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Dungeons & Drapers Player's Handbook (Beta 2.9)
Dungeons & Drapers Player's Handbook (Beta 2.9)
Dungeons & Drapers Player's Handbook (Beta 2.9)
Task Resolution
D&D uses the roll a d20 to beat a target
number mechanic that is common to lots of
RPGs. Whenever your character attempts a task
where theres a risk of failure, the GM will
decide on a target number, and ask you to make
an ability score check (e.g., Make a Dexterity
check). Thats your cue to:
1. Roll a d20.
2. A natural-born 1 fails automatically, in
the worst possible way (a critical failure). A
natural-born 20 succeeds automatically,
in the best possible way (a critical success).
3. If you roll 2-19, add the appropriate
ability score (e.g. Dexterity, Personality).
4. If you have a skill that helps you with the
task (e.g. Acrobatics, Deception) add 2.
5. Or if you have a skill that is only partly
relevant, the GM may let you add just 1.
6. If total is greater than or equal to the
target number, you succeed!
Knowledge (Kno):
Education, reasoning, information recall,
analytical skill, general mental acuity, and
spellcasting for Chandlers.
Dexterity (Dex):
Agility, quick reflexes, balance, poise,
stealthiness, skill with ranged weapons.
Awareness (Awa):
Perception, vigilance, intuition, insight, and
spellcasting for Friars.
Constitution (Con):
Endurance, stamina, resilience, stamina.
Affects healing speed, magic resistance, and
how effectively you use heavy armor.
Personality (Per):
Charisma, empathy, determination, willpower,
spellcasting for Apothecaries. Sometimes useful
in Chandler / Friar spellcasting as well.
1. Apothecary
You automatically get the Medicine skill. Your
starting HP are 7 + your Constitution. You get
1d6 extra HP per level. Choose two more skills
from Alertness, Discernment, Empathy,
History, Intimidation, Nature, Rhetoric,
Religion, and Will. You may spend mana to cast
Apothecary Spells. You start off with at least 60
leprecoins. Your default speed is 25.
5. Tailor
Your starting HP are 9 + your Constitution. You
get 1d8 extra HP per level. Choose five skills
from Acrobatics, Alertness, Animal Handling,
Arcana, Athletics, Clothworking, Deception,
Discernment, Empathy, Engineering, Finance,
Intimidation, Investigation, Performance,
Rhetoric, Riding, Seafaring, Sleight of Hand,
Stealth, and Will. You may spend mana to do
Tailor Tricks. You start off with at least 80
leprecoins. Your default speed is 30. If you want
to specialize in cloth rather than clothing, you
can call yourself a Draper instead. Hence:
Dungeons & Drapers.
2. Blacksmith
Your starting HP are 14 + your Constitution.
You get 1d8 extra HP per level. Choose three
skills from Acrobatics, Alertness, Animal
Handling, Athletics, Discernment, Engineering,
History, Intimidation, Medicine,
Metalworking, Riding, Survival, and Will. You
may spend mana to do Blacksmith Tricks. You
start off with at least 70 leprecoins. Your default
speed is 30. If you want to specialize in horseshoes, you can call yourself a Farrier instead.
Hmm, that sounds like a cross between
Fighter and Warrior.
Descriptions of Skills
If you are making an ability check and you have a relevant skill, add +2 to your roll. If a skill is slightly
relevant, you may add +1. Some skills overlap (e.g. Acrobatics and Athletics, Animal Handling and
Riding), but you can never get more than a +2 bonus.
Acrobatics. (Dexterity). Jumping, tumbling, climbing, outrageous combat feats.
Alertness. (Awareness). You are always vigilant. Its difficult to sneak up on you.
Animal Handling. (Personality). Soothing animals, taming animals. Respectful encounters with nonhumans.
Arcana. (Knowledge). Knowledge of magic, including folk remedies to cancel magic spells.
Athletics. (Strength). Climbing, jumping, wrestling, swimming.
Chandlery (Knowledge). You know a lot about the boiling of fat and the shedding of light.
Clothworking (Knowledge). Youre good at making, altering and repairing clothing.
Deception. (Personality). Lying, trickery, disguise. Youre good at it. Or are you? Yes. Or are you?
Discernment. (Awareness). Youre good at telling when someone is lying or hiding something.
Empathy. (Personality). Emotional intelligence, responsiveness, compassion, flirting, forming bonds
Engineering. (Knowledge). Knowledge of devices and constructions. Picking locks.
Finance. (Knowledge). Knowledge of money, trade, and banking, and some economics and mathematics.
History. (Knowledge). You know much of the sorrowful and bloody history of the Bladed Vale.
Intimidation. (Personality). Youre good at scaring people into doing things.
Investigation. (Awareness). When you study a scene, you tend to notice things that are hidden.
Medicine. (Knowledge). Diagnosing conditions, performing first aid, knowledge of antidotes.
Metalworking. (Knowledge). You can forge wrought metal, and have aptitude as an armorer and farrier.
Nature. (Knowledge). Knowledge of animals, plants, landscapes, weather, and ecosystems.
Performance. (Personality). Storytelling, singing, dancing, musical instruments, acting, disguise,
flirting.
Riding. (Dexterity). Everybody can ride a horse, but you can ride almost anything.
Rhetoric. (Personality). Oratory, persuasion, verbal reasoning and analysis, debating.
Seafaring. (Knowledge). Sailing, navigating, swimming, some knowledge of ship manufacture and repair.
Sleight of Hand. (Dexterity). Picking peoples pockets, picking locks, juggling, hand-eye co-ordination.
Stealth. (Dexterity). Camouflage, sneaking around, sneaking up on people. Not sneezing inopportunely.
Survival. (Knowledge). Making shelter in the wild, hunting, laying snares, tracking, traversing terrain.
Will (Personality). You can resist intimidation or magical mind control.
The GM decides how relevant a skill is. The ability in parentheses is the ability that is usually associated
with that skill. Instead of saying, Make a Dexterity check and add your Acrobatics bonus, the GM
may say Make an Acrobatics check for short. Occasionally a skill may be added to a different score.
10
Step 8: Go Shopping
11
When you create your character, you may choose one or more of the following bundles. Adventuring gear in the
Bladed Vale is expensive, and these bargains are only available during character creation, so snap them up now!
Beginners Bundle
Cost
Includes
Moonlighters kit
10 coins
Seafarers kit
10 coins
Scholars kit
15 coins
Bards kit
20 coins
Artificers kit
25 coins
Medics kit
25 coins
Priests kit
30 coins
35 coins
Miners kit
35 coins
Footpads kit
35 coins
Hunters kit
75 coins
Assassins kit
75 coins
You can also equip your character from the following armor, weapons, ammunition, and items. Some of this stuff
you wont be able to afford yet, but these are pretty typical prices for any large town in the Bladed Vale, so maybe
you can get them later on.
If the price is a range not a single number, decide how much you want to pay and make a note of it. The more you
pay, the higher quality. If youd like something a bit different from whats listed, haggle with your GM. Or if
youd like an expanded equipment list, ask your GM about using gear from the Basic Fantasy Project. 1 GP = 2
leprecoin sounds about the right exchange rate. Also see Politics & Economics.
Armor
Padded armor
Leather armor
Light chain
Scale mail
Ring mail
Heavy chain
Splint mail
Plate mail
Shield
Cost
Armor Class
10 coins
25 coins
40 coins
55 coins
70 coins
150 coins
500 coins
1500 coins
15 coins
11 + Dex
12 + Dex
13 + Dex
14 + Dex
15 + Dex
16 + Con
17 + Con
18 + Con
+2
12
Stealth &
Acrobatics
Disadvantage
Disadvantage
Disadvantage
Disadvantage
Disadvantage
Speed
-5
Weapon
Cost
Damage
Cudgel
Crowbar
Club
Sickle
Knife
Sai
Scalpel or quill knife
Mallet or blacksmiths hammer
Small pickaxe
Cat claws (requires +1 Dex)
Handaxe
Mace
Staff
Whip
Spear
Flail
Rapier
Shortsword
Javelin
Maul
Morningstar
Nunchaku
Longsword
Pike
Warhammer (requires +2 Str)
Halberd (requires +2 Str)
Lance
Trident
Glaive
Claymore (requires +3 Str)
Greataxe (requires +3 Str)
Blowpipe
Sling
Shortbow (requires +1 Dex)
Light crossbow
Longbow (requires +1 Dex)
Heavy crossbow
1 coin
5 coins
7 coins
7 coins
10 coins
10 coins
10 coins
10 coins
10 coins
10 coins
15 coins
15 coins
15 coins
20 coins
20 coins
30 coins
30 coins
30 coins
40 coins
40 coins
60 coins
100 coins
60 coins
250 coins
300 coins
400 coins
500 coins
500 coins
600 coins
700 coins
800 coins
50 coins
5 coins
50 coins
50 coins
200 coins
500 coins
1d4
1d4
1d4
1d4
1d4
1d4
1d4
1d4
1d4
1d6
1d4
1d6
1d6
1d4
1d6
1d6
1d6
1d6
1d6
1d8
1d8
1d8
1d8
1d10
1d10
1d12
1d12
1d8
1d10
1d12
1d10
1
1d4
1d6
1d6
1d8
1d8
Ammunition
Cost
Damage
Notes
Free
1 coin
1 coin
1 coin
1d4
1d6/1d8
1d6/1d8
1
13
Notes
+1 damage when wielded two-handed
Use Dex bonus instead of Str
Melee or thrown (-4 attack if over 20 feet)
+1 AC when wielding one in each hand
Use Dex bonus instead of Str
+1 damage when wielded two-handed
Two-handed
Two-handed
Melee or thrown (-4 attack if over 30 feet)
Two-handed
Choose to use Dex or Str bonus
Melee or thrown (-4 attack if over 30 feet)
Choose to use Dex or Str bonus
Choose to use Dex or Str bonus
+1 damage when wielded two-handed
Melee or thrown (-4 attack if over 50 feet)
Two-handed
Choose to use Dex or Str bonus
Two-handed
+1 damage when wielded two-handed
Two-handed, 10 foot reach
Two-handed
Two-handed, 10 foot reach
If wielder is unmounted, treat as pike
Melee or thrown (-4 attack if over 30 feet)
Two-handed, 10 foot reach
Two-handed
+1 damage when wielded two-handed
-4 attack if over 30 feet range
-4 attack if over 40 feet range
-4 attack if over 60 feet range
-4 attack if over 40 feet range
-4 attack if over 60 feet range
-4 attack if over 100 feet range
Item
Cost
Abacus
Aspergillum
Anvil
Bag or sack, cloth or leather
Bandages and splints
Barding, heavy
Barding, light
