive features: Nanism
(see Secrets).
A weapon bearer stops obeying tem- Gifts: Conscious
porarily if, during an opposition, he loses
Characteristics:
PUG 2
more health points than his DIS. He is
SLE 2
then in rout and ees. Besides, a weapon
STY 3
bearer betrays his master if this one mis- OPP 2
treats him or pointlessly exposes him to SUB 5
danger. DIS 2
Abilities:
Disarm/SUB 1
Dodge/OPP 1
Feign/SLE 2
RATES OF Identify/SUB 2
Wrestle/OPP 1
WEAPON BEARERS Lounge/STY 2

It is possible to rent the services of a


weapon bearer only in the upper city.
The availability of such a service is
equal to 6. The rate of a weapon bearer the sense of this link: does it mean that
depends on the duration for which he Arcanic arcanic servants are creatures of esh and
blood endowed with feelings or does the
is hired and the place where he has to
serve. Half of the sum must be paid servants tarot-mage, by soaking the symbolism of
straight away and the bearer does not a card, improve his control over the per-
carry the money with him. Arcanic servants are magic crea- sonication of this card.
A rich character or rich as Vanius can tures summoned by the tarot-mages of
have a weapon bearer free of charge if Cadwallon. Under the appearance of The arcanic servants can be turned
he lives in the upper city. The cost of harmless magic familiars, they hide ter- into sublimated elementals servants by
this service is then included in the way rible powers (see. Incantation, p.256). The the tarot-mage who summoned them.
of life.
remarks explained higher complete these They then stop being simple servants and
rules. must be managed as separate characters.
For the day: 5 D
For a week: 30 D However, because of the particular nature
For a month: 75 D As indicated higher, it is possible to of the relation between a tarot-mage and
In the lower city: Cost x 2 increase the Intimacy between a tarot- his servants, it is the player of the tarot-
mage and his arcanic servant. However, mage who plays the sublimated servant.
the scholars of Cadwallon wonder about

INTERACTION 255

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CadwallonUS-pp 256-289.indd 256 22/06/06 10:23:03
The moon was shining on ramparts glittering with frost. Yet it wasnt the cold but
the excitement that was making Alcyde shiver as he followed his master in a maze
of tortuous alleys. The young apprentice knew nothing of their destination and tried to
gure out where he was as best he could in this unknown district.
At the end of a long and silent march, Estophelas stopped in the middle of a small
courtyard and, with a wide movement, asked the escort to get in place. He then turned
to his apprentice.
With trembling hands, the apprentice opened his gem case and pulled out his immortal
of Light. Then, turning slowly on himself, his eyes closed, he searched in his mind
for the faded mark of a portal. Opening his eyes, he found himself facing a walled
archway.
His master raised a bushy eyebrow.
So, dear student? Did you nd the threshold of the rst voyage? THE ELEMENTS
I can see where it is, but I cant identify its essence.
Sighing softly, Estophelas spoke again, his soft voice having a rm tone.
You must learn to percieve the subtle nuances of mana. To feel is a precious talent,

A
ll life on Aarklash is bound
but now, you must comprehend the nature of the portal. by cosmic energies called
With his nger, the magician traced the archway, which glittered slightly. Elements by scholars. The
uctuations and balances that bind
Air! Yelled out Alcyde, sure of himself. Its a Realm of Air!
these forces inuence not only the be-
Good, very good. Now, lead us through it to Splitstone.
havior of living creatures, but also the
Alcyde concentrated, speaking the formulas studied at length. He struggled, his magical manifestations of Creation.
forehead dripping with sweat, the portal remained closed. There are 6 Elements, and primordial
His master coughed softly and grunted a few words: lesson 113...the keys. Elements are distinguished from prin-
Alcyde hesitated. Remembering at last, he looked around while reciting: cipal Elements, or Principals.
a threshold is often protected by a seal to prevent it from being used. Water, Air, Earth and Fire are the pri-
After a few minutes, the young man found what he had been looking for: the word mordial Elements. They are naturally
Ectelio, carved at the foot of the wall in tiny barhan letters. present on Aarklash. Their manifesta-
The courtyard lled with a freezing wind, sign of the opening of the portal. Estophelas tions are visible every day.
was about to congratulate his student, but stiffened as his pendant began to glow. Light and Darkness subtly inuence
the Elements.
His apprentice turned to him, his face oddly pale and his eyes glowing. He then spoke
When magicians manipulate the
with a voice that was not his.
Elements, they refer to domains.
Mercy, master, I want but to deliver my message, after which Ill leave this
body.
Speak, creature! bellowed Estophelas with an imperious tone.
You must warn the inhabitants of the Arcades of a great danger. Your land is The primordial
not the only one threatened by Darkness!
Opening his hand, the apprentice dropped a crystal covered with symbols. Elements
Give them this, the voice went on, imploring. Theyre coming!
Like a ghost, a misty silhouette scrambled out of the apprentices body which fell to The primordial Elements are intimately
the ground. linked to each action or manifestation in
the material world. All of them attract or
At the same moment, a monster crossed the threshold. The men-at-arms ran to it,
push back one another, but none is sup-
but Estophelas knew they would be of little help against an Immortal of Darkness.
posed to have supremacy over the others.
Concentrating his will and drawing from the resources of his gems, the magician spoke When, under the inuence of a great pow-
loudly the antique formula of supreme banishment. er or a foolish magician, this happens, the
The creature resisted, struggling with rage and letting out blood-curling screams. It result is always disastrous and of irrevers-
was then caught in a bolt of lightning, then quiet settled back into the courtyard. ible consequences.
Estophelas leaned over his disoriented student. Each Element has its contrary, an oppo-
Youve succeeded, even though the experience was somewhat troubled. You will site Element with which it is in constant
now be able to bear the name of Alcyde of Farseal. I must leave you now, as urgent struggle. These elemental oppositions
matters require my attention. Go back to the study and rest. guarantee Aarklashs balance.
Having spoken these words, Estophelas faded into the darkness.

INCANTATION 257

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Light is the principal which governs ev- thresholds. Gems are therefore rare and cost-
Water is unpredictable, cannot be olution while Darkness reigns on entropy. ly. Even experimented Voyagers have trouble
caught and is often excessive. It opposes They both inuence the four primordial distinguishing the stones, vulgar or precious,
Fire , destructive, insatiable but pu- Elements. They bestow Good and Evil, which are found throughout Creation.
rifying values inherent to all self-aware beings. Scholars classify gems in two catego-
Earth , principle of fertility is un- They have a conscience which, fragment- ries: the ephemeral ones, which turn to
changeable yet malleable. It opposes Air ed as may be, tries to survive and expand dust once their energy is consumed, and
, quick and intangible. its inuence on primordial Elements. the immortal ones, whose potential is
replenished progressively. Immortal gems
are rarer than their ephemeral sisters.
The Principals From sublime They are coveted and are the object of cut-
throat commerce on Aarklash.
Light , symbol of purity and har- to solid The immortal gems process of regenera-
mony is benevolent. It opposes Darkness, tion is known as the Rebirth. This phenom-
pernicious and underhanded, yet at- Mana is the source of all magic. Drawn enon is little known among the profane.
tractive. Mysterious, Light opposes only from divine essence, it crystallizes in the Only magicians have been able to discern it.
Darkness . The latter Principles cor- shape of precious stones gorged with elemen- Its rhythm seems to be aected by the whims
rupting nature means that it opposes eve- tal energy: the gems. These no longer exist of an unknown force indeed, an immortal
ry other Element, including itself. Thus, in their natural form on Aarklash. They are gem can be reborn entirely in a few seconds.
Darkness can annihilate the magic it gen- brought back from other universes by highly However, the destiny of many mages caught
erates, while only Fire could counter the skilled mages, the Voyagers, who go from up with them because they had overesti-
inuence of Water. world to world by going through enigmatic mated the Rebirth of their gems.

THE SIHIRS
The most common manifestations
from the Realms are magical beings
who incarnate one of the Elements.
Called Elementals, these creatures
serve the magicians who draw them
from their world of origin for the
duration of a quest.
The elemental lords, the Sihirs, rule
the worlds of origin of these crea-
tures. They respect the inhabitants
of Aarklash, even envy in the case
of some of them, for they live in a
unique world from the point of view
of magical physics (at the heart of
Creation, in total balance Element-
wise...). However, they do not accept
that Elementals be bound for too
long by magicians. The members of a
Sihirs court therefore respect these
scholars of magic as long as these
magicians show the same respect
towards their ruler. Moreover, the
Sihirs are fascinated by instinctive
magic, to the point where orcs have
become a conversation topic in many
Realms.

258 RULES

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The Realms that touch Aarklash at
THE REALMS At the heart Cadwallon are part of a group called the
Great Circlet. These worlds symbolically
Other worlds than Aarklash exist in of Creation border the city and are decorated with
Creation: the Realms. Their nature is of- the precious mana gems so loved by ma-
ten a source of confusion among the pro- Aarklash distinguishes itself from the gicians. Indeed, unlike Aarklash, they do
fane. Many types of Realm exist, and their other Realms in many ways. It is the not lack mana.
whole is what scholars call Creation. world of origin of beings made of esh These Realms are also the birthplace of
and blood, and even though the common many magical manifestations. Some schol-
The more common Realms in the uni- people has no clue about this, the magi- ars are surprised that Aarklash, which
verse are of an elemental nature. They cians are sensible to this uniqueness. They seems to be near the perfect balance point
are therefore intimately bound to the do- understand it more and more as they pon- between the Elements, could be so close
mains. The primordial Realms are there- der about Creation, practice their art and to primordial Realms so marked by a sin-
fore linked to Air, Water, Fire and Earth. meet inhabitants from other planes of gle elemental power.
There also exists principal Realms linked existence. The Great Circlet, with Aarklash, com-
to Light and Darkness. The former are Aarklash is one of the rare worlds where poses a balanced and stable group of six
called celestial and the latter abyssal. all the Elements are in perfect balance. If Realms. In the past, this number was dif-
one of them were to prevail on the others, ferent, if the tales of some of the older
Each elemental Realm is divided into a the consequences would be disastrous. It races such as centaurs and giants are to be
multitude of places which have their own is therefore with a certain anxiety that the believed.
physics, moral and biological laws. Each of elemental lords, the Sihirs, watch the re- Oddly enough, the meeting points be-
these universes has a unique an autono- cent emergence of Darkness. tween the Great Circlet and Aarklash are
mous existence, just like Aarklash. All are In a rare quirk of Creation, Elementals also marked by great cities, which are self-
populated by dierent species who live cannot manifest on Aarklah without hav- contained enclaves, which were given the
together despite their evolutionary dier- ing been invited to. This and the long name of world-cities, since beyond these
ences and according to the nature of their absence of mana in its natural shape has populated centers, these realms seem un-
environment. These outsiders are not all convinced the Voyagers to make Aarklash inhabited.
made of esh and bones. Indeed, the do- the most important gem trade ground in The Cadw magicians think that their
main that inuences a Realm has a strong all of Creation. city has created reections in these near-
impact on the aspect of its inhabitants. One form of magic is practiced nowhere by worlds. This opinion is naturally coun-
Thus, Realms of Darkness are inhabited else in Creation but Aarklash: instinctive terbalanced by that of the Great Circlet
by Darkness Elementals, irae tenebrae, magic. It is exclusively practiced by the inhabitants, who feel that Cadwallon is
morbid puppets, etc. orcs. Like that young race, it is turbulent nothing but a pale imitation of their world.
and hard to control. Beyond these arguments, a few troubling
Finally, the mages of Cadwallon deal similarities in their histories seem to point
Between the daily with the mysterious tarot-mages
(detailed later).
at a link between all of them.
Four elemental cities therefore border
worlds Cadwallon. Their inhabitants sometimes
stay in Arcadia, the Voyagers burg. These
The Voyagers who go from world to
world by using rare and coveted por-
The Great reections have needs which complement
one another, but their antagonistic nature
tals take gems back from the elemental Circlet keeps them from dealing peacefully from
Realms, indeed, these magical gateways one another. The Voyagers often serve
generally appear only for a few days. Aarklash is a special Realm in Creation, as intermediates between Realms, to the
Legends and rumors, however, state that and Cadwallon is a special place in point where Arcadia is considered to be
some permanent portals leading to spe- Aarklash, a place where the barrier be- neutral ground by the Sihirs.
cic Realms exist. tween the Realms is weaker. There also
exists a handful of these worlds which are
The rarity of portals is no stranger to considered as bordering Aarklash and
that of the gems on Aarklash. The battles whose frontier meet the Realm of mor-
of the Ragnarok force the magicians, who tals at the very location of the Jewel of
grow more numerous on the battleelds Lanever.
every day, to use immortal gems.

INCANTATION 259

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THE UNFINISHED REALMS

The elemental Realms communicate with one


another through portals. At the edges of Creation,
odd Realms, where no law could resist the whims and
desires of those who live there, exist, however. These lands
of dreams and nightmares are free from the burden of time.
They are forgotten by all, as they are incomplete, as if they were
abandoned. Scholars call these unnished Realms.
It would seem that no Voyager has ever found a permanent entrance
to such a Realm. The only way to enter such a place would be through a
spontaneous portal or following a mistake during the creation of a portal.
Moreover, would a Voyager come across an un nished Realm, the chances he
would notice it are slim, and not much greater were it inhabited.
Witness reports regarding unnished Realms say that their reality is entirely
based on the will, hidden desires or fears of their inhabitants. It would only
require to change these beings perception of their own world for it to be
changed consequently.
The mage Kyllion the Ancient, great explorer of the Alahan Crown, has
called this phenomenon the ideal. He once hypothesized that at the origin
of Creation all Realms were unnished, as no one inhabited them. When the
gods reached these far Realms after their exile, they de ned the rst ideals of
these unexplored territories.
By trying to return to Aarklash, the gods attracted the faithful and power-
hungry magicians to them. Thus, the virgin Realms which separated Aarklash
and the land of exile of each god were explored by mystics, however briey,
and their ideals were traced by those who thought were discovering them!
If we follow this train of thought, the unnished Realms would be beyond, or
at the edge, of the Realms of exile of the gods... and the intent of each god
would be to impose his ideal on all of Creations Realms. An inter-
esting idea, but which unfortunately cannot be veried!
Yet some unnished Realms haunt the legends and
tales of the most fearless Voyagers. Two forgotten
civilizations, the Utopia of the Sphinx and
the Ophidian Alliance, would have retreated
into unnished Realms.
They would still be waging war across all of
Creation, destroying worlds on their passage...
The most fervent believers in the existence of un-
nished Realms are magicians from the fratricide
paths of hermetism and typhonism. For adepts of
these paths, reality is determined by those who perceive
it. He who imposes his will upon the primal forces of the
Realm he is in therefore dominates his reality.
Magicians of both sides have suggested numerous times that
they had access to unnished Realms and that they had built for-
tresses there which would make the fortress of Kabers pass, high
point of the war between the Alliance of Light and the Limbo of
Acheron, look like a childs toy.

260 RULES

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The gems are a magicians most impor-
MAGICIANS tant possession. To protect them from INCANTATE
damage and thefts, they keep them in a
AND SPELLS case, which is sometimes enchanted: the
gem case. By extension, this term refers A magician must have at least one mana
Both feared and respected, magicians are to all of the gems owned by the magi- gem to be able to incantate a spell. A gem
rare and their services were always in de- cian. He forges with them a privileged of that sort is always associated to an
mand. Ever since the res of the Ragnarok bond which allows him, to some extent, to Element or a principal, which can never
have started to burn all around Cadwallon, know where they are. However, gems are change. To use a gem, a magician must be
most of these were called back to help the magical objects which cant completely be bound to it. During character creation,
armies involved in this titanic conict. The tamed. It sometimes happens that the link a magician is automatically bound to all
rare few magicians left in town are there- between the magician and his gems break gems associated with the same Elements
fore either: inexperienced, deserters, state- when he is drawing from their mana. This as the Incantate (Element)/Special skills
less (as they were born in Cadwallon) or in phenomenon is called the Rupture. he has. Afterwards, he is automatically
a mission. bound to the gems he gains between
games. During the game, he can bind a
The paths gem using his Subdue/PUG ability. The
The initiation of magic
maximum amount of gems a magician
can be bound to is equal to the total of his
The magicians and the Voyagers are al- incantation trade ranks.
most a caste. They recognize four degrees Each race masters a number of paths of
of mastery over mana, which they call lev- magic which are unique to them, associ-
els of initiation: initiates, adepts, masters
and virtuosos. The Cadw mages have
ated to primary and forbidden domains.
Each of the cultures has their own way
The mana
added new degrees to this nomenclature, of naming their magicians and warrior- The mage draws from his gems the mana
which come from their peculiar vision of mages. necessary to incantate. These points may
magic. The paths of magic each have a deco- come from dierent gems, as long as they
The rst Element a mage is taught to rum: a mix of gestures, words and use of are all of the Element used for the spell.
master is his primary domain. Moreover, objects. The decorum is a way of using a At the end of each round, each gem gets
the path of his original race is the one he gems mana to cast a spell. It can be fatal as much mana as its Rebirth. Moreover, a
learns rst. However, most races dont to the magician or cause him to be spot- magician can try to make one of his gems
hesitate to experiment and thus develop ted. The specic nature of decorum var- regain mana with a Channel/OPP test. A
other paths. Some Elements also happen ies according to the path of magic used. gem can never contain more mana than
to be forbidden to initiates, adepts and However, some of them do not have a its Reserve can allow. An ephemeral gem
masters. These are called forbidden do- xed decorum magicians then use the can never regain mana.
mains. Before studying his cultures path, decorum of the preferred path of their
a magician initiates himself to the occults race. As the Cadws do not have a cultural
arts through Primagy and domain paths. path, they use the decorum of their men-
tor, freely chosen.

The gems
The magicians draw their power from the
mana which crystallizes into gems of vastly
varied properties. Most of the time, they
classify them depending on the Element they
contain. The Voyagers appraise them accord-
ing to their magical potential, called mana
Reserve and more importantly, their Rebirth,
which dierentiates ephemeral gems from
immortal ones. The solidity, aspect and even
size are taken into consideration. This is how
a goblin trader sold a fabulous Fire gem for
a kings ransom to disciples of Merin, before
the Akkylanians realized that the size of the
gem made it impossible to carry!

INCANTATION 261

CadwallonUS-pp 256-289.indd 261 22/06/06 10:23:55


The magician can decide to spend more spell, even if he isnt the spells target. If
The incantation mana than the spells cost. These points the range is personal, the reacting magi-
The incantation of a spell requires an must come from gems of the same Ele- cian must be in contact with, and must see
Incantate (Element)/Special test of the ment as the spell. Each extra point gives the acting magician.
Element required by the spell. The attitude a quality by default without taking a
associated to that ability is determined by gamble. Absorption consists in destroying mana
the characters culture. using its opposite. Before making his test,
Because of the specic nature of magic, the opposing player must spend as many
the following rules are applied: mana points as the cost of the spell. These
Counter magic points must come from the Element op-
The character must spend as much posed to the one used in the spell.
mana points as the cost of the spell. Two reactions are specic to
These points must all come the incantation: Incantate Special cases:
from one or more gems of (Element)/Special and Feel/ In the case of a Primagy spell, the gems
the Element required by SUB. Each of these abili- required to absorb depend on the nature
the spell. These points ties corresponds to one of of those used to the opposing magician.
are spent whether or the two methods used for An instinctive magic spell cannot be
not the incantation is counter-magic: counter- absorbed. All the same, an orc cannot
a success. ing and absorption. In counter a spell.
both cases, the oppo-
nent must be within Countering consists of smothering the
range of the magical energies of another mage
at the moment of the incantation.
Before proceeding with his test, the
opponent must spend a mana point
of any Element.

Incantation
and stealth
The incantation of a spell is
obvious, due to its decorum.
However, a gamble taken at the
time of the Incantate (Element)/
Special test allows the suppres-
sion of one element of decorum.
If one element is thus suppressed,
the TL is only increased by a point.
If two gambles are taken, the cast-
ing is stealthy. A Look out/DIS
test is required to spot it. In the
description of the paths of magic,
each decorum element is identied
by a mark.
However, even without decorum, it
remains possible to spot an incantation,
as long as the magician himself remains
visible. It is therefore always possible to
react to an incantation, unless the magi-
cian is hidden and has suppressed all of
the elements of decorum of his spell.

262 RULES

CadwallonUS-pp 256-289.indd 262 22/06/06 10:23:59


Force chance
SPELLBOOKS Realm: The range covers the whole
Realm in which the magician is. Cost: 2
Creation : The range of the spell is un- Diculty: 7
Each spell is described according to the limited Target: Personal
following format: Duration: The length of time during Range: 0
Name of the spell which the spell has an eect. Duration: One hour
Cost: The amount of mana point(s) the Followed by the game eect of the spell Under the eects of force chance, the
character must draw from his gems to and possibly extra eects taking place if magicians player will be able to modify
cast the spell. The letter preceding that gambles were taken. the result of a die by a point, in order to
amount tells us which Element or Princi- Sometimes, one of the entries is noted augment his nal result or benet from
ple is required. is used for instinctive as Special: the way of knowing what it the adding rule more easily.
and primagy spells. It represents neutral can be chosen as will then be indicated in
mana, which is mana of any type. Di- the text describing the eects of the spell.
culty: Indicates the diculty for the In- Murmurs breath
cantate test. Free means that the player Note: To know the amount of damage in- Cost: 2
chooses a diculty before casting his icted by a spell, the same rule as rearms Diculty: 7
spell. The linked attitude depends on the damage is used: the player rolls as many Target: Character
magicians culture. dice as the POW used and keeps two dice. Range: Area
Target: Tells what is aected by the spell. Duration: Instantaneous
Personnal: The mage is the one who The magician transmits a message to a
benets from the spells eects.
A character, a creature and/or an ob-
Air character who is far from him, but in the
same Area. This message must be spoken
ject: this means that the eects are The path of Air reigns over movement, in a quick sentence: subject, verb, comple-
applied to a character, a creature or an whether that of beings, arrows or feel- ment. It is completely inaudible and unde-
object chosen by the magician. Some- ings. It is practiced by swindlers, spies tectable by anyone but the target.
times the very nature of the target may and thieves of every race. Each gamble allows to aect an extra
be indicated. For example: a magician, Decorum : The cultural preferred paths. target or to transmit an extra sentence.
an Elemental, a sword, etc.
A area of eect indicates the area (in
squares) in which the spells eect takes Air of fascination Punishment of heaven
place. The spells description indicates Cost: 2 Cost: 1 per targeted weapon
which elements are aected in this area. Diculty: Targets MAS +4 Diculty: 5 + 1 per targeted weapon
Area indicates that the eects of the Target: Character of creature Target: 1 or more ranged weapons
spell are applied to the entire targeted Range: 8 squares Range: Control Zone
area. The spells description indicates Duration: 5 rounds Duration: 2 rounds
what elements are aected in this area. The target is caught up in the magicians Every ranged or throwing weapon ben-
Range: the maximum distance, in words. It must place all of its dice in reac- et from a (1 + gambles) bonus to their
squares, within which the target of the tion and suers a -2 to all of its actions. ranges.
spell must be. A magician must have a The magician can do nothing but talk with
line of sight on his target. However, cer- the target for the duration of the spell. Any
tain special ranges exist: action against the target will interrupt the Wind of ecstasy
To sight: The range extends as far as spell. Cost: 2
the magician can see; Diculty: 8
Tile: The range covers the entire tile on Target: Character or creature
which the magician is; Air walk Range: Area
Board: The range covers the whole Cost: 3 Duration: Instantaneous
game board; Diculty: 7 At the beginning of the next round, the
Fief : The range extends to cover the Target: Character or creature player steals a die from a PC or NPCs re-
whole efdom in which the character is; Range: Control Zone serve to add it to his own. He can get a
Cadwallon : The range covers the en- Duration: 2 rounds pool size of up to 2 x POW this way.
tire city (1) . The target can immediately move ve
Aarklash : The range covers the whole squares, ignoring obstacles of medium
continent (2) . or smaller Size (SIZE 1, 2 or 3) and any
negative modiers caused by the type of
ground.

(1)
: If the magician is in another Realm when he casts a spell with this range, this means that his spell will still have an eect in
Cadwallon, even though he isnt currently there! However, if he is in one of the elemental reections of the free City, the range
then aects that whole mirror-city, and not the original city.
(2)
: If a magician is in another Realm when he casts a spell with this range, its eect take place of Aarklash, even though he isnt
INCANTATION 263
currently there!

CadwallonUS-pp 256-289.indd 263 22/06/06 10:24:14


Oath of torment
Black magic Cost: 3
Diculty: Targets MAS +4
Chtonian
Black magic is born of blood and suer- Target: Character or creature Chtonian magic rules in the depths
ing. The Akkyshans sacrice living beings Range: 6 squares of the earth, where the magma boils up,
to it in order to channel mana. Duration: 2 rounds where the dwarves of Mid-Nor have gath-
Decorum: The Wound penalties suered by the ered. Their lictors drain the energies of
The mages of this path look like they target of Oath of torment are doubled. organic compounds in the corrupted air
are weaving a web before them, all the of Aarklashs abyss.
while making deep sounds. Decorum:
They use some of their own vitality as Touched by darkness Their rites are very strange, it looks like
a component to the spell, which causes Cost: 3 a nervous dance made of jerking mo-
a slight alteration of their being. They Diculty: Targets MAS +4 tions, during which the lictor is over-
give goose bumps and a slight feeling Target: Character or creature come with spasms.
of unease to people around them. This Range: 8 squares By manipulating his canopic doll, he
permanent transformation sometime Duration: 5 rounds invokes the chtonian powers by using
causes problems to the Akkyshans During the incantation, the magician their true names.
when they are trying to integrate into splits two points of penalty between the
society. targets DEF and MAS.
Two gambles allow to increase the pen- Celerity of Shadows
alty by a point. Cost: 2
Ghost in the web The effects of this spell cannot be cumulated. Diculty: 6
Cost: 3 Target: Character or creature
Diculty: 9 Range: Control Zone
Target: 1 interaction objective Weavers dexterity Duration: Instantaneous
Range: Area Cost: 2 The targets MOV is increased by (1 +
Duration: 1 hour Diculty: 6 gambles).
Under the eect of this spell, the target Target: Personal
number of an action taken by the magician is Range: 0
reduced by two points (to a minimum of 1). Duration: 2 rounds Confusion
Two gambles allow to increase that re- The target can move normally on ver- Cost: 3
duction by a point. tical surfaces, without having to undergo Diculty: 7
Climb/SLE tests. No matter what the kind Target: Character or creature
of surface is, the MOV cost of each square Range: Area
Howling death is 1. Duration: Instantaneous
Cost: 3 This spell must be cast right after the
Diculty: 9 deployment of miniatures on the game
Target: Character or creature Widows friendship board. The character can move a mini-
Range: 8 squares Cost: 3 ature to a square next to the one it is
Duration: Instantaneous Diculty: Targets POT + 3 currently standing in. The target is then
The target suers from a Damage roll Target: Character Stunned.
(POW 6). If this roll does not inict a Range: Area - visible Two gambles allow to aect an extra
wound, howling death ends. If the target Duration: One day target.
takes a wound, the magicians player may Any test made by the target to make
target another enemy miniature within an inuence struggles in which the magician
area of three squares, centered on the rst takes part, automatically fail. Curse
target. The magician does not need line Cost: 3
of sight on the second target. This target Diculty: 8
suers a (POW 3) Damage roll. If it takes Target: Character or creature
a wound, howling death keeps going and Range: 6 squares
hits a last target (POW 1). Duration: 2 rounds
For every test of a confrontation or ex-
ploration ability this round, a result of
on the die roll is considered to be a result
of .