Bear trap
Bedroll
Bellows
Blanket
Bowstrings (3)
Bucket
Caltrops (each)
Candles (6)
Censer, brass
Chalk (per piece)
Chandlery kit
Childs toy
Chisel
Climbing tools
Clothing, special
Crowl, trained
Deck of cards
Dice
Dog, guard
Dog, hunting
Donkey
Dried belladonna (per dose)
Dried garlic (per dose)
Dried wolfsbane (per dose)
Fishhook and line
Flint and tinder
Forensic powders (3 uses)
Glass cutter
Go set or Chess set
Grappling hook
Holy symbol
Horse or pony, riding
Horse or pony, war
Hunters horn
Incense (1 stick)
Jugglers kit
Jar or bottle, glass
Lampblack (per use)
Lantern oil (per pint)
Lantern, bullseye
Lantern, hooded
Lembas (1 little loaf)
20 coins
20 coins
5 coins
1-25 coins
1 coin
1000-1600 coins
200-400 coins
25 coins
5 coins
2 coins
2 coin
1 coin
1 coin
3 coins
1 coin
2 coins
2 coins
3-12 coins
1-40 coins
5 coins
40 coins
5-500 coins
600-700 coins
2 coins
1-20 coins each
50-100 coins
35-100 coins
20-30 coins
5 coins
5 coins
20 coin
3 coins
5 coins
40 coins
25 coins
5-50 coins
40 coins
5-25 coins
75-100 coins
200-250 coins
8-30 coins
1 coin
15 coins
1 coin
10 coins
5 coins
10 coins
10 coins
25 coins
Notes
For sprinkling holy water (not included)
Specify a goldsmith, a farrier or a blacksmith anvil
The larger and more durable, the pricier
Lots and lots and lots of bandages and splints
Armor for your mount. +6 AC bonus
Armor for your mount. +2 to +4 AC bonus
Hinged, springwork jaws attached to a spiked chain
14
Lens
Lockpicks
Lodestone
Magnifying glass
Measuring tape, silk
Mess kit
Mirror, small
Mizu gumo
Musical instrument (bagpipes)
Musical instrument (flute)
Musical instrument (kalimba)
Musical instrument (lute)
Nageteppo (choose day or night)
Needle & thread
Net, fishing or butterfly
Oil, rustproofing
Parchment (3 sheets)
Poison for darts (weak)
Poison for darts (strong)
Prayer book
Pickaxe, small
Prism
Quills (2) and vial of ink
Quill knife
Quiver or bolt case (spare)
Rations (long-life)
Rations (standard)
Riding equipment
Rod, folding
Rope, hemp (per 10 feet)
Rope, silk (per 10 feet)
Satchel or backpack
Scissors
Scales
Shovel, small
Slate
Spyglass
Stethescope
Stretcher
Tent
Torch
Utility belt
Water flask
Whetstone
Whistle, signalling
Wig or false beard
Wineskin
Wolf, riding
35 coins
25 coins
3 coins
100 coins
20 coins
2 coins
10 coins
200 coins
15-900 coins
25-900 coins
10-900 coins
15-900 coins
100 coins each
1 coin
3 coins
20 coins
2 coins
30 coins
300 coins
5-100 coins
15 coins
20 coins
5 coins
8 coins
10 coins
10 coins
1 coin
40-80 coins
30 coins
2 coins
5 coins
5-25 coins
5 coins
5 coins
3-5 coins
10 coins
600 coins
10 coins
2 coins
20 coins/person
1 coin
20 coins
3-5 coins
2 coins
10-15 coins
10-30 coins
5 coins
300-400 coins
15
Armor Class
Padded armor
11 + Dex
Leather armor
12 + Dex
Light chain
13 + Dex
Scale mail
14 + Dex
Ring mail
15 + Dex
Heavy chain
16 + Con
Splint mail
17 + Con
Plate mail
18 + Con
Shield
extra +2
extra +1
16
Movement
During your turn, you can move up to your
speed (e.g. 30 feet) on normal terrain, and take
one major action. Sometimes you may also take
a bonus action and/or minor actions.
17
Bonus Actions
Attacking
Situational Modifiers
When youre firing at an enemy outside your
weapons effective range, you suffer a -4 penalty
to your attack roll. The GM will use their
judgment to impose other situational bonuses
and penalties to attack rolls and ability checks.
For instance, it often makes a difference when
someone is ambushed, bewitched, blinded,
confused, crawling, deafened, entangled,
exhausted, frightened, hidden behind cover,
incapacitated, invisible, pinned, paralyzed,
petrified, poisoned, sleeping, or stunned.
18
How Often?
Bad Night?
Lets say you get eight hours, more or less, but
interrupted in the middle by twenty minutes of
brutal bloody battle. If you can afford to have a
lie-in for another four hours, then that still
counts as a normal long rest. But if youre
forced to make an early start, and set off at the
crack of dawn, the GM may decide to give you
some of the benefits of a long rest, but with a few
penalties. For instance:
Short Rest
Take about an hour of you time.
Regain your level + your Constitution in
HP.
If you have the Warlock special ability,
regain mana equal to your Awareness (for
Friars) or Knowledge (for Chandlers).
19
Using Tricks
Example
Falalalandal is a 5th level Tailor. He can prepare
up to 5 tricks of level 5 or below. He has 5 points
of mana. He chooses Find & Disable Traps,
Ambidextrous, Sense Danger, Climb Walls, and
Deadly Dagger. Somewhat to his dismay, he
finds himself embroiled in courtly intrigues.
While sneaking around the High Counsellors
office, he decides to search for traps, using his
Find & Disable Traps trick to add 2 points to
his Investigation roll. He finds nothing, so he
goes ahead and opens the High Counsellors
desk. Oops, it was alarmed after all, and
Falalalandal finds himself fighting for his life
against a summoned Ash Ogre. Yikes. He fights
two-handed with rapier and knife, so he spends 1
point of mana to use Ambidextrous to improve
his chances of a second hit. He hits! He hits!
And spends his last 2 mana points on the Deadly
Dagger trick, adding 2 to his damage.
Unfortunately, the ash ogre eats him anyway.
Thats what happens when you dont respect
other peoples stuff. If he had survived, he could
have got all 5 points of mana back the next time
he took a long rest (about eight to ten hours).
20
TAILOR TRICKS
Level 1
Level 4
Level 2
Level 3:
Level 6
21
Level 6
Level 10
Inspiration: Inspire courage in up to two
frightened allies who are within 30 feet. This
cancels the effects of the Blacksmiths
Gruesome Fatality and Fearsome Presence
tricks. Mana Cost: 1. Trick Speed: major action.
Level 11
Song of Soothing: During a short or long rest,
spend 1 point of mana to attempt a soothing
song. Make a Personality / Performance check,
target number 17. If you succeed, you may
convert as much mana as you like into lovely
fresh HP for your listeners. For instance, you
may spend 5 mana to raise one listeners HP by
2 and another listeners HP by 3. Mana Cost:
1+variable. Trick Speed: once per rest.
Level 8
Countercharm: You may add as much mana as
you like to any Knowledge / Arcana check to see
if you have heard of the ceremony to disable a
spell. More information in The Spellcasters
Handbook. Mana Cost: variable. Trick Speed:
instant.
Level 12
Holy Glitch Warrior: Add 1 to your attack and
damage rolls against any undead creature except
ghosts. Also add 1 to your attack and damage
rolls against goats. This odd ability is due to
some glitch in the fabric of reality in the Bladed
Vale. Prayers to the Absent Goddess to have it
fixed have, as usual, gone unanswered. Mana
Cost: 0. Trick Speed: bonus action.
Level 9
Charmer: Spend up to 3 mana points to add up
to 3 points to any Personality / Empathy /
Persuasion / Performance / Rhetoric ability
check that involves winning trust or making
delightful conversation. If you have the
Performance skill, you may spend up to 5 points
of mana. Mana Cost: variable (1-5). Trick Speed:
instant (though you might get chatting for
hours).
Level 13
Engine Tactics: See Blacksmith Tricks.
Level 14
22
BLACKSMITH TRICKS
Level 1
Level 4
Level 5
Level 2
Level 3
Berserker Frenzy: You have advantage on all
Strength checks, but disadvantage on all
Knowledge and Awareness checks. All your
attacks do 5 extra points of damage. You are
immune to magical or mundane attempts to
intimidate you. Your berserker frenzy lasts for
five rounds. Mana Cost: 3. Trick Speed: bonus
action.
Level 6
Extra Attack: Use this trick to attack twice with
the same weapon on one turn. Mana Cost: 1.
Trick Speed: attacking twice uses up a major
action. (So if you are dual wielding, you can still
use your bonus action to attack a third time).
23
Level 7
Level 9
Level 8
Healing Factor: If your HP fall below 8, use this
trick as a bonus action to restore 1d4 HP. Mana
Cost: 3. Trick Speed: bonus action.
Level 10
Engine Tactics: Add as much mana as you want
to any Awareness, Knowledge, or Dexterity
based ability check that relates to the use of siege
equipment such as catapults, siege towers,
battering rams, giant golems, etc. Mana Cost:
variable. Trick Speed: instant.
Level 13
Ambidextrous: See Tailor Tricks.
Climb Walls: See Tailor Tricks.
24
Preparing Spells
Spells work similarly to tricks.
Example
Casting Spells
The details of each spell can be found in The
Spellcasters Handbook.
You may only cast spells which you have
prepared. Each time you cast a spell, it uses up
some of your mana. The mana cost of each spell
is listed in the spells description. The cost also
appears in parentheses in the spell lists.
25
1st Level
4th Level
7th Level
Light (0)
Locker (3)
Upcandle (1)
2nd Level
5th Level
9th Level
Invisibility (3)
Tatter (1)
Impterpretor (1)
Uncandle (1)
Gnarlgate (2)
Heart Bow (3)
Travel Tentacle (3)
Dispel Magic (5)
11th Level
Become Smoke (5)
Wings (3)
13th Level
Eye (1)
Uplift (3)
Wield Warriors (2)
Wyrd Weave (6)
26
1st Level
5th Level
Anyway (1)
It Is A Thing (0)
Delirium (3)
2nd Level
9th Level
Smudge (1)
11th Level
Injunction (2)
27
1st Level
Bless (1)
4th Level
9th Level
Mending (0)
Sneezecat (1)
Snuff (0)
Ward (5)
5th Level
2nd Level
Bane (1)
Boss (2)
7th Level
Brazen Blade (2)
3rd Level
11th Level
13th Level
Blink (3)
Birdborn (4)
14th Level
15th Level
Dead Thief (10)
28
1st Level
5th Level
Blossom (0)
7th Level
Speak with Plants (3)
3rd Level
11th Level
Frogtongue (2)
Ignite (0)
Speak with Beasts (2)
Tower Tree (2)
Tusks (2)
29
APOTHECARY SPELLS
You can have a number of spells prepared equal to your level + your Personality. Your maximum mana
is also equal to your level + your Personality. Details of these spells may be found in The Spellcasters
Handbook. Spells labelled are especially likely to draw the ire of Her Majestys Agency of Physick.
1st Level
4th Level
7th Level
Burst (1)
Tube (1)
Multi-Adapt (3)
Network (3)
2nd Level
Adapt Elongate (1)
Multi-Burst (2)
9th Level
Detatch (1)
5th Level
Restoration (4)
3rd Level
Diagnosis (3)
11th Level
Adapt Big Mouth (4)
Fletchettes (1*)
6th Level
13th Level
Shockwave (2)
15th Level
Dead Court (10)
30
XP
Level
300
900
2,700
6,500
14,000
23,000
34,000
48,000
64,000
10
85,000
11
100,000
12
120,000
13
140,000
14
165,000
15
195,000
16
225,000
17
265,000
18
305,000
19
355,000
20
31
The Golems
Inside the golem sits another smaller golem, giving
the outer golem its instructions in lieu of an
enchanted scroll. Inside that golem sits an ever
smaller golem, and so on, perhaps ad infinitum. The
word onion is a kind of racist abuse, though some
golems have reclaimed the term.
The Normborn
The Normborn look just like me and you.
The Birdborn
The Birdborn somewhat resemble the Normborn.
There may be a certain featheriness to their hair. But
the main physical difference is a kind of living tattoo.
This appears as a pair of wing-tips on the feet of a
newborn Birdborn, and very gradually rises up the
body throughout the Birdborns life, usually reaching
the pelvis around puberty. On adult Birdborn, this
image of a bird lives on the stomach and chest.
The Puppetborn
Most Puppetborn stand about four feet tall. They are
marionettes, intricately made, some painted and
some varnished, with many, many moveable parts.
Their vitality comes from a fine haze of strings
which descends from the sky. But their motion is still
their own motion. They are conscious beings: there
exist more than two hundred known types of wood
and over a thousand distinctive thread-types in the
Puppetborn head, and over a hundred trillion
lovingly hand-carved and threaded synaptic
connections. And although the puppeteers are not
known (some say its the Flying Cities, others the
Leviathanfolk, nobody really knows) there is no
reason to question their skill. The droplets of wooden
blood roll to and fro through the wooden heart in
perfect synchrony with the dancing legs and spinning
arms, likewise each sandalwood or pearwood synapse
must surely be tugged by its thread on time.
32
The Snailborn
33
Geography
There are twelve Provinces in the Bladed Vale: the
Duchy of High Kian, the Barony of Thabazimbi Isle,
the Prince-Bishopric of Winter River, the Lordship
of the Archipelago, the County of Pencarrow, the
Lordship of Ballywort Vrystaat, the March of
Brackley, the Duchy of Hoveldrif, the Duchy of
Polokwane, the Lordship of Lowered Nalediplek, the
Lordship of La Roche-en-Lige, and the
Landgraviate of Sint Rickardsdijk.
35
Using Magic
Experienced roleplayers may find a lot that is
familiar in D&D. Some of the more distinctive
material will be contained in The Spellcasters
Handbook, which is forthcoming some day. You can
track the progress here. In the meanwhile, here are
many of the low-level spells. If youd like to playtest,
you could play a party of only Blacksmiths & Tailors,
and perhaps a Friar. Or feel free to write your own
spells, or adapt them from an existing RPG such as
Dungeons & Dragons (in which case, give each spell a
mana cost of about half the spells level), or check out
the Runed Age magic system.
36
Life Force
The life force that travels along the Tubes is
measured in dice pools. Lets say you take 2d6
damage, rolling a 3 and a 4. First deduct 7 HP as
usual. Then shoot the two d6s down the Tube.
Keep the 3 and the 4 face-up for now. Only the
dice matter, not any bonuses or penalties: so if
you suffered 2d6+2 damage, you still just send
two d6s down the Tube.
Nests
37
Burst
Level: 1
Base Cost: 0 mana
Casting Time: Major Action
Duration: Instantaneous
Range: 50 feet
This spell forces one Nest of your choice to erupt. The creature who is attached to it gets healed. They
gain HP equal to the total points showing on the dice when the Burst is cast. The dice are then removed
from the board.
Tube
Level: 1
Base Cost: 1 mana
Casting Time: Major Action
Duration: Up to one hour
Range: 25 feet
A semi-transluscent Tube shoots from your body to the body of one creature within 25 feet, friend or
foe. The Tube usually sprouts from one of your eight pulses: temple, throat, heart, elbow, wrist, crotch,
knee, ankle, and leeches into a similar spot on the other creatures body. The Tube is incorporeal: it
cannot be cut with a blade, and it will not entangle those who pass through it. You can both move about
freely while tethered, but if you move more than 25 feet apart, the Tube will break, and any Nests will
simply dissolve into the air. Higher level spells allow you to create longer Tubes.
So long as you are tethered, any damage you take will cause your life force to squirt down the Tube
toward the creature at the other end, and vice-versa. For instance, if you take 3d8+3 damage, you will
send 3d8 down the Tube. If you have several Tubes tethered to you, you can choose which one the life
force moves into. Life force flows through a Tube at 25 feet per round.
When life force reaches the end of a tube, it accumulates into a Nest. At first, it will be equal to the
damage that generated it (just the dice, that is, without any plusses or minuses). But once a Nest has
formed, it ebbs and flows randomly. The dice in each Nest get re-rolled at the start of every round.
Remember that a Nest left too long can go foul, and harm instead of heal. Whenever you roll a 1 on a
Nest die, the attached creature suffers 1 point of damage, and the die is removed from the board.
The usual strategy of a 1st level Apothecary is to tether themselves to the partys Blacksmith, and
charge into battle. Things get more intricate at higher levels.
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39
(The wounds of Feyborn and Wound Dwarves look a little different, but the effects are the same.)
Upgrades and Variations:
The duration is easily extended. For every gash of mana you spend, the spell lasts 10 rounds.
Dispellation:
Bind the Spirit cannot be dispelled.
Additional Notes:
Also known as Apothecarys Bucket List, Arsefirst into Light, Field Marshals Friend, Delay the
Inevitable, and Torturers Tincture. A controversial enchantment, but entirely legal.
40
Detatch
Level: 2
Base Cost: 1
Casting Time: Bonus Action
Duration: instantaneous
Range: 50 feet
This spell unhooks one end of a Tube from the creature or object attached to it. If there is a Nest at that
end, the Nest also drifts apart from the creature.
The detached creature can then move away without the Tube or Nest trailing after it. If the detatched
Nest is Burst, its life force simply spills out and evaporates, without healing anybody. Likewise if the
Nest springs a toxic leak, the relevant die is removed, but nobody takes any damage.
Dispellation:
Detatch cannot be dispelled or warded against. The loose end of the Tube can be reattached, however, by
means of a Leaping Mouth spell.
41
Leaping Mouth
Level: 2
Base Cost: 1
Casting Time: Bonus Action
Duration: instantaneous
Range: 50 feet (see below)
Cast this spell on one end of a Tube. That end of the Tube sucks onto a new target within 15 feet of it.
If a Nest has already gathered, it remains with the original creature.
However, there is one exception: if that end of the Tube has already been detached using a Detatch spell,
then any Nest leaps along with the mouth of the Tube, and sucks onto the new target.
Dispellation:
Leaping Mouth cannot be dispelled or warded against.
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43
Magic Hand
Level: 1
Base Cost: 0
Casting Time: Major Action
Duration: 10 rounds
Range: 25 feet
A hand appears. Perhaps it hangs pendant in the air, or perhaps it bursts from the soil like a star-nosed
mole. Each round you may move this hand up to 25 feet. By using a major action, you may also
puppeteer it as you desire: it will turn a key for you, clutch a wrist for you, pour a stream of powder from
a vial, or slither into a pouch of leprecoins.
The hand cannot move more than 25 feet from you. It can lift about 10 pounds of weight, though the
standard version of the spell is unable to wield weapons. Should you use your magic hand to harass an
enemy by slapping, choking and scratching, they must beat a Dexterity check versus 15 + your
Knowledge (or 17 + your Knowledge if you have the Sleight of Hand skill). If they fail, they suffer 1 HP
damage, and their AC is reduced by 1 until it is next your turn.
The hand looks like your hand. But not just your hand now: your hand as it was, and your hand as it will
be. Its age flickers and shifts: one moment it is your hand as a chubby child, the next it is your hand as a
wizened wizard. Sometimes it is the right hand, sometimes the left. Sometimes it is gloved. Some
scholars hold that the hands gestures are not exactly original, but rather borrowed from gestures you
have made or will make. As a child you clutched the handle of the milk pail, and now that same clutch
clutches the trapdoor to the trolls lair. As a young wizard you moved your fingers through your lovers
hair, and now those long-lost caresses ease the dagger from your rivals belt.
When you are not focused on puppeteering the hand, it may sometimes involuntarily mirror some of
your gestures anyway.
Upgrades and Variations:
At no cost, you may adjust the transparency of the hand, making it opaque or ghostly or invisible.
Witch Wield: Spend 2 more fingers of mana, and the hand may pick up and wield a small weapon
such as a knife, scalpel, sickle, or handaxe. It attacks using your Dexterity. The upgraded hand looks
less like a hand, and more like a dense, strobing cluster of fingers.
Dispellation:
You may cancel the mage hand with a thought. The 9th level spell Dispel Magic will cause it to vanish.
There is also salve, that asks no special talent for magic to cook up, which will protect an object or a
body from direct interference by a magic hand. The salve takes an hour to prepare, and lasts about a day.
The ingredients are not rare, but the recipe is not well-known in the Bladed Vale. If you can beat a
Knowledge / Arcana check vs. target number 21, then you do know it.