264 RULES

CadwallonUS-pp 256-289.indd 264 22/06/06 10:24:20


Harassment Flight of the soul
Cost: 1 Cost: 2
Diculty: Targets PUG +4 Diculty: 8
Target: Character or creature Target: Personal
Range: 4 squares Range: 0
Duration: 2 rounds Duration: 2 rounds
The target ignores its (DAM) bonus The magician leaves his body on the
during the resolution of Damage rolls it square he was occupying at the time of
will inict this round and the following the incantation. His spirit has the same
round. characteristics and abilities as his physi-
cal form. Invisible and intangible, he goes
through obstacles and cannot be aected
Hydras resilience by the physical worlds, and vice-versa.
Cost: 2 The mortal coil of the magician is immo-
Diculty: 7 bile and defenseless. It seems like a dead
Target: Character or creature body.
Range: Control Zone A gamble can increase the duration of
Duration: 5 rounds ight of the soul by a round.
The target gets an extra Withstanding die.
Two gambles allow an additional extra die.
Chains of Darkness Putrescence
Cost: 2 Cost: 3
Putrefying skin Diculty: 7 Diculty: 7
Cost: 2 Target: Character or creature Target: Character or creature
Diculty: Targets MAS +4 Range: 8 squares Range: Area - visible
Target: Character or creature Duration: 2 rounds Duration: Instantaneous
Range: 8 squares The target immediately suers a The target suers a wound with a POW
Duration: 5 rounds (1 + gamble) penalty in Defense (DEF). equal to the magicians highest incantation
The target of this spell sees the result of trade rank. This wound is Penetrating/.
his interaction tests lowered by (1 + gam- However, the targets MAS must be sub-
bles) points. Darkness tracted from the Damage rolls nal result..
Cost: 1 per light source Each gamble allows to increase the nal
Diculty: 7 result of the Damage roll by a point.
Darkness Target: 1 light source
Range: Area
This spell has no eect on characters, or
creatures, which are immune to fear.
The elemental path of Darkness brings Duration: 5 rounds
suering and terror to those on who it is The magician can lower the radius of
inicted. It is used by the races who ght lighting, possibly reducing it to 0. In this
in the name of this Principal. case, the light source is not extinguished,
Dcorum : The cultural preferred paths. merely smothered. This spell has no eect
on the luminosity of an entire Area.
A gamble allows to aect an extra target.
Beastly aura
Cost: 3
Diculty: NM +2 Desired confession
Target: Area Cost: 3
Range: 0 Diculty: Targets MAS +4
Duration: 5 rounds Target: 1 contact
Under the eect of this spell, the reac- Range: 8 squares
tion of all NPC is read in the Creature Duration: 5 rounds
column of the threshold levels associated The magician can obtain the answer to
with the Area. This spell immediately ends two questions when he twists the targets
if the TL diminishes. arm. The loss of Intimacy is the same as it
would be in normal conditions.

INCANTATION 265

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On known land Strength of Earth
Earth Cost: 3
Diculty: 8
Cost: 3
Diculty: 8
The path of Earth turns its practition- Target: Personal Target: Personal
ners as hard as stone and as impassible as Range: 0 Range: 0
the gis. It is useful to mages confronted Duration: 1 hour Duration: 1 hour
by the hostile nature of Aarklash or against The magician is always considered as The POW of damages inicted to the
the dangers of the Realms. having the favored attitude when using an magician by re, cold, falls, poisons and
Decorum: The cultural preferred paths. exploration ability. drowning are reduced by 2d6.

Fists of stone Rocks will Fayery


Cost: 3 Cost: 2
Diculty: 7 Diculty: 7 Fayery allows dakinee elves to live in
Target: Character or creature Target: Personal symbiosis with nature. Their sentinels
Range: Control Zone Range: 0 know how to awaken its protective spirit.
Duration: 2 rounds Duration: 1 hour
The target gains a +2 bonus to her POW The magician benets from a +2 bonus Decorum:
when using her natural weapons. to his MAS for the duration of the spell. Using their clear voice, they sing about
A gamble can increase the duration of A gamble can increase the duration of the bounty of the eternal forest, and for
sts of stone. rocks will by an hour. it to give them its boon, all the while
making an intricate pattern in the dirt
or carving a piece of wood.
Gem of artice They need an insect in their immedi-
Cost: 2 ate environment to be able to commune
Diculty: 8 with nature.
Target: 1 square
Range: 8 squares
Duration: Special Faye Sentry
A marker is placed on a square within Cost: 2
range of the spell. The trap activates if: Diculty: 7
A character moves through that Target: Personal
square; Range: 0
A character move through an adjacent Duration: 1 hour
square and fails a Dodge/OPP (7) test. The magician is never considered to be
The gem of artice causes a (POW 3) caught o guard.
Damage roll for the character on the
square and a (POW 1) Damage roll of
those on adjacent squares.

Granites opacity Faye stunning


Cost: 3 Cost: 3
Diculty: 8 Diculty: 9
Target: Personal Target: Target of an inuence
Range: 0 struggle
Duration: 5 rounds Range: Area
The sounds, smells and light emitted by Duration: 1 hour
the magician and all characters within his Under the eect of the spell,
Control Zone are more dicult to per- the inuence level of an objective
ceive. A -2 penalty is applied to any ac- targeted by the magician is not negatively
tions that try to detect them. modied by consequence modiers.

266 RULES

CadwallonUS-pp 256-289.indd 266 22/06/06 10:24:36


Perfect symbiosis Wall of re
Cost: 3
Diculty: 8
Fire Cost: 3
Diculty: 8
Target: Character or creature The path of Fire is powerful and unsta- Target: /
Range: Control Zone ble, like the Element which it comes from. Range: 4 squares
Duration: 5 rounds It is used by warriors, soldiers and brutes Duration: 2 rounds
The target masters his environment. of every race. A wall of re appears in a straight line
When he moves, he considers each square Decorum: The cultural preferred paths. of (1 + gambles) squares. These must be
to cost only 1 MOV. empty no characters or obstacles. The
wall of re blocks line of sight and causes
Boiling blood Damage rolls (POW 3) to any character
Quithayran sap Cost: 2 trying to cross it.
Cost: 3 Diculty: Targets MAS +3
Diculty: 7 Target: Character or creature
Target: Personal Range: 8 squares Will-o-the-wisps
Range: 0 Duration: 2 rounds Cost: 3
Duration: 5 rounds The target immediately changes its at- Diculty: 8
The magician gains two health points for titude to Pugnacity. This change does not Target: Special
every dice in his reserve which he hasnt cost him any dice and he will have to keep Range: Area
used this round. These dice are now con- this new attitude for the next round. Duration: 5 rounds
sidered to be used and cannot be added to The magician places three markers
next rounds dice. on the squares of the game board. These
Diplomacy of weapons only give light on the square they are on.
Cost: 2 By putting more than one will-o-the-
Roots of wrath Diculty: 7 wisps on the same square, the magician
Cost: 1 Target: Personal increases the area of lighting by one.
Diculty: 8 Range: 0 A gamble and an extra Fire mana allow
Target: Character or creature Duration: 5 rounds to create one additional will-o-the-wisp.
Range: Area - visible Under the eects of this spell, a page
Duration: 2 rounds may use his PUG or his SLE for any ability
The targets MOV is reduced by a point. which has to do with interaction instead To the torch
Once the incantation is nished, the of using the attitude indicated in the de- Cost: 2
magician can sacrice mana to replace scription of an action or reaction. Diculty: Targets POT +4
the spells original eect by the one de- Target: Personal
scribed: Range: 0
Fireball Duration: 2 rounds
+1 : The targets MOV is reduced Cost: 3 The magicians opponents cannot use
by 2 points. Diculty: 8 any abilities to increase their DEF against
+2 : The targets MOV is reduced Target: Character, creature or scenery his attacks.
by 3 points. element
+2 and 1 : The targets MOV Range: Area - visible
is reduced by 3 points and he suers a Duration: Instantaneous
POW 3 Damage roll. The target suers a (POW 3) Damage
+2 and 2 : The targets MOV roll. Characters and scenery elements
is reduced by 3 points and he suers a in adjacent squares also suer from a
POW 5 Damage roll. Damage roll with a POW equal to half
(rounded down) of the original POW.
A gamble and an extra point of Fire
Weakening mana can increase the POW by 1.
Cost: 2
Diculty: 7
Target: Character or creature
Range: 8 squares
Duration: 2 rounds
The Damage rolls inicted by the target
are reduced by (1 + gamble) points.

INCANTATION 267

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Word of confusion
Hermetism Cost: 2
Diculty: Targets MAS + 3
More than merely an art, hermetism Target: Character or creature
is a science which is practiced with cau- Range: Area - visible
tion. Its inventors, the mages of Alahan, Duration: Instantaneous
consider it to be the quintessence of the The target of this spell is forced to move
Elements: Light. one of his dice from his AP to his RP or
Decorum: vice-versa, at the magicians choice.
Hermetic mages recite complex formulas Two gambles allow to move an extra die.
while tracing esoteric symbols in the air.
To keep them from making a mistake,
they generally use a spell book or parch-
ment sheets. The symbolic drawings they
Howls
read in these help them concentrate. Howling magic is the preferred path
Light of ease of the devourers of Vile-Tis. Their mad
Cost: Special haruspices read the whims of fatality in
Ancestors protection Diculty: Variable blood and entrails.
Cost: 2 Target: Character or creature Decorum:
Diculty: 7 Range: 6 squares The growls and sudden starts which
Target: Personal Duration: 1 hour grips them when they cast their spells is
Range: 0 The spells diculty and mana cost vary a bad sign for their foes.
Duration: 5 rounds according to the desired eect and the They use the movement of their chains
The magician becomes blurry. He gets targets health. to channel their rage.
a DEF bonus (1 + gambles) against all at- Target is UnHurt or suering from a
tacks targeting him: melee, ranged and Light wound:
magical. 2 / diculty 8: Target becomes Beast Star
UnHurt. Cost: 3
Target is suering from a Serious Diculty: 7
Devoted confession wound: Target: Personal
Cost: 3 2 / diculty 9: The target Range: 0
Diculty: 8 now suers from a Light wound. The magician must cast this spell on a
Target: Personal 5 / diculty 10: Target becomes contact melee weapon. This weapon is now
Range: 0 UnHurt. considered to be a throwing weapon with a
Duration: 5 rounds Target is suering from a Critical POW equal to the throwers SIZ + 1, with
Under the eects of this spell, the ma- wound: a range of four squares. Once thrown, the
gician gains a free extra gamble when 2 / diculty 10: Target is now weapon returns to the throwers hands.
he uses an interaction ability to get a suering form a Serious wound. A gamble can increase the range of the
Confession. 5 / diculty 11: Target is now weapon by a square.
suering from a Light wound.

Glorious presence Bestial smells


Cost: 3 Vision of wisdom Cost: 3
Diculty: 8 Cost: 2 Diculty: 8
Target: Personal Diculty: 7 Target: Personal
Range: 0 Target: Character or creature Range: Area
Duration: 1 hour Range: Control Zone Duration: Instantaneous
This spell temporarily raises the level of Duration: 2 rounds The magician instantaneously detects
Intimacy of a relation by a point. This spell allows vision through a square the smells of the Area in which he is. The
In addition, a gamble allows to twist of matter (wall, door, bush, etc.) as if it DM must tell him the dierent types of
a contacts arm without losing a level of were transparent. This vision does not al- smell and their localization.
Intimacy. low hearing, or smelling what is going on
the other side.

268 RULES

CadwallonUS-pp 256-289.indd 268 22/06/06 10:24:54


Healing blood Gift of the ferret
Cost: 1 per health level
Diculty: Variable
Instinctive Cost: 2
Diculty: 7
Target: Personal Instinctive magic is the fruit of the empa- Target: Character or creature
Range: 0 thy towards nature developed by the orcs. Range: 8 squares
Duration: Instantaneous The shamans manipulate neutral energy Duration: 2 rounds
The diculty of this spell varies on the which the other paths cannot inuence, The target gains the distinctive sign
health level of the magician (4 for Unhurt, nor call upon. Inltration/2. If it already had that sign, it
6 for Lightly wounded, 8 for Seriously Decorum: becomes a feat for the duration of the spell.
wounded). The instinctive incantation is a mixture A gamble may be taken to increase the
The healing blood increases the ma- of throaty sounds to which sudden jerk- duration of the spells eects by an extra
gicians natural healing rate, as if he had ing motions are added. round.
been successfully healed. The shaman manipulates many dierent
fetishes, like feathers or small bones.
Gift of the orfraie
Makers trade Cost: 2
Cost: 2 Gift of the boar Diculty: 7
Diculty: 7 Cost: 2 Target: Character or creature
Target: Personal Diculty: 8 Range: 8 squares
Range: Area - visible Target: Character or creature Duration: 2 rounds
Duration: 5 rounds Range: 8 squares The target gains the distinctive sign
Under the eects of this spell, the mage Duration: 2 rounds Cats paw. If it already had that sign, it
gains a minimum quality of (1 + gambles) The target gains the distinctive sign becomes a feat for the duration of the
when he uses an interaction ability in order Brutish charge. If it already had that sign, it spell.
to make a Transaction. becomes a feat for the duration of the spell. A gamble may be taken to increase the
A gamble may be taken to increase the duration of the spells eects by an extra
duration of the spells eects by an extra round.
Resilience of the Beast round.
Cost: 3
Diculty: 9
Target: Character or creature
Range: Control Zone INSTINCTIVE MAGIC
Duration: 5 rounds
The target of resilience of the Beast tem- The instinctive magic practised by the orcs is a gift. It is unique to their
porarily gains two extra health points in species.
each of its health levels. The orcs draw their power from the forces of Aarklash and from their spirit.
At the end of the spell, wounds absorbed Although they only consider gems as catalysts, they still need them. They
by these extra points fade away without use them as neutral gems, disregarding their nature.
leaving a trace. The practice of instinctive magic is related to orc blood. Their spells can
only be used with the ability Incantate (Neutral)/ Special. As a matter
of fact, although this neutral mana might be found in any gem, as for
Wolves trap Primagic, instinctive magic implies that it must be used in a specic way.
This is what Incantate (Neutral)/ Special simulates; useless for any other
Cost: 2
path of magic. By using it, a character:
Diculty: 9
Can draw mana from any type of elemental gem;
Target: Character or creature Cannot cancel or absorb spell. And spells cast using this ability cannot be
Range: Area - visible cancelled or absorbed.
Duration: 2 rounds Besides, a character with only this way at his disposal cannot use the
At the end of each of its movements, Ability Feel/SUB to determine the nature of magical eects.
the target suers a Damage roll. Its Power Although they might possess this particular path, orcs are able to learn
is equal to half (rounded up) of moved other paths of magic. Yet the Ability Incantate (Neutral)/ Special is
squares. useless to them for other paths, even if spells from these paths might use
neutral mana.

INCANTATION 269

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Gift of the rat Invisible clarity
Cost: 2
Diculty: 7
Light Cost: 1
Diculty: 8
per target

Target: Character or creature Light is a soothing and illuminating ele- Target: 1 or more characters
Range: 8 squares ment. The path, which teaches how to use Range: 8 squares
Duration: 2 rounds this Principal, also teaches peace, both Duration: 5 rounds
The target gains the distinctive sign inner and exterior. The mages using this During the casting of this spell, the
Goblins jeers/2. If it already had that path are those of races ghting to bring magician indicates a number of targets
sign, it becomes a feat for the duration of this peace to the world. within range. He then makes a pale light
the spell. Decorum: The cultural preferred paths. above him (lighting range: 2). The target-
A gamble may be taken to increase the ed characters perceive the invisible clarity
duration of the spells eects by an extra and its light perimeter as if it were a torch.
round. Confession All other characters do not see this Area
Cost: 3 of light.
Diculty: Targets MAS +4 Taking a gamble can increase the dura-
Gift of the tiger Target: One contact tion of invisible clarity by a round.
Cost: 2 Range: 8 squares
Diculty: 8 Duration: 5 rounds
Target: Character or creature The magician can twist a contacts arm
Range: 8 squares without losing a level of Intimacy.
Duration: 2 rounds
The target gains the distinctive sign
Master strike/2. If it already had that Dazzle
sign, it becomes a feat for the duration of Cost: 2
the spell. Diculty: 7
A gamble may be taken to increase the Target: Character or creature
duration of the spells eects by an extra Range: 8 squares
round. Duration: 2 rounds
Target suers a -2 to MOV and any ac-
tions depending on sight. In addition, it Mind probe
Mystical sap may no longer shoot or cast a spell. Cost: 2
Cost: 2 Diculty: Targets POT +4
Diculty: 7 Target: Character
Target: Character or creature Heavenly vision Range: 8 squares
Range: Control Zone Cost: 3 Duration: Instantaneous
Duration: Instantaneous Diculty: NM + 2 The DM must reveal one of the targets
Once the spell is cast, the magician Target: Personal secrets to the player. Each gamble allows
must spend extra neutral mana to heal Range: One exterior area to learn an extra secret. The secrets re-
the target. Duration: Instantaneous vealed are those with the highest value, in
Light: 1 The magician immediately gains a piece decreasing order.
Serious: 2 of information about the area where he is:
Critical: 3 lighting, sound, smell, how busy, presence
A target can only benet from the eect of guards, various status of the area, etc. Serenity
of mystical sap once per day. Two gambles allow an extra piece of in- Cost: 3
formation to be gained. Diculty: NM +2
Target: The NPC in the area
Range: Area
Duration: 5 rounds
Under the eects of this spell, the NPC
reaction is read one line lower on the this
areas table. This spell ends immediately if
the TL increases.

270 RULES

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Strength from beyond
Necromancy Cost: 2
Diculty: 8
Necromancy allows to speak with the Target: Character or creature
dead and give the appearance of life to Range: Area - visible
death. It is in the barony of Acheron that Duration: 2 rounds
the rituals to manipulate the dead were The target reduces his Wound penalties
created. by a point.
Decorum: Two gambles allow to lower the penal-
The necromancers use old spell books, ties by an extra point.
bound with human skin. They recite
ritual words of power from them.
They scar themselves by drawing eso-
teric symbols on their arms.
Primagy
Primagy is a path used by every culture
in Aarklash since the beginning of time.
Cadaveric immunity It is not a path per se. Accessible to all, its
Cost: 3 spells can be cast using any kind of gem.
Diculty: 9 Decorum: The cultural preferred paths.
Target: Character or creature
Range: Control Zone
Duration: 2 rounds Aura
The target becomes immune to damage Cost: 2
caused by re, cold, drowning, or asphyxia- Rank 1: 1 Diculty: 7
tion causing less than 4d6 for a Damage roll. Rank 2: 2 Target: Personal
Rank 3: 3 Range: 0
Rank 4: 4 Duration: One hour
Fragility from beyond Rank 5: 8 An aura of respect which forces admi-
Cost: 3 Rank 6: 16 ration emanates from the magician. He
Diculty: Targets MAS + 3 gains a minimum quality of (1 + gambles)
Target: Character or creature when he uses an interaction ability.
Range: Area Shadows diversion
Duration: 5 rounds Cost: 2
The targets armors Protection (PRO) Diculty: Targets MAS + 3 Elemental chain
is reduced by half for the duration of the Target: Character or creature Cost: 2
spell. Range: 6 squares Diculty: 7
If the target is not wearing an armor, she Duration: 2 rounds Target: Character or creature
loses an additional health point each time The target immediately loses one die Range: 8 squares
she suers from a Damage roll. from its potential. It will only get it back at Duration: 2 rounds
the end of the following round. The victim held by an elemental chain
Two gambles allow to increase this loss has her MOV reduced by (1 + gambles)
Morbid puppet invocation by a die. points.
Cost: 3
Diculty: 8
Target: Special Shadows seduction Forced march
Range: Area Cost: 3 Cost: 2
Duration: 5 rounds Diculty: Contacts Intimacy + 4 Diculty: 7
Once the incantation is successful, a Target: One contact Target: Character or creature
morbid puppet appears in the area. The Range: Area - visible Range: 6 squares
creature cannot be placed in contact with Duration: Opposition Duration: Instantaneous
a miniature. It is controlled by the magi- Each time that he gains IP in an inu- This spell allows the target to move in the
cians player, but as a separate character. ence struggle against the target of this direction of her choice (while respecting
The amount of morbid puppets a magi- spell, the magician gains (1 + gambles) the MOV value and obstacles). This move-
cian can control depends on his highest extra IP. ment does not cost any dice to the target.
incantation rank: A gamble allows to increase the move-
ment of forced march by a square.

INCANTATION 271

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Mana arrow Armor of Earth
Cost: 3
Diculty: 8
Shamanism Cost: 2
Diculty: 7
Target: Character or creature The shamanism of the Sessair Kelts re- Target: Character or creature
Range: 8 squares quires a close relationship with nature. Range: 6 squares
Duration: Instantaneous Their mages borrow their energy from the Duration: 2 rounds
The victim of this spell is hit by a magi- Elements through talismans called gesas. The target gains +2 to her PRO.
cal discharge which hits it automatically Each morning, the Sessairs must make A gamble and an extra Earth mana al-
(POW 1 x magicians rank). an oering to Danu: a fruit, a gemstone, a lows to increase this bonus by one.
A gamble allows to ignore a point of piece of worked leather, etc. This oering
PRO during the Damage roll. becomes the material component for their
Decorum for the rest of the day. Minor teleportation
Cost: 2
Minor cure Diculty: 9
Cost: 3 Target: Personal
Diculty: 7 Range: 12 squares
Target: Character or creature Duration: Instant
Range: Control Zone The magician disappears to reappear on
Duration: Instantaneous another square of the area.
This spell closes the targets wounds and
make it regain one health level.
Muddied ground
Cost: 2
Mystic strengthening Diculty: 7
Cost: 3 Decorum: Target: Character or creature
Diculty: 7 The magician recites an epic poem. Range: Area - visible
Target: Personal Moreover, he caresses the lines of his Duration: Instantaneous
Range: Control Zone right hand. The target immediately loses (1 + gam-
Duration: Special bles) MOV points.
Allied characters gain one free gamble The shamanism practiced the Drune
without using gambles for all their tests Kelts is perverted by the dark power of
this round. the demonic allies, the formors. Based on Waters memory
Two gambles allow to lengthen the ef- horrible rituals, he becomes the messen- Cost: 3
fects to the next round. ger of their hatred and of their suering. Diculty: Targets POT + 4
Each morning, the shaman must sacrice Target: Personal
a small living animal and wash his hands Range: 0
in its blood. Duration: Instantaneous
Decorum: By gazing at a small quantity of water, the
The shaman lets out loud screams, half- magician can see informations concerning
THE KELTS AND THE way between ecstasy and pain. details in regards to a non-Incarnated re-
He carefully lacerates the lines of his lation. It can be a limb, a symbol, a place,
FOUR ELEMENTS left hand. etc. The description of the vision is left to
the DMs discretion.
The barbarians, both Sessairs and Taking gambles increases the accuracy
Drunes, are naturally more in- Ardent heart of the vision.
clined to master the four primordial Cost: 2
Elements. During character creation, Diculty: 7
the player determines which attitude
Target: Character or creature Wind of the plains
is favored by each of these Elements,
Range: Control Zone Cost: 3
even if he can only incantate a few of
Duration: 2 rounds Diculty: 9
the associated paths.
These choices are denitive. The target may reroll once for each of Target: Special
his confrontation actions whose result he Range: Special
doesnt like. No matter what the second Duration: Instantaneous
result is, it must be kept. The Threat level is automatically low-
ered by three points.

272 RULES

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Feigned friendship Solar star
Solaris Cost: 3
Diculty: Targets MAS + 4
Cost: 2
Diculty: 9
The path of solaris is mostly mastered Target: 1 contact Target: Character or creature
by the Cynwll elves. This magic draws Range: Area - visible Range: 6 squares
its power from Light gems as well as the Duration: 1 hour Duration: Instantaneous
rays of Lahn. The heliasts create helian- The target of feigned friendship is con- This ball of Light hits the target with an
thic items. To them, these accessories sidered by the magician as a contact with initial POW of 3. Once the incantation
ore more the product of technology than an Intimacy of 1. successful, the magician can spend ad-
magical art. ditional mana to increase the solar stars
Decorum: Power.
The solaris trace luminous circular lines Light of Lahn 1 mana: POW 5
in the air, all the while manipulating Cost: 2 2 manas: POW 6
bracelets made of gold and gemstones. Diculty: 7 3 manas: POW 7
They make no noise, but ultra-sounds Target: 1 source of light 1d6 is then rolled for each of the warri-
which perturb the behavior of animals Range: Control ors (friends or foes) in the targets Control
and creatures nearby. People next to Duration: 5 rounds Zone. On a result of or more, they suf-
them are often bothered. If this is not This spell allows to double the radius of light fer a Damage roll equal to half (round up)
the case, the reaction of the animals from a light source. The magician can change the POW of the solar star.
and creatures are often a sign. the shape of that radius into whatever shapes
he wants (by spreading the squares in a con-
tinuous fashion around the light source).

Protection of Light
Cost: 2
Diculty: 9
Target: Character or creature
Range: 6 squares
Duration: 5 rounds
The target of protection of the Light
gains a +4 to her PRO. This spell is not
added to another form of protection (ar-
mor, other magical eects).

Dragons diplomacy Suns favor


Cost: 3 Cost: 2
Diculty: 7 Diculty: 7
Target: Personal Target: Character or creature
Range: 0 Range: 6 squares
Duration: 1 hour Duration: 2 rounds
The magician gains a bonus of an extra Under the eects of the suns favor, the
die when using any interaction ability. target can reroll all the dice of a test, if the
The eects of this spell cannot be cumu- result doesnt satisfy it. The new result
lated. must be kept.

INCANTATION 273

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Muscular atrophy While they operate, they mechanically
Sorcery Cost: 3
Diculty: Targets SIZ +5
recite the technomantic protocols upon
which the spell is based.
Sorcery is the result of the No-Dan-Kar Target: Character or creature
goblins interest in writing and calligraphy. The Range: 6 squares
glyphs they draw in the ground allow them the Duration: 2 rounds Atmosphre de dviance
reveal the power of this magic path. The targets POW is reduced by Cost: 4
Decorum: (1 + gambles) points. Diculty: NM (8 minimum)
Goblin sorcerers trace large glyphs Target: Area
(which they tirelessly trace again and Range: 0
again) on any sort of surface: parch- Rats secrecy Duration: Instantaneous
ment, the ground, a wall, etc. Cost: 3 The DM must immediately invert the
As they write these strange letters, they Diculty: NM (7 minimum) RP and the AP of all NPCs present in the
seem to mutter them. Target: Personal Area.
Range: 0
Duration: 2 rounds
Air of innocence The magician is considered as stealthy Ground contamination
Cost: 2 during his actions. If he takes an action Cost: 1 per targeted square
Diculty: 7 targeting a being represented by a mini- Diculty: 5 + # of targeted squares
Target: Personal ature, Rats secrecy ends immediately. Target: Square(s)
Range: 0 A gamble can increase the eects of the Range: Area
Duration: 5 rounds spell by an extra round. Duration: 2 rounds
Under the eects of this spell, the magi- The magician designates a number of
cian benets from a minimum quality of squares in the Are according to the di-
(1 + gambles) when he uses an interaction Strategists will culty and cost chosen. The magician can
ability in order to do a Manipulation. Cost: 2 modify by +/-1 the MOV cost necessary
Diculty: 9 to cross each of these squares. Ground
Target: Character or creature contamination may allow to cross a square
Crossroads of Destiny Range: Area - visible for free.
Cost: 3 Duration: Special
Diculty: 9 During the next round, the target of
Target: Area strategists will does not participate to the
Range: 0 speaking turn and will therefore not be
Duration: Instantaneous able to place its dice.
The attitude of every character present in She will be able to act when she feels like
the area and targeted by the magician changes it during the round and use her dice as she
immediately. Their new attitudes are randomly feels, between action and reaction.
determined: 1d6 is rolled for each NPC, with
the result indicating their new attitude.
Technomancy
Lucky meeting Technomancy is the science of the al-
Cost: 3 chemists of Dirz, the Syhars. It should
Diculty: 10 allow them to create the perfect super
Target: Personal being. It ties together the organic and
Range: Area the mineral, the animated and the inert,
Duration: Special through blasphemous grafts.
The magician meets a temporary con- Decorum:
tact, who has one knowledge specied The alchemists practice magic like
when the spell was cast, within the next they practice medicine. They use many
two hours. This contact is considered as dierent utensils: syringes, scalpels,
having a POT of 1 and cannot be forced. etc. The clicking of these tools give a
After the meeting, the contact forgets the rhythm to the incantation and guide
existence of the character. the magicians concentration.
A gamble allows to specify an additional
knowledge.

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Liquor of decay Alchemical petrication
Cost: 3 Cost: 5
Diculty: 7 Diculty: 10
Target: Obstacle Target: Character or creature
Range: Area - visible Range: 8 squares
Duration: Instantaneous Duration: Instantaneous
This spell turns an obstacle of medium Once the incantation is successful, the
or lower height (SIZ 1, 2 or 3) and of a player rolls 1d6 and applies the following
maximum width of two squares to dust. result
The liquor of decay takes as many rounds
to work as the objects height. It also Slowness: The character loses a
works on other types of objects: doors, dice from his POT for two rounds.
windows, etc.
to Paralysis: The character
loses three dice from his POT for ve
Receptiveness rounds.
Cost: 2
Diculty: Targets MAS + 4 Petrication: The target is petri-
Target: Personal ed. The eects last for an hour.
Range: Area
Duration: 1 hour
The magician gains 1 extra IP for each Crash concentrate
of his successful interaction action against Cost: 3
the target. Diculty: Free
Target: Character or creature
Range: Area visible
Warriors treatment Duration: Instantaneous
Cost: 2 The target of crash concentrate suers a
Diculty: 7 Wound with a Power equal to the chosen
Target: Character or creature diculty -2.
Range: Control Zone 1d6 is then rolled for every warrior
Duration: 2 rounds (friend or foe) in the targets Control Zone. Prisoner of clay
Under the eects of warriors treatment, On a or more, they suer a Damage roll Cost: 2
the target benets from a minimum quality with a POW equal to half (rounded up) of Diculty: 7
of (1 + gambles) for all of her confrontation the crash concentrates. Target: Character or creature
abilities, even those she does not possess. If the incantation fails, the magician suf- Range: 8 squares
fers for a (POW 5) Damage roll. Duration: 2 rounds
The target is considered as though it
Tellurism Earth strike
was on a 1.5 base size for the duration of
the spell. The player controlling the target
Tellurism allows the magician to manip- Cost: 2 will have to consider it as such during its
ulate the lines of earthly energy through Diculty: 5 movements.
alchemical mediums. This enigmatic Target: Character or creature Note that its Movement is not increased
path was cleared, long ago, underneath Range: 8 squares in any way.
the gis mountains by the Tir-N-Bor Duration: Instantaneous
dwarves. The target immediately moves back at
Decorum: though it was hit by an attack with a POW Principle of inertia
The alchemists use matter to cast their equal to the magicians trade rank. Cost: 2
spells (precious gemstones, metal, al- A gamble allows to add one point to the Diculty: 7
chemical mixtures) which they caress considered POW. Target: Character or creature
and manipulate delicately during the Range: 6 squares
incantation. Duration: 2 rounds
They recite alchemical formulae in The target gains a bonus of +1 to her
Gheims tongue, which is sacred to MOV and her POW.
dwarves. A gamble allows to increase the dura-
tion of the spell by an extra round.

INCANTATION 275

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Merins words
Theurgy Cost: 2
Diculty: 7
Water
Theurgy is a form of magic stemming Target: Personal The path of Water is mysterious and eet-
from the Akkylanians theories. Accord- Range: 0 ing, like the Element from which it springs.
ing to them, it is not mastery of occult Duration: Instantaneous Those who practice the art of concealment,
powers invisible to the profanes eye, but During the following round, the magi- keep secrets and tell lies use it.
a gift of their unique God. cian can use an interaction ability he does Decorum: The cultural preferred paths.
Decorum: not have, as though he had it at rank 1.
The preachers do not cast spells, they Two gambles grant an additional point
fervently pray Merin so that he will in the chosen ability. Rapidity
grant them a bit of his power. Cost: 3
As well as a prayer, the magician does a Diculty: 7
few meditative motions with the help of Voice of the indels Target: Character or creature
a cross of Merin. Cost: 4 Range: 0
Diculty: Objectives inuence Duration: 5 rounds
threshold + 5 The character adds a die in his pool at
Clairvoyance of the righteous Target: Area the beginning of each turn for as long as
Cost: 2 Range: 0 the spell lasts.
Diculty: 6 Duration: 1 day
Target: Personal Under the eect of this spell, all who
Range: 0 participate in an inuence struggle against Shifting mood
Duration: 2 rounds the magician loose a IP at the end of the Cost: 2
The magician sees in obscure and ten- day. A voice of the indels may only target Diculty: Targets MAS +4
ebrous Areas as if they were clear areas. a single inuence struggle per day. Target: Character or creature
A gamble allows for the duration of the Range: 8 squares
clairvoyance to be increased by a round. Duration: 1 day
Warlike devotion Every time the target uses an interaction
Cost: 2 ability, he must take as many gambles as the
Peace of souls Diculty: 7 magician did when he cast this spell. However,
Cost: 4 Target: Character or creature those gambles do not have any eect.
Diculty: 9 Range: 5 squares
Target: Area Duration: 2 rounds
Range: 0 The target automatically gains an addi- Uselessness of risk
Duration: 2 rounds tional action die. Cost: 2
The threat level for the area where the A gamble can increase the duration of Diculty: 7
mage is cannot increase for the next two warlike devotion by an additional round. Target: Character or creature
rounds. Range: 0
Peace of souls can only be used once per Duration: 5 rounds
day and per area. Under the eect of this spell, the target
can ignore (1 + gamble) obligatory gam-
bles for all his tests.
Mark of infamy
Cost: 2
Diculty: 8 Veil of fog
Target: Character or creature Cost: 3
Range: Area - visible Diculty: 9
Duration: 2 rounds Target: Area
Ranged attacks targeting the target Range: 0
of Mark of infamy get a (1 + gambles) Duration: 5 rounds
bonus. The area is covered by a fog which limits
movement (+1 to MOV cost), vision (-2 to
seeing range) and shooting (diculty +2).
The magician and elemental beings from
a Water Realm are not aected by the veil
of fog.

276 RULES

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Predators ear
Whispers Cost: 2
Diculty: 7
Thanks to the Wolfen, the path of whis- Target: 1 target
pers was born in near-complete silence Range: Control Zone
under the light of Yllia. These spells alter Duration: 2 rounds
the possibilities of the body and of the The predators ear allows the target to
mind, just as Yllia aects behavior. pinpoint a precise type of sound even in
Decorum: a noisy or deafening Area. He must still
The shaman place themselves under Yl- succeed at a Look out/DIS test, for which
lias protection when they use magic. he has a +1 per gamble.
They raise their heads to the sky and
whisper her name. A soft wind then
starts to blow around them. Sanguinary rage
During the incantation, they manipu- Cost: 2
late strips of whisper covered with Diculty: 7
symbols. Target: Character or creature
Range: 6 squares
Duration: 5 rounds
Growl of sincerity As long as it remains under the eects
Cost: 3 of sanguinary rage, the target gains two
Diculty: Targets MAS + 4 dice to its AP each time one of its oppo-
Target: 1 contact nent dies. The target must immediately
Range: Area - visible use these dice to act.
Widespread Duration: 1 hour
Cost: 2 The target must be a contact known to
Diculty: 7 the magician or one of his companions. Under Yllias gaze
Target: Personal The contact is forced to reveal all he Cost: 2
Range: 0 knows about a precise topic, as though his Diculty: 9
Duration: 5 rounds hand had been forced. This spell does not Target: Area
Under the eect of this spell, the magi- diminish the contacts Intimacy. Range: 0
cian gains (1 + gamble) to his reach. Duration: 5 rounds
A whitish light surrounds the Area. The
Hunting ground magician can decide to make it brighter or
Without a trace Cost: 3 darker by modifying the brightness by a
Cost: 3 Diculty: NM (Minimum: 9) level for each of the other characters (PC
Diculty: 8 Target: Area and NPC).
Target: Personal Range: 0 A gamble can immune a character to
Range: 0 Duration: Instantaneous the eects of Yllias gaze.
Duration: 5 rounds The DM must immediately reveal the
Under the eect of this spell, the mage position of all the NPC in the Area.
and characters in his Control Zone when Each gamble allows the player to force
this spell is cast no longer leave any proof the DM to place one miniature represent-
of their passage. The DM can no longer ing one of the NPC, revealing their nature.
use clues of the traces kind (feet or bat-
tle), or of the breaking in type these ex-
ist, but no longer catch the attention of Instinct of the wild
the NPCs. Cost: 3
A gamble allows to lengthen the dura- Diculty: 7
tion of the spell by a round. Target: Personal
Range: 0
Duration: 1 hour
The magician gains an extra die for any
confrontation action without regards to
the abilities rank.
The effects of this spell cannot be cumulated.

INCANTATION 277

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THE At the same time, the determining inu-
ence of Vanius Tarot on the destiny of the
The Cadwallon tarot therefore uses the
twenty-two cards of Vanius Tarot, while

TAROT-MAGES Free City has inspired new beliefs. In addi-


tion to the foretelling methods of dubious
adding new cards; it is composed of:

eciency used by palm readers, two forms The twenty-two Cards of Cadwallon,
Ever since the appearance of the legend- of magic have been created: cartomancy decorated with symbols and large illus-
ary Deck of Vanius, the tarot is part of the and taromancy. The former can be used trations. The Doors and the Keys belong
Cadwallon myths. anywhere on Aarklash. It uses symbols to this set;
Very quickly, powerless copies of the inspired by Vanius Tarot but requires the The twenty-one Triumphs, which are
famous deck were spread around. Some use of mana gems. The latter, however, can divided into six colors (Amethyst, Dia-
made by crooks in order to dupe nave only be used within the walls of the City mond, Emerald, Opal, Ruby and Saf-
buyers; others by the possessors of the of Thieves. It requires no gems and, is the fron) each containing a Manager, an
true cards as a decoy to distract the atten- only true tarot magic according to the Instigator and a Peer. To these eighteen
tion of thieves; others yet were made by Cadws. This is the kind used by the tarot- cards are added three aces: the Ducat,
artists who wanted to honor the instru- mages of Cadwallon, and the mechanics the Duke and the King;
ment of the citys independence... Little by for which are explained in this section. The sixty Arcanas, divided in six fami-
little, the deck has grown, developed, and lies (corresponding to the six colors) of
some cards have changed radically from ten cards numbered 1 to 10.
the original model. The magic The Cadwallon tarot is found anywhere
of tarot from a cartomancers house to inns game
tables... As well as in the hands of tarot-
The tarot-mages embellish their sci- mages who use nothing but the Doors (the
ence with esoteric drawings and obscure Magician and Creation) and the Keys (the
THE symbols. Their art is therefore not very Emperor, the Chariot, Destiny, the Card-
well known, and consequently, the object with-no-name, the Tower of Destruction
TAROTMASTERS of uncountable rumors and deep-seated and the Sun).
fears. Everyone knows, though, that they
The information contained in this
only use cards from the Cadwallon tarot, The Magician: Card I shows a juggler
chapter is well known to many
in accordance with secret rituals. behind a table. On the table, a puppet
Cadws. As time passed, many secrets
with cut strings and a knife. The man
regarding the tarot-mages were solved.
Thus, the spells and rituals bound to is juggling with six gems, each bearing
the Doors and the Keys, eight sym-
The Cadwallon tarot a letter: E, I, O, P, R and S. In the night
bolic cards, are well documented. Yet The famous deck not only conjures im- sky, four stars form a crown above the
tarot-mages still have many secrets ages of the tarot-mages art, but also re- jugglers head.
regarding the twenty-two cards which minds of the twenty-two artifacts Vanius Symbolically, this Door represents the
make up an entire deck. gave to his Dogs of war the Tarot of tarot-mage and his art.
Some rumors are notably common Vanius. Without these relics, Vanius and
about alleged tarot-masters, who are his men would have never been able to The Emperor: A man on a throne illus-
superior to tarot-mages by their mas- push back the forces of Darkness during trates card IV. He holds a broken sword
tery and their initiation. These mages
the battle of the Wall of Earth. As time in one hand and a deck of cards in the
are said to be able to develop the
passed, they went from owner to owner other. At his feet lies a broken crown.
power of their Doors and Keys, to use
and were spread out over the continent. Symbolically, this Key represents au-
the other fourteen cards, to free the
energies of the tarot using words of The powers of these mythical objects thority, power.
power, or to unleash amazing forces make the spells of the tarot-mages appear
by combining the mana of the cards child-like, and these items are the object The Chariot: On card VII is drawn a
with that of the gems... It is even said of much desire throughout Aarklash. battleeld the day following combat.
that they are able to make their own They are at the heart of numerous plots, In this ravaged landscape, a man rides
tarot, with peculiar symbols and quests or trades. a chariot drawn by three horses. The
powers. The enigmatic Harlequin, Rumors say that Sophet Drahas owns the mounts seem unwilling to move further
protector of the thieves of Cadwallon, Devil and the Emperor, while Judgment and the rider uses a whip to lead them.
is said to be a vastly powerful tarot- is currently in cardinal Aerths possession. The rider contrasts with the warlike
master.
The Duke, the Heralds of Goodwill, the ambiance of the card: he is dressed with
Harlequin and some Peers would also be a simple tunic and, for sole military at-
in possession of some of the cards. tribute, bears nothing but a short sword
at his side.

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Symbolically, this Key represents ac-
tions successfully undertaken and, con-
sequently, successful.

Destiny: Card X shows a clock. A crowd


of humanoids and animals, some imagi-
nary, press against the hands, in a deli-
cate balance. Many are falling. Below
the clocks face, a large and sinister axe
covered with blood acts as a pendulum.
Two eyes, one open and one closed,
dominate the scene.
Symbolically, this Key represents
the running time, luck and diverse for-
tunes. Some interpret it as a sign of luck.
This card is sometimes called by other
names: the Wheel of Destiny, the Wheel
of Fortune, or sometimes just Fortune.

The Card-with-no-name: A garden


is on card XIII. At its center, a masked
skeleton sows the earth with one hand
and wields a scythe with the other, cut-
ting down young sprouts.
Symbolically, this Key represents be-
trayal. Some call it Desire or Death.

The Tower of Destruction: The image


on card XVI suggests great violence.
Lightning his a tree whose bark shatters
into pieces which then turn into gems. central illustration, which shows a sil- The enchantment
At the base of the wavering tree, snakes houette in a halo of light. Once initiated into the mysteries of
are eeing in every directions. Symbolically, this Door represents taromancy, the tarot-mage can enchant a
Symbolically, this Key represents dan- others or the whole of Creation. common deck of cards. The ritual simply
ger, catastrophes and brutal changes. consists of leaving a few drops of ones
Sometimes it is called by other names: The other cards are shrouded in great own blood on the Doors and the Keys. In
the Tower, the Struck Tower, the House secret: all that is known is that the tarot- a few hours, the cards ll up with mana.
or sometimes even the House of God. mages called them the Onyrs. The night following the enchantment,
the tarot-mage is haunted by horrid night-
The Sun: Card XIX is illuminated by the mares, dierent for each tarot-mage.
three suns (Lahn and the twins, Ley and Learning However, the theme is always the same
Lyth), Yllia and the four cardinal stars An aspiring tarot-mage must convince the murder of the magician in an orgy
(Nerea, Sylhea, Elion and Olhim); three a tarot-mage to teach him his art. There of blood and violence, and certain enig-
planets complete the procession. In the are no traditions surrounding this teach- matic details consistently return. Indeed,
center, a pair of twins, looking serene, ing, and each tarot-mage is free to accept the scene always takes place outside the
face each other. They are mixing the or refuse students as well as set his own city, near Cadwallon (the city is never vis-
blood pearling from their index, as if to conditions on his teachings. ible, but descriptions given by tarot-mages
sign an unbreakable pact. It is frequent for former apprentices to clearly describe the straight of Larnn, the
Symbolically, this Key represents trust, stay in touch with their mentors. Indeed, golf of Syyrlinh, the Lavener mountains, or
friendship and brotherhood. mastering a new spell of the Doors and the edge of the Caer Mn or Quithayran
the Keys requires to study under a magi- forests...). A ood of reptiles drown out the
Creation: Four stylishly drawn stars cian who knows the spell. In most cases, landscape, as the dreamer sees himself get
decorate the corners of card XXI. Within to broaden their range of known spells, chained, at the mercy of his assassin, a sil-
each is represented a two-handed sword tarot-mages with little experience turn to houette bearing a crown on her forehead.
over which is drawn a letter: E, I, R, S. A their former master before asking other The nightmare then ends with a maelstrom
snake eating its own tail surrounds the less well-inclined tutors. of ames.

INCANTATION 279

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When he awakens, the mage is exhaust- Sublimation is based on the elemental
ed, but he has established a unique link symbolism of the Doors and the Keys.
Drawning
with his Keys and his Doors. It consists of transforming an arcanic
A tarot-mage is only able to enchant a familiar into an Elemental. To do this,
the cards
single set of cards, any enchantment of a the tarot-mage must tear apart the card
new deck breaks the bond with the older linked to the sublimated familiar. The tarot-mages follow almost the same
one. It is unfortunately necessary to do so The destruction of the card creates such rules as the other magicians. The follow-
in order to replace lost or destroyed cards. an explosion of magical energy that all of ing paragraphs explain the details.
The tarot-mage must then face a new the mages active spells are annihilated,
round of nightmares. and his familiars dispelled. All that re-
mains is the newly created Elemental. The The enchantment
remaining cards do not work for an hour. During the enchantment of his charac-
Taromancy Tarot-mages rarely use sublimation, ters cards, the player splits twenty-two
The art of the tarot-mages may be sepa- as it deprives them momentarily of their power points between his six Doors and
rated into four disciplines. powers, and even worse, it forces them his two Keys (see Cards and mana).
to suer through the nightmares and The nightmares which assault the tarot-
When he does an evocation, the tarot- the wounds of the enchanting again to mage during the night which follows the
mage uses at least two cards: one Door replace the lost cards. enchantment aect him physically: the
and at least one Key. Each of the six Keys following day, the tarot-mages health
may be evoked with one or the other of Abjuration is also based on the ele- level is Critically Wounded.
the Doors. To proceed, the tarot-mage mental symbolism of the Doors and the
holds the Door and the Keys of his Keys. Just as steel blades are used to kill
choice in his hands and concentrates to living beings, tarot cards may be used
free the magic contained in their com- to annihilate magical eects, whether
bination. they come from spells or miracles. The
tarot-mages are the only ones who can
To summon, a tarot-mage uses only a do such a feat, and this peculiarity feeds
single card between the Doors and the their conicts with the faithful. To do
Keys (therefore there are only eight pos- an abjuration, the tarot-mage bran-
sible summons). The tarot-mage holds dishes the concerned card towards the
the card of his choice and concentrates target of the spell. The magical energies
to draw its mana, which he then shapes are drawn to the card and disappear.
into a tangible creature who appears at
his side. This is an arcanic familiar.
The creature appears under the guise of
an elemental familiar, but the appearance
is a falsehood. Only a tarot-mage is able
to pierce the subterfuge and recognize
the card to which the familiar is linked if
he knows the spell in question.
These servants are mute and may only
obey simple commands given by their
summoner. They all have a specic pow-
er, which they can manifest when their
master orders them to. They then disap-
pear instantaneously. Otherwise, these
familiars disappear on the nightfall fol-
lowing their summoning, or when the
distance between them and their master
becomes too great. The enchanted cards become the equiva-
A tarot-mage may control many of lent of gems and are used with the Evoke/SLE,
these servants, but an edict from the Duke Summon/STY, Sublimate/SUB and Abjure/
allows only one active summoning spell OPP abilities. They may be aected by abili-
(thus, only one familiar present at any ties, spells or miracles targeting gems during
time) per tarot-mage, doubtlessly in order the game, and magicians with the appropriate
to limit the power of these magicians. abilities may counter or absorb their mana.

280 RULES

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The cards have a solidity and a
Protection (PRO 1). Their rebirth depends
on the area in which they are (see Rebirth
of the cards).

Decorum
Tarot-mages have two obligations as
they work their magic.

The rst is linked to the cards of the tar-


ot: they MUST be used to cast a spell,
and cannot in any way be replaced by
gems.
The second is the gestures. Tarot magic
requires that the cards be manipulated.
A tarot-mage unable to manipulate
his deck thus nds himself completely
powerless, as he can no longer call upon
his magic. If he is only partially bound,
a magician remains able to use the pow-
er of his cards; however, the controlling
player must announce a number of
gambles equal to the spells mana cost.

However, unlike other forms of incan-


tation, taromancy is extremely discreet.
Most of the time, a tarot-mage isnt more
visible than a sideshow illusionist or a
skillful cheater. Even though
his spells sometimes have
visible eects, they are
no more audible than
the snap or crumple
of a card. Moreover,
taromancy spells are
only rarely accompanied
by the spectacular eects
which characterize the other paths of
magic. When this is the case, observers
often think they see the gure on the card
start to move or its image y out to the
target of the spell. The perception of this
phenomenon seems to depend on the wit-
ness perception of the cards symbolism.
A tarot-mage therefore acts from the
shadows. When he shows his cards, it is
often too late to ee.
And so, the incantation of taromancy
spells does not raise the TL, and a hidden
character who uses such a spell remains
hidden.

INCANTATION 281

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Divination
For the tarot-mages, the cards are not
only used to cast spells, but also allow
to decipher the past, the present and the
future. This practice is also the origin of
the mingling between tarot-mages and
fortune-tellers. It has also allowed the
creation of the cartomancers. Divination
is also the cause of important conicts
between the tarot-mages and the faith-
ful. As a matter of fact, the latter do not
like the fact that magicians are known for
their auguries, which are traditionally the
specialty of divination trades.
The tarot mages have access to two dis- Door, on a roll of , or . his charac-
tinct divinatory methods: the set of the ter perceives the advice. On , or , The voice of the soul: The tarot-mage
Doors and the voice of the Keys. Each div- he perceives the warning. The player may must manipulate his Keys while con-
ination empties entirely the tarot-mages also choose to use real cards (if he uses centrating on the name of his target. By
Doors or Keys of their mana (depending a classic tarot set, the Magician is repre- observing the motions of the cards, the
on the method used). In order to use one sented by The Magician, and Creation by magician learns a few things about the
of these methods, at least a point of mana The World). He places both Doors before personality of the targeted individual.
must be available in the Doors or the Keys him, face down, the Magician to his left To do this, the player rolls 1d6 or draws
(depending on the method used). No abil- and Creation to his right. He turns the a tarot card and consults the Equiva-
ity is used and success is automatic. Magician over rst. If the card is right- lency table. The DM then reveals the
side up (the tarot-mages call it an ascend- targets score in the attitude designated
ing card), the gets the advice. If the card is by the die or the card.
The set of the Doors upside down (descending card), the gets A tarot-mage can only probe the
The set of the Doors allows tarot-mag- the warning. He then proceeds the same soul of a person once a day. During an
es to probe their cards to get advice or way with Creation. ulterior lecture, it is possible that the
warnings. die roll (or card draw) will designate
The ocial scenarios published for Cad- and attitude which has already been
wallon contain a set of the doors table The voice of the Keys revealed. This means that the tarot-
which oer advice and warnings which The tarot-mages are also able to hear mage has discovered all that the cards
may be read to tarot-mage players. Four what they call the voice of the Keys, could show him about that person.
auguries are oered: which means they are able to perceive Any further draws will not reveal any
information on themselves or others while new information.
the Magicians advice, a helpful message manipulating their decks. There are two Listening to the voice of the soul dur-
addressed directly to the tarot-mage; ways of listening to the voice of the Keys. ing an opposition is a fact (1d6).
the Magicians warning, a warning The voice of reason: The tarot-mage
message addressed directly to the tarot- draws from the six Keys. To simulate
mage; this, the player rolls 1d6 or draws a
the counsel of Creation, a helpful mes- card from a classic tarot deck. He then
sage addressed to all of the protagonists consults the equivalency Table to de-
of the scenario; termine which Key his character has
Creations warning, a message of warn- drawn. It acts as a piece of advice, in
ing concerning all of the protagonists of a way, an indication when the tarot-
the scenario; mage is in a favorable attitude. Until
the end of the day, he benets from a
The DM is invited to develop the advice +1 to the nal results of rolls requir-
and warnings in his scenarios according ing this characteristic. It is useless to
to this model. undergo a new draw during the day, as
In a game, the set of the Doors is used the result will be identical.
at the beginning of each scenario. The Using the voice of reason during an
player of a tarot-mage rolls a die for each opposition is a fact (1d6).

282 RULES

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Tongue of the Militiaman Wily monkey
THE TAROTS (Evocation of the Emperor
with Creation)
(Evocation of the Chariot
with Creation)
In order to bolster their aura of mystery,
the tarot-mages name everything which Cost: 4 (Emperor) Cost: 3 (Chariot)
has to do with their art by sibylline terms. Diculty: 7 Diculty: 6
Just as their cards, their spells and their Target: Character Target: Character or creature
elemental servants bear overly complex Range: 0 Range: Field of vision
names (Evocation of the Emperor with Duration: 1 opposition Duration: Until used
the Magician, Evocation of the Chariot
with Creation, or Invoked Destiny, and His cards grant the mage-tarot a pres- The tarot-mage must cast this reac-
the Sublimated Sun...). Nonetheless, ev- ence without peer. When he uses an in- tion spell when his target uses an ability.
ery tarot-mage cannot avoid the richness teraction ability whose favored attitude is He then copies that ability and memo-
and the splendor of cadw high society. Pugnacity or Discipline, the player ben- rizes it. He can then use it once, at a level
Thus, a number of them nd these names ets from an additional 1d6. equivalent to the targets ability. This spell
too austere, and following fashion, call causes no inconvenience to the target,
their spells by other names, more adapted who remains able to use the copied ability
to salons and fashionable conversations! Wall of Earth normally.
No need to mention that the more tradi- (Evocation of the Emperor The tarot-mage may keep in mind only
tionalist tarot-mages are oended by this with the Magician and Creation) one ability thus memorized at time. If he
frivolity. casts this spell again, he forgets the ability
The spells presented below use both Cost: 2 (Emperor) previously memorized.
names: the name currently in fashion and, Diculty: 8
between brackets, its traditional name. Target: Character or creature
The tarot-mages do not learn their Range: 10 squares Master of masters
spells the same way other magicians do. Duration: 2 rounds (Evocation of the Chariot
They know all which correspond to the with the Magician and Creation)
abilities they have and to the cards which The tarot-mage wraps a target with
they have empowered with at least one mana drawn from the Emperor. This mag- Cost: 3 (Chariot)
Mana point. ical protection grants a point of armor for Diculty: 6
each mana point spent in addition to the Target: Character or creature
spells cost. Range: 10 squares
Evocations Duration: 2 round

Ease When this spell is cast, the tarot-mage


Ivory tower (Evocation of the Chariot selects an ability of the target, who then
(Evocation of the Emperor with the Magician) gets a bonus on his rolls using that ability.
with the Magician) This bonus is equal to one point per rank
Cost: 2 (Chariot) of tarot-mage trade of the magician. It is
Cost: 3 (Emperor) Diculty: 6 possible, by casting this spell many times,
Diculty: 7 Target: Personal to give a target bonuses on many abilities
Target: Personal Range: 0 at the same time. These bonuses must
Range: 0 Duration: 2 rounds however target dierent abilities.
Duration: Instantaneous
During the evocation of the spell, the
This reaction spell allows the tarot-mage tarot-mage concentrates on one of his six
to instantaneously resist a spell or miracle attitudes. During the next uses of abilities
which inuences his emotions or his will which depend on this characteristic, the
(Evocation of the Emperor with Creation, nal results are increased by a point.
Aura of fear, Refusal...). The spell or mira-
cle is considered as having no eect on the
tarot-mage. However, if it targeted many
people, they are not protected.

INCANTATION 283

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Elfs dexterity Commoners face The target of this spell generates an
(Evocation of Destiny (Evocation of the Card-with-no- opaque aura which hide his actions to his
with the Magician name with the Magician) opponents. They show diculty to adapt
to it: their reaction tests against the target
Cost: 3 (Destiny) Cost: 2 (Card-with-no-name) of this spell are imposed one gamble by
Diculty: 6 Diculty: 6 tarot-mage rank of the character.
Target: Personal Target: Personal
Range: 0 Range: 0 A single target cannot benet from more
Duration: 2 rounds Duration: 1 hour than a single Evocation of the Card-with-
no-name with the Magician and Creation
During the spells incantation, the tarot- The face of the tarot-mage changes. at any time.
mage concentrates on one of his abilities. He loses his distinctive traits to show an
During the next use of that ability by that average face, which anyone would forget
character, the player may reroll a dice of immediately. The quality of his Hide rolls Wolves wrath
his choice. increases by a point per tarot-mage rank (Evocation of the Tower of
of the character. Destruction with the Magician)

Ogres dexterity Cost: 2 (Tower of Destruction)


(Evocation of Destiny with Sixth sense Diculty: 6
Creation) (Evocation of the Card-with-no- Target: Personal
name with Creation) Range: 0
Cost: 3 (Destiny) Duration: 1 opposition
Diculty: 6 Cost: 3 (Card-with-no-name)
Target: Character or creature Diculty: 6 With the spell, the tarot-mage increases
Range: Field of vision Target: Area his ardor and his natural aggressiveness.
Duration: Instantaneous Range: 10 This allows him, at the beginning of a
Duration: Instantaneous game turn, to act rst even if he does not
The tarot-mage must cast this reaction have the greatest amount of dice in his AP.
spell when his target makes a manual ac- The tarot-mage perceives the hidden The spell is then broken before the end of
tion. During his die roll, the targets player dangers (a trap, a spell ready to be re- his action.
gets an automatic failure. leased, an assassin hidden in the shad-
ows...) in the targeted area. He is warned
of the dangers but does not know its na- Lightning-blade
Trade ture or localization. Only the sources of (Evocation of the Tower of
(Evocation of Destiny danger for the magician and his allies are Destruction with Creation)
with the Magician and Creation) detected in this way.
Cost: 4 (Tower of Destruction)
Cost: 3 (Destiny) Diculty: Free
Diculty: 6 Aura of ashes Target: Line of 10 squares
Target: Character or creature (Evocation of the Card-with-no- Range: 0
Range: 10 squares name with the Magician Duration: Instantaneous
Duration: Instantaneous and Creation)
The tarot-mage projects a bolt of magi-
The player of the tarot-mage transfers Cost: 5 (Card-with-no-name) cal lightning which wounds or damages
several d6 from his RP to the RP of the tar- Diculty: 8 everything in its path. For each tarot-
get. The player freely chooses the amount Target: Character or creature mage rank the character has, the bolt has
of dice transferred, with a limit of one per Range: 10 squares a Power of 1d6 and causes Damages +1.
tarot-mage rank of the character. Duration: 1 round It is possible to avoid being hit by taking
a Dodge/OPP (Spells diculty) test. A
wall or an obstacle which resists the in-
icted damages keep the bolt from going
further.