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45
A roll
B roll
A roll
B roll
A dart
of quicksilver
& ice
A homunculus
of squirming limbs
& eyes
A jellyfish
of chitin plates
A frisbee
of champing teeth
A star
of squirming limbs
& mouthparts
A plume
of sparks
& muscle
A jet
of bone-smashing
radishes
& bone
A swift newt
of lucent smoke
& flanges
A spinning top
of steaming
swamp muck
& frass
10
A writhing nest
10
of hooves
10
10
11
A tiny owl
11
of thick indigo
smoke
11
& sap
11
12
A grinning face
12
of scalding
ambergris
12
& mandibles
12
13
A winged crab
13
of runny sugar
13
& silverware
13
14
A small wobbly
chandler
14
of flowing lard
14
& tentacles
14
15
A turtle
15
of crystalline
shurikens
15
& lava
15
16
A curtain
16
of serpentine saws
16
16
17
A beetling wave
17
of yellow thorns
17
17
18
An expanding
sphere
18
of compressed cud
18
18
19
A roiling cloud
19
of molten lead
19
19
20
A bolus
20
of jumbled
chickenwire
20
20
46
Upcandle
Level: 1
Base Cost: 1
Casting Time: Major Action
Duration: Up to six hours of growth
Range: 25 feet
Place this spell upon a lit candle of wax or tallow. It no longer burns away. Now it burns taller.
If cast upon a guttering stump of candle, it will gradually grow to about its original height. If cast upon
a fresh-lit candle, the candle will grow to about twice the height it begins at. Then the spell ends and the
candle will burn down normally.
While the candle grows taller, its flame becomes curiously strong. The light it casts is no brighter, but
wind and rain and snow cannot put it out. Thrust the flame into water, or cover it up with a snuffer, and
it dwindles down to a smoulder. But as soon as it tastes the air again, the wick will re-ignite.
A taper candle grows about an inch an hour.
Upgrades and Variations:
By spending 1 extra lumen of mana, you may instruct the candle to snuff itself out when the candle
reachest its maximum height.
Dispellation:
Anyone with breath may cancel the spell simply by blowing out the candle-flame. The flame can also be
put out with red wine or blood, or the 9th level spell Dispel Magic. Or you may end the spell with a
thought.
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Change Text
Level: 2
Base Cost: 1
Casting Time: Major Action
Duration: Permanent
Range: Touch
By means of this enchantment, all the words of a book will change. The book will usually be in the same
language as before. It will seldom become a book anyone has ever read, though perhaps they have read
ones like it, or heard of it, although they may be mixing it up with another. As with any book, the
contents may be true and false, sensible or insensible, useful or futile, comforting or cruel, interesting or
boring, too soon or too late.
Upgrades and Variations:
By spending 1 extra drop of mana, you may try to influence the mode, form, spirit, and genre of the
new book. For instance, you might wish for poetry or for prose, or for a play or a prosimetrum; you
might wish for a religious work or a secular one; for a work whose main purpose is to entertain or
one whose main purpose is to instruct; for a work whose meaning is plain or a work that is veiled in
allegory; for a work that offers hope or a work that dashes false hopes; for a book collecting
emblems, or jests, or flowers of wit and style, or true tales of murderers and their downfalls; for a
work with a happy ending or one that tells a tragical tale; for a history, a romance, a hagiography, a
hymnal, a biography, a bestiary, a mirror for princes, an almanac, a commonplace, a conduct book,
a cookbook or some other book entirely. You may not get quite what you wish for, and you may not
know whether or not you have got what you wished for.
By spending 1 extra drop of mana, you may change the language of the book. You may only change
it to a language that you speak at least a little of, although it may contain words you dont know in
that language.
By spending 1 extra drop of mana, you may choose the title of the new book.
By spending 5 extra drops of mana, you may weave some paragraphs of your own design, more-orless, into the new text. This version of the spell takes much longer, about an hour in all. To
everybody else, you will seem to be merely sitting there, absorbed in your book. But from your
perspective you really will be absorbed into your book. You will enter a fairyland based on the stories
or information contained in the old book and the new. You will have your opportunity to write
some of the text through your speeches and deeds in this fairyland.
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50
Create Bell
Level: 2
Base Cost: 1
Casting Time: Major Action
Duration: Permanent
Range: 25 feet
A bell appears. It appears where you want it to. It does not peal of its own accord. You will have to swing
it, if you want it to peal. It is just a bell. It is usually of a high-copper bronze alloy. It stays forever, or at
least until one day it cracks, or is beaten down to make some other thing. It may be small, like a bell
around a lambs throat. This little ones may appear with a ribbon, already tied to something if you wish.
Or you could make the bell a little larger, like a handbell with a handle, weighing perhaps two pounds at
most. The bell does not look new. Sometimes it may bear inscriptions, but they are not in a language
that anyone knows.
Upgrades and Variations:
To create larger and heavier bells, you may spend more mana. The effect additional mana has, and the
maximum amount you may add, is determined by your own level. Whereas the lighter bells may be
conjured anywhere within range, these big bells must be conjured on the ground, or somewhere where
they are supported. In other words, you cant drop them on people.
Your level
10 pounds
25 pounds
50 pounds
11
100 pounds
13
500 pounds
15
10
tonne
17
20
1 tonne
19
20
2 tonnes
Dispellation:
As far as anybody knows, the bells cannot be got rid of. So do not cast this spell unless you want there to
be a bell.
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52
Descent of Alice
Level: 2
Base Cost: See description
Casting Time: Bonus Action
Duration: Up to 10 rounds
Range: 50 feet
To be cast on those toppling from mountain ledges, castle battlements, into oubliettes, wells, and so
forth. Those caught up by this enchantment will drift gently downward, at a speed of about 50 feet per
round, perhaps a little faster if they flap and kick just right. The spell ends when their feet touch down.
You should probably let them know, or they may just keep jumping off things.
You may create one Alice for every piece of mana you burn up, up to a maximum of your level.
Upgrades and Variations:
You may of course cast this on yourself. Hint: hours of fun.
The spell works on inanimate objects too, although it is optimized for living things. If you are
trying to do something fancy like slow the descent of a catapult boulder, you will have to succeed in
a Knowledge / Arcana check against difficulty 19.
Descent of Soyuz. By expending 4 points of mana per creature or object, you can extend the effect
for up to an hour, enough to drift downward for about seven miles.
Dispellation:
A Dispel Magic will set things plummeting at their usual rate. You may cancel this spell with a thought.
The spell requires a modicum of concentration nothing serious, about the equivalent of remembering
in the back of your head to pick something up from the apothecary on the way home so if you are
knocked unconscious or experience some terrible, consciousness-altering enchantment, you must make
a Personality / Will check against target number 18, or the spell will come to a premature end. If you
succeed in the check, you can sustain the enchantment even in your dreams or your bewilderments. If
you fail, they and/or you fall.
Additional Notes:
Without the benefit of the spell, most creatures take 1d4 damage for every 10 feet they fall, modified at
GMs discretion according to what they land on, in, or all over.
53
King Cutie
Level: 2
Base Cost: 0
Casting Time: Bonus Action
Duration: Unpredictable
Range: 50 feet
Cast this spell on someone whom you want to name King Cutie. Now they are called that. The name
King Cutie does not displace any of their existing names. It joins the other names like a new leaf on a
stem, or perhaps, like a single flower on a stem of leaves. The other names make room for it. The person
may not even know that they are called King Cutie. You will know though, because you cast this spell.
They are usually King Cutie for about a day, then it fades. A few of them are called King Cutie forever.
Anyone observing the spell who succeeds in a Knowledge / Arcana check against difficulty 18 knows
whos just been named King Cutie. If an Identifiend is summoned, they will recognize who is King
Cutie and who isnt. Various oracles and deep-seeing beings such as sylphs will also be able to confirm
the truth of it. And of course people may say, You look like a King Cutie to me, but then again, people
always say things like that.
Upgrades and Variations:
Spellcasters have struggled for centuries, in vain, to make this magic work with any other name
than King Cutie.
Dispellation:
A Dispel Magic spell will unname King Cutie, unless King Cutie is their only name, in which case the
spell will have no effect. You may cancel the spell with a thought. There is also a simple unnaming
ritual, requiring comfrey and mandrake root, and the enthusiastic consent of King Cutie. It takes about
ten rounds. If you succeed in a Knowledge / Arcana check against difficulty 17 you know of this ritual.
Additional Notes:
In some worlds, a belief is true or false because it coheres well or badly with other beliefs. In some
worlds, a belief is true or false because it is suitable or unsuitable for particular uses or processes. In some
worlds, all beliefs are a little true and a little false. In some worlds, no belief is true or false. Not so in the
Bladed Vale. In the Bladed Vale, beliefs are true or false because something makes them true or false.
This something might be called a fact or a state of affairs. This spell adjusts one of those.
A prominent scholar of magic and theology, Wormgrass Travelcheer, has recently argued that this spell
proves that the Absent Goddess has not entirely abandoned the Bladed Vale. For what may make any
mortal thought true or false, but some corresponding thought in the mind of the Goddess? In certain
circles, hullabaloo and hubbub.
54
Small Deer
Level: 2
Base Cost: 1
Casting Time: Major Action
Duration: 5 rounds
Range: 50 feet
There appears a vast running herd of tiny deer, each animal no bigger than the letters on this page.
When closely packed, the herd takes up a space of about 5 by 5 feet.
You may direct the gist of their gallop with a bonus action, but if you wish to micro-manage the
majestic animicules sending some hither and others thither, for instance it will cost you a major
action. You can conjure the herd anywhere within 50 feet of yourself. They can run about 25 feet per
round, but they wont stray farther than 50 feet from their conjurer.
The deer know how to insinuate themselves beneath things. The velvety shadow is capable of carrying
off a full-grown person. Each round the deer are are under them they must beat a Dexterity / Acrobatics
check vs. target 15 or tumble over. If they can keep to their feet, they may glide away, or else use their
movement to run counter to the tinny thunder of the hooves, as though on a treadmill.
Alternatively, you may direct your small deer to carry you. But even you will have to beat a Dexterity /
Acrobatics check vs. target 10 to stay upright. (Athletics, Riding, and Seafaring are somewhat
appropriate skills here, so if you have one or more of them you may take +1 to your roll).
Upgrades and Variations:
Usually they are of a species of deer called libralces, crowned with long-beamed, small-palmed
antlers, good for wedging under the shoes of your foes. But you may summon up almost any kind of
deer you wish. Antifer, fallow, broad-fronted moose, muntjac, net-fronted elk, red brocket, roe,
sambar, you name it.
Trifling Antelopes. For one extra tine of mana, you may summon small antelopes instead: dik-dik,
gazelles, springbok, wildebeest, or what-have-you.
Dispellation:
Cast Dispel Magic on the small deer and they will disappear. Or you may send them away with a
thought. If you are struck, or distracted, or must cast another spell, the deer may scatter and wander a
little. If you are knocked unconscious, the deer will look after themselves until their 5 rounds are up.
Additional Notes:
Wherever they come from and wherever they go, these deer are accustomed to being small. They are at
home in forests of blades of grass. They know the spider and the wasp for their natural predators.
55
Tatter
Level: 2
Base Cost: 1
Casting Time: Bonus Action
Duration: Permanent
Range: 25 feet
Hems and cuffs darken and fray, seams weaken, thread spurts from buttons like blossoms from sepals,
some buttons fall off altogether, and little holes and rips appear.
Upgrades and Variations:
Shred into Rags. This variation does far greater damage to a suit of clothes, but it cannot be used so
long as someone stands in them. They must have been worn at least once, however, even if it was
only by a statue or a doll. The spell knows the difference between true clothing and other uses of
cloth, such as curtains or sails.
Dispellation:
The Chandler spell Dispel Magic or the Frior spell Mending will return the clothes to their former
state. Or skill and patience with a thread and needle will do the trick, more-or-less.
56
Uncandle
Level: 2
Base Cost: 1
Casting Time: Bonus Action
Duration: 25 rounds
Range: 25 feet
To be cast upon a lit candle. For the duration of
the spell, the candle sheds not light but
darkness. The thickest darkness fills a space of
about 5 feet by 5 feet and a soft gloom extends
perhaps another 5 feet. No ordinary light sun,
moon, star, lantern flame can dissipate this
darkness. Those with the Darkvision special
ability, however, may still look into it.
Upgrades and Variations:
None are known. Some like to enchant one
candle with both Uncandle and Upcandle, to
make its darkness all the more durable.
Dispellation:
If the candle is put out, the dark goes out. The
flame can be found quite easily by its heat. Or
you may cancel this spell with a thought.
57
58
Mending
Level: 1
Base Cost: 0
Casting Time: Major Action
Duration: Permanent
Range: Touch
Cast this upon an object to fix its many minor breaks, tiny tears, frayings, crookednesses, wobbles and
loosenesses, and patches of rust. A badly broken thing may require many castings before it becomes
whole.
Upgrades and Variations:
Join. A sword, chain, or key that has been broken may be welded fast again.
Fill. If the spell is concentrated on one break, tear, or gap, it can fix a space of up to 1 foot by 1 foot,
even if most of the original material is not present.
Exaptation & Upcycling. See Additional Notes.
Dispellation:
The spell itself cannot be undone. But nothing made of matter is mended forever.
Additional Notes:
Some Tailors take this spell as their Childhood Charm (see Players Handbook under Choose Two
Special Abilities).
Exaptation & Upcycling. How does the spell know a broken thing from a mended one? Swords are
beaten into plowshares, pruninghooks beaten into spears. A new shoe cuts your ankle, and must be
broken and worn before it can be worn. In your carrel, your grimoire may not lie flat unless the spine is a
little broken. In your vegetable patch, you mix broken ceramics with clods and pebbles to regulate
drainage. In your tavern, when you smash your wine bottle into a jagged shank, you are crafting a
necessary tool of the drunken brawling trade. When you tell your ragged broom-head to fix itself to its
true function, why should it prefer its time sweeping dust to its time flowering the sorghum in the field?
Then there are eggs, which usually taste better broken.
A spell of Mending draws upon both the casters desires and the objects memory of itself. But because a
Friars desire is ever cunning, and because the Bladed Vale is very old, so that most things have been
many other things at one time or another, the spell may sometimes be bent and shaped a little. An object
may perhaps be mended into a shape that it never quite bore before. Explain to your GM what your
scheme is, and they will tell you if it is possible, and the extra mana it will cost.
59
Paladins Nostril
Level: 1
Base Cost: 0
Casting Time: Major Action
Duration: Up to 100 rounds (see Dispellation)
Range: 25 feet (5 feet to sense Bless or Bane)
For the duration of the sorcery, you will be able to sense the presence and location of any undead,
demonic, fairy, or elemental creature within 25 feet of you. You will be able to discern if someone is not
in the shape that they normally take, although you wont know what their true shape is. You will also
be able to sense if some thing has been magically consecrated or cursed. If you are right next to someone
(within 5 feet), you will also be able to sniff if they have a Bless or Bane on them.
Upgrades and Variations:
Angel Snout: Flare 2 points of mana. This variation is just the same, except that its range is
extended to 75 feet (25 feet to sense Bless or Bane), and the nostrum described below cannot conceal
a creature from it.
Dispellation:
To sustain this spell, you must keep concentrating on a particular point near the tip of your nose. This
point is sometimes called the Third Nostril, and exists partly in the normal four dimensions, and
partly in higher dimensions. If you cast any spell that requires more than 1 point of mana, or you are
knocked unconscious, your focus is lost, and the enchantment vanishes. If you take damage, make a
Constitution / Will check against target number 12, or your focus is lost, and the enchantment vanishes.
The spell Dispel Magic will also bung your nostril.
There is also a well-known nostrum that will usually defeat your nostril. Take barley-water, strained
through a piece of fine linen, and drop into it a mixture, beaten thoroughly in a mortar, of cinnamon,
nutmegs, ginger, zedoary, galangals, and white pepper, of each an ounce, as well as three lemon-peels,
pared thin, a pinch of pith of dwarf-elder, a handful of juniper-berries perfectly ripe, and pinches of
fennel-seeds, flowers of sweet basil, St. John's wort, and rosemary. Whoever has drunk this within a day
masks their scent from your Paladins Nostril, unless you have at least three of these four skills:
Chandlery, Discernment, Medicine, Religion. The nostrum offers no concealment to objects, however.
Additional Notes:
If someone has recently committed acts of unspeakable evil, you may occasionally be able to sense a
certain something coming off them. But this aspect is unreliable and not well-understood. Perhaps evil
is all relative, at least within the dominion of this spell. Even when it comes to raising an army of
skeletons to sweep the land, there are usually two sides to the story.
60
Snuff
Level: 2
Base Cost: 0
Casting Time: Major Action
Duration: Permanent
Range: 50 feet
This spell will put out any little flame, such as a candle-flame, or even perhaps a small camp-fire.
Upgrades and Variations:
Dry Dampen. Costs at least 1 mana. Placed upon tinder or kindling, this will prevent it from
catching. The spell affects about as much material as you can hold in the palm of one hand. It lasts
for a number of rounds equal to the mana you choose to expend.
Darken & Dim. Costs 1 mana. This will extinguish an instance of the 1st level Chandler spell
Light.
Dispellation:
It is rumoured that there are certain types of candles and tinder and kindling that burn even against the
command of this spell. If you beat a Knowledge / Arcana check vs. 20, then you know the names of some
of the materials. But knowing their names does little good, since they are very rare in the Bladed Vale.
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62
Beast Shape
Level: 2
Base Cost: at least 2
Casting Time: Major Action
Duration: 1 hour
Range: Self
You may take the form some natural creature for up to an hour. It must be a beast you have
encountered at some time in your life. The mana cost depends on the form that you assume:
Cost:
Aye-aye, chicken, ferret, fossa, fox, ghost crab, goat, gray wolf, hedgehog, jerboa, lar gibbon,
lizard, okapi, okapig, oligokyphus, pink fairy armadillo, pony, pygmy hippo, raccoon dog, rabbit,
rat, sheep, sloth, softshelled turtle, squirrelk, slow loris, tapir, tufted deer, vintana, yeti crab
4 Axolotl, beaver, boar, bull, cronopio, elk, fruitafossor, giant wolf, giraffe, glass frog, horse, hyena,
maned wolf, naked mole rat, oligokyphus, otter, pipa, proboscis monkey, repenomamus, saiga
antelope, star-nosed mole, steropodon, tomato frog, tree frog, tree shrew, zebra
8 Anchiornis, aquilops, babirusa, bald urakari, black bear, camel, crocodile, dugong, duckbilled
platypussycat, gerenuk, goblin shark, gorilla, grasshoppeacock, keukegen, lamprey eel, muscaliet,
redlipped batfish, othnelia, polar bear, spider crab, streaked tenrec, sunda colugo, tritylodon
10 Asp, barnacle goose, barrakudu, bat, condormouse, coot, crabbit, crane, crow, crowl, cruziohyla
calcarifer, diademodon, dimetrodon, eagle, elefinch, falconey, glaucus atlanticus, honey badger,
llamallard, lyrebird, nightingale, parrot, peacocktopus, shoebill, swan, swift, tarsier, vulture
12 Albatross, archaeopteryx, askeptosaurus, barracurlew, bittern, blackbird, blink hog, condor,
dolphin, enteledon, kangaroo, hippo, hooded seal, horned lizard, leopard, lion, lynx, liopleurodon,
narwhal, okapigeon, pistol shrimp, phorusrhacid, pulmonoscorpius, saber-toothed tiger
14 Ant-eater, caribouboon, cheetah, cone snail, estemmenosuchus, elephant, hummingbird
hawkmoth, ibex, gigantopithecus, gryphon, manta ray, manticormorant, ninja slug, owlbear,
panther, peliclam, rhino, siphonophore, stonefish, tanystropheus, trilobite, sea pig, wookie, yale
16 Basket star, bee, christmastree worm, cuttlefish, dragon millipede, dwarf gryphon, flea, hornet,
ladybird, mantis shrimp, microw, mudskipper, myrmarachne plataleoides, netcasting spider,
pelican eel, promachoteuthis sulcus, saddleback caterpillar, whip spider, wyvern, titanoboa
18 Bullet ant, centaur, pegasus, velociraptor
20 Archelon, azhdarchid, black swallower, bombadier beetle, darkmantle, displacer beast, fangtooth
fish, flabby whalefish, gelatinous cube, giant bee, humpback angelfish, kosmoceratops,
lanternfish, olm, phoneutria fera, spark angelmouth, stegosaurus, therizinosaurus, triceratops
22 Acidophile, beholder, coral, duckbilled platypus, enenra, flumph, frog-in-two-bodies, giant racing
snail, gryphoenix, hairy frog, manticore, mermaid, octopussycat, phoenix, rust monster, rotifer,
sea cucumber, sea sponge, slime bacteria, thermophile, uma-no-ashi, unicorn, waterbear
63
64
65
Strength: +2
Dexterity: -2
Constitution: +2
Awareness: +1 *
You gain the Stealth skill if you dont already have it.
You can hold your breath underwater for up to 100 rounds.
Gator Grip: Whenever you make a successful biting attack, you can choose to grip your foe. They
must beat a Strength check vs. 12 to escape, and can attempt to escape once per round. While you
are gripping your foe in your jaws, you cannot attack, but you can do an automatic 1d4 damage per
round. Your foes speed is zero until they escape, but if theyre smaller than you, you can drag them
around, although your speed is reduced by 5 feet per turn (running or swimming).