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Wrath of the Tarot Gift of life Mirror of the Eagles
(Evocation of the Tower of (Evocation of the Sun with the (Invocation of the Emperor)
Destruction with the Magician Magician and Creation)
and Creation) Cost: 4 (Emperor)
Cost: 3 (Sun) Diculty: 7
Cost: 5 (Tower of Destruction) Diculty: 8 Target: 1 square
Diculty: 8 Target: Character or creature Range: 1 square
Target: One gem Range: 10 squares Duration: One day, or one hour from the
Range: 3 squares Duration: Instantaneous moment the servant activates his power
Duration: Instantaneous
The tarot-mage gives some of his vital The tarot-mage can order the sum-
The targeted gem is destroyed. energy to the target, who heals a number moned Emperor to activate its power.
of health levels equal to the amount of The servant then takes the appearance
tarot-mage ranks of the spellcaster. On of an authority gure respected or feared
Preachers tongue the other hand, the magician loses 1 HP of by a target designated by the tarot-mage.
(Evocation of the Sun with the each health level thus healed. The magician can then use this respect or
Magician) fear to gain authority over the target. The
quality of his Interaction rolls against the
Cost: 4 (Sun) Invocations target is increased by 1.
Diculty: 7 The servant then disappears after an
Target: Personal hour.
Range: 0 Sihirs palm
Duration: 1 opposition (Invocation of the Magician)

Drawing in the power of his cards, the Cost: 4 (Magician)


tarot-mage suddenly expresses himself Diculty: 7
with the elegance of an experienced ora- Target: 1 square
tor. The player benets from an additional Range: 1 square
1d6 to his interaction abilities whose fa- Duration: One day or until the activation
vored attitude are Sleight or Style. of the servants power

The tarot-mage can order the sum-


Courtesans tongue moned Magician to activate its power.
(Evocation of the Sun The servant must then touch a gem or a
with Creation) card (other than the Magician), which im-
mediately regains all of its mana.
Cost: 4 (Sun)
Diculty: 7
Target: Character Mirror of the Larks
Range: 0 (Invocation of Creation)
Duration: 1 opposition
Cost: 4 (Creation)
Using this spell, the tarot-mage has Diculty: 7
less trouble seducing and charming the Target: 1 square
people he speaks with. The player benets Range: 1 square
from an additional 1d6 to all of his inter- Duration: One day, or one hour from the
action abilities whose favored attitude is moment the servant activates his power.
Opportunism or Subtlety.
The tarot-mage can order the sum-
moned Creation to activate its power. The
servant then takes the appearance of a
humanoid target designated by the tarot-
mage, but keeps his stats. The arcanic fa-
miliar then disappears after an hour.

INCANTATION 285

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Arcane companion The summoned Card-with-no-name rounding squares, the explosion has the same
(Invocation of the Chariot) has the distinctive feature of being invis- Power but its Damages are only +1 per rank.
ible, except to the eyes of tarot-mages. A character or creature at the impact point
Cost: 4 (Chariot) When its summoner orders it to activate can Dodge by achieving a diculty 7 test.
Diculty: 7 its power, the servant then becomes brief- He then moves to one of the surrounding
Target: 1 square ly visible and automatically puts to death eight squares, and then takes the Damages
Range: 1 square all unconscious characters and creatures corresponding to this square normally. It is
Duration: One day or until the activa- who are (even if partially) in the same area impossible to Dodge if all the surrounding
tion of the servants power as the tarot-mage. squares are occupied or cannot be moved
into. Moreover, characters or creatures on
The tarot-mage can order the sum- these squares cannot Dodge the explosion.
moned Chariot to activate its power. The Thunderball
magicians player may then reroll the die (Invocation of the Tower of
of his choice during an ability roll. Destruction) Twin
(Invocation of the Sun)
Cost: 4 (Tower of Destruction)
Double-or-nothing Diculty: 7 Cost: 4 (Sun)
(Invocation of Destiny) Target: 1 square Diculty: 7
Range: 1 square Target: 1 square
Cost: 4 (Destiny) Duration: One day or until the activa- Range: 1 square
Diculty: 7 tion of the servants power Duration: One day, or one hour from the
Target: 1 square moment the servant activates his power
Range: 1 square The tarot-mage can order the summoned
Duration: One day or until the activa- Tower of Destruction to activate its power. The tarot-mage may order the sum-
tion of the servants power The servant transforms into a hissing ball moned Sun to activate its power. For an
of energy, which crashes into a square des- hour, the servant takes the appearance
The tarot-mage may order the sum- ignated by its master, exploding on impact. of the summoner. He now has the same
moned Destiny to activate its power, In this square, the explosion inicts a wound characteristics, abilities and other traits as
which allows the magicians player to of a Power of 1d6 per tarot-mage rank of he does their sheets are exact replicas!
double the quality of a roll obtained af- the character and with a bonus to Damages
ter a gamble (for example a gamble of 6 of +2 per tarot-mage rank; in the eight sur-
would give a resulting quality of 6 instead
of only 3).

Son of Shanys SUMMONED SERVANT


(Invocation of the Card-with-no-name) The tarot-mages have the power to give shape to the mana which lls their cards. Each
card allows to summon a dierent servant, which has a specic power.
Cost: 4 (Card-with-no-name) These mute familiars may obey simple orders given by their summoner. They can-
Diculty: 7 not be further away from him than a tile per tarot-mage trade rank he has. Their
Target: 1 square generic characteristics are the following.
Range: 1 square
Duration: One day or until the activa- Potential: 1 Characteristics:
tion of the servants power Dominant attitude: Special PUG 3 (FEAR 4)
Size: Small (2) SLE 3
Movement: 2 STY 3
OPP 3 (DEF 4)
SUB 3
UnHurt @@ DIS 6 (MAS 7)
Light Wound @@ Natural weapons: Fists
Serious Wound @@ Abilities:
Critical Wound @@ Slither/SLE 1
INCapacitated @@ Climb/SLE 1
Stunt/STY 1
Dodge/OPP 1
Distinctive features: Conscience Hide/OPP 2
Feel/SUB 2
Look out/DIS 2

286 RULES

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Double breath
Sublimations (Sublimation of the Chariot)

A tarot-mage can only sublimate a ser- Cost: Destruction of the card


vant he has summoned himself. Diculty: 8
Target: Arcane companion
Range: 1 tile
Knocker Duration: One hour Krakens ood
(Sublimation of the Emperor) (Sublimation of Destiny)
The Arcane companion transforms into
Cost: Destruction of the card a Double breath, which takes the appear- Cost: Destruction of the card
Diculty: 8 ance of an Air Elemental. Diculty: 8
Target: Mirror of the Eagles Target: Double-or-nothing
Range: 1 tile Range: 1 tile
Duration: One hour Duration: One hour

The Mirror of the Eagles transforms into The Double-or-nothing transforms into
a Knocker, which takes the appearance of a Krakens ood, which takes the appear-
an Earth Elemental. ance of a Water Elemental.

KNOCKER DOUBLE BREATH KRAKENS


Potential: 4 Potential: 4 FLOOD
Dominant attitude: Special Dominant attitude: Special
Size: Large (4) Size: Large (4) Potential: 4
Movement: 5 Movement: 8 Dominant attitude: Special
Size: Large (4)
UnHurt @@@@ UnHurt @@@@ Movement: 5
Light Wound @@@@ Light Wound @@@@ UnHurt @@@@
Serious Wound @@@@ Serious Wound @@@@ Light Wound @@@@
Critical Wound @@@@ Critical Wound @@@@ Serious Wound @@@@
INCapacitated @@@@ INCapacitated @@@@ Critical Wound @@@@
INCapacitated @@@@
Distinctive features: Conscience, Distinctive features: Conscience,
Fierce, Hard boiled, Steadfast Leap, Rapidity Distinctive features: Conscience,
Characteristics: Characteristics: Luck, Disengagement
PUG 3 (FEAR 4) PUG 3 (FEAR 4) Characteristics:
SLE 3 SLE 7 PUG 3 (FEAR 4)
STY 3 STY 3 SLE 3
OPP 3 (DEF 4) OPP 3 (DEF 4) STY 3
SUB 3 SUB 3 OPP 7 (DEF 8)
DIS 7 (MAS 8) DIS 3 (MAS 4) SUB 3
Natural weapons: Fists Natural weapons: Claws DIS 3 (MAS 4)
Abilities: Abilities: Natural weapons: Fists
Bash/PUG 4 Slash/PUG 4 Abilities:
Endure/PUG 3 Slither/SLE 2 Slither/SLE 1
Force/PUG 3 Climb/SLE 3 Climb/SLE 1
Slither/SLE 1 Stunt/STY 2 Stunt/STY 1
Climb/SLE 1 Dodge/OPP 1 Dodge/OPP 3
Stunt/STY 1 Hide/OPP 2 Wrestle/OPP 3
Dodge/OPP 1 Feel/SUB 2 Hide/OPP 3
Hide/OPP 2 Look out/DIS 2 Feel/SUB 2
Feel/SUB 2 Look out/DIS 2
Look out/DIS 2

INCANTATION 287

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Ash child Destroyer Flamboyance
(Sublimation of (Sublimation of (Sublimation of the Sun)
the Card-with-no-name) the Tower of Destruction)
Cost: Destruction of the card
Cost: Destruction of the card Cost: Destruction of the card Diculty: 8
Diculty: 8 Diculty: 8 Target: Twin
Target: Son of Shanys Target: Thunderball Range: 1 tile
Range: 1 tile Range: 1 tile Duration: One hour
Duration: One hour Duration: One hour
The Twin transforms into a
The Son of Shanys transforms into an The Thunderball transforms into a Flamboyance, which takes the appearance
Ash child, which takes the appearance of Destroyer, which takes the appearance of of an Elemental of Light.
an Elemental of Darkness. a Fire Elemental.

ASHEN CHILD DESTROYER FLAMBOYANCE


Potential: 4 Potential: 4 Potential: 4
Attitude dominante : Special Attitude dominante : Special Attitude dominante : Special
Size: Large (4) Size: Large (4) Size: Large (4)
Movement: 5 Movement: 5 Mouvement: 5

UnHurt @@@@ UnHurt @@@@ UnHurt @@@@


Light Wound @@@@ Light Wound @@@@ Light Wound @@@@
Serious Wound @@@@ Serious Wound @@@@ Serious Wound @@@@
Critical Wound @@@@ Critical Wound @@@@ Critical Wound @@@@
INCapacitated @@@@ INCapacitated @@@@ INCapacitated @@@@
Distinctive features: Conscience, Distinctive features: Conscience, Distinctive features: Conscience,
Assassin, Implacable/2 Furie guerrire, Tueur n Autorit, Rsolution/2
Characteristics: Characteristics: Characteristics:
PUG 3 (FEAR 4) PUG 7 (FEAR 8) PUG 3 (FEAR 4)
SLE 3 SLE 3 SLE 3
STY 3 STY 3 STY 7
OPP 3 (DEF 4) OPP 3 (DEF 4) OPP 3 (DEF 4)
SUB 7 SUB 3 SUB 3
DIS 3 (MAS 4) DIS 3 (MAS 4) DIS 3 (MAS 4)
Natural weapons: Claws Natural weapons: Claws Natural weapons: Fists
Abilities: Abilities: Abilities:
Slash/PUG 3 Charge/PUG 3 Bash/PUG 1
Slither/SLE 1 Slash/PUG 3 Slither/SLE 1
Climb/SLE 1 Slither/SLE 1 Climb/SLE 1
Stunt/STY 1 Climb/SLE 1 Parry/STY 3
Dodge/OPP 3 Stunt/STY 2 Stunt/STY 3
Hide/OPP 3 Dodge/OPP 1 Dodge/OPP 1
Feel/SUB 2 Hide/OPP 1 Hide/OPP 1
Look out/DIS 2 Feel/SUB 2 Feel/SUB 2
Look out/DIS 2 Look out/DIS 3

288 RULES

CadwallonUS-pp 256-289.indd 288 22/06/06 10:30:09


Card of Fire Card of Light
Abjurations (Abjuration of (Abjuration of the Sun)
the Tower of Destruction)
Cost: 2 (Sun)
Card of Earth Cost: 2 (Tour de la destruction) Diculty: Initial diculty of the
(Abjuration of the Emperor) Diculty: Initial diculty of the targeted spell +1
targeted spell +1 Target: ADarkness spell or a miracle
Cost: 2 (Emperor) Target: A spell of Water Range: 1 area
Diculty: Initial diculty of the Range: 1 area Duration: Instantaneous
targeted spell +1 Duration: Instantaneous
Target: A spell of Air The targeted spell or miracle ends.
Range: 1 area The targeted spell ends.
Duration: Instantaneous

The targeted spell ends.

Card of Air
(Abjuration of the Chariot)

Cost: 2 (Chariot)
Diculty: Initial diculty of the
targeted spell +1
Target: A spell of Earth
Range: 1 area
Duration: Instantaneous

The targeted spell ends.

Card of Water
(Abjuration Destiny)

Cost: 2 (Destiny)
Diculty: Initial diculty of the
targeted spell +1
Target: A spell of Fire
Range: 1 area
Duration: Instantaneous

The targeted spell ends.

Card of Darkness
(Abjuration of
the Card-with-no-name)

Cost: 2 (Card-with-no-name)
Diculty: Initial diculty of the
targeted spell +1
Target: A spell of Light or a miracle
Range: 1 area
Duration: Instantaneous

The targeted spell or mi-

INCANTATION 289

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CadwallonUS-pp 290-307.indd 290 21/06/06 14:12:24
Are you sure theres no risk well be spied upon?
T he two men were sitting at the counter of a partially ruined inn, at the end
of an alleyway in the Square. T he rst one doesnt look like much, he is like those
many vagabonds who live in the slums of the City of thieves. T he other, under
a dark woolen cape, bears the armor of a black paladin of Acheron. He seemed
particularly nervous, belittling the reputation of his order. T he man speaking to him
pointed out the men keeping watch outside the inn.
We are under the protection of the Blades, Lord N efars...
N efars waved the argument away with a hand gesture. He had more trust in
Seshtr than a handful of Cadw mercenaries. T he ghoul is watching over the area
any intruder lives on borrowed time.
Im thinking of threats against which your hired killers cannot be of much
help, murmurs N efars. Im thinking of faithful. I was told that my companys
target has two in his employ and that they can foretell the dangers which threaten
their master.
Only the Ekzal...
T he Ekzal ?
A high priest. Only he may foretell the future. Yet it just so happens that he
is taking part in a Cadw baptism ceremony at this very moment. He will only be
back tomorrow.
And the other faithful? insists the black paladin.
Prediction isnt his strong point, answers the vagrant while smothering a
hearty laugh. He suffers from vertigo! One major handicap when you consider that
the divinatory rituals of the heralds of Felicity take place on rooftops.
N efars didnt share the hilarity of his companion. T he Acheronian wasent at
ease in Cadwallon. T he city was too big, too different. SPIRITUALITY
Why dont your goblin merchants make use of local killers? Everyone says that
Cadwallon is lled with free leaguers willing to do anything for a few ducats.

O
At least, they would know the particularities of this accursed city! n Aarklash, the gods are a part
of everyday life: in the heart
According to the ducal laws, assassinating a Peer is a form of high treason.
of the battles of Ragnarok,
A league would lose its priviledges and immunities if it were to commit such
where people die in their name; in
an act. the homes where their benevolence
N efars took a few more seconds to think. T he sum offered was too important is called upon to favor a birth; in the
to be refused. He enventually agreed, and listened carefully to the plan his sponsor elds, so that the weather will be good
offered him and spare the harvest... Every one lives
with this reality, sometimes cursing it,
N ight was falling. A kid led the faithful in the streets of Trophy. T hey sometimes praising it, depending on
reached their destination: a dilapitaded inn of the Square. the path their destiny takes. Everyone
Here, says the child as he pointed the hovel. But the men and the monster had feels the faith, and all believe in gods.
left many hours ago. Many individuals perceive this rela-
tionship with the gods in a more inti-
It doesnt matter, answered the herald with a soothing tone. You can leave me,
mate and intense way. They feel an un-
now. May Cadwallon guard you.
common devotion or respect for one, or
T he faithful entered the inn. It was empty. N othing hinted to the fact that more gods, depending on their culture.
plotting people had met here. Yet, the previous evening, before leaving for the upper This extreme piety inuences them to
city, the Great Ekzal had been clear: something would be brewing in the Square become servants of their faith and cre-
during his absence. ate a special bond with their cult. These
T he herald put his hands on one of the wall and closed his eyes. kinds of people are called faithful,
Cadwallon. sublime Felicity, he respectfully implored. I have come to and they can call on miracles.
listen. my city, deliver me the spoken words.
A voice came from the wall and was heard in the room. It was N efars:
Are you sure theres no risk well be spied upon?

DIVINATION 291

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The faith of the faithful is strengthened Tangible actions of the gods. The gods
by miracles. When a battle is won thanks are considered as meddling in the life of
to the Immortals, when an ill-omened the people of Aarklash, either on their
pregnancy gives birth to a healthy child, own, or either because their faithful
when the wind brings much needed rain have called upon them. Miracles would
to the elds... The believers double their be answers to these calls.
devotion, their faith increases, and can
then be used by the faithful to call upon The existence of faithful, go-between
Faith the gods, who in turn, strengthen the faith for the divine and the mortals. The
of the believers. This mystic circle confers term faithful perfectly describes the
Faith I. Unshakable faith in one truth an immense power to the faithful, and it is essence of these messengers of divine
II. Religion III. Beliefs to keep and maintain that power that cults will: their behavior lies on an unbreak-
were created. able loyalty to one or many gods. These
Universal Corpus Great library of the days, the believer term has evolved
University of Wyde and some cultures use other synonyms.

Faith is both a horrible burden and a


The universal A hierarchy of faithful. In most cults,
formidable force for life and action. A cult the faithful organize in a pyramid
burden, because the faithful imposes obli- structure. This hierarchy diers from
gations reecting the ideals of his gods to Cult I. Homage given to a god one culture to the next, but the deans
himself - the greater his faith, the stricter II. Ceremonies through which that hom- are the most respected as they are the
and greater the constraints he imposes on age is given III. Rite... most experienced and powerful faithful
himself. Nonetheless, to the faithful, these on Aarklash. They direct, guide and or-
burdens are light as bearing them means Universal Corpus Great library of the ganize according to their cult, culture
pleasing the gods and promoting their be- University of Wyde and belief.
liefs. The faithful therefore keeps nothing
but the formidable force of life and action Cults vary depending on the gods or Universal, alliance and cult miracles.
that his faith grants him. By putting his pantheons which the faithful call upon. The faithful miracles among three cat-
faith in these superior beings, his gives Yet some very broad similarities form a egories: universal miracles, which are
himself a model, causing him to push his common basis: the universal cult. common, (any faithful can call); Alli-
limits. At the same time, his faith gives ance miracles (Light, Darkness or Des-
him the certainty that Immortals watch An open polytheism. The gods exist tiny), which embody the cults position
him during dicult moments, protecting and are numerous. No faithful can deny in regard to the Principals; cult mira-
him or expecting an outburst from him. the presence of the other gods, and each cles, specic culture, in other words, a
This conviction is the source of Felicity; it venerates his own divinities. However, particular god or pantheon.
allows to overcome the suering fate puts that state of mind is rarely a sign of
in the path of his destiny. tolerance. The races of Aarklash often Miracles related to alter, create and
clash in the name of their gods and the destroy. Just like the saying stating that
The more zealous faithful develop such signs they have been sent. faith can move mountains, faithful are
a faith that they can channel it and com- able to alter Creation and manage in-
municate to some extent with the object Exiled gods. At the dawn of time, gods credible feats. They also gain powers
of their faith. These faithful use divination. used to walk on the surface of Aarklash, of creation inspired by divine grace.
This practice earned that name because of but had to ee in exile. The reasons be- Finally, between their hands, faith is a
the rst few faithful, who would use their hind that departure are hinted about powerful weapon which can send any-
faith to communicate with their deities, in in stories of the horrible war in which one back to the Void. Miracles are clas-
order to insure their contentment and hear the gods faced one another. The expla- sied according to the aspect of faith
their commandments. Only later did they nation diers depending on the myths: they embody.
discover that they could implore the gods punishment by a higher being, exodus
to intervene directly on Aarklash through following the disappearance of mana,
miracles. The rituals have therefore kept the retreat of the survivors... The gods
name of the primitive practice of the early now reside outside Aarklash, on other
faithful. Realms (see Incantation).

292 RULES

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These fragments are part of a framework
shared by almost all races of Aarklash, a
general religious culture and the founda-
tions of liturgic traditions. This universal MERIN, THE IGNEOUS GOD
cult comes in, according to its usual be-
liefs, at the more signicant moments of The Akkylannians, or Grins, venerate Merin, the one god and father of
life: birth, entering adult age, death... To Creation. According to their beliefs, Merin calls on his children to stop
their ways of worshipping false gods, which they have mistakenly taken
this common ground, faithful add myths
up. A way of thought which was originally lled with good intentions, but
and rituals specic to their cultures and
which has given birth to the Inquisition, sadly known for its intransigence...
beliefs.
Theologists of the igneous faith explain that the false gods are angels sent
to speak the message of the father of Creation. The mortals would have
misunderstood them and believed them to be gods. Some of these angels
The Principals were amused by this mistake and comforted men in this error. They became
demons, fallen angels, enemies of Akkylannie and its allies. Despite the ap-
Principals I. Principal Elements pearances, this dogma ts within the universal cult, substituting the terms
II. Essential constituent, with the angel and demon to the word gods.
primordial Elements, of Creation This doctrine has the merit of not causing too much friction with the allies
III. Light and Darkness. Certain scholars of Akkylanniens, yet conicts sometimes happen with faithful of Alahan or
add Destiny as a Principal. Tir-N-Bor, both profoundly polytheist.

Universal Corpus Great library of the


University of Kallienne

The faithful consider that the relation-


ship of a god in regards to Light and
Darkness may manifest in one of three
ways. The divinity is perceived as a guide
on the Ways of Light, a navigator on the
Meanders of Darkness or as a mentor on
the Paths of Destiny.
Since the beginning of the Ragnarok,
three factions (the Alliances) have
emerged. Two of them oppose one anoth-
er: Light and Darkness. Destiny avoids the
bipolar morality of human conceptions.

DIVINATION 293

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THE MYSTERIES nowhere else. As a matter of fact, the reli-
gious conviction of the population would
seem insucient to explain the diverse
OF CADWALLON auras seen in the Free city!

When it comes to matters of religion, Even the most imminent scholars can-
the City of thieves does nothing to dis- not nd a common point between the
prove its renown. Three unexplained divinities of this random-looking list. Yet,
phenomenon give the Jewel of Lanever a
unique status.
there must exist a common point explain-
ing why the miracles linked to these gods
FAITHFUL
or concepts are the only ones which may
be called in the Free city.
AND MIRACLES
The cultural
miracles Spiritual Faithful of diverse cults of Aarklash live
alongside one another in Cadwallon and are
It is impossible to call most cultural geography important in Cadw society.
miracles within the walls of Cadwallon or Even though the Free city has its own
its surrounding area. Only a few cults are The faithful draw the energy necessary religion with its faithful, its belief, its
free of this restriction, and even then, the to call their miracles, in the faith of believ- ways, most of the faithful present in the
concerned miracles are often limited to ers surrounding them. Thus, depending Jewel of Lanever represent cults active in
very specic divinities. With time, a list of on the general spiritual inclination of the the Ragnarok from all over the continent.
cultural miracles which may be called in inhabitants of the place where he is (in These exiles have brought (and still bring)
Cadwallon was made: other words, their position in regards to cults which have rooted themselves in the
Destiny, Light and Darkness), a faithful has daily life of Cadwallon.
Cadw miracles; access to more or less energy to feed to his
Miracles of the gis gods Odnir and miracles. This rule applies everywhere on
Hyaid;
Miracles of Merin;
Aarklash. However, a number of sages re-
marked that Cadwallon has particularities
The dogmas
Dakinee miracles linked to Whisshard which alter somewhat the natural working Beyond their preaching, the faithful de-
or Ekhyn. of miracles and which have been observed bate of the interactions between the gods
and the Principals. No certainty comes from
their discussions, even if each cult is per-
suaded to know the truth. Most of the faith-
ful of Destiny, removed from the question
of Light and Darkness, observe it all with a
certain skepticism.

Five great schools of dogma exist.

Subordination
Widespread among Sessair, Barhan,
Cynwll, Akkyshan, Acheronian, Drune,
Dakinee, goblins, dwarves, orcs and
Wolfen of Yllia.
Adepts from this school of thought be-
lieve that the Principals impose them-
selves to all of Creation. The gods can-
not avoid these superior inuences; they
must choose a side, like every race in
Aarklash.

294 RULES

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Submission
Widespread among Barhan, Cynwlls,
Akkyshan and Acheronian.
The cults
The dogma of submission is a more ad- The Free city is also a diplomatic play-
vanced point of view based on the theory ground where many agreements are made
of subordination. The gods are considered and broken. In these negotiations, Faithful
to be the agents of Light or Darkness, or use all of their inuence, as their conse-
free from their grasp by taking a neutral quences are determining for the future of
stand (Destiny). the continent and, perhaps, even someday
the result of the Ragnarok. Representatives
Deication of the many cults of Aarklash have there-
Widespread among Barhan, Akkyshan fore moved to Cadwallon. At the side of
and Acheronian. civil ambassadors, the faithful can no
An extremely minor school of thought, longer be avoided, and sometimes help,
deication considers the gods as simple sometimes hinder, ocial talks.
emanations of the Principals, growths of The City of thieves is also an enclave
Light or Darkness. In this way, deication of freedom in the heart of a continent in
is more radical than submission. It has few the throes of god-induced frenzy for war.
adepts and has no explanation for gods Some faithful refuse to play a part in the
who are not bound to Light or Darkness. resulting massacres. Their motives are
diverse: cowardice, conviction, doubt... It
Instrumentation is then impossible for them to remain in
Widespread among Syhar, Acheronian, their home country, where they would be
Dakinee, Devourer, goblins, dwarves and pariahs, forced to enroll or even tried and
orcs. condemned. To seek refuge in Cadwallon
This school of though professes a the- is a solution which allows them to keep on
ory which acts as a counterpoint to sub- living in good faith, far from the pressing
ordination, submission and deication. obligations of the many races.
The gods simply use Light or Darkness as
tools with which to act. On the subject Finally, the Jewel of Lanever is also re-
of gods from the Paths of Destiny, instru- puted for the mysteries of its spiritual
mentation considers that these divinities geography. Many are the faithful, sent by
use Light as much as Darkness. their superiors or motivated by their own
quest for truth, who enter Cadwallon hop-
Filiation ping to solve its mysteries. Some (more
Widespread among Barhan, the often faithful who can call their cultural
Possessed of Mid-Nor, Dakinee, goblins, miracles in the city) actually claim to
dwarves, orcs and the Wolfen of Yllia. be called by Cadwallon and its fayry
Original, this dogma is based on an groves, or sometimes even sent by their
imaginative depiction. Some gods are gods. This is not without worrying the
the children of Light, others are born of wisest of the faithful, as the specter of the
Darkness and some of both Principals. curse still hangs over the City of thieves.
Many faithful consider this theory to be These mystical oddities do nothing but
nothing but a simple repeat of deica- give more credit to the alarming claims of
tion, but with a symbolic form to correct some cults.
its incoherencies.