Barding: For 4 extra mana, you may transform your leather, padded, or light chainmail armor into
barding (+2 AC). Your swimming speed is reduced to 15. The armor is merged with you & cannot
be removed.
Accelerated Growth: For 4 extra mana, you can begin to gradually grow. Every ten minutes (100
rounds) your current and max HP increase by 5. Every twenty minutes, your Strength and
Constitution increase by 2, and your speed increases by 5.
Crowl (10 mana)
(also called black owl, cowl, crow-owl, culula, &c.)
Hit Points: 6
Armor Class: 15
Speed: 45 (flying)
Damage: 1d4 (-1) (clawing & pecking)
Strength: -1
Dexterity: +2
Constitution: +0
Awareness: +5 *
You gain the Stealth skill if you dont already have it.
You gain advantage on Awareness / Investigation checks when scouting from the air.
You gain advantage on Personality / Will checks against intimidation, mind control, or any magic
that would put you to sleep.
You have Darkvision to 60 feet.
Beakcraft: If you carry a small twig with a leaf on it or a piece of jewellry in your beak, you may cast
Friar spells as normal, even if you dont have the power of speech.
Gift of the Caw: If you cast the normal version of Beast Shape, but later decide you have something
to say, you may spend 1 point of mana to switch to the Beast of the Boardroom version, and regain
your powers of speech and spellcasting. (Normally you would have to spend the extra point when
you first cast Beast Shape).
Astral Peck. If you are right next to a Nest of life force created by an Apothecary (see Apothecary
Magic), and you can beat a Dexterity check vs. 10, you can peck it open, so that the life force inside
it dissipates without healing anybody.
66
Strength: +6
Dexterity: +0
Constitution: +2
Awareness: +0 *
Charge (Major Action): if you get a run up of at least 15 feet and then make a successful attack roll,
you do 3d10 damage. If your enemy is smaller than you, they must beat a Dexterity check vs. 10 or
get knocked over, requiring a major action to get up.
Trample (Bonus Action): whenever you are near a creature who is lying prone, you may attempt an
additional attack to trample them for 2d8 (+6) damage.
Trunkcraft: if you carry a simple wand of ash, black walnut, cherry, cypress, rowan, or yew wood,
you may cast Friar spells as normal, even if you dont have the power of speech.
Barding: You may transform any human armor into barding at a cost of 2 mana per point of AC
(see Upgrades & Variations).
Giant Wolf (4 mana)
(also called great wolf, dire wolf, riding wolf, &c.)
Hit Points: 14
Armor Class: 14
Speed: 55 feet
Damage: 1d10 (+3) biting
Strength: +3
Dexterity: +3
Constitution: +3
Awareness: +3 *
Strength: +2
Dexterity: +4
Constitution: +2
Awareness: +3 *
67
Strength: +2
Dexterity: +2
Constitution: +5
Awareness: +3 *
You gain the Intimidation skill if you dont already have it.
Advantage on Awareness / Investigation tasks when scouting from the air.
Advantage on Awareness / Alertness tasks whenever you are explicitly keeping watch, standing
guard, etc.
You may carry a human rider, or two at a stretch.
You can screech short, basic words, even without the Beast of the Boardroom upgrade. (With the
upgrade, you can speak fluently and cast spells as normal).
If you swoop down on a target, make a successful claws attack and beat a Strength check (target
number 10 + enemys Dexterity + their armor bonus), then you can seize them in your claws and fly
off with them. You can rise about 30 feet per round (a bit slower if theyre really heavy, or youre
already carrying someone on your back). Every round, if you want to hold onto your prey but they
spend a major action struggling to escape your clutches, then you need to make a Dexterity check
(target number 10 + enemys Strength).
Barding: For 4 extra mana, you may transform your leather, padded, or light chainmail armor into
barding (+2 AC). Your speed is reduced to 20 feet (55 feet flying). You cant take it off without help.
Thundercaw: Spend 3 umlauts of mana to breathe thunder. The bolt has a range of 100 feet. If you
make a successful attack, do 4d8 damage to the target and 1d8 damage to anyone adjacent. If you
miss, still do 1d8 damage to your target and 1d8 damage to anyone adjacent.
Split Soul: A dazzling light, and an abominable noise that gradually disentangles into a screech and
a roar. Spend 4 mana, and you may become two beasts: a lion and a dire eagle. Your soul is divided
in two. If one of your bodies is slain, it immediately returns to human form, but with only half a
soul. The other half of your soul is trapped inside the beast. You become each others familiars.
68
Horse (4 mana)
(Also called eoh, equus, brumby, courser, cob, jenny, pack-horse, paard, cheval, ihhashi, m, &c.)
Hit Points: 16
Armor Class: 10
Speed: 40 feet
Damage: 1d10 kicking & trampling
Strength: +4
Dexterity: +0
Constitution: +2
Awareness: +0 *
Strength: +3
Dexterity: +1
Constitution: +1
Awareness: +0 *
Whenever your friends are in any danger, you have advantage on all Personality / Will checks.
You may carry one human rider, or two at a stretch.
You may transform any human armor into barding (see Upgrades & Variations), at a cost of 1
mana per point of AC.
Rainbow Helper: Whenever you are giving a ride to a Chandler, you may use a bonus action to
assist them if they cast Battle Rainbow. They receive a +2 bonus on their Knowledge / Arcana check
against their targets AC.
Metamorphosis: After youve turned into a pony, you may spend 9 mana to turn into a dire pony, 13
mana to turn into a pony pegasus, or 17 points to turn into a pony unicorn. But these
transformations are very temporary: after a number of rounds equal to 15 + your Personality, you
revert to normal pony form. Please make sure youre not flying around when you turn back.
Tufted Deer (2 mana)
(also called jin y l, ahoo-bareh, longtoothed deer, bloud dychati, dheusom, fawnwolf)
Hit Points: 6
Armor Class: 15
Speed: 50 feet
Damage: 1d8 kicking, trampling, biting & goring
Strength: -1
Dexterity: +2
Constitution: -1
Awareness: +4 *
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70
Buff
Level: 2
Base Cost: 2
Casting Time: Major Action
Duration: Up to 1 hour
Range: Touch
Choose one ability score. The creature you touch gains advantage when making checks on that ability
score.
Upgrades and Variations:
Speed of the Puma. Spend 3 points of mana instead of 2. The creature you touch gains advantage on
Dexterity checks and +5 speed. They can also fall up to 20 feet without taking any damage.
Brave Star Bundle. Spend 10 points of mana. The creature you touch gains advantage on all ability
score checks, +5 speed, and can fall up to 20 feet without taking any damage. You must use two
major actions in a row to cast this variation. Legally, only accredited rangers and druids of Her
Majestys Agency of Parks & Conjuration may attempt this variation.
Dispellation:
Dispel Magic will remove the enchantment. If you are knocked unconscious, or cast any spell requiring
more than 1 point of mana, the effect vanishes.
The enchantment can also be let out, if the beneficiary is cut by any blade over which certain rhymes
have been chanted. These rhymes ask no magical art, but they take about a minute to chant (10 rounds),
and must be chanted after the Buff has been cast. They are somewhat known in the Bladed Vale. If you
can beat a Knowledge / Arcana check vs. 17, then you can remember them well enough.
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72
Boss (continued)
Dispellation:
It is possible to construct a sort of little poppet or fetish doll which, worn about the neck, offers some
protection against this enchantment. If you beat a Knowledge / Arcana check vs. 20, then you know how
to make one. The doll must be made in the likeness of the person to be protected, and must either be put
on a loop made of their hair, or be dressed in an item of clothing dyed with their blood.
If the person who wears the doll does not have the Will skill, they get a +2 bonus on their
Personality check.
If they do have the Will skill, they get a +1 bonus (in addition to their normal +2).
Each doll only works once. As soon as the protected person succeeds in resisting the spell, the doll will
jerk on its string and perform the action instead of the person. It will obey so frenetically that it will tear
itself to shreds.
Additional Notes:
Boss is strictly forbidden to non-Agency spellcasters.
What counts as one word varies from language to language. Curtainlander, Draconic, Heesaha
Shimbiraha, and Mermer are all especially suitable for complex one-word commands.
The targets habits, equipment, inclinations, and overall context, will influence how they interpret the
command. Most targets interpret commands in a way that protects themselves from direct harm. If you
command somebody on the edge of a precipe, Jump! they will usually hop backward to safety.
Some instructions are more ambiguous than others. Relax, toad! Relocate, rogue! Guess, jolt-head!
Dare, wretch! Disapprove, sootiken! Trace, villain! Unpack, louse! Follow, pissant! Play, pigeon-egg!
March, boar-pig! Lie, you bleeding baby! Separate, you sponge! Tempt, you impurity! Pour, drudge!
Snore, blot! Laugh, you necrosis! Burn, you deformity! Shave, fart! Tumble, vermin! Swivel, dog!
Afford, scut! Dance, tangle-arse! Stitch, you scullion! Confess, you taint! Rub, moldwarp! Work, nob!
Hop, clown! Surprise, sick-stain! Kneel, malkin! Smoke, poshface! Peel, ratsbane! Bow, nobhead! Cheer,
footlicker! Earn, hedge-pig! Witness, spermatazoan! Memorize, you mumble-news! Shrug, varlet!
Push, you vomit! Encourage, bladder! Hanker, pignut! Dally, shit-cheek! Reinterpret, you flounce!
Quake, you sputum! Emancipate, eggshell! Invite, abomination! Mimic, ninny! Listen, lout! Gather,
puttock! Drag, sick-pool! Join, snipe! Reveal, wanker! Impress, rabbit-sucker! Mix, slop-bucket! Woo,
varlet! Connect, remnant! Cough, clotpole! Forgo, animalicule! Focus, apple-john! Analyze, coxcomb!
Untie, flirt-gill! Start, strumpet! Complain, shit-stain! Throw, whipster! Shrivel, miscreant! Flee,
slime! Boast, oaf! Drop, you flap-dragon! Help, pignut! Cavort, innocent! Deserve, horn-beast! Pack,
barnacle! Accumulate, baggage! Burrow, numskull! Hide, burp! Drink, bowel! Cease, maggot! Regret,
you prolapse! Carve, clack-dish! Jump, piss-prophet! Wander, dung! Twist, puritan! Sniff, maniken!
Exercise, sack of balls! Bathe, dullard! Disagree, clod! Calculate, goose! Climb, sootiken! Point, arse!
Scratch, douche! Measure, buffoon! Suspect, dirtbag! Pedal, worm!
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Turn Undead
Level: 4
Base Cost: 2
Casting Time: Major Action
Duration: Up to 10 rounds
Range: 30 feet
By means of this spell, you may compel animate entities that once were living and now are not entities
such as skeletons, ghosts, ghouls and vampires to flee before you.
Every such creature must make a Personality / Will check vs. 14 or become turned. While they are
turned, they must spend all their movement trying to get away from you. They will only attack those
who bar their way.
If they take damage while they are turned, they may make another Personality Will check vs. 14 to shake
off the effect.
Upgrades and Variations:
Danse Macabre: The Friar must expend one extra brewskie of mana. Every creature must make a
Personality / Will check vs. 14 or become turnt. While they are turnt, they must spend all their
movement dancing around. At the DMs discretion, they may simply enjoy themselves; or the
party may turn ugly and fights may break out.
Dead Inside: Who are the true zombies? For a heavy price, this spell may be made to affect all
creatures, whether or not they are traditionally thought of as undead. The Friar must expend two
extra wafers of mana, and permanently lose one point of Personality.
Dispellation:
You may cancel this spell with a thought.
The spell wears off after 10 rounds. If a turned or turnt creature takes damage, they may make another
Personality Will check vs. 14 to shake off the effect.
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Sneezecat
Level: 4
Base Cost: 1
Casting Time: Major Action
Duration: Up to 25 rounds
Range: About 2-3 feet
With a violent achoo you exude a cat.
The cat will float serenely in the air, tethered to the tip of your nose by its tail.
The cat keeps its own counsel. You cannot control nor command it. It is well-disposed to you, however.
You may moving it left or right, up or down, by the normal noddings and swayings of your neck, and it
will tolerate these manipulations with good humor.
You may be able to coax it to do things for you, especially if they are ordinary, cat-type things: swatting
at something bright or fast, lapping at milk, torturing a mouse or a pixie betwixt its paws.
The cat is most certainly really there, a living, warm, miaowing, purring, sniffing, curling, prowling
creature. But it does sometimes act a little as if it were somewhere else. If you were to pick up a cat and
glue it to your nose, the beast might become nonplussed. But these magic moggies are very relaxed
about the whole thing.
Upgrades and Variations:
Old Friend: For 1 extra point of mana, the cat will not just be some random cat, but a cat of your
choosing. For instance, the same cat as last time. By using this variation many times, you may build
up something of a rapport with your sneezecat.
Big Sneeze: For 10 extra points of mana, you may sneeze a tiger.
Dispellation:
You may cancel this spell with a thought. The spell wears off after 25 rounds. The cat tenses, leaps, and
is gone. Dispel Magic will cause you to hurriedly snort up your cat.
76
Name
Class
Race
Level
Gender
Age
Mana
strength
dexterity
constitution
awareness
knowledge
Max
Max
personality
Special Abilities
Weapons
Name
Class
Race
Snailborn
Gender
Age
Level
F
17
strength
+2
0
awareness
knowledge
+1
personality
Abilities
0
-1
+1
1d6
Mana
11
10
dexterity
constitution
Special Abilities
Martial Arts (+2 for unarmed / sai
/ nun / staff, +2 AC unarmored)
Max
Max
10
Weapons
Staff (1d6) (Two-handed)
Strength (+0)
Martial Arts: +2 to attack & damage
Sling (1d4)
-4 to attack if over 40 feet range
Dex (-1 to attack and damage)
Sling ammo: 25 (cost: 0)
Notes
Speed: 25
Dex+Awa (for combat order): 1
Can fall 20 feet without taking damage
Last survivor from temple wiped out
by mindflayers. Dislikes mindflaying
Leprecoins: 5
Languages
Common (well)
Canzona Lumaca (a little)
Name
Class
Tailor
Race
Feyborn
Gender
Age
18
Level
strength
+2
dexterity
+0
constitution
+1
+0
awareness
knowledge
+1
personality
Special Abilities
Bard (gives Perf & Rhe & 2 bonus
languages)
Abilities
+0
1d8
Mana
11
Max
1
Assist Attack
(Give adv to one nearby ally.
Costs 1 mana, counts as bonus
action).
Max
11
Weapons
Knife (1d4 damage)
Close range or thrown
(-4 attack if over 20 feet)
Shortbow (1d6 damage)
-4 attack if over 60 feet
Skills
13
5 arrows
Speed
30 feet per round (i.e. 6 squares)
Languages & Notes
Elfjayzk (mother tongue)
Common (spoken quite well)
Fauntaal (spoken quite well)
Draconic (a bit)
EXPERT dulcimer player & plays
several other instruments like lute OK
0 leprecoins
2-3
Friendly. Deep down, they feel closer to unlicensed adventurers than they
do to the adventurers of their own Agency. They will gladly turn a blind
eye, and may be persuaded to team up.
4-5
6-10
11-13
Jobsworth. The law is the law, and if they catch the PCs in breach of it,
they will have to answer to the letter of the law. Except of course in
exceptional circumstances
14-15
16-18
Sadistic. They dont really care about gaining treasure or renown for
themselves. They just have it in for unlicensed adventurers, and love to see
them die horribly.
19
Zealous Sadist. As Sadist, except this person has a really long memory. If
they suspect someone is an unlicensed adventurer, theyre going to come
for them some day.
20
Zealous Jobsworth. Inspector Javert. They love the law and know how to
hold a grudge. If they suspect the PCs of unlicensed adventuring, theyll
chase them to the edge of the Bladed Vale.
On the next page are the stats for some moderately senior adventurers in Her Majestys Agency of Wizardry.
They are very keen to hear you explain just exactly what it is you think youre doing.
Attitude: Neutral.
Attitude: Neutral.
Str +1, Con +0, Dex +1, Kno +3, Awa +0, Per +0
Mana: 13
Spells Prepared: Magic Hand (0), Battle Rainbow (1),
Fireball (3), Animate Architecture (1), Razor Face (3),
Wings (3), Eye (1), Find Features (2), Major War
Wonder (4), Bug Truck (2), Heart Bow (3), Travel
Tentacle (3), Dispel Magic (5)
Mana: 16
Spells Prepared: Light (0), Magic Hand (0), Minor
War Wonder (2), Create Bell (1), Descent of Alice (1),
Small Deer (1), Tatter (1), Big Beard (1), Widen
Window (1), Call Identifiend (1), Eye (1), Invisibility
(3), Locker (3), Major War Wonder (4), Travel
Tentacle (3), Dispel Magic (5)
Chidimma the Disenchanter (level 10)
Attitude: Opportunistic.
Str +0, Con. 0, Dex +1, Kno +3, Awa +1, Per 0.
Penalties
Here we have some official sentencing guidelines.
Class A: Contraband confiscated, treasure forfeited, imprisoned for at least six months. Sometimes also: 50010,000 leprecoins, mutilation, slavery, 5-500 lashes, and/or other torture. The accused must appear in the
Court of Assize to be tried. Repeat offenders may face exile to the High Waste or execution, usually by
beheading, crucifixion or immolation. Occasionally penalties are also inflicted on the criminals family.
Class B: Contraband confiscated, treasure forfeited, imprisoned for at least two weeks. High-born subjects may
be sentenced to house arrest instead. Sometimes also: fines of 50-1,000 leprecoins, 5-100 lashes, and/or other
torture. The accused must appear in the Court of Assize to be tried.
Class C: Contraband confiscated, treasure forfeited. Sometimes also: fines of 10-500 leprecoins, 5-50 lashes,
and/or handcuffing for up to a month. Any licensed Agent may try, convict and pass sentence on the spot.
Class D: Confiscation of contraband, forfeiture of treasure. Sometimes also: fines of 5-100 leprecoins, and/or 510 lashes. Any licensed Agent may try, convict and pass sentence on the spot.
Bribes & Favors
Let me let you in on a little secret. It is usually possible to come to some kind of arrangement. The law is not
very well written and not very widely understood. It leaves plenty of room for confusion, interpretation,
negotiation, and corruption. E.g. some heroes may be happy to confiscate contraband, with the understanding
that they wont turn it in at the Agency, but rather keep it for themselves. For more serious offenses, heroes
may accept a bribe in leprecoins, or the equivalent value in loot. Some rough bribery guidelines:
Class A offenses:
Class B offenses:
Class C offenses:
Class D offenses:
Opportunistic
500-5,000 coins
25-500 coins
5-250 coins
5-50 coins
Jobsworth
5,000-15,000 coins
500-5,000 coins
100-750 coins
50-500 coins
Predatory
750-5,000 at first, & back for more
50-500 at first, & back for more
0-250 at first, & back for more
0-50 at first, & back for more
Or the hero may have a job for the PCs to do, or be willing to let them off with a warning for now.
Exemptions
Self-defense exemptions. Adventurous acts are permitted for the purpose of self-defense.
Clarificatory Amendment. Subjects must not push their luck. Subjects who have not taken reasonable precautions to avoid perilous
and heroic situations are unlikely to benefit from this exemption. No mercy for all you but it started it! murderhoboes either.
Professional exemptions. In rare cases, officers of the court may grant exemptions where the
adventurous activity contributes to the security and prosperity of Her Most Serene Majestys realm,
and in no way interferes with or trespasses upon the rightful work of Her Five Agencies.
Clarificatory Amendment I. No Agency license is required to work as a mercenary so long as the pay is 2 leprecoins per day or less.
Clarificatory Amendment II. Including any pay in kind, other than use of weapons and armor, and daily rations. Clarificatory
Amendment III. Normal basic barely edible rations like soup and bread. Not phoenix steak and white truffles with a black pearls
garnish or any rubbish like that.
Giantslaying. While within the icy mountainous realm of the giants, no subject shall assault a giant.
Clarificatory Amendment I. Inclusive of ogres, titans, and the like. Clarificatory Amendment II. Anyone over 10 foot tall, unless
there is a good excuse. Clarificatory Amendment III. 10 foot means 10 foot tall barefoot. Murder of jugglers-on-stilts &c. is not
covered by this law, despite what some people think. Clarificatory Amendment IV. Melting of ice does not prejudice application of
this law. Nor does smallness of mountains. Mountains are relative and a hilly area may still be an icy mountainous realm in the eyes
of the law. Amendment V. When considering slaying anyone tall on any uneven surface, probably best to seek official Agency advice,
or you may fetch up in a pickle.
Vampire Hunting. No subject shall intrude upon a vampires crypt with the intent of staking.