DIVINATION 295

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CALLING
Temporary
faith
The faithful draw the energy required
to call their miracles from their own faith,
but also from the believers around them.
This available force is represented by tem-
porary faith (T.F.). At the beginning of
each round, the faithful has a number of Example: A rank 3 Bard of destiny is in (Light) may be used by the faith-
T.F. which varies according to two things: Trophy (lower city). At the beginning of ful of the Ways of Light;
the faithful and the spiritual geography of each round, this faithful has 5 points of (Darkness) may be used by the faith-
the area in which he is. The faithful always T.F. (3 for his rank + 2 for the Faith of the ful of the Meanders of Darkness;
has as many T.F. as the rank in his highest lower city). (Destiny) may be used by the
Divination trade. faithful of the Paths of Destiny.
If the faithful belongs to a cult originat-
Depending on the cult of the faithful and ing from elsewhere in Aarklash, he must Example: A rank 3 faithful of Arh-
the area in which he is, a certain amount take into consideration the faith of the Tolth, the Scorpion god, is in Trophy, in
of T.F. are added to this total. exiles living in Cadwallon and the curse the Comedy garden ( Destiny + 2,
If the faithful belongs to a Cadw cult, aecting the city. To represent these con- Light + 2, Darkness + 3). At
he can draw from the faith of most of ditions, each efdom and each districts the beginning of each round, this faithful
Cadwallons inhabitants. Rarely short of (sometimes even places within some dis- has 6 points of T.F. (3 for his rank + 3 for
mystical power, he is only moderately af- tricts) of Cadwallon has a FAITH value the Faith of the district corresponding to
fected by local variations, due to large the between 0 and +5 (if no value is specied his Alliance).
amount of faithful Cadw. The T.F. gained for a type of Faith, its value is considered
depends on the area in which the faithful
is, as well as the specic cult to which he
to be 0): The call
belongs, as shown on the table. Calling a miracle requires an Alter,
Create or Destroy test. This chapter de-
tails the mechanics which control the use
of these abilities.
For his character to call a miracle, the
player must spend as many T.F. as the
Fervor of the miracle in question (this val-
ue is indicated in the description of each
miracle). The expense takes place imme-
diately before the Alter, Create or Destroy
test. These points are spent whether the
test is successful or not.

296 RULES

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A faithful may spend more T.F. than An area means that the eect of the
the amount required by the miracle. He LITANIES miracle is applied on the whole area
then benets from a default quality, the targeted. The miracles description will
required amount of gamble being equal to The miracles presented below are detail the aected elements within that
the amount of T.F. thus spent. classed by litanies, which means by cor- area.
If enough T.F. is left, the character may pus regrouping the universal miracles, the
call another miracle. It is impossible to call Alliances miracles and the cults. Range: Maximum distance, in squares,
the same miracle twice within a round. Cadwallon is a cursed city; the wisest within which the miracles target must
At the end of a round, T.F. points are lost. and oldest races are sure of it. be. A faithful must have a line of sight
At the beginning of the next round, the The miracles presented here are the only to his target. However, certain special
new T.F. points available are calculated. ones which may be called in Cadwallon. ranges exist:
If a miracle aects an area already un- Thus, the litany of the Lion only lists mir- Sight: The range extends as far as the
der the eect of an identical miracle, the acles bound to Azel, while the faithful of faithful eyesight allows;
eects are not cumulative. However, the that culture are polytheists. Their other Tile: The range extends to the whole
duration of this eect are lengthened by gods do not answer to the calls of the faith- tile on which the character is;
that of the second miracle. ful in the Free city. Game board: The range extends to the
Moreover, a notable fact is that the whole game board;
miracles of the dakinee faithful and the Fiefdom: The range extends to the whole
Calling Bards of Destiny both seem to be under
the apparent inuence of the same god,
efdom in which the character is.
Cadwallon: The range extends to the
and stealth Wisshard. Yet, at the sight of the radi- whole city (1).
cally dierent eects from one litany to Aarklash: The range extends to the
The postures and movements used the next, the question of Wisshards name whole continent (2).
when a miracle is called are as much a ne- designating the same entity is one that Realm: The range extends to the whole
cessity as they are required by usage and needs to be asked. Realm in which the faithful is.
tradition. Moreover, voice must be used Creation: The range of the miracle is
when calling a miracle. Indeed, the faith- Each miracle is dened according to the unlimited.
ful is supposed to speak to his god so that following parameters:
his prayer may be heard and a miracle may Duration: The length of time during
happen. The voice is therefore the symbol Name of the miracle which the miracle remains eective.
of this relationship. A faithful unable to Fervor: The amount of T.F. points the Followed by the game eect representing
speak is therefore unable to call any mira- character must spend in order to call the the miracle and eventually the extra ef-
cle. To call a miracle in normal conditions miracle. fects gained if a gamble is taken.
increases the TL by two points. Diculty: The diculty of the Aspect test. Sometimes a parameter is noted as Spe-
However, a faithful may whisper his call Free means that the player chooses the cial: the way of determining it is then
instead of speaking it out loud. He can diculty before calling the miracle. The written in the text describing the mira-
restrain his movements as well. The call associated ability is indicated by a letter: C cles eects.
might become harder to call, but this dif- (Create), A (Alter) and D (Destroy).
culty may be overcome. A gamble autho- Target: Indicates the possible targets for Note: To gure out the amount of dam-
rizes the faithful to dispense the litanies of the miracles eects. age inicted by a miracle, the same rule as
his cult. This makes the call less obvious Personal: The faithful benets from the rearms damage is used: the player rolls
(the TL only increases by a point). eects of the miracle. as many dice as the POW and keeps two
Finally, a faithful may concentrate to A character, a creature and/or an ob- dice.
reduce the manifestations of miracles if ject: this means that the eects are ap-
the call is successful. This also requires a plied to a character, a creature or an
gamble. In this case, the TL increases by a object designated by the faithful. Some-
point instead of two. times, the very nature of the target may
If a faithful manages to suppress the lit- be indicated. For example, a faithful, an
anies and the manifestations, the call does Elemental, a sword, etc.
not cause an increase of the TL. An area of eect indicates the perim-
If the faithful was stealthy at the time of eter (in squares) in which the eect of
the call, he cannot be spotted and remains the miracle is applied. The miracles
stealthy. Otherwise, the whispering and description will detail the elements af-
the concentration are still perceptible and fected within that area.
it is possible to make a Reaction against
the call.
(1)
: If the faithful is in another Realm when he calls a miracle with this range, this means that his miracle will still have
an eect in Cadwallon, even though he isnt currently there! However, if he is in one of the elemental reections of the
Free city, the range then aects the whole mirror-city, and not the original city.
(2)
: If a faithful is in another Realm when he calls a miracle with this range, its eect take place in Aarklash, even though
he isnt currently there! DIVINATION 297

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An object can only be aected by one Purifying touch
Universal Dubbing at a time. Fervor: 2
Gambles taken for Dubbing allow to in- Diculty: 8 (D)
litany crease the minimum quality of the object. Target: A character or creature
Range: 1
All of the believers and the faithful of Duration: Instantaneous
Aarklash agree on fundamental prin- Kingdom of the blind The faithful places his hands on the
ciples. Whether they are merciful, cruel Fervor: 2 character or a creature. The eect of mira-
or detached, their gods give them all the Diculty: 8 (D) cles aecting the target end immediately.
same attention. These rituals common to Target: A character or creature
every religion are expressed by universal Range: 5
litanies, accessible to all. Duration: 2 rounds
The targets eyesight becomes blurry.
If the target is in a clear zone, it is
Banishment considered as being in an dark zone.
Fervor: 3 Otherwise, she is considered as being in a
Diculty: 3 + targeted POT (D) pitch dark zone. Moreover, it is unable to
Target: A creature do tasks requiring a good visual accuracy
Range: 10 (DMs call). Religious authority
Duration: Instantaneous Fervor: 1
Banishment allows to send a creature Diculty: 5 (A)
from outside of Aarklash (Elemental, Mancy Target: Personal
Immortal, etc.) back to its original Realm. Fervor: 2 Range: 0
Diculty: 7 (C) Duration: 2 rounds
Target: Area Religious authority increases the cha-
Divine sight Range: 0 risma of the faithful, who gets a point to
Fervor: 2 Duration: 2 rounds the minimum quality of his tests with the
Diculty: 8 (C) Mancy gives an aura to faithful present Command ability. Moreover results of
Target: A character in the targeted area. Only the faithful who  are no longer failures on his 0d6tests
Range: 4 called the Mancy may see this aura. If he and the Adding rule is applied if all of his
Duration: 2 rounds examines it (fact, 1d6), he can get infor- dice give a result of .
The faithful grants a shred of divine om- mation about the aected faithful. The in- Gambles in regard to calling Religious
niscience to the target. formation gained depends on the highest authority allow to raise the minimum
The target temporarily gains the feat Divination trade rank of the faithful who quality of all the Command/DIS tests of
Intuition. called the Mancy. the target.
Rank 1 to 2: The Divination trade
ranks of the observed faithful
Dubbing Rank 3: His or her Divination trades Trade prayer
Fervor: 1 Rank 4: His or her Alliance Fervor: 1
Diculty: 4 (C) Rank 5: His or her cult Diculty: 6 (A)
Target: One object Target: A character
Range: 1 Range: 4
Duration: Special Miraculous reprieve Duration: 2 rounds
The faithful creates a holy aura around Fervor: 3 Trade prayer increases the expertise of
one object which symbolizes the trade of Diculty: 6 + Wound penalty (A) the targeted character. The target gains
its owner (weapon for a warrior, religious Target: A character or creature a point to the minimum quality of any
symbol for a faithful, tool for an artisan, Range: 3 test which uses abilities given by a se-
etc.). This miracle is often called during Duration: Instantaneous lected trade. Moreover, results of  are
nominating ceremonies for knights, faith- The target is immediately healed: it re- no longer failures on these 0d6 tests and
ful, master artisans... It takes its name gains a health status. The magnanimous- the Adding rule applies if all dice give a
from this common use. ness of the gods has limits, however, and  result.
During the next use of the targeted ob- the target will be unable to benet from Gambles taken while calling Trade
ject, the owner benets from a minimum this miracle again until the next rise of prayer allow to increase the duration of
quality of 1 to the next ability test hav- Lahn. this miracle by a round per gamble.
ing to do with it: Tinker for a lock-pick-
ing tool, Slash for a bladed weapon, etc.

298 RULES

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Aura of rigor Shield of Light
Litany of Light Fervor: 3 Fervor: 2
Diculty: 7 (D) Diculty: 8 (C)
The faithful of the Light ght for Target: Area Target: Personal
Good. They serve gods who want to Range: 0 Range: 0
protect their people without seeking to Duration: 5 rounds Duration: 1 round
destroy others. They defend the ideals of This miracle creates a luminous sphere
chivalry, of an ordered civilization in a The moral rigor claimed by the parti- which surrounds the target and its sur-
world freed of vice. sans of Light extends his inuence in the rounding squares.
targeted zone. Miracles and spells of Darkness may not
The natural results of Fool/OPP and cross this barrier. Characters, creatures
Angelic grace Crook/OPP tests are automatic failures and objects inside the Shield of Light
Fervor: 2 for the entire length of the miracle. therefore avoid their eects. Miracles or
Diculty: 4 (A) spells of Darkness from within the Shield
Target: A character of Light aect their targets normally.
Range: 5 Exaltation
Duration: 2 rounds Fervor: 3
This miracle increases the uidity of the Diculty: 8 (A) Shroud of Light
targets movement, which increases its Target: A character Fervor: 4
reach by a point. Range: 4 Diculty: 10 (C)
Duration: 2 rounds Target: One corpse
The faithful exalts the targets ar- Range: 1
Angelic weapon dor, which temporarily gains the feat Duration: 5 rounds
Fervor: 2 Fanaticism. Shroud of Light can target a corpse
Diculty: 5 (D) whose death dates from, at the most, the
Target: One weapon previous nightfall. The corpse recovers its
Range: 4 Heavenly inspiration senses and is once again able to speak and
Duration: Special Fervor: 2 think. This eect only lasts for a moment,
The faithful blesses a weapon at the mo- Diculty: 4 (C) just long enough for the faithful and any
ment its wielder is about to land a blow. Target: A character eventual protagonists to have a brief con-
Calling of this miracle is always a reac- Range: 4 versation with the deceased. If the faithful
tion to an action caused by a Confrontation Duration: 2 rounds tries to make the dead speak against his
ability. If this action is successful, the The faithful strengthens the targets will, this exchange is done using the nor-
weapon inicts one extra point of damage motivation. Its benets, by default, of one mal Interaction rules.
for every two levels of Destruction of the point of quality (without taking a gamble)
faithful. on each of its tests.

Purifying clarity
Fervor: 3
Diculty: 9 (D)
Target: Character, creature or object
Range: 3
Duration: Instantaneous
Appeasement An aura of light briey surrounds the
Fervor: 4 target.
Diculty: 3 + NM (A) Eects of spells and miracles which
Target: Game board were aecting it end.
Range: 0
Duration: Instantaneous
Appeasement changes the TL of the
area in which the faithful is: it is imme-
diately lowered by a point. This miracle
can only be called again when the TL will
have increased once more.

DIVINATION 299

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Sign of the Abyss
Litany of Fervor: 2
Diculty: 8 (C)
Darkness Target: A character
Range: 2
The faithful of Darkness work for Evil. Duration: 6 rounds
They serve warlike, heartless and shame- cle allow to increase the minimum quality This miracle corrupts the esh and
less gods, who encourage the many races of the targets Intimidate/PUG tests. blood of the target, who temporarily gains
to massacre each other or beat one another the feat Living-dead.
into submission. The faithful of Darkness
respect ambition, will power and the ca- Ira Tenebrae summoning
pacity to triumph over all obstacles. Fervor: 4 Soul theft
Diculty: 8 (D) Fervor: 4
Target: Special Diculty: 6 + victims POT (D)
Demons net Range: 4 Target: A character
Fervor: 2 Duration: 5 rounds Range: 3
Diculty: 4 (A) If the nal result of the Destruction/ Duration: Instantaneous
Target: A character Special test succeeds or equals its dicul- The faithful provokes, at a distance, a
Range: 5 ty, the Immortal is bound to the faithful constriction of the victims heart, who
Duration: 2 rounds and follows his orders. Otherwise, the ira suers an attack with a damage roll with
Demons net restricts the movement of tenebrae appears despite the failure, but is a Power equal to the Destruction level of
the target, whose Reach is reduced by a not bound by the will of the faithful and the faithful.
point. proceeds to immediately attack him. If
other Immortals of the same type see this
attack, they follow suit and also attack the Supernatural wear
Fascinating inertia faithful. Fervor: 3
Fervor: 4 Diculty: 7 (A)
Diculty: 10 targets SUB (A) The number of ira tenebrae a faith- Target: One object
Target: A character ful may control depend on his highest Range: 2
Range: 3 Divination trade rank: Duration: Instantaneous
Duration: 10 rounds This miracle causes one object to suer
The target discovers an irresistible fasci- Rank 1: 1 the wear of time in an extremely accelerat-
nation for its own movements. Rank 2: 2 ed fashion. The target withers to the point
It cannot help but study them and move Rank 3: 3 of falling to dust.
more slowly... It suers a -1 to the nal re- Rank 4: 4 The object must be of medium Size and
sult of its tests of movement and the cost Rank 5: 8 t in one square. Moreover, it must be an
of squares it crosses increase by a MOV Rank 6: 16 Object of its own (it cannot be part of a
point. bigger object). For example, the miracle
If a faithful tries to call more than this could be called on the bullet of a gun, but
limit, the Immortal who appears is hos- not on the guns trigger.
Intimidation tile, no matter what the nal result of the
Fervor: 2 Destroy/Special test.
Diculty: 5 (C) Vindictiveness of Darkness
Target: Personal Fervor: 2
Range: 30 Possession Diculty: 6 (D)
Duration: 2 rounds Fervor: 2 Target: One weapon
Intimidation gives a faithful a threat- Diculty: 8 (C) Range: 4
ening appearance. This miracle increases Target: A character Duration: Special
the charisma of the faithful, who gains a Range: 3 Calling this miracle is always a reaction
minimum quality point (without taking Duration: 2 rounds to an action caused by an attack.
a gamble) for his tests using Intimidate/ The miracle provokes a frenetic ardor in The faithful blesses a weapon at the mo-
PUG. Moreover, results of  on his dice the target, who temporarily gains the feat ment its wielder is about to land a blow on
rolls are no longer failures during these Possessed. a faithful. If the attack hits, the weapon in-
0d6 tests and the Adding rule is applied if icts one extra point of damage for every
the result of all rolled dice is . level of Destruction of the faithful who
Gambles taken when calling this mira- called Vindictiveness of Darkness.

300 RULES

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Kiss of Destiny Power over Creation
Litany of Fervor: 2 Fervor: 2
Diculty: 4 (A) Diculty: 5 (A)
Destiny Target: A character Target: A character
Range: 5 Range: 2
The faithful of Destiny venerate wild, Duration: 2 rounds Duration: 2 rounds
ancient and merciless gods. Far from the Kiss of Destiny increases the uidity This miracle allows the target to avoid
moral considerations of the human race, of the targets movement, who no longer obstacles during its movements. The cost
they are preoccupied by the very founda- needs to stop its movements when it en- of crossed squares are reduced by a MOV
tions of life: instinct, nature, survival. The ters an opponents Reach. point for every two Alter levels of the
faithful of Destiny are in harmony with faithful. The cost of a square cannot be
the soul of Creation. lower than one point.
Land of opportunity
Fervor: 2
Age of man Diculty: 6 (C) Sylvan Animae summoning
Fervor: 3 Target: One area Fervor: 4
Diculty: 7 (D) Range: 0 Diculty: 8 (A)
Target: Area Duration: 1 round Target: Special
Range: 0 The miracle generates a transparent Range: 4
Duration: 2 rounds aura which covers the area. Duration: 5 rounds
Age of man prevents the call of miracles The nal results of tests to call a miracle If the nal result of the Destroy/Special
in the targeted area. of Destiny, as well as incantation tests of test equals or beats the diculty, the
Die results for Create, Alter and Destroy spells of Earth, Water, Fire and Air, are in- Immortal is allied to the faithful and fol-
tests are systematically considered as  . creased by a point for each two levels of lows his orders. Otherwise, the sylvan
the Create ability of the faithful. anima appears despite the failure, but is
not bound by the will of the faithful; he
Cleaver of destiny ees immediately. If other sylvan animaes
Fervor: 3 Leaden revocation controlled by the faithful witness this,
Diculty: 8 (D) Fervor: 2 they follow suit, breaking the bond and
Target: A character Diculty: 5 (C) ee as well.
Range: 6 Target: Personal
Duration: 2 rounds Range: 0 The number of sylvan animae a faith-
This miracle annihilates the characters Duration: 2 rounds ful can control depends on his higher
inhibitions and awaken his primal savage- This miracle grants its caller an impor- Divination trade rank:
ry. The target temporarily gains the feat tant power in blocking religion. The faith-
Born killer. ful gets a minimum quality point (without Rank 1: 1
taking a gamble) on his Revoke/PUG tests. Rank 2: 2
Moreover, results of  are no longer fail- Rank 3: 3
Era of chaos ures on his 0d6 tests and the Adding rule Rank 4: 4
Fervor: 3 is applied if all of the rolled dice give a re- Rank 5: 8
Diculty: 7 (D) sult of . Rank 6: 16
Target: An area Gambles taken when calling Leaden re-
Range: 0 vocation allow to increase the minimum If the faithful tries to call one more ani-
Duration: 2 rounds quality of the targets Revoke/PUG tests. mae than his limit allows, the Immortal
This miracle perturbs the use of tech- who appears ees immediately, no mat-
nologies. Die results of dice used for tests ter what the result of the Alter/Special
using Revolution talent abilities are con- Mark of blood may be.
sidered as  . Fervor: 3
Diculty: 8 (C)
Target: A character
Range: 3
Duration: 2 rounds.
The miracle grants its target an innate
sense of accuracy. The character tempo-
rarily gains the feat Instinctive ring.

DIVINATION 301

CadwallonUS-pp 290-307.indd 301 21/06/06 14:15:06


Litany of
Felicity
The heralds of Felicity form a clergy
dedicated to the Cadw circles of power.
Even though few in numbers, they are
omnipresent within the Dukes and the
peers retinues. Organization: The faithful of this cult sire. The player replaces the heritage of his
are regrouped among circles, or inheri- character by Upper city or Lower city
Beliefs and customs: To the heralds of tances, which corresponds to the efdoms. heritage, depending on where the thicket
Felicity, Cadwallon is a divinity of its own An inheritance gathers in most cases about in which the ceremony takes place is.
(Felicity), and represent it. The faithful of ten faithful led by an ekzal (who is gen- This miracle is not to be called lightly.
this cult serve the Duke and the peers, erally close to the peer). The heart of the The heralds only use it for strangers who
who they consider as emanations of the inheritance is the legacy, an inheritance at- have manifested, in a real and durable way,
city-goddess. The heralds demand noth- tached to the ducal efdom, which counts their intention of becoming Cadw.
ing for their services, but are generally about a hundred faithful. If many of them A Cadw thus baptized gains, in the du-
thanked with revenues, rich apartments, work in the ducal administration, the ez- cal laws eyes, the same rights as Cadws
servants and other advantages. Those who kals faithfully serve the interests of the ef- born in Cadwallon.
are in power and who have welcomed dom to which their inheritance is attached.
them at their side cannot work without Even though they are under the orders of
them anymore. the Great Ekzal, they claim to be autono- Ear of the wall
The heralds of Felicity do not conduct mous and a total loyalty towards the peer Fervor: 4
any rites and do not preach. they serve. In case of conicts between Diculty: 7 (A)
efdoms, they pursue their work at the side Target: One wall
of their peer. Their unfailing devotion and Range: 1
their organization frequently allow them to Duration: Special
play an essential diplomatic role. By placing his hand on a city wall, the
faithful is able to restore the conversations
Cultural customs: which have taken place in the area where
Calling the miracles: The heralds call the wall stands (since the last nightfall).
upon their goddess, loudly and clearly, The duration of the miracle is equal to
while groping what surrounds them the time which has passed since the last
(the ground, the walls, the trees...), in nightfall.
order to reinforce the sacred bond they A wall can only give out what it has
have with Felicity. heard once; it is not possible to listen to
the same conversation twice. Sometimes
Predictions: To read signs concerning (according to the GMs decision), back-
the future or access hidden knowledge, ground noises can distort the restoration.
the heralds of Felicity climb up onto In this case, successful Look out/DIS tests
the citys roofs to deduce the answers may be required to perceive the conversa-
to their questions from the motion of tions properly.
Cadw life.

Guide
Cadw baptism Fervor: 3
Fervor: 6 Diculty: 6 (C)
Diculty: 4 (D) Target: Personal
Target: One consenting character Range: 0
Range: 1 Duration: 2 rounds
Duration: Instantaneous This miracle creates an intimate link
A Cadw baptism allows a character to between Cadwallon and the faithful,
reject his former culture and become a full who gains a level in all of his Region or
Cadw. The miracle is called during a half- Fiefdom knowledge that have something
hour long ceremony in the groves of de- to do with Cadwallon.

302 RULES

CadwallonUS-pp 290-307.indd 302 21/06/06 14:15:13


Predictions: The minstrels of Pain
Litany inict physical pain upon themselves,
notably with barbed whips. They then
of Pain try to overcome the pain. When they
manage to, their mind attains a level
Like the heralds of Felicity, the minstrels of clairvoyance which allows them to
of Pain are an elitist clergy. Unlike their make predictions.
brothers, they keep away from the circles
of power and mostly act in the lower city.
Denial of pain
Beliefs and customs: The minstrels of Fervor: 5
Pain profess a strange philosophy, terrible Diculty: 3 + wound penality (D)
and optimistic at the same time, which Target: One character
mixes the concepts of desire, conscience, Range: 1
hope and suering. They feel that the gods Duration: Special
have gifted living beings with desires and The target of Denial of pain stops suer-
conscience. These gifts would also be curs- ing from the less important consequences
es, as desires are innumerable and impos- of his Wounds. He is no longer aected by
sible to satisfy, and blessings, as individuals the penalties linked to his health status.
have access to hope, which allows to be free The eect of the miracle last until the tar-
of suering. Thus the servants consider ex- get regains a health point of the Unhurt
istence as a trial. The wise man knows how level, or until it is wounded again.
to choose it and not suer it, in order to
rise above the pain.
Prayer
Organization: The minstrels of Pain Fervor: 3
live in penitences, monasteries dissemi- Diculty: 6 (C)
nated in the lower city. Each penitence Target: Personal
corresponds to a declination in the gen- Range: 0
eral philosophy of the servants. Thus, the Duration: 2 rounds
expressive penitence, found in Trophy, This miracle gives form to the desire
preaches freedom from the desire-con- which the faithful feels towards others.
science-suering cycle through artistic Prayer increases the charisma of the faith-
creation. An penitence is led by its oldest ful, who gains a minimum quality point to
faithful: the penitent. his tests with Pray/DIS. Moreover, results
The minstrels of Pain are compassion- of  are no longer failures on 0d6 tests,
ate, their penitences are open to those and the Adding rule is applied if the result
who need their help. This support is ap- of all of his test dice is  .
preciated in the lower city, even though Gambles taken during the call of Prayer
most Cadws dont understand the beliefs allows to increase the minimum quality of
of these faithful the targets Pray/DIS tests.

Cultural customs:
Calling the miracles: The minstrels of Union
Pain recite plaintive prayers through Fervor: 2
which they expose their conscious Diculty: 6 (A)
grasp of suering, their rejection of Target: One character
desire and their quest for hope to the Range: 5
gods. Duration: 2 rounds
The targets DIS increases by one to
three points: one for every two levels of
the Alter skill of the faithful.

DIVINATION 303

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Organization: The Bards of Destiny termined from the wissh or the faithful(
Litany of do not have any specic organization. A players choice).
minstrel lives o his main trade and oci- Gambles allow to increase the duration
Destiny ates as a faithful only when circumstances of this miracle.
demand it (birth, wedding, etc.). The ini-
The Bards represent the main Cadw tiation of new members is done by an ex-
clergy. Their rites are behind many cus- perienced minstrel, at least a Dean. This Friend of the fayrees
toms in the City of thieves. Their cult has father-son relationship is a deep one. Fervor: 4
its roots in very ancient dakinee myths. Diculty: 8 (C)
Cultural customs: Target: One character
Beliefs and customs: The Bards of The Bards of Destiny sing to attract des- Range: 3
Destiny claim that Cadwallon has been tinys grace and Wisshards power. Duration: 2 rounds
built on what was once the garden of the The Bards of Destiny listen to the fayes This miracle links the vital essence of
god Wisshard. No one knows the source hum in their wonderful language and the character to the fayry. He temporarily
of this revelation, but they consider the thus enter a state between sleep gains the feat Regeneration/X.
Dakinee god under a much more favor- and wakefulness. Faithful
able light than the guardians of Quithayran then manage to under-
themselves. According to them, Wisshard stand shreds of the fayes
even used to welcome mortals seeking babbling and make pre-
rest and peace in his garden. Indeed, just dictions from it.
as night and day follow one another end-
lessly, life is a permanent cycle of happi-
ness and suering.
Enemy
In his garden, Wisshard oered mortals of the bards
a chance to be free from the chains of hap-
piness and suering for a moment. Those Fervor: 6
who stayed would come out wiser, stron- Diculty: 4 (D)
ger and more ready to face their destiny. Target: Special
The ceremonies of the Bards always Range: Sight
take place in sacred groves. They are com- Duration: Special
posed of songs and dances, which follow This miracle is a curse used as a form
the rhythm of the Cadw life, celebrating of retribution: it targets a character of a
the births, the weddings, the deaths... The creature which has deteriorated a wissh,
Bards also consecrate the wisshs, small a thicket of desire or a place of worship of
wooden statues which can be found in the heralds, the servants or the minstrels,
every Cadw home. These small idols are or otherwise acted violently against a faye
supposed to keep misfortune at bay and or a Cadw faithful.
make it ee the house. A Cadwe notes The target suers from a -1 to all of
that its because misfortune is chased out his nal results, for as long as he stays in
of houses that it is found on the streets... Cadwallon. The eects of this miracle end
The wisshs are the object of a true do- as soon as the target leaves the limits of
mestic cult led by the head of the family. the city.
Sometimes, supreme sign of the house-
holds blessing, fayrees the children of
Wisshard use the little statues to make Father of the wisshs
a nest. Fervor: 4
Diculty: 7 (A)
Target: One wissh
Range: Zone.
Duration: 2 rounds
Father of the wisshs creates a bond be-
tween a faithful and a wissh. The range of
the miracles called by the faithful is de-

304 RULES

CadwallonUS-pp 290-307.indd 304 21/06/06 14:15:34


Litany
of the gis
(Boar)
A long time ago, the dwarves made a
pact with the gods living the top of the
gis. They have welcomed the dwarves in
their homes in exchange for the oath that
they would protect the giants, children of
the gods.

Beliefs and customs: The dwarves are


the only ones to practice this litany and
jealously guard the secrets. Only a few
goblins in contact with extremely ancient
ancestors and Akkylanniens may claim to
know anything about this polytheist cult,
which counts a god for each aspect of the
dwarves daily life.
The best known and revered gures
of the dwarven pantheon are Odnir and
Uren, who watch over law and the forges,
respectively. Furthermore, Odnir is the fa- Cultural customs: at the most. If they exceed this limitation,
ther of the gis. He is therefore the leader Calling the miracles: The faithful of their mortal constitution cannot contain
of the gods, just like the elders and the the gis evoke the name associated so much power: the miracle caller suers
ancients are the leaders of dwarven com- with the called miracle. At the same six damage points.
munities. Uren is a warrior god, young time, they brandish an object bearing
and rowdy. With the battles of Ragnarok, the gods symbol. The gods are never
more and more dwarves venerate him and implored, as they are allies, and not Hyffaids curse
leave their fates to him before combats. masters, to the Tir-N-Bor dwarves Fervor: 4
Some faithful and believers sometime Predictions: A prediction is always Diculty: 7 (A)
contest Odnirs authority. Others whisper made under the guidance of a god, as- Target: One character
that Uren inspires this secessionist belief. sociated with the concerned aspect of Range: 10
everyday life. The faithful of Odnir read Duration: 2 rounds
Organization: The faithful of the gis the future of institutions and cities in This miracles alters the sight of the
are integrated in society and daily life, just the entrails of a boars young. Faithful target. If the target is in a clear area, it is
like the god they serve. Their exact place of Uren predict the issue of battles by now considered as being in an dark area.
depends on their guardian divinity. The examining the reections of the sun on Otherwise, the target is considered as if it
faithful of Odnir are active in political weapons and armor. were in a pitch dark area.
life. Without having any personal author-
ity, they give their blessings to decisions
from political institutions and the nam- Fire of Gheim Hyffaids rage
ing of new representatives. The faithful of Fervor: 4 Fervor: 4
Uren are warriors, blacksmiths and engi- Diculty: 7 (C) Diculty: 8 (D)
neers. Uren is the patron of thermo-war- Target: Personal Target: One character
riors and thermo-priests who enter battle Range: 0 Range: 3
armed with steam-powered weapons. His Duration: Instantaneous Duration: 2 rounds
clergy is also composed of more tradition- Fire of Gheim rekindles the life ame of The target of this miracle has a frenzied
al priest, the provosts. the faithful. desire to destroy everything.
The faithful regains a health point for The target temporarily gains the feat
each of his Create/Special levels. This War fury.
miracle calls upon the primordial strength
of Fire. Thus, the faithful limit themselves
to calling the Fire of Gheim once per day

DIVINATION 305

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the following day are, for the faithful,
Litany of Merin good or bad omens. If events (impor-
(Grifn) tant or not) catch his attention, he must
interpret them.

The faithful of Merin are from


Akkylannie. They brandish the igneous Burning of the Indels
standards of their one god across all of Fervor: 5
Aarklash. Military men and missionaries, Diculty: 7
they attempt to convert all races. Target: One character or creature
Range: 8
Beliefs and customs: The faithful of Duration: Instantaneous
Merin are monotheists. They are con- The victim is swamped by a powerful
vinced that the gods of the other races are heat wave. It suers an attack which in-
imposters, or misinterpreted visions of icts damage of a POW equal to the T.F.
Merin. They have concluded that mortals of the faithful at the moment of the call.
have turned away from the path of Merin, This damage roll benets from a modi-
demiurge of Aarklash. Creation must er equal to the number of gambles taken
therefore be destroyed so that a new one during the call.
may be created, free from sin, ready to wel-
come the faithful under the rule of Merin.
Galvanized by this redeeming quest, the Confession
faithful of Merin are often fanatics and Fervor: 3
sometimes merciless. Yet, many of them Diculty: 4 (C)
are sincere missionaries, convinced they Target: Personal
are oering salvation to the inhabitants of Duration: 2 rounds
Aarklash by converting them. This miracle gives the faithful a power-
ful persuasion force destined to obtain
Organization: The faithful of Merin be- confessions from those he speaks with.
long to the Church or the Inquisition of Confession increases the charisma of
Akkylannie. The formers are often simple the faithful who gains a minimum quality
country priests or well-meaning mission- point (without gambles) for his tests when
aries. The latter, however, are the armed attempting a confession (see Interaction).
hand of the Church, and sometimes of the Moreover, results of  are no longer fail-
Empire itself. Hard and uncompromising, ures on 0d6 tests, and the Adding rule is
they relentlessly hunt the enemies of faith applied if all of the dice used for the test
and of Akkylannie. All obey the pope, sec- have a result of .
ond most inuent person in the empire Gambles taken when Confession is
after the Emperor himself. Some say that called can increase the minimum quality
the pope is the true ruler of Akkylannie. of the targets tests.

Cultural customs:
Calling the miracles: The faithful calls Merins shield
Merin through speech, with a quick Fervor: 4
paced, a feverish and exalted tone. For a Diculty: 7 (A)
given miracle, a litany is immutable (not Target: Personal
a single word may be changed), but the Range: 3
tone and the pace vary according to the Duration: 2 rounds
attitude and the rank of the faithful. The miracle disturbs shots. It stops
Predictions: They take place over all thrown or shot projectiles within its
an entire day. The previous evening, range.
the faithful prays Merin and asks Gambles taken when Merins Aegis is
him to place the following day under called increase the duration of this mir-
the sign of the future. The events of acle.

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Calling this miracle is always a reac- Dream eater
Litany of tion to an Incantation. Fervor: 3
The miracle destroys part of the mana Diculty: 4 (C)
Quithayran used for the incantation. The Magician Target: A sleeping character
(Scarab) must immediately spend an additional Range: 1
mana point or his spell will fail. This ad- Duration: 1 night
This cult is the original religion of ditional expense is a free move which does The faithful turns the dreams of the tar-
the elves. As the hour of the Ragnarok not count in the actions and reactions of get into nightmares. The victim then falls
sounds, this litany is now practiced by no the round. into a tful sleep from which nothing can
one but the Dakinee and respected by the Gambles can be taken to increase the wake it, other than the spells end. The
Wolfen. amount of mana spent, at the rate of one target rises from its sleep at dawn with
point per gamble. as many health points lost as the level of
Beliefs and customs: The cult is based Create of the faithful.
on the cycle of life and death. It results
from the elves and the gods living togeth-
er since the dawn of time. Polytheists, the Life eater
Quithayran elves revere Aoh, the Spirit Fervor: 4
of all life, Earh, the goddess of dusk and Diculty: 7 (A)
Ekhyn, the god of Dawn. They also fear Target: A wounded character
Wisshard, a destructive divinity which Range: 3
only the sacrice of Ekhyn was able to Duration: 1 round
stop. Earh has the most important place The wounds of the victim designated by
in this pantheon. the faithful start gushing blood.
At the end of the round, at the moment
Organization: The faithful of Aoh of the specic evaluations (p129), the
are hermits who only come out of their target loses additional health points. The
trances to advise the believers. Faithful of amount of lost health points varies, de-
Ekhyn bless weapons and those of Earh pending on its health level when Life eater
celebrate the many stages of existence: is called.
birth, wedding, death, etc. It is said there Unhurt: -1 HP
are no priests of Wisshard, who is how- Light wound: -2 HP
ever present in dakinee legends Serious wound: -3 HP
Critical wound: -4 HP
Cultural customs: Incapacitated: -5 HP
Calling the miracles: The calls are
similar to bird calls, the motions of the
faithful resemble a swaying dance.
Predictions: The faithful are attracted
to fayery thickets. There they lie down,
naked, and sing a prayer to Aoh (to ap-
pease and comfort him) before curs-
ing Wisshard. They repeat this ritual
until a cry pierces their mind, freezing
their muscles. Images then spring forth
from the past and the future.

Mana eater
Fervor: 3
Diculty: 4 (D)
Target: A magician
Range: 5
Duration: Instantaneous

DIVINATION 307

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CadwallonUS-pp 308-331.indd 308 21/06/06 15:48:33
Exam N245-12: subject of class Belisarius

The body of the subject presents multiple wounds. The shin artery was split
by a blade or claws. The chest is covered with bruises, several ribs are broken.
The patches of the dermic armor were deformed by the violence of the blows.
The nape of the neck underwent a strong pressure which moved cervical
vertebras and crushed the bone in the occipital zone. I notice four deep wounds
imposed on either side of the head, credibly due to fangs of a rough length of
three inches. The right hand was torn away in a single pull, which indicates
that the aggressor possessed a Titanic strength.
My shrew told me of a new victim. His traps were not activated and the
thing comes closer and closer to the laboratory.
Fortunately, the wait comes to an end. My last born nishes its growth. His
titanic body is shaken by starts as he dreams about war and about massacre. MECANISMS
The caudal transplant perfectly succeeded and the osseous excrescences of the
hyper calcied spinal column join to form a protecting dorsal crest. In a few
days I can begin the dermic implants and the integration of the armament.
A
arklash is certainly full of su-
My shrew had decided to go on a hunt, I thus entrusted him with my last pernatural forces and believ-
ers in the supernatural pow-
ghters, two Keratis class clones. He was the sole one to return to the complex,
ers, yet science is not absent. For a long
covered with wounds and incapable of pronouncing a word. I freed him from time, it has developed overshadowed
the suffering. But I offered him a chance to pursue the hunting, his spirit bound by incantation and divination, often
thanks to Darkness to that of my creation. This evening, I shall release my last taking advantage of headways of these
born and he will go to claim my territory. elds: the dwarves of Tir-N-Bor con-
sider their gods as universal laws and
The ght has been going on for hours. The roars of my clone rang in the the Cynwll elves make close no distinc-
tunnels. Then, the silence eventually came. tion between magic and technology.
I sent my last maintenance clone to warn my people. My vanity is going to
cause the loss of the complex and the invaluable knowledge accumulated Four technologies are useful to the
free leaguers, because they have been
during my works.
used for a long time in the military
I thoroughly take responsibility for my error. I injected enough mutagenic domain: steam, naphta, mutagenic
substance to stand up to this creature, whatever it is. The procedure to and constructs. However, other tech-
put the laboratory into slumber is engaged, tanks are locked and the matrix nologies are also important, if not
deactivated. At the moment, I am nally going to know what is in hiding in more, but are integrated into the daily
life of many parts of Aarklash. The
the darkness!
Akkylannians have sewers and water-
works in their city. Their soldiers use
Note for the attention of Shaan Alud sturdy and cheap rearms. Scorpions
are capable of building complex under-
Excellence, ground passages where the door mech-
These notes result from the complex NO. 28. They were drafted by the anisms and the lighting are fed by gems
of Darkness. Some of these innovations
technomancer in ofce: Ursan Daakem. His notes were found on his corpse by
- As sewers and rearms - made their
the vicar in charge of the inspection of the laboratory. way to Cadwallon, others didnt.
Ten clones of the escort of the vicar are reported missing. As for the warrior-
monk, he returned alone and has respite to repeat that the doors have been All these disciplines are called revo-
opened upon the shadows. He was held in isolation until to your instructions lution. Objects produced by these are
technological objects or inventions.
concerning his possible recycling.

REVOLUTION 309

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agreements, nobody can make it. Or way they work is identical to these last
Powder nobody boasts of it. Also, the secret of ones, but sometimes requires the atten-
the Cynwll noble powder is even more tion of half-dozen men for every shot.
The powder, or black powder, is an ex- mysterious. Nothing proves that this one Besides, rather than sending bullets, they
plosive spread throughout Aarklash and comes from Aarklash. Considering that propel iron balls capable of pulverizing
certain Cadws who make an excessive Cynwll skillfully mix magic and science, the stone!
use of it. Due to its usual character; many it is possible that this powder is bound
tend to underestimate its power, and the to mana gems. Finally, the Republic of
dangers which it conceals. Because who-
ever can assure that powder capable of
Lanever maintains shady links with the
long gone civilization of the Utopia of the
Steam
duplicating the eects of the most terrible Sphinx, the solution maybe hidden in the The steam machines nd their origin of
spells, is completely natural? past of Aarklash. the mountains of the Aegis. In the inmost
depths of the dwarf citadels, servants of
Uren were interested in steam, in a mystic
The gift of the Cynwll Short fuse! sense, but also in its practical use. After
The rst users of powder were the Powder is used in numerous technolog- many experiments and many religious
Cynwll of Lanever. They used it in ries ical objects, most of them lethal. Having colloquiums, they produced a technologi-
and pistols made to measure and distrib- said that, three categories exploit powder cal miracle: the boiler.
uted in their elite troops. These weapons on Aarklash.
received the same care as artifacts and Countless dierent machines can be
symbols or draconic gures were carved Firearms are mainly of Akkylannian connected to a boiler and thus com to life
on their cannon or butt. Also, the powder facture. They make pistols and ries. thanks to the power of the sacred steam.
used resisted to water and its explosion These two weapons work in an identical The hydraulic pistons and the thermo
always caused a funny sensation to the way, the main dierence being the length condensers activated by steam allow op-
marksman, as if he inhaled an intoxicat- of the cannon. To re with one of these erating numerous mechanisms.
ing perfume or if someone whispered into weapons, it is necessary to charge it rst
his ear. Today, the soldiers of the Republic in three stages: the loading of the pow-
of Lanever still use these weapons, but der, then the lling, then the bullet. Every The gift of Uren
when one speaks about powder, it is time, the introduction is made by the The secret of steam remains the privi-
Akkylannian powder that one thinks of. muzzle of the cannon, pointing upwards. lege of the thermo-priests. They consti-
Several theses challenge each other on These operations must be repeated be- tute a particular religious body within the
the details, but one thing is sure: soon tween every shot. Besides, these weapons servants of Uren. Indeed, it is necessary
after the foundation of the Alliance of must be regularly cleaned, because pow- to follow a long training in the way of the
Light, the Republic of Lanever oered der deposit accumulates on the inside the forges and in the manipulation of steam to
powder to the Empire of Akkylannie. The cannon. aspire to become a thermo-priest. So, if all
scholars of the Grin had soon analyzed the thermo-priests are servants of Uren,
it. They were incapable of reproducing Explosive devices terrify the soldiers the opposite is not true.
it, but were however able to produce an of Aarklash, although they are nally less
approaching formula. This vulgar pow- precise than a good rie. It is always a As one does not become a thermo-priest
der could be easily mass-produced by big quantity of powder connected with a in one day, a second body came to be
the Akkylannian factories, quite like the lock, more or less long. When the fuse added to them: the forge guardians. They
more rudimentary versions of Cynwll stops burning, the charge explodes. If the are the thermo-priests pupils, servants
pistols and ries. These weapons were fuse is short, the device can be thrown, of Uren too, who still havent learned the
distributed to elite troops, but also regu- it will explode probably when it hits the mysteries of steam. They know however
lar troops of the imperial army and the target. If the fuse is long, the machine how to use steam machines.
other Akkylannian institutions. The constitutes a rudimentary time bomb. In
Akkylannian even supplies the Kingdom certain versions, the powder is contained Finally, the thermo-priests, their pupils
of Alahan. Soon, this powder spread on in a metal shell; the explosion is then and their installations are protected by
the surface of Aarklash and numerous more lethal, because it throws countless the thermo-warriors. These are neither
inventions were born: bombs, explosives, metal shrapnel. thermo-priests nor servants of Uren. They
traps, cannons and so on. Nevertheless, are mercenaries armed with devices that
the secret of this powder is jealously The artillery pieces are a masterpiece they use with more Ability than the young
kept by the Akkylannian scholars. If the of engineering and destruction. They forge-guardians. In time, this militia be-
nished product can be bought every- equip warships and the best fortications, came much attached to the thermo-priests,
where on Aarklash thanks to the con- notably Kaber fortress. Nevertheless, in so much that no thermo-warrior thinks of
traband networks and to certain trade the end they are only very big guns. The breaking the links which unite them.

310 RULES

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However, there are groups manipu- Machines under pressure The lung is a set of valves and pipes
lating steam which are not connected The boiler is at the same time the main which allows to make the steam circu-
with the thermo-priests. With time, the tool of the steam revolution, but also the late from the reservoir up to the ma-
secret of steam spread within the most purest expression of its theoretical foun- chine connected to the boiler. All the
ingenious servants of Uren and some- dation. It consists of three elements. steam machines are thus provided with
times even outside of this congregation. numerous pipes, mostly attached to the
The most famous of these groups is cer- In the tank, some water (blessed by the machine by brass rings.
tainly the Brotherhood of Bronze. They thermo-priests) is heated by the feeder,
were created by Fengarr, young brother producing the famous steam. This reli- The steam machines are all built from
of one of the most famous dwarf smiths, gious consecration gives particular prop- the frame of a classic machine to which
Bl-Khan. This adventurers brother- erties to the water, explaining the modest the thermo-priest adds pipes, valves and
hood travels through Aarklash, ghting volume necessary to produce the magnif- steam reactors. The latter are activated
the enemies of Tir-N-Bor with their odd icent eects of the steam machines. by a button or a sensibly placed control
steam machines, thus testing them in The feeder produces the heat, the fuel lever.
every battle of the Ragnarok. Other less varies according to the model of the The dwarves using steam say turn the
famous groups contributed all the same boiler. This metal compartment is pro- pressure on. Also, he is under pressure
to the spreading of steam technology vided with a small grid through which means that a dwarf that has been taunted
on Aarklash. They are the founders of the user injects the fuel, coal or logs too much.
spit powder and artillerymen settled in mostly. The more the user stus fuel
Ogrokh. Regrettably, the often destruc- into the feeder, the higher the heat, the
tive character of the dwarf inventions more steam is created and the higher
makes Cadws very nervous ... the pressure.

REVOLUTION 311

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for naphta, not only as terrible weapon, Injection devices
Naphta but also as a source of energy. This revela- Naphta machines rely more on intuition
tion took place by chance when a moun- than on scientic knowledge. That is why
The properties of naphta were discov- tain-breaker loaded with naphta moved everyone has his own methods and his lit-
ered and exploited by the goblins of No- back about thirty meters, the hollow can- tle secrets to make their inventions work.
Dan-Kar, after an incalculable number non ball lled with some liquid having ex- There are numerous names for those who
of explosions, poisonings and the other ploded inside the gun. exploit the properties of naphta: chimi-
disasters. This revolution is essentially Ever since goblins try to tame with a calors, injectors, renards, scientivicars,
based on random research and empirical constant optimism the whimsical myster- naphtologists, etc. Most commonly em-
experiments. Naphta is a fuel from which ies of combustion and explosion. To pre- ployed is the term techno-engineer.
it is possible to obtain numerous by-prod- serve the exclusivity of this resource, they
ucts. The goblins were particularly inter- obtained a commercial treaty of exclusive Machines are just as dierent as the next
ested in two of them: the gazanaphte and exploitation of the naphta with the orcs. one. Nevertheless, recurring elements al-
liquanaphte. They supply weapons and food against the low to identify them. First of all, most of
This chapter contains many new gob- right to exploit the naphta elds. The port them are provided with naphta rells,
lin words deeply anchored in the Cadw of Kashem which allows these exchanges with small metal cylinders containing
language. is rapidly expanding and the goblins took the invaluable element. These rells are
care of oering their commercial services connected to tubes with an injector, a
to the alchemists of Dirz to make sure of main element of the invention. The injec-
The black gold a relative tranquility. Naphta is extracted tor appears under the shape of a button
Naphta is a liquid sought for its am- in the desert and put into barrels, then or a control lever, as its name indicates
mability. The goblins discovered this rock forwarded on brontops back. It is then it, to inject naphta in the mechanism of
oil in a fortuitous way in the barren lands delivered to the reneries which are built the invention. On the most sophisticated
of Bran--Kor. The orcs used the invalu- in all Aarklash, led by goblins proud to machines, the injector is linked to dials al-
able liquid as fuel to warm and light them- be the fathers of a technological revolu- lowing to control the level of the naphta
selves. They also kept burning natural tion. Naphta is at the moment a private and more precise regulation tools.
fountains emerging from the tar pits, in ground which the goblins exploit with
honor to their god, Jackal. Goblins, more their unmistakable business acumen. This
pragmatic, soon understood the interest rare and expensive resource is at the heart
of this substance. They elaborated a rela- of extensive bartering. Other peoples,
tively reliable rening process, certainly at dwarves in particular, are interested in the
the cost of the health of some experiment- properties of naphta and could in a near
ers. Endowed with a fruitful mind, the future dispute this monopoly over the
people of Rat found the other applications black gold.

312 RULES

CadwallonUS-pp 308-331.indd 312 21/06/06 15:49:12


Mutagenic ing its genetic code. Stems are generally Compounds and treatments
collected in hermetic bowls and magically The codes are not only used to create
According to the alchemists of Dirz, frozen, to avoid decomposition and con- clones. They also allow the production
the nature is a well oiled mechanism the tamination. These samples are then as- of chemical substances causing altera-
only merit of which is the mass produc- sociated to other samples to create better tions or more or less spectacular muta-
tion of dierent creatures from a xed set stems or are directly used to synthesize tions. The conception of these mutagenic
of codes. These alchemists managed to mutagenic. These two operations require compounds is particularly dicult, but
identify these codes and baptized them specic equipment only manufactured by they are rather simple to use. It is indeed
genes. Patiently, they learnt to manipu- the Scorpions who mastered these tech- enough to inject the mutagenic into the
late these genes and to mutate them. Once niques. The stem is the basic material of subject to witness the eects. Compounds
this miracle accomplished, they felt ready any invention linked to mutagenic, mean- can modify the abilities of an individual to
to found a new science and new technolo- ing clones or compounds. render him more eective, grow excres-
gies on this scientic discovery: the mu- As for the code, it contains the infor- cences, accelerate a healing process, etc.
tagenic. mation which shapes the aspect and the However, certain unstable mutagenics
Today, mutagenic includes the knowl- design of any life form. If it is modied or cause permanent and fatal changes.
edges and the technologies allowing to mixed with others, it becomes then pos- Finally, there is an intermediate stage
create new forms of life - clones or chemi- sible to by-pass nature and to give birth to between compounds and cloning. The
cals capable of altering full grown organ- new species or to create substances capa- treatment. A treatment is a fundamental
isms - compounds and treatments. Indeed ble of improving the abilities of a subject. modication of the code of a life form. He
few individuals using these treatments are In the course of time, Scorpions devel- must be done during the gestation of the
aware of these subtleties and frequently oped techniques of reproduction and al- clone and denitively modies his abili-
treatments are called mutagenic. teration of natural codes to conceive new ties.
life forms: clones. These are conceived in
laboratories fed with energy from gems of
Stem cells and codes Darkness. Clones develop inside acceler-
A stem is a sample of living tissue taken ated gestation tanks.
from the body of a subject and contain-

REVOLUTION 313

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The mechanical life Whatever their appearance and their
Constructs The engineers of Aarklash give life to function, Constructs all have a gem built
Constructs are articial beings endowed Constructs thanks to gems, respectively of in, which is their driving centre and the
with consciousness. Their appearance de- Darkness, Light and Earth. Magical energy seat of their consciousness. The power
pends on the way they were designed and constitutes the vital force of the Construct of this gem is limited and the Construct
the tasks for which they are intended. A and gives them a more or less limited cannot act without instructions from
lot of Constructs resemble living beings consciousness (See. Insert). The gem is his master. Usually, an orally given order
and perform utilitarian or warlike func- thus placed in the heart of the construct - the Constructs are programmed to
tions. Three peoples make Constructs: and keeps animating it all along its me- recognize the language of their nation
the alchemists of the Scorpion, the elves chanical life. However, certain Constructs of origin. However, engineers invented
of the Dragon and the dwarves. have a complementary or additional en- other means of controlling a Construct:
ergy source, notably steam for the dwarf magic orbs allow to command them at
Constructs and an organic digestive sys- a distance, as well as neuromancers
tem for the Empire of Syharhalna. psychic powers. Dwarves invented
perforated cards which allow to x
There are two generations of Cynwll certain number of routines ensuing from
Constructs: antique and modern. The the previous. A simple key word allows
antique Constructs were discovered by then the Construct to carry out a series of
Cynwll during their conquest of Lanever. orders.
They are the fruit of a still underestimated Paradoxically, the more a Construct
technology which cannot be replicated. is evolved, the more complex he is to
Modern Constructs are made from the command; his consciousness allows
knowledge inherited from the older ones. him a broader gap to maneuver, but
Among the new ones are the akhamils, also a larger chance to make a mistake.
the warriors and the novae. Besides, this intellectual complexity
comes with an often very fragile and
Scorpions have created their own tech- unique mechanism. Certain Constructs
nology exclusively for military purposes. are so particular that instruments to x
These machines stemming from prohib- them need to be made to measure.
ited experiments and animated by techno-
mancy consist of variable proportions of
metal and organic tissues.

As for the dwarves of Tir-N-Bor, the A NEW


Construct technology is still experimental. FORM OF LIFE?
For the time being they are only able of de-
signing automatons to carry out predeter- If most of the Constructs are en-
mined tasks. Nevertheless, the engineers dowed with a limited spirit of initia-
discovered that automatons made out of tive, some develop a real pragmatic
alphax were sensitive to telluric magic and personality. They are called arti-
possessed a consciousness, a prologue to cial souls. Nobody can foretell if a
the manufacture of Constructs. Construct will undergo such an evo-
lution or is capable of reproducing it.
Cynwll respect these articial souls
- often antique Constructs - and
Iron hand, consider them as real living beings.
Heart of stone Whereas Scorpions dread indepen-
dent slaves and the articial souls are
The look of a Construct depends on the systematically eliminated. There are
task which is assigned to it. Some are hu- nevertheless exceptions: Constructs
manoid; the others resemble ferocious an- so sly that their depraved intelligence
imals or insects. The Constructs intended serves the interests of the Scorpion
for war often have integrated weapons. or the misled constructs gone out of
Also, the perception of their environment control.
depends on built in sensory systems.
Some replicate human senses, others are
guided by magic which animates them.

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Protection/Solidity: Respectively the
protection points and the structure
EQUIPMENT points of the object;
Price: If the object is edible (as a potion),
the price is that of a dose or a rell.

Use When a character buys a new revolution


object, the GM rolls 1d6 in secret. If the
For more convenience, the inventions result is strictly lower than the Instabil-
and objects linked to revolution are classi- ity, this object is defective or obsolete.
ed in seven categories. These dene cer- The person will notice it only after the
tain particular eects of these machines, rst successful use or during a successful
as well as the necessary Abilities to use test of Examine/STY.
them or build them. Besides, there is an
eighth category which includes the items Note: All the revolution objects presented
which do not obey the use rules of revolu- in this chapter are of Decent quality (D).
tion, but which can be built by using rules
presented further in this chapter.
Functioning
Machine: Complex mechanisms, such
as clocks or traps which use no particu-
and Incidents
lar form of energy; The characters use the technological
Powder: Firearms and other machines objects through the Ability adapted
meant to burn or explode using the to the category it depends from:
black powder;
Naphta: Objects bound to the goblin Machine: objects of this category
ADDICTION
technology and relying on the use of with a given complexity are used
For every use, the GM rolls
naphta; with Operate/SLE;
(Instability) d6. If he obtains at least
Steam: Objects bound to dwarf tech- Powder: Objects with a given com- one , the person gains an addiction
nology and relying on the use of steam; plexity, used with Operate/SLE, value equal to the number of
Herbs: Potions, ointments and poisons the others require no test; obtained. For every week of weaning,
which need to be made by hand. Inef- Steam, mutagenic and naphta: the Addiction decreases iby a point.
fective on undead, Constructs, Immor- these objects are used with Oper- However, the person feels at the end
tals and Elementals; ate/SLE; of this period the eects of the lack,
Mutagenic: Processes using genetic Herbs: Potions and drugs are used specic in every drug.
stem cells and gems of Darkness; with the fact Prepare (1d6/ no
Constructs: Mechanical beings; favorable attitude), poisons by
Inert: The dierent equipments linked testing Poison/SUB and ointments
to other corporate bodies and the use by testing Heal/DIS;
of which does not obey the rules of this Constructs: Constructs have to receive
chapter. orders to act. However, they are endowed
with certain autonomy and can adapt
Throughout this catalog, objects are these orders to the situations they meet.
presented by category, but all according The GM is only judge to determine if an
to the same format: order is precise enough. This order re-
quires also a test of Operate/SLE;
Achievability: The diculty of the tests Inert: No revolution Ability is neces-
concerning the structure of the object; sary. These objects are not subdued to
Complexity: The diculty of the tests the incident rules.
necessary for the use of the object;
Instability: The probability and the Besides, vehicles, whatever is their cat-
gravity of a dysfunction (out of six); egory, are used thanks to Drive/PUG.
Weight: The mass of the object ready to To use a steam invention consumes water
be used; and fuel. Using an invention using naphta
consumes a naphta rell. Every herbal dose
or mutagenic process can be used only once.