Clarificatory Amendment I. Crypt, or cave, vault, belfry, &c.: whatsoever den wherein the cunning vampire, who shuns the daylight,
chooses to slumber in secret till nightfall, whereupon it may slake its thirst with mortal blood. Clarificatory Amendment II: If you
stake a vampire, unless the vampire definitely did start it, and no mucking about, then the area in which said staking occurs will be
deemed temporarily to be the vampires crypt. Clarificatory Amendment III: Just because your cheese shop has been temporarily
deemed vampires crypt doesnt mean you dont have to pay your taxes that month on account of being a vampires crypt rather than
a cheese shop. Clarificatory Amendment IV: It is obviously not just cheese shops that must please use a bit of common sense when it
comes to this law.
Clarificatory Amendment I. Any structure of more than three storeys whose current proprietor or current tenant is a member of Her
Majestys Agency of Wizardry; or is an individual known to be a wizard, witch, warlock, &c. Clarificatory Amendment II. That is, to
practise dark arts. Clarificatory Amendment III. Things such as summoning and/or speaking with devils and/or the dead; entrapping
souls, scrying faraway lands by use of crystals, orbs, or mirrors; inventing animals; and/or conjuring magical flame. Clarificatory
Amendment IV. For the purpose of the law, faraway lands means anywhere outside the tower.
Clarificatory Amendment I. Its still a dungeon even if there are no prisoners. No subject shall break the seal and/or enter any
subterranean zone that may reasonably be expected to contain both great perils (including but not limited to monsters, ghosts, traps,
mechanical guards, curses, illusions, and long-buried unnameable evil) and great rewards (including but not limited to leprecoins,
treasure, magical items, ancient relics, and wondrous esoterica). Clarificatory Amendment II. Loyal subjects of the Bladed Vale, lets
stop pretending we dont know what a dungeoncrawl is, it will save everyone a lot of trouble in the end.
No subject shall, believing it to be an island, put ashore upon the back of a mighty sea monster.
It is strictly forbidden to be ambushed by goblins.
Mysterious carnivals must not be investigated.
Clarificatory Amendment. All loyal subjects are encouraged to attend mysterious carnivals and partake of their delights. The
partaking of delights does not constitute investigation. Just dont sneak round the back of the animal cages or anything like that. If
you overhear something, its probably nothing.
No subject shall attempt to rescue any person kidnapped or imprisoned by magical or unnatural means.
No subject shall unduly and unreasonably interfere with the business of cultists, including but not
limited to the summoning of long-buried unnameable evil.
No subject shall summon long-buried unnameable evil.
The disappearance of children from the village is not to be investigated.
In the event of a tragic death, strange wounds or markings are not to be spotted.
Strange and inexplicable tasks are not to be undertaken on behalf of employers who may not be all they
seem.
Pale and/or dusky, beautiful and/or sorrowful strangers must not be accompanied through fens or across
treacherous mountains.
Footprints leading away from freshly disinterred graves are not to be followed.
The Queens Peace: Class C Prohibited Activities
Any subject found in possession of magical rings, wands, swords, staffs, bows, harps, horns, ropes,
carpets, lamps, or pouches, must forfeit them to the Crown.
No subject may cast spells of heroism and adventure.
Clarificatory Amendment I. Heroism and adventure must be decided on a case-by-case basis. However spells such as Bane, Boss,
Brazen Blade, Fireball, and Major War Wonder are almost certainly prohibited in any circumstances. Subjects should apply for
written permission before gathering rare ingredients on behalf of wizards, witches, &c. Clarificatory Amendment II. Giving a spell or
berry or something a different name doesnt make it a different spell or berry. Clarificatory Amendment III. The spell now mostly
known as Governors Gloves is the same spell as the spell once known as Bane. Clarificatory Amendment IV. The spell mostly known
as Minor Malediction is the same spell as the spell once known as Governors Glove which is still the same spell once known as Bane.
Clarificatory Amendment V. Some spells that are right out include Minor Malediction, which is Bane; as well as Boss; Hacking
Hands; Summon Steed; Brazen Blade; Chibi Form; Free Motion; Sleep; Unlock Snailshell; Hoof Haven; Tree Door; Ward; Blink;
Fireball; Invisibility; Razor Face; Wings; Cloud Office; Eye; Fairy Paths; Wield Warriors; Locker; Major War Wonder; Bug Truck;
Face of Samantha; Heart Bow; Travel Tentacle; Dispel Magic; Become Smoke; Squandering Siphons; Adapt Fork; Adapt One-Way
Drip; Double Tube; Lateral Tube; Adapt Secure; and Healing Hole. Local variation in names and conjuration technique is no excuse
in the eyes of the law. We all know what a Fireball is thank you very much so lets not bother calling it Betsy the Batshits Burning
Blob of Fun or something. Clarificatory Amendment VI. Henceforth, a permanent rotating High Council of Forbidden
Enchantments is to be convened, consisting of an equal number of delegates from Her Majestys Agency of Wizardry, Her Majestys
Parks & Conjuration Agency, and Her Majestys Agency of Physick, to whom falls the honor and the duty of maintaining and
promulgating an up-to-date list of prohibited magical acts and ingredients, as well as, with due co-operation from all Five Agencies,
maintaining the obedience of the Queens subjects thereto.
Clarificatory Amendment I. For the purpose of this law, a frog counts as a monstrous creature. Clarificatory Amendment II. For the
purpose of this law, anything that is not a human is a monstrous creature, including statues, trees, rocks, etc.
Subjects must not solve the puzzles posed by elemental, fey, celestial, or diabolic doorkeepers.
Clarificatory Amendment I. For the purpose of this law, a bridge counts as a door. Clarificatory Amendment II. Some guidance from
Her Majestys Parks & Conjurations Agency. If you see a half man/lion/eagle, or man/lion/eagle in any proportion together
whatsoever, just don't bother and leave them alone. If you happen to hear a sphinx utter a riddle while you are nearby, just ignore it.
Under no circumstances respond to the sphinx, let alone attempt to solve the riddle. Clarificatory Amendment III. Eldritch and
brainteasing guardians of all kinds. Steer clear of them. Theyre probably there for a good reason anyway.
Clarificatory Amendment. For the purpose of this law, the owning of a monster zoo is sufficient grounds to be deemed both insane
and noble.
Clarificatory Amendment. Do report skeleton armies to a member of your local Agency as these things can become tricky if theyre
not nipped in the bud.
Subjects must not undertake daring raids into the hearts of enemy army camps.
Ambassadors who are found dead have died of natural causes.
Strange sounds are just the wind.
Fairyland is out of bounds.
Clarificatory Amendment. Stay clear of swirling portals of light unless youre quite sure they lead you to a legitimate place, e.g. the
market to buy some carrots, not e.g. a plane made of crystal.
Vehicles and machines which have lain dormant for over one century must not be reactivated.
Any map drawn up over thirty years ago is contraband.
Standing up for the weak and downtrodden may constitute a prohibited activity. Subjects should apply
for written permission from an Agency before attempting any such activity.
The possession of full plate mail, without a reasonable explanation, will result in its immediate
forfeiture.
The possession of adventuring equipment such as folding rods and grappling hooks, or of loot such as
treasure chests or sacks of jewels, auragentum, silver, gold, and other precious metals, without a
reasonable explanation, will result in their immediate forfeiture. Long live her MOST SERENE
MAJESTY Queen Naledi, Defender of the Bladed Vale.
Chandlers Trade
Version #1
Lord Smits estate, Moggercot Hall, is situated on a rise to the north of village. The Chandler works in Lord
Smits chandlery, a small but well-ventilated room situated just off the kitchens in the main house (E10-F10).
The Chandler works in Lord Smits chandlery, a small but well-ventilated room situated just off the kitchens.
The kitchens supply the Chandler with fresh yakow fat, which the Chandler boils and strains. Straining the fat
refines the quality of light the candle will cast. Wicks made of twisted fibers are dipped into the melted fat,
allowed to cool, and then dipped once more, and allowed to cool, and then dipped once more, and so on, until
finally they are swollen into tallow candles. The trick is to remove the growing candle just as a fresh layer of fat
has gathered, but before the cool underlying fat starts to re-melt.
When burning, these tallow candles smoke black and stink of butchery. The Chandler and the Head Gardener,
Kimi, have joint responsibility for ten beehives (B6), situated at the southern edge of Lord Smits orchard (A1A7). For Lord Smit and his guests, only beeswax candles will do. Wax is gathered and left in the sun to bleach
white. The manufacture of beeswax candles is similar to that of tallow candles: wicks are repeatedly dipped into
pots of hot wax and allowed to cool. Beeswax candles burn steady, bright, and with little smoke.
In return for chandlery services, the Chandler receives board and meals, but no payment. However, on the
condition that the estate (including the Hunters Fastness, B3-C3) is kept well-lit at all times, the Chandler is
permitted to sell any surplus candles as well as soap, which is also made from fat at the village market.
When low on ingredients, the Chandler may appeal to the House Steward, Beckman, to buy in tallow, wax, or
wicks from the outside world. The Chandler is on fairly good terms with Beckman, and with the Gardener
Kimi. But the Chief Cook, Anja, has had it in for the Chandler from day one.
Candles must be trimmed regularly. Candles should be put out with a snuffer or the Snuff cantrip, rather than
blown out, to preserve the tip of the wick in good condition. The lighting, guarding, trimming, and snuffing of
candles, and the cleaning of sconces throughout Moggercott Hall is not, technically, the Chandlers
responsibility. Thats not to say that the Chandler wont get blamed for a dimly-lit or smoke-clogged corridor,
or indeed a flaming tapestry.
Lord Smit is often away, giving the Chandler a little leeway to pursue hobbies.
Version #2: Smearmonger
The Smearmonger lives in a small, cramped garrett above a haberdashery (L11). They rent it together with two
artesans, one whom they suspect is an adventurer, and one whom they suspect is a spy.
Most days the Smearmonger carries their equipment to the butchers yard (I13), where they pay for fat and use
of the space. The Smearmongers two main wares are tallow candles, and squishy blobs of soap made from
tallow, lye, and wood ash. The Smearmonger has also started making mustard: the mustard seed is washed,
dried, ground in a mortar, soaked in vinegar, strained, and boiled in a pot. Customers visit them as they work,
and once a week, they set up a special stall on the steps of the town hall (J11).
The Chandlers customers tend to be the poorer folk in the village. Across the bridge in the better part of town,
a rival Smearmonger, Kitagawa, has started selling firm soap balls that never seem to go rancid. She also sells a
variety of medicinal and magical ointments, vinegar, mustard and other condiments and sauces, and even
cheeses. The Smearmonger has already lost one or two customers to Kitagawa.
ACKNOWLEDGEMENTS