REVOLUTION 315

CadwallonUS-pp 308-331.indd 315 21/06/06 15:50:04


Incidents Rie However, it sends a cannon ball with such
Technological objects are often delicate Achievability: 9 thrust that if the shot misses its target or
to use and improper manipulation can Complexity: - is knock over, it continues its course. To
have disastrous consequences. When a Instability: - simulate this, a line is drawn between the
test of Operate/SLE, Poison/SUB or Heal/ Protection/Solidity: 3/5 centre of the square or four squares oc-
DIS implying an object endowed with Weight: 3 kg cupied by the marksman and the square
a Complexity is missed, the player then Origin: GR occupied by the target. If another poten-
rolls 1d6. If the obtained result is lower Legality: No tial target is further on this line, a new
or equal to the Instability of the object, an Availability: 8 shot is determined. The marksman rolls
incident occurs. The table of incidents is Price: 100 D as many dice as during the original shot
then consulted at the line corresponding Accurate and powerful, the rie is for minus one per target already missed or
to the draw of the d6. The indicated eect many the ideal range weapon. As the pis- knocked to the ground. Besides, he only
is applied at once, till the end of the op- tol, to its wooden armature is attached a keeps the best die on the possible dam-
position (when it is relevant). metal cannon and mobile pieces. It is also age roll. He goes on until a target is hit
sold with a small tool case for its main- without being knocked the ground.
Example: Shektar injects himself a dose tenance and loading. One of the most
of mutagenic to be more eective in com- common improvements consists of carv-
bat. The Instability of the compound is 4. ing the butt to adapt it to the morphology Fuse Bomb
The player fails his Injection test and rolls of the marksman. Many Akkylannian fu- Achievability: 6
1d6 to determine if an incident occurs. He siliers begin with by doing so when they Complexity: 6
gets a . This result being lower than the receive their weapon. Instability: 3
Instability of the mutagenic, the player Protection/Solidity: 1/5
consults the table of the incidents. With a Weight: 0,5 kg
, Shektar injured himself with the needle Origin: GR
of the syringe. He undergoes a test of dam- Legality: No
age of 1d6 POW. Availability: 8
Price: 20 D
This explosive device appears under the
shape of a big metal ball with a fuse of
Powder variable length. It can be thrown or sim-
ply put on the ground like a trap. In the
rst case, a simple fact allows to cut the
Pistol fuse so that the bomb explodes on impact.
Achievability: 8 In the second, the character has to pay
Complexity: - attention on the length of this one. After
Instability: - the test of Operate (Powder) / SLE, 1d6 is
Protection/Solidity: 2/5 Firebrand cannon rolled. The result of this one indicates the
Weight: 0,5 kg Achievability: 10 number of rounds at the end of which the
Origin: GR Complexity: - bomb will explode. Every gamble allows
Legality: Yes Instability: - the character to modify by as many points
Availability: 8 Protection/Solidity: 4/10 this number.
Price: 50 D Weight: 5 kg The explosion of the bomb causes a
Pistols are one of the most powerful Origin: CAD damage roll (POW 3). The metal shell
range weapons. However, they are ex- Legality: No produces countless shrapnel which allow
tremely noisy, cumbersome and their Availability: 10 the player to keep the two better dice of
recharging is particularly complicated. Price: 500 D this roll.
Every pistol is moreover sold with a small The rebrand cannon is a Cadw inven-
tool case to proceed to its maintenance. tion. More exactly, it is the dwarf engi-
Most of the pistols have a wooden grip, neers of Ogrokh that designed this device.
with a steel cannon and mobile pieces. Less cumbersome than an ordinary piece
Those who result from Lanever are rec- of artillery, it looks like a miniature navy
ognizable at once with their ornamen- gun. It can be carried on the back of an of
tal motives. They are of superior-qual- large size character and be operated by a
ity. Regrettably, today, none are for sale in person of Very short size.
Cadwallon and it is likely that Cynwll hard- The rebrand cannon cannot re at
ly appreciate if it was to be the case one day. a target situated within four squares.

316 RULES

CadwallonUS-pp 308-331.indd 316 21/06/06 15:50:27


Pressure regulator Steam weapons
Steam machines Achievability: 10 Achievability: 7
Complexity: 8 Complexity: 3
All steam machines - apart boilers - work Instability: 4 Instability: 1
according to the same principle. Before us- Protection/ Solidity: 7/5 Protection/Solidity: according to weapon
ing eectively the object, the person puts Weight: 0,5 kg Weight: 3 kg
this one under pressure. The player an- Origin: NA Origin: NA
nounces certain number of gambles and Legality: Yes Legality: No
resolves a test of Operate (Steam) / SLE. If Availability: 10 Availability: 6
the test is made a success, the announced Price: 50 D Price: 100 D
gambles become the minimum quality for The pressure regulator is an option The steam weapons amplify the speed
the tests concerned by the machine. Besides, which can be added to any boiler. It of the blow and thus its strength. The
this quality adds to the gambles taken dur- consists of a hollow metal rod, a dial and minimal quality given by steam technol-
ing the use of the object. It is not taken into an air valve. ogy is applied to the damage rolls of such
account in the maximum of gambles which To install a regulator, it is necessary to weapons.
a character can take during this new test. It drill a hole in the lung of the boiler, to There are several steam weapons: forks,
is valid till the end of the opposition, pro- push the metal rod inside, without having gauntlets, axes, halberds and spears.
vided that the user spends as many rells as forgotten to place a valve. Then, the user
this minimum quality per round. adjusts using a knob and a dial the safety
pressure of his boiler.
The regulator with the tube which
Boiler allows to measure the pressure ejects
Without a boiler, no steam machine can automatically the extra steam from the
work. So, the dwarf warriors resorting to lung. A test of Operate/SLE allows to
the power of the steam always transport adjust a pressure regulator. If such a
their boiler with them, as well as a little wa- test is a success, the character benets
ter and fuel. These two elements indispens- from a free gamble for the use of steam
able to the functioning of the boiler run out machines connected to this boiler. If the
at the rate of a dose for in every use of a test is failed, nothing happens. This test
steam machine. must be made in secret by the GM.
With a boiler, the tests of Operate
(steam) / SLE are used to reload the tank
or the feeder. No gamble can be taken and
every success allows to ll the tank or the
feeder.

REVOLUTION 317

CadwallonUS-pp 308-331.indd 317 21/06/06 15:50:44


Thermo caparison Steam cannon (steam bonus) damage points for the
Achievability: 8 Achievability: 8 others). The acionados of this machine
Complexity: 4 Complexity: 5 can be recognized by the absence of hairs
Instability: 3 Instability: 2 on their arms.
Protection/Solidity: 10/25 Protection/Solidity: 7/10 The minimal quality due to the steam
Weight: 75 kg Weight: 5 kg applies to damage rolls realized by this
Origin: NA Origin: NA weapon.
Legality: No Legality: No
Availability: 10 Availability: 10
Price: 1 000 D Price: 750 D Pneumatic hammer
If it is not really experimental anymore, This weapon looks like a big musket. Achievability: 7
it is not yet approved ocially by the ther- Nevertheless, its bullets are not propelled Complexity: 3
mo-priests. It has two functions: protect by the explosion of a charge, but by the Instability: 2
the dwarves favorite mount and increase steam under high pressure in the boiler. A Protection/Solidity: 7/10
its speed thanks to reactors arranged on piercing whistle always precedes the shot, Weight: 3 kg
the back and croup of the animal (and as noisy if not more, as an Akkylannian Origin: NA
keep the rider warm!). cannon. The minimal quality due to the Legality: Yes
The bonus due to the steam is added to steam applies to the damage rolls of this Availability: 6
the MOV of the razorback. weapon. Price: 100 D
This special steam weapon is made of
metal and the head is in fact split in two.
Hydraulic arms Hydraulic gauntlet Both halves are connected by a powerful
Achievability: 9 Achievability: 8 pneumatic piston. When a blow is given,
Complexity: 4 Complexity: 4 the shock activates the piston which sends
Instability: 3 Instability: 3 the head to collide again with the target of
Protection/Solidity: 7/10 Protection/Solidity: 7/5 the attack.
Weight: 5 kg Weight: 1 kg The minimal quality due to the steam
Origin: NA Origin: NA applies to a second damage roll suered
Legality: Yes Legality: Yes at once by the target of the attack. Except
Availability: 8 Availability: 6 this detail, the pneumatic hammer has the
Price: 200 D Price: 200 D same characteristics as a mace.
These inventions appear among the These armored gloves provided with hy-
most beautiful steam machines (from the draulic pistons on ngers work as those of
point of view of the dwarves at least). It the hydraulic arms. Steam mask
is a harness placed in the back and sup- Achievability: 8
porting two armored sleeves, articulated Complexity: 6
and equipped on their inside with terrible Thermomechanical hand Instability: 2
hydraulic pistons. Activated by the steam, Achievability: 11 Protection/Solidity: 7/10
these last ones multiply tenfold the mus- Complexity: 5 Weight: 1 kg
cular strength of the user. Instability: 4 Origin: NA
The minimal quality due to the steam Protection/Solidity: 7/5 Legality: Yes
applies to damage rolls realized with bare Weight: 1 kg Availability: 8
hands as well as to tests of Force/PUG. Origin: NA Price: 50 D
The hydraulic arms oer besides to the Legality: No Originally, the steam masks worn by the
arms of the user a protection equal to ar- Availability: 8 thermo-priests only had a protective use.
mor. This protection is used only if arms Price: 200 D They became little by little the emblem
are specically aimed at. This pair of armored gloves is slightly of their caste and the pipes were added
dierent from the previous one. They are to them to eject steam out of their nose
provided instead of steam pistons, with like of an Elemental of Fire. Added to
reactors placed on the back of the hand the whistles thus produced, these sprays
and in the wrist. When the st is closed, of steam have a devastating eect on the
ngers press on a button and reactors are morale of the opponents.
activated, sending the st towards its tar- The minimal quality due to the steam
get at high speed. Reactors often burn the applies to the tests of Intimidate/PUG re-
arm of the user (without damages for the alized by its user.
characters endowed with Hard-boiled,

318 RULES

CadwallonUS-pp 308-331.indd 318 21/06/06 15:51:04


Naphta bomb
Naphta items Achievability: 7/9
Any use of an invention using naphta re- Complexity: 6/4 RED BUTTON
quires the spending of at least a rell. The Instability: 3/4
Achievability: 5
eects produced by the machine depend Capacity of the tank: 1
Complexity: 1
on the state of the naphta contained in it: Protection/Solidity: 7/5 Instability: +1
liquid or gas. Certain inventions work only Weight: 1 kg Capacity of the tank: -
with one of these two types of fuel. In that Origin: GB Protection/Solidity: 2/5
case, to se them with an unsuitable rell Legality: No Weight : 0,5 kg
causes automatically an incident. When a Availability: 8 Origin: GB
machine can use of naphta in both states, Price: 30 D Legality: Yes
the used type of rell must be claried be- Fuse bombs are weapons simple to con- Availability: 10
fore the resolution of the test. ceive and to use. On the other hand their Price: 20 D
Besides, the player can declare gambles. time of explosion becomes random with Truly valued improvement, this
button always obviously situated
For every two gambles, he can increase the explosive mixture of naphta and pow-
facilitates the use of the naphta ob-
one of the following parameters, accord- der. Experts are capable of making time
ject onto which it is equipped. On
ing to the eect of the used machine: bombs, to savor the explosion at good
the other hand, it harshly strains
distance. The explosion will take place in the equipment and sometimes
An extra round for the duration; a number of rounds determined by the causes tiny incidents. The red
An extra square to the range or the area player before the test of Operate/SLE. button decreases the Complexity
of eect; Gas: causes a violent explosion accom- by a point, but increases the
An extra point to the diculty of the panied with a nauseous smell. The char- Instability by a point.
test implied by the eect; acters and elements of scenery situated
An extra to the Power of the object. in the nearby squares suer a damage roll
(POW 6). Its the same when the bomb
generates an incident . These damages
Airgob are not decreased according to the dis-
Achievability: 9 tance from the centre of the explosion. Survival boots
Complexity: 4 Achievability: 7
Instability: 3 Complexity: 3
Capacity of the tank: 1 Instability: 4
Protection/Solidity: 1/10 Capacity of the tank: 2
Weight: 2 kg Protection/Solidity: 3/5
Origin: GB Weight: 2 kg
Legality: Yes Origin: GB
Availability: 8 Legality: Yes
Price: 100 D Availability: 6
This elegant brontops leather overall is Price: 150 D
connected with a rell and equipped with These platform boots have two advan-
a valve. It swells with every shock, becom- tages. They increase the bearers size and
ing more and more voluminous some- allow him to reserve some surprises to his
times until it explodes. possible pursuer.
Gas: once activated, the airgob begins Gas: a rell allows to move over a dis-
to inate. Every time the bearer is hit, the tance of six squares or to jump an obstacle
protection which it oers increases by three meters high.
a point. However it becomes more and Liquid: a slippery jet of oil springs from
more cumbersome. Its bearer can put an the heels and spreads on three squares
end to the eect by successfully testing situated behind the bearer. Every per-
Operate/SLE. If the airgob exceeds a pro- son standing there or moving over these
tection of + 6, the suit bursts, leaving its squares has successfully test Stunt/STY
bearer stunned. (6) or fall.

REVOLUTION 319

CadwallonUS-pp 308-331.indd 319 21/06/06 15:51:17


Farewell cloak
Achievability: 6
Complexity: 3
Instability: 4
Capacity of the tank: -
Protection/Solidity: 3/10
Weight: 1 kg
Origin: GB
Legality: Yes
Availability: 6
Price: 50 D
This cloak coated with a greasy liquid
could hardly be considered fashionable,
but it can ignite easily in a blinding ash,
favoring a much needed escape. It is an
object that can be used only once.
Liquid: all the characters in contact of
the bearer of the cloak have to successfully
test Look Out/DIS (8). Otherwise they are
blinded for a round and cannot prevent
the ight of the bearer.

FROOF : amethrower
Achievability: 9
Complexity: 7
Instability: 4
Capacity of the tank: 4
Protection/Solidity: 5/10
Weight: 5 kg
Origin: GB
Legality: No
Availability: b
Price: 250 D
Tenderly nicknamed FROOF, ame-
throwers are appreciated by the goblins.
They like the feeling of power conferred
by this jet of ames holding the enemy in
respect. At least as long as the tank which
feeds it is full.
Gas: it res over a zone of six squares in
the shape of pyramid, the tip of which is
in contact of the user. All the ammable
objects and the characters present in this
area suer a damage roll (POW 3).
Liquid: the weapon aects a target situ-
ated within six squares. The target suers
a damage roll (POW 3).

320 RULES

CadwallonUS-pp 308-331.indd 320 21/06/06 15:51:26


Experimental rie Loconaphte Vaporizer
Achievability: 11 Achievability: 11 Achievability: 10
Complexity: 7 Complexity: 8 Complexity: 8
Instability: 3 Instability: 5 Instability: 3
Capacity of the tank: 5 Capacity of the tank: 6 Capacity of the tank: 4
Protection/Solidity: 3/10 Protection/Solidity: 6/30 Protection/Solidity: 5/10
Weight: 3 kg Weight: 250 kg Weight: 3 kg
Origin: GB Origin: GB Origin: GB
Legality: No Legality: Yes Legality: Yes
Availability: 8 Availability: 12 Availability: 6
Price: 150 D Price: 1 000 D Price: 100 D
An experimental rie is loved as a work This improbable machine endowed with The gas-blowers made famous this
of art by its owner. It can present odd one to four wheels allows to get around equipment which was used to chase away
shapes such as a corkscrew cannon, but rather quickly, but the roaring engine and the vermin in the sewers of Klne. It was
always turns out to be eective. It often the massive cloud of smoke trailing this sidetracked from its original function and
benets from vital improvements such as machine prevent it from going unnoticed. a distiller was added to allow it to blow
a scope, a stand or a chin guard. Built for locomotion rather than war, it clouds with various eects. The eects of
Gas: The gas is used to increase the - threatens to fall to pieces at the slightest the vaporizer last till the end of the next
nal result of the damage roll by + ( rells shock. The loconaphte can only transport round.
spent). its Short size pilot. Gas: The vaporizer releases a veil of
Liquid: The projectile is heated till its Gas: This emergency transportation de- soot which shrouds an area of eect with
red and pierces the armor of the target. vice allows to escape delicate situations. radius of one square, from the user. It con-
The target is considered as having (- 2 x The machine moves of (rells) squares in stitutes a cover comparable to smoke.
spent rells) modier to its protection a round, with a single possible change of Liquid: The liquid is thrown on a target,
value (PRO). direction. This use consumes a rell. This within three squares. He solidies when in
use is possible using a reaction. contact of the air, hampering the targets
Liquid: This is the normal fuel for a lo- movements. It uses (rells) AP dice.
conaphte. It can move over eight squares
NAPHTA REFILLS per rell. Out of an opposition, a rell al-
lows to drive the machine for one hour at NAPHTA AMMUNITION
a speed of 30 kph.
Achievability: 8 Achievability: 5
Complexity: 8 Complexity: -
Instability: 1 Protective gloves Instability: 2
Capacity of the tank: - Achievability: 8 Capacity of the tank: -
Protection/Solidity: 7/1 Protection/Solidity: 7/1
Complexity: 3
Weight: 0,5 kg (for 10) Weight: -
Instability: 4
Origin: GB Origin: GB
Capacity of the tank: 2
Legality: Yes Legality: No
Availability: 6 Protection/Solidity: 7/5
Availability: 10
Price: 10 D Weight: 1 kg
Price: 10 D
All inventions using naphta require re lls Origin: GB This kind of ammunition comes in various
to work. These re lls can either be bought Legality: Yes sizes, ranging from the pistol bullet to the
or made by a techno-engineer in his naph- Availability: 6 mountain-breaker cannon ball. They are all
toratory. Price: 150 D built with a valve (Injector) which allows
Re lls come in the shape of small metal These are gloves of metal fed by a tank. to ll the ammunition and to increase its
cylinders which can be easily transported. They can release an intense heat and burn eciency, but also its instability.
The inventions with naphta produce dier- an opponent or melt most materials. Liquid: Besides causing normal damage,
ent eects according to the kind of re lls Unimportant inconvenience: they also this projectile, deals internal burns (see.
used. They are equipped with a tank which Confrontation).
burn hands rather quickly.
allows to store one or several re lls. Re lls The number of rells used depends on the
Liquid: The bearer can use his sts
characteristics are identical, but the player size of ammunition and on the intensity of the
has to indicate of his characters sheet how by adding burn damages (Intensity: 2).
damage which the user is looking to inict.
many re lls of each kind he has. In return, he also suers burn damages
To ll a tank requires a test of Operate/SLE (Intensity: 1). Nb of
Nb of re ll (s) Intensity
ammunition
(8 + additional 2 / re ll).
1 6 1
1 4 2
18 1 6

REVOLUTION 321

CadwallonUS-pp 308-331.indd 321 21/06/06 15:51:49


M 15 M 66
Mutagenic Achievability: 8 Achievability: 10
processes Complexity: 5
Instability: 3
Complexity: 5
Instability: 3
Kick in time: 0 Kick in time: 1
Mutagenic appear under the shape of in- Duration: 3 Duration: 5
travenous or intramuscular injected solu- Weight: - Weight: -
tions. They are dened by the same values as Origin: SC Origin: SC
other inventions, but possess two additional Legality: No Legality: yes
characteristics. Availability: 6 Availability: 8
Price: 30 D Price: 20 D
The Kick in time is the number of This process causes a muscular hyper- Nicknamed Blood of Darkness, this
rounds that must pass by before the trophy of the subject. This one gains+ 1 mutagenic confers regenerative abili-
mutagenic becomes active. It is gener- to PUG, but has to choose this attitude ties to its user. This one acquires the feat
ally equal to 0, but certain powerful for every round when under the eects Regeneration.
mutagenics require one or two subjec- of M 15.
tive rounds to Kick in.
The duration indicates, in number of M 97
subjective rounds, the duration of the M 22 Achievability: 8
eects of the compound. Achievability: 7 Complexity: 5
Complexity: 5 Instability: 4
A single dose is necessary for the process to Instability: 2 Kick in time: 1
be eective, whatever is the size of the user: Kick in time: 0 Duration: 5
the mutant nature of the substance allows it Duration: 5 Weight: -
to adapt to the body receiving it. It is also use- Weight: - Origin: SC
less to inject several doses, their eects are Origin: SC Legality: No
not cumulative. However, a new injection al- Legality: Yes Availability: 8
lows increasing the duration of the eects. Availability: 8 Price: 30 D
Finally, three gambles allow to decrease Price: 20 D This endorphin injector eases the in-
the Kick in time of a compound by a point. M 22 decreases the reaction time of its tensity of the pain felt by the subject. He
Two gambles allow to increase the dura- user. It allows him to declare the distribu- is considered as a wound level closer to
tion of a compound by a point. tion of his dice as if his attitude was of a Unhurt to determine wound penalties.
However mutagenic has a defect. The previous or later rank. Besides, when he is Dead?, the subject
residues of Darkness can possibly cause an can remains conscious for a round.
addiction. During the weaning, the result
of chemical incidents is read a line lower in M 41
the table for incidents linked to a process. Achievability: 7 M 703
Complexity: 5 Achievability: 8
Instability: 1 Complexity: 5
M 09 Kick in time: 0 Instability: 4
M 09 Duration: 5 Kick in time: 1
Achievability: 10 Weight: - Duration: 5
Complexity: 5 Origin: SC Weight: -
Instability: 3 Legality: Yes Origin: SC
Kick in time: 0 Availability: 6 Legality: no
Duration: 3 Price: 15 D Availability: 8
Weight: - This process modies the structure of Price: 30 D
Origin: SC the limbs of the subject. This one gains a This mutagenic causes an accelerated
Legality: No MOV point. growth by the subject. Its SIZE increases by
Availability: 8 a level, but not its health points.
Price: 50 D
This mutagenic process is nicknamed
Adrenalin injector by Scorpions. It con-
fers to its user an additional die for every
round. However, the POT of the user is
not increased.

322 RULES

CadwallonUS-pp 308-331.indd 322 21/06/06 15:52:01


other language than that of the Cynwll Mechanical familiar
Constructs elves. Those who are bought understand Achievability: 8
only this language, unless they are im- Complexity: 6
The Constructs technology is still proved. The increase of the quality will Instability: 3
new. It is thus difficult to find any, or have while for only eect to allow it to Weight: 50 kg
even to find components to build new understand another language. Origin: DW
ones. Besides, most of the Constructs Legality: Yes
are considered as war weapons and pro- Availability: 8
hibited within the limits of the city. Clone Jadharis Price: 1 000 D
Achievability: 11 Mechanical familiars are Constructs de-
Complexity: 4 signed for civil use invented by the dwarf
Akhamil Instability: 2 engineers to help them in their works on
Achievability: 10 Weight: 90 kg Constructs. They are the rst generation
Complexity: 6 Origin: SC of dwarf constructs. They are almost inca-
Instability: 2 Legality: No pable of ghting, but are all the same use-
Weight: 75 kg Availability: 10 ful in a combat: they can be connected to
Origin: CY Price: 5 000 D a boiler - portable or not - to decrease the
Legality: No The clone Jadharis combines organic instability of a steam machine by a point.
Availability: 10 elements within artificial mechanisms Besides, the noise produced by their own
Price: 2 000 D thanks to Darkness. Actually, its hu- system of evacuation of steam is so shrill
man brain offers him a great adaptabil- that it sometimes frightens the enemies.
The akhamil is a light combat ity, as far as it is confined to what it was A mechanical familiar sees and listens
Construct, specialized in range attacks. It designed for: war. Besides, its hybrid na- as a human being. It lacks other senses.
is a part of a new generation of Construct, ture allows it to benefit from mutagenic It receives its orders vocally and under-
able to obtain an articial soul faster. processes. stands only dwarf language. It can only
Those who ocially dont, demonstrate an A Jadharis sees its environment as a be improved to increase by a point its ef-
embryo of personality qualied as roguish human being. It receives its orders vo- fect on the instability of steam machines.
or childish by their users. cally and in Scorpion. The rumor says Increases of its quality does not benet
An akhamil sees its environment as that it is possible to teach to it another from the usual eects.
a human being; it receives its orders vo- language, but there is no evidence of it.
cally and maybe built to understand an-

AKHAMIL
Potential: 2
Dominant attitude: Discipline
Size : Short (2)
Movement: 4
Distinguishing features: Construct
Characteristics:
PUG 2 UnHurt @@
SLE 4 Light Wound @@
STY 3 Serious Wound @@
OPP 3 Critical Wound @@
SUB 2 INCapacitated @@
DIS 4
Natural weapons:
Mechanical sts (use sts), Integrated Range
weapons (POW 3, 5/10/20)
Armor: 2/0
Abilities:
Strike /PUG 1
Dodge/OPP 2
Look Out/DIS 2
Shoot/SLE 2

REVOLUTION 323

CadwallonUS-pp 308-331.indd 323 21/06/06 15:52:18


CLONE JHADARIS
Potential: 3
Dominant attitude: Discipline
Size: Medium (3)
Movement: 5
Distinguishing features: Construct,
Hard-boiled
Characteristics:
PUG 4 UNHurt @@@
SLE 2 Light Wound @@@
STY 2 Serious Wound @@@
OPP 3 Critical Wound @@@
SUB 2 INCapacitated @@@
DIS 2
Natural weapons: Fists
Armor: 0
Abilities:
Strike /PUG 2
Look Out/DIS 2
Parry/SLE 2
Slash /PUG 3

MECHANICAL FAMILIAR
Potential: 1
Dominant attitude: Discipline
Size: Short (2)
Movement : 4
Distinguishing features: Construct
Characteristics:
PUG 1 UNHurt @@
SLE 3 Light Wound @@
STY 2 Serious Wound @@
OPP 2 Critical Wound @@
SUB 2 INCapacitated @@
DIS 4
Natural weapons: Mechanical Fists,
Steam beak (use Fangs)
Armor: 2/0
Abilities:
Strike/PUG 1
Dodge/OPP 2
Intimidate/PUG 2
Slash/PUG 1
Shoot/SLE 2

324 RULES

CadwallonUS-pp 308-331.indd 324 21/06/06 15:52:34


Healing potion Healing ointment
Herbalists shop Achievability: 8 Achievability: 9
Complexity: 4 Complexity: 8
These products are dened by the same Instability: 3 Instability: 2
characteristics as the other inventions. Absorption: Ingestion Absorption: Contact
However, these sometimes have another Speed: Fast Speed: Slow
use, and the products of herbalists shop Weight: - Weight: -
have special characteristics: Origin: All Origin: All
Legality: Yes Legality: Yes
Complexity: Is also used for determin- Availability: 6 Availability: 7
ing the diculty to identify and diag- Price: 50 D Price: 5 D
nose a poison. The beneciary wins back to a health This ointment, if applied daily, acceler-
status at once. ates the natural cure of wounds related to
Absorption: Ingestion (it is necessary fractures and cuts. It useless for damage
to swallow the poison); inhalation (it is related to hardship, burns, cold, poisons,
necessary to inhale it); injection (must Feeding potion drugs, and so on. The times of cure are di-
be administered with a syringe); con- Achievability: 7 vided by two (see. Confrontation).
tact (it is enough to touch it); wound. Complexity: 4
Instability: 2
Speed: Fast poisons are eective within Absorption: Ingestion
the time of an opposition; their eects Speed: Slow
apply to every round following the Weight: -
round when they were used. Slow poi- Origin: All
sons act in a few minutes and are not Legality: Yes
eective during an opposition. Besides, Availability: 6
the eects of a poison cannot be cured Price: 8 D
as long as an antidote was not admin- This bluish sweet potion allows to sooth
istered. hunger and thirst of an individual. It does
not cancel the damages caused by hard-
Antidote : The eects of certain sub- ship, but when a character drinks it, he is
stances can be cancelled by resorting to fed for a day.
the means described here.

The products of herbalists shop have ef- Heating potion


fect only if the user absorbs as many doses Achievability: 8
as his SIZE - Hard-boiled characters count Complexity: 4
as a larger SIZE. Every time a character Instability: 2
uses again a number of doses equal to Absorption: Ingestion
his SIZE, the eects are prolonged by the Speed: Slow
initial duration. If the product is coated Weight: -
on a weapon, the Size of the weapon de- Origin: All
termines the number of necessary doses. Legality: Yes
The next wound suered will cause the ef- Availability: 7
fect of the substance. For every additional Price: 3 D
dose, another wound will cause the same This orange potion burns the entrails
eects. When a character is addicted to when ingested, causing a damage point
an herbal product, the number of doses per ingested dose. Afterward and for six
needed for him to be aected by any herb hours, the period of the damage roll due
must be increased by a point per product to the cold is multiplied by two.
the character is addicted to.

REVOLUTION 325

CadwallonUS-pp 308-331.indd 325 21/06/06 15:53:35


Murderers tear Th is poison is a yellowish gas which Venom
Achievability: 9 liquees the internal organs. Every dose Achievability: 8
Complexity: 7 comes in a glass ask which breaks eas- Complexity: 7
Instability: 4 ily when thrown to the ground. It aects Instability: 2
Absorption: Contact/Wound an area of three by three squares, cen- Absorption: Wound
Speed: Slow tered on the square of impact. Within Speed: fast
Weight: - this one, the sangeur imposes a damage Weight: -
Origin: All roll (POW 2) every round. Its eciency Origin: All
Legality: No decreases in the open, the POW is divid- Legality: No
Availability: 10 ed by two when used outside. There is no Availability: 8
Price: 20 D known antidote, but the cloud scatters Price: 10 D
Murderers tear is the favorite poison of after three rounds. There are numerous poisons, unique
assassins. After one hour, the subject suf- to each type of creature living in Aark-
fers heavy diarrhea, vomits and loses of lash. However, it is possible to collect
1d6 HP. Every six hours, the person suf- the eects of in categories:
fers damage (POW 1).
The only antidote is a decoction of Faintness: these poisons cause fever
green Filus (Availability 7; 5), three or vomiting. The character suers the
times a day, during two days. During this same penalties as if he was seriously
period, and at the end the treatment, the wounded a round after the administra-
poison becomes inecient. tion of the poison.
Tari Damage: the person suers a damage
Achievability: 7 roll (POW 1d6) for each round.
Sahar Complexity: 6 Paralysis: One of the characters limbs
Achievability: 8 Instability: 2 is paralyzed a round after the admin-
Complexity: 8 Absorption: Injection/Wound istration of the poison. The person is
Instability: 3 Speed: Fast completely paralyzed a minute later.
Absorption: Ingestion/Wound Weight: - Poisons are neutralized by a cataplasm
Speed: Slow Origin: All of fresh Urtiquile (1 D). The wounded
Weight: - Legality: No character has to remain still during the
Origin: SC Availability: 7 application (5 minutes). If the test of
Legality: No Price: 5 D Heal/DIS ( 6 ) is a success, the cataplasm
Availability: 12 This is the most renowned blade poi- neutralizes the poison.
Price: 15 D son on Aarklash, most of nations possess
The eects of sahar are detailed in the their own recipe and their own ingredi- Note: The achievability of this poison
insert opposite. ents, but the nal result is identical in the does not simulate the manufacture of this
The antidote is an Infusion of foliane eects. These poisons impose a wound one, but how hard it is to collect from a
(a plant which grows on high trees, no- (POW 3) when they are administered to specimen of the concerned species.
tably in the forest of Diisha). the target. There is no known antidote.

Sangeur
Achievability: 9
Complexity: 6
Instability: 4
Absorption: Inhalation
Speed: Fast
Weight: -
Origin: All
Legality: No
Availability: 10
Price: 20 D

326 RULES

CadwallonUS-pp 308-331.indd 326 21/06/06 15:54:01


Nhaera The Jackals blood is a drug which causes
Achievability: 7 an addiction. During the weaning, the
Complexity: 6 player has to take a gamble on all his tests.
Instability: 4 Besides, he suers every week a damage
Absorption: Inhalation roll (POW 1). The health point lost due to
Speed: Slow this test can only be cured once the wean-
Weight: - ing over or if the character smokes coyatl
Origin: GB again.
Legality: Yes
Availability: 9
Price: 15 D
The Nhaera is made by the goblins from
Aramenij of Quithayran. The prophets
of Rat transformed it into dough which is
smoked. It produces a smoke which whirls
in strange shapes and gives visions within
ve minutes. The Nhaera confers during
one hour a minimum quality of a point for
the tests of divination and tests to resist
Fear.
The Nhaera is a drug which causes an
addiction. During the weaning, the char-
acter always has to choose Pugnacity for
attitude.

Coyatl
Achievability: 8
Complexity: 6
Instability: 3
Absorption: Inhalation
Speed: Slow
Weight: -
Origin: OR
Legality: Yes
Availability: 9
Price: 10 D
Only the faithful of the Bran--Kor
know how to make this gum, which is
smoked, for its hallucinogenic proper-
ties. A few minutes after inhalation, one
feels an alteration of his senses and con-
tacts the spirit of Jackal - he hunts beside
Jackal. He experiments numerous mystic
hallucinations. The eects brutally fall
after about fteen minutes. During the
trance, the characteristics of the subject
are decreased by a point, except Subtlety
which is increased by a point.
If the trance is disturbed, rage lls the
character. From then on, the subject does
anything to get ride of what is annoying
him. The player places all his dice in his
AP and chooses his maneuvers according
to the situation.

REVOLUTION 327

CadwallonUS-pp 308-331.indd 327 21/06/06 15:54:25


REVOLUTIONARY
CRAFTS
The rules of this section apply to all techno-engineers have to use a pro- Herbes : To exercise their trade, the
the categories of objects, but, according tecting overall to avoid any risk of poi- chemists need a hearth to heat a large
to their peculiarities, they can introduce soning in case of a leak or an explosion cauldron or a simple pan. To do their
specic parameters which, if needed, will of the device. This protecting garment experiments and their tests, they settle
be detailed in the corresponding stage. consists of a helmet, a pair of very ex- down on a wide desk provided with
ible gloves and an apron with numerous stills and other vessels. Finally, a sim-
belts and strips. ple workbench allows them to prepare
Invention Mutagenic: It is necessary to have a
laboratory equipped with a gem of
their decoctions and their grub.
Inert: To manufacture inert objects
The creation of an invention always Darkness. Besides, this laboratory requires often fewer dierent elements
takes place in four stages: conception, includes a gene library where are than other types of object. A smith only
organization, assembling and nishing. the stem cells, storage tanks which needs his forge; a carpenter or an ar-
They all require to possess a workshop, welcome clones and processes, as well tisan working wood need a woodwork
suitable to each technology. as a laboratory core sheltering the gem machine and a weaver needs a weaving
of Darkness and the machines of the loom. Very often, this workshop is part
laboratory. Very often, the alchemist of the shop.
The workshop prefers to think far from the humming,
Steam: The workshop of a dwarf engi- in an oce dedicated for that purpose.
neer is absolutely tidy and organized. With all these rooms, laboratories are
It contains a steam tank, a tool rack frequently real labyrinths. HOT, HOT, HOT !
widely provided and with numer- Construct: To manufacture mechani-
Naphta is far from being a safe fuel.
ous spare parts to for the assembling. cal beings requires rst of all a forge,
It is sticky, toxic for the people of
Finally, no engineer can work without a where the metal parts of the Construct Aarklash and ammable. Of course
proper technical library. Traditionally, will be beaten. It takes generally less is its liquid state it doesnt burn on
all these elements are stored at dwarf room than Scorpions, because the its own, but once it is set on re, it is
level, and many engineers of the other later resort to organs from a storage really hard to put it out. Besides in its
nations comply to this, by respect for tank. However, all the construction gas form it is explosive.
the pioneers of this technology. workshops contain an assembly table
Naphta: A complete naphtoratory equipped with tools necessary for the A aming naphta inferno is
consists of several elements. In the va- fusion between the gem and the me- comparable to the heat of a volcano;
pordome is stored the re ned naphta. chanical body. To breathe naphta is considered as
This object looks like a big tank made Machine: The mechanical workshops asphyxiation;
If liquid naphta comes in contact
of semi-soft metal. The distiller is a are very dierent from one to the next,
with a ame it explodes (POW 5)
complex contraption of metal pipes, al- notably concerning size, according
lowing to obtain the gazanapthe or li- to the type of machines mainly built
quanaphte. In certain laboratories, this there. They shelter a forge according
network can reach a hundred meters in to the invention made, a tool rack, for
length. Some tests showed that more the small precision mechanisms or big
the substance traveled more the re- work. In the center of these various
sulting produce was stable. The naphta work stations, is a workbench, on which
remains a dangerous product and the the artisan proceeds to the assembling.

328 RULES

CadwallonUS-pp 308-331.indd 328 21/06/06 15:54:30


The conception
This stage consists in representing the
object such as it should be and to plan its
manufacture in greater detail. The player
goes through the lists of available objects
and chooses the one that his character
tries to build. The diculty of concep-
tion of an invention is represented by the
Achievability, which is proportional in the
power of the eects produced by the use
of the object. Thus the object made has a
D quality if it is a revolution device, M if
it is an inert object. This quality can be in-
creased by taking gambles, at the rate of
two gambles per quality level:

Quality M: Complexity or Instability + 1;


Quality D: - ;
Quality F: complexity or Instability - 1,
-10 % in Weight or 50 % of SP;
Quality E: Complexity or Instability
- 2, 20 % in Weight, Instability and
Complexity - 1 or + 50 % of SP.

Objects of excellent quality (E) cannot


be bought, they can only be made. Indeed,
no owner of such an object would be mad
enough to part from such a marvelous
tool.

Note: Regarding inert objects, the qual-


ity increase confers as many free gambles
when used as points decreased from the
characteristics of the item. If it is an ar-
mor, the quality reduces the Mod by the
same amount.

A test of Study/SUB (Achievability) is


necessary to carry out this stage. A failure
means that the project is badly engaged,
but not necessarily a failure yet; the in-
ventor can make new attempts. Every
attempt, including the rst one, requires
(Achievability) days.

REVOLUTION 329

CadwallonUS-pp 308-331.indd 329 21/06/06 15:54:50


The assembling
This phase consists in beating and in
assembling the various elements of the
invention. To proceed to the assembly of
the invention, the player embodying the
inventor has to make a test of Design/
SLE (Achievability), possibly modied by
the gambles obtained during the stage
of conception. If the test is a success, the
invention is built. Gambles allow to reduce
the Instability, at the rate of a point per
gamble.

New attempts are possible. Every at-


tempt, including the rst one, requires
the expense of the accumulated raw ma-
terials and the payment of the workers for
(Achievability) days. Besides, the inventor
works tirelessly during all this period.

Once the invention was built, the GM


rolls in secret a number of dice equal to
the Achievability of the invention. The
Organization A test of Barter/SUB (Availability) is number of obtained on this roll indi-
Th is phase allows to gather materi- necessary to recruit workers. The work- cates the Instability of the object. It is not
als and manpower. These two elements ers must be paid for the workdays and the revealed to the player of the inventor at
are noted as the quality of an object. It days o until the nishing is completed. this stage of the manufacture. It can be on
is necessary for the quality of the mate- If the character does not pay, the workers no account be superior to 6, once all the
rials and manpower to be equal or su- leave and it is necessary to start the hiring modiers are applied.
perior to that of the invention. If supe- process from scratch.
rior, the character benets from a free
gamble per additional level for the test Whether it is for materials or manpow- The nishing
of Design/SLE. er, every three gambles allows to read the This stage allows the inventor take care of
These values will intervene during the necessary time of the line above. the ne tuning of his work and to decrease
assembling. To nd good quality resources the Instability of his invention. Before rec-
is not necessarily easy. Many inventors are tifying a manufacturing defect, it is neces-
forced to go on an adventure or to send sary to nd it. To do so, the player tests
teams to nd what they need. Each of the Examine/STY (Achievability). A success
tests required during this stage requires indicates that the inventor found a de-
as much time as indicated in the column fect. The gambles are used to increase the
Time of . number of defects found. Every attempt
The Ability used to collect resources requires a day of work and Achievability
is to Barter. The diculty is equal to the rells. Every defect corresponds to a point
availability indicated in the table. The of Instability; the inventor can thus reveal
price of raw materials must be paid at no more defects than this score.
once. Once the tests were made, the inventor
can try to lower the Instability of his object.
The recruitment of competent work- In both cases, the used Ability is Improve/
ers and in sucient numbers gives to the DIS and the diculty is equal to the modi-
inventor a precious help which will allow ed Achievability by the invention. If the test
him to realize his most ambitious projects. is a success, the Instability decreases by a
Naturally, to nd qualied manpower can point. Instability is reduced by an additional
turn out to be dicult and require real ex- point for every two gambles. An inventor
peditions, as well as the investment of con- can only get rid of the defects identied
siderable sums of money. during the tests. The defects which were not

330 RULES

CadwallonUS-pp 308-331.indd 330 21/06/06 15:55:15


discovered are kept secret by the GM till the Having carried out these two phases, Effects of the improvement
end of the nishing phase. Every attempt the craftsman can get down to business Once the improvement is successful, the
requires a day of work per Instability point properly speaking. This phase corresponds quality of the object increases by a level.
which the player wishes to remove, no mat- to the assembling of a new invention, and The craftsman can thus choose one of the
ter if it is a success or not. requires the same tests. If a person fails in following eects:
Once this test is made, the Instability of the last possible attempt to be successful, - 1 in Complexity;
the object is xed once and for all and the the object was damaged beyond repair in - 1 in Instability;
GM reveals the possible defects which the the process. - 1 to Mod.;
inventor did not discover. The invention + 50 % of SP;
is ready to be used, and if the character There is no nishing phase during an - 10 % in Weight.
wishes to modify it some more, he hence- improvement, nor during a determination Besides, for objects without a
forth has to use the rules of Improvement of an Instability. Complexity and Instability, the craftsman
described below. can improve it so it gives a free gamble
each time it is used.
The character can keep the plans of the
invention. In that case, he will not have to
repeat the stage of conception if he tries
to make a new copy. However, this one
cannot be of a quality superior in its mod-
el, nor possess scores of Instability and
Complexity lower than the original model
at the end of the manufacturing process.

Note: When a character makes an consum-


able, such as naphta rells, a dozen copies is
produced at the end of the invention process.

Improvement
By working again on the mechanical
parts of an object or by changing certain
materials in it, a craftsman can improve
the performances of the item and thus the
quality. Such modications constitute a
dangerous process, because the machine
could be damaged beyond repair.

Note: Quality objects F cannot be im-


proved.

Improvement process
To improve an object requires the same
workshop as to build it. Besides, a phase of
conception is also necessary, as during the
manufacturing. The Achievability of an im-
provement is equal to the achievability of
the considered machine. Once this phase
over, the craftsman has to procure himself
raw materials and manpower in the same
way as during the manufacturing of the
object. However, the cost of raw materials
and the necessary working times are always
reduced by half during the improvement.

REVOLUTION 331

CadwallonUS-pp 308-331.indd 331 21/06/06 15:55:57


CadwallonUS-pp 332-345.indd 332 22/06/06 11:50:06
surrounded with servants. He does not
EQUIPMENTS The lifestyle walk anymore but travels in a carriage
or in a hot-air balloon and the one of his
The lifestyle represents the daily ex- suits alone could feed a family for sev-
A character is not dened by what he is, penses of the character. It indicates in eral months. Nevertheless, his nancial
but by what he possesses. For simplicity which conditions the character lives: health holds only by a thread and a simple
reasons, it is not required, nor even neces- Higher the lifestyle, more pleasant the ex- change in fortune could throw him out
sary, to count all the forks in the silver set istence of a character. Lower the lifestyle on the street. In Cadwallon, fortunes are
of a character or to determine how much and more destitute the character. The life- made and come undone in the evening!
he spends every day to eat. The daily ex- style is dened on a monthly basis. At the
penses of a character are included in his beginning of every month, the character The hazards of life are important main-
lifestyle. On the other hand, the equip- pays a certain sum of ducats to assume his springs of scenarios. Adventure can bring
ment needed by the character to go on his lifestyle. Every month, he freely chooses wealth as well as slander. The free leagu-
adventures must be paid with exactness, his lifestyle. If he wishes to, he can pay ers can thus lose everything in a scenario
as it is bought. several months at once, thus insuring his and the following games sessions will
Before speaking about spending, it existence for longer. stage the management of fortunes during
is necessary to consider what make The amount in ducats of every lifestyle which the players will look for solutions
Cadwallon go round, meaning the ducat. per month is indicated in brackets. to the problems linked to the lifestyle of
their characters.
Wretched (0 D): The character lives
The ducat on the street and feeds on what he can
hunt or on what benevolent passers-by
oer him. He possesses only the mate-
SUPPLIES
The ducat, noted D, is the monetary rial which he can carry.
currency unit in Cadwallon. It appears
under the shape of a round coin about 2,5 Poor (10 D): The character lives in a Cadwallon is one of the most important
cm in diameter. Allegedly made of gold, shanty house or a forgotten room of one trade centres on Aarklash; one can nd
it contains only a very little percentage of of the numerous underground passages everything there, if one goes through the
it. Nevertheless, the free character of the of Cadwallon. He sleeps on a hay mat- pain of looking for it. Since all the shops of
city and its economic inuence have made tress and eats the same meal every day. a sector (armory, magicians shop, etc.) do
of the ducat a widespread currency on not sell every type of goods. Besides, some
Aarklash. On his tails side, the ducat rep- Decent (25 D): The character lives in pieces of equipement wanted by the free
resents the emblem of Cadwallon, while a very small house which he rents on a leaguers are illegal and are sold under
on its heads side it shows the prole of the weekly basis. He eats correctly, alterna- the coat . Thus, before being able to buy
Duke under the administration of which ting between soup during the week and an article, it is necessary to nd it.
it was coined. On both sides, one can read a little meat on holidays. To simulate the ease with which a char-
the motto of Cadwallon. acter can purchase, every article is given
The ducat divides into a hundred pence, Well o (100 D): The character lives in a an Availability value. This value is the dif-
p in short. A penny is a small coin of a modest house which is not infested with culty of the test to get hold of this article.
little more than one centimeter in diameter vermin. He eats enough to keep hunger A test is made with:
mainly made of copper. On the tails side is at bay and in a varied way. His wardrobe
represented the emblem of the city, whereas contains a proper old suit for marriages Barter when it is a legal article;
on the heads side is coined a 1. or an old evening dress a bit old fash-
During the character creation, the num- ioned, but which would do the trick on Crook when it is an illegal article.
ber of ducats which a character has is de- big occasions.
termined by his trades and can be modied Before proceeding to the test, the player
by certain distinctive features. These rst Rich (1 000 D) : The character lives in has to specify the quality of the equipment
savings can be quite freely spent by the a comfortable house, which he owns that he is looking for (see lower) for his
character before the game begins. most of the time but on credit. He eats character. No matter if the test is a success
correctly and drinks good quality wine or a failure, to go shopping takes one hour
with all his meals. His wardrobe is var- for goods with an Availability strictly low-
ied and includes clothes suited for par- er than nine, one day otherwise. If the test
ties at the embassy. is a success, the shop or the provider has a
dozen copies of the article if the availabil-
Rich as Vanius! (10 000 D): The ity of this one is strictly lower than 9, only
character possesses a building and lives the one otherwise.

EQUIPMENTS 333

CadwallonUS-pp 332-345.indd 333 22/06/06 11:50:17


If he found what he was looking for, the
player is invited to note down the name SECOND HAND MATERIAL
and possibly the address of the shop or the
The characters do not have to buy their equipment brand new, they can be content
provider. If he goes to look for this object
with buying equipement from penniless adventurers or found on corpses. So,
in this place again, he benets from one + 1 there is in Cadwallon a secondary market, a second hand market, perfectly legal...
on the nal result. if the goods are legal!
This second hand market begins with the repurchase of old goods by shop owners.
The buying price of a second hand article of a shop corresponds to a third of the
selling price if this item was new.
Quality This circuit ends when the second-hand item is acquired by a customer. The selling
price by a shop of a second hand article corresponds to two thirds of the selling
The quality of an object represents its so- price if this item was new.
lidity, its reliability, but also the ease with These prices can be negotiated as usual. They must be modied by the quality.
which a character can use it. According When it is used for the rst time by its new owner, the GM rolls 1d6. On an even
result, the object is eectively of the quality announced by the salesman. On an odd
to its quality, a sword is more or less well
result, the object is of a lower quality. If the object was mediocre, it breaks after the
balanced and made of a more or less solid rst use.
alloy. In the same way, according to its
quality, climbing material is more or less
safe for its user, more or less able to en-
dure the rigours of a dicult climb. Thus
the quality of an object inuences the ac- All goods are associated to a culture.
tions made by means of this one. Goods There is a relation between this and the
usually sold in Cadwallon can be of three quality of the article. All those made by EXPLORATION
dierent qualities: Akkylanny or dwarves of the Aegis are
necessarily ne-quality (The additional MATERIAL
Mediocre (M): The object is badly charge is already included). On the con-
made, badly conceived or both. It is the trary, all the weapons of the children of Enchanted moonstone: These peb-
quality of objects shaped by Wolfen Yllia are of mediocre quality (the discount bles are sold in small leather cases.
of Yllia because they reject the way of is already integrated to the price). The Taken out, they emit a weak light.
They have the same eects as the
the Craftsman. An object of mediocre prices of items that might come from dif-
gleaming lichen, but have an unlimi-
quality imposes a -1 on the nal result ferent nation than those mentioned above,
ted life expectancy.
of the tests for which it is used. On the are the prices of the decent versions of the
other hand, it costs 20 % cheaper. item. If the buyer wishes to buy a version Gleaming lichen: Cultivated in the
of this object resulting from the forest of Aegis Mountains, this gleaming li-
Decent (D): The object is properly man- Diisha, from the Empire of Akkylannie or chen emits a weak light. Its lighting
ufactured. This is the quality of most of from the Aegis, it is necessary to apply the radius is only of one, and the lit squa-
the goods which on can purchase in discount or the corresponding supple- res are considered as dark, except the
Cadwallon. This article does not aect ment. square where the plant is, which is
die rolls and its price is indicated in the clear. Torn away, this lichen conti-
equipment catalogs. nues to shine for a week.

Fine (F): The object is well designed.


The bulk
These are the objects manufactured PC cannot transport their house on the
by Grins and dwarves of Tir-N- back. To simulate the trouble of carrying
Bor. When they are bought in a shop, a full rucksack, an armour or a chest lled
such objects confer a minimum quality with ducats, every player has to keep up
equal to one, but cost twice the price of to date the total weight of the equipment
an object of decent quality. or the booty which his character trans-
ports. He compares then this weight with
the table besides and determines the bulk
penalty of his character. This penalty is
applied to all the tests of exploration and
confrontation. It does not add to the pen-
alty imposed by armors; only the higher
of these two penalties is eectively taken
into account.

334 ANNEXES

CadwallonUS-pp 332-345.indd 334 22/06/06 11:50:24


Besides, certain goods have the following Concealment (Conc): If a + X is in-
STALLS remarks, when relevant: dicated here, the object confers free
gambles on Conceal/OPP tests. If a
The various equipment which a character Size (SIZE): When a character uses an X is noted, the object requires com-
can purchase is classied according to the object of a SIZE lower or equal to his, he pulsory gambles with the same Ability.
corporate body to which they correspond. can hold it in one hand. Power (POW): Power determining the
Therefore, weapons are found in the con- If the SIZE of the object is superior damage test.
frontation category and mana gems are by a point to the characters size, he has Frequency (Fre) : Number of times per
found in the incantation category. Besides to hold it with both hands. If the SIZE round the object can be used.
the price, this catalog supplies the following of the object is superior by more than Range: Short / medium / long Range in
information: point to the characters size, he cannot square(s).
use the item. Recharging (Rec) : Number of dice used
Origin: The various countries from If the SIZE of the object is lower by a with the fact reload for the weapon.
where the article is imported, or the point than the characters size, he can Damage Modier (Dam. Mod): The
culture of the craftsman who pro- manipulate it normally. If the SIZE of the modier added to the nal result of a
duces it. object is lower by more than a point than damage roll.
Legality: do the laws of Cadwallon au- characters size, the object is too small to Type (Typ) : The type of weapon (sharp,
thorize the possession and the use of be manipulated. perforating, blunt) and thus the type of
such an item? Naturally these limita- If A is noted, the object exists in all ability used to handle it.
tions do not apply to the noble families sizes. Reach (Rea): Modier to the charac-
of Cadwallon nor to the representatives ters reach.
of the ducal authority. Protection (PRO): Protection value to
Availability: The diculty of the tests be deducted from the damage suered.
required to nd this article. Bulk Modier (Mod.): Modier for the
Price: In Cadwallon ducats. tests of exploration and confrontation
Weight: To determine the bulk. of the bearer.

EQUIPMENTS 335

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336 ANNEXES

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EQUIPMENTS 337

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338 ANNEXES

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EQUIPMENTS 339

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340 ANNEXES

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EQUIPMENTS 341

CadwallonUS-pp 332-345.indd 341 22/06/06 11:54:34


THE GEMS A CONTEND RESOURCE
The business of gems is a substantial source of prot.
These stones are the object of bitter exchange between
Gems result mainly from other Realms and are brought nations. The fact that the Barony of the living-dead of
back by the Voyagers. These adventurous magicians Acheron possesses the monopoly over the business of the
know how to nd and travel through the portals which gems of Darkness led to suspicions that this nation con-
lead towards other reections of the Creation. They re- trols a permanent portal opened towards Abyss. Taking
turn rich in new knowledge but also in invaluable gems advantage of its position of cultural and commercial
lled with mana. On the contrary, guests sometimes crossroads, the City of thieves knew how to stand out as
appear from portals connected with the elemental one of the major commercial places. The sale of gems is
Realms, driven by curiosity or working as diplomats for free, yet taxed by the duchy. The only limitation concerns
their people. Those who know the importance of gems the gems of Darkness the acquisition of which is, o-
in Aarklash and the wealth which they represent do not cially at least, forbidden.
hesitate to arrive with lots of them. Even immortal gems disappear, destroyed or exhausted
Ephemeral gems do not have a lot of value, but immortal afer an extensive use. The Ragnarok drew an increase of
ones awaken much greed. Between its extraction and its the price of these precious minerals and major powers
destruction, a gem changes owner many a time. A magi- invest colossal sums to meet the needs of their magi-
cian will oer it to one of his pupils for his initiation or cians. The elemental gems are most easily found and
will sell it to acquire a superior-quality gem. Other gems those coming from the Abyss, more dicult to purchase.
circulate in a darker way: some were lost by their owner The gems of Light are even rarer and their price higher,
or this one denitively stopped practising magic. They but the members of Ways of Light show a united face,
join then the unocial market and are furtively oered by as long as one respects his commitments. The gems of
swindlers and other receivers who call them trinkets. Darkness are more frequent since the emergence of the
cursed barony. They are cheap, but present another cost.
The Usurers sell them in secret and often demand illegal
services or information before proceeding to the deal. It
is necessary to deal with them in rather uncommendable
places.

A gem is dened by two aspects and three characteristics. An ephemeral gem has only a mana reserve. She crumbles o once
Aspects concern its nature. used, even if one uses it only partially.
The gem can be immortal or ephemeral. Its Rebirth factor (see lower) is equal to 0
The gem is associated to an Element. Naturally (without being inuenced by the magician), a gem re-
The characteristics of the gem are coded values, ranging from 1 to 6. generates X points of mana per round where X corresponds to the
(Extremely rare gems would exceed this level!) Rebirth value of the gem.
The Reserve contains the mana, the essence of the gem, the en- The magician can also use his Ability Channel to reload his gem
ergy which it released and which the magician succeeds in mod- quicker. See the description of this Ability for more detail. A magi-
elling thanks to his Abilities. cian creates an invisible link with his gem during a ritual of submis-
The Rebirth determines the speed at which the gem regains its sion. As long as this link is not broken by a new ritual, the magician
points of mana. can feel his belonging in an eight square radius. Those who stole it
would be well advised to grow wings then.
The Solidity is measured in structure points.

342 ANNEXES

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EQUIPMENTS 343

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344 ANNEXES

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EQUIPMENTS 345

CadwallonUS-pp 332-345.indd 345 22/06/06 11:57:23


CadwallonUS-pp 346-349 NH 346 22/06/06 10:53:51
CadwallonUS-pp 346-349 NH 347 22/06/06 10:53:58
CadwallonUS-pp 346-349 NH 348 22/06/06 10:54:01
CadwallonUS-pp 346-349 NH 349 22/06/06 10:54:07
Malyn, Cynwll Initiate The Scarecrow

Isabeau the Secret and the Ormer

Give life to your


Cadwallon game sessions
thanks to RACKHAM
miniatures. These
outstanding miniatures
were made for Cadwallon.
Dog Handler

Cadwallon-pp 350-352_US.indd 350 20/06/06 11:33:12


Captain Kelian Durak Militia Crossbowman Militia Crossbowman Militia Crossbowman Dwarf Crossbowman

Cadw militiaman Cadw sergeant Cadw militiaman Cadw militiaman Carrache the bomb layer

Iraem, Akkylannian ambassador , Vladar the Arrogant and weapon bearer Bodyguard
and weapon bearer

Nobleman and weapon bearer Executioner of Cadwallon Crossbowman deserter Syth Mornis

Cadwallon-pp 350-352_US.indd 351 20/06/06 11:33:23


Set A
Lower City

These sets of
15 reversible tiles give
you the winding streets,
the dark sewers, the smoky
taverns... Everything you need
to represent the Free city!

Set B
Lower City

Set C
Upper City

Set D
Upper City

Cry Havoc ! is an extension published


every two months and dedicated to
the universe of RACKHAM mini-
atures and games. In each issue you
will nd game aids, scenarios, and
new rules for Cadwallon. Cry Havoc !
is an essential source of information
for the universe of Aarklash, back-
ground to the game Cadwallon.

Cadwallon-pp 350-352_US.indd 352 20/06/06 11:33:32

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