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Trudvang Chronicles Players Handbook
Trudvang Chronicles Players Handbook
✦ THE LEGENDS ✦
A special thanks to the Honourable Ones
who helped us fund this project.
Writers
Theodore Bergqvist, Magnus Malmberg,
Anders Jacobsson and Luca Cherstich
Translation
Andovar
Art Direction
Theodore Bergqvist
Cover Art
Paul Bonner
Interior Art
Alvaro Tapia, Thomas Wievegg, Justin Gerard
Per Sjögren, Jonas Valentin Persson and Paul Bonner
Additional Kudos
Thanks to all the Kickstarter pledgers and to all the
backers who made this project come to life.
Table of Contents
✦ THE CHARACTER ✦
A character is the player’s fictitious persona who accepts the
challenges offered by Trudvang Chronicles. Only the players have
characters (often called a player character or a PC), and it is the
task of the game master (GM) to create an adventure for them.
What Is a C haracter ? A character’s culture further defines Most characters have some sort of
In this chapter we explain how a them, as there are a number of d ifferent equipment, such as a sword or a shield,
player can quickly and easily create a cultures among the races. Certain when they start play.
character. cultures inhabit different parts of
Characters consist of different Trudvang.
elements that depend on choices the The archetype tells what professional Creation Points
players make when their PCs are created. focus the character has chosen in life and In agreement with the game master,
The most important elements of a what experience they have gained prior select the experience level that the
character are: to the start of the adventure. character will start at. There are three
The skills show what the character beginning levels that provide different
✦ Character traits learned while growing up and what numbers of creation points. It is
✦ Race and culture profession they chose. It consists of
ultimately up to the GM to decide how
✦ Archetype different abilities such as reading,
many a character should get. A simple
✦ Skills writing, knowledge of plants and rule is that the more experienced a
✦ Secondary traits animals, fighting, and so forth. character is when created, the more work
✦ Raud Secondary traits indicate the the player needs to put into describing
✦ History character’s age, weight, height, and
and justifying the background to explain
✦ Equipment mobility. the higher experience.
Raud is about the character’s destiny The Creation Points are used for
The character traits consist of a and the potential for them to affect buying character traits, skill levels,
number of attributes that the character it. Put more simply, a character has disciplines and specialities.
possesses such as Strength, Charisma, a number of Raud points that can be
and Dexterity. used to change the outcome of a roll or CREATION POINTS AND EXPERIENCE
A character’s race may be human, decision. Creation Points Experience
elf, or dwarf. In addition, there are also The history of a character consists of 300 Beginner
half-folk who are the result of human/ different events and experiences that have
500 Practiced
elf or human/troll relationships, called shaped and affected them through their
half-elves and half-trolls, respectively. life until the day when adventure calls. 700 Experienced
Determine the character’s affiliation. First decide their race and culture.
2 Based on that decision, choose the character’s native language. You
should also decide which religion the character belongs to.
Choose an archetype and note what core skill it has because you gain
bonus creation points in that skill. Should your character learn about
4 vitner, they also must select the type of vitner to learn. And if you
invest in Faith you should also choose a religion.
Buy Skill Values, disciplines, and specialties with the unspent creation
5 points. They represent the character’s experience and upbringing.
Decide the character’s secondary traits: age, height, weight, and weapon
6 hand. Roll how much Raud the character gets. Determine Body Points,
movement, and their persistence in the wild.
Name your character and based on all the information gathered so far,
7 choose the character’s background and personality.
Equip your character by asking your game master what you may have
8 at the start. Alternatively, you can buy equipment with the money your
character receives at the beginning of the game.
✦ CHARISMA ✦
Charisma describes a character’s natural force of personality. A
person with high Charisma can easily charm their surroundings and
get those in the vicinity to listen and follow.
POSITIVE
+4 +2 +1
The character has the charisma of a divine The elves of Trudvang are rumored to The character has a charm that makes
being. It almost seems like they have a be beautiful and enormously c harismatic. people like them. You can’t really put
shimmering aura. Wherever the c haracter When the character is spoken of, they are your finger on it, but overall the c haracter
turns, people smile and feel at ease. Their readily compared to an elf. The character is a pleasant person. Even if they don’t
whole appearance makes it clear to anyone is charming and c aptivating, and few can radiate a godlike aura of destiny, it is
that Trudvang, as a force of nature, has resist their exceptional characteristics. apparent that Trudvang has something
chosen something very special for this Fate rests heavier on this person’s special in store for this character.
being. Fate or Raud has woven a thicker shoulders, which attracts companions.
weave around the character.
NEGATIVE
-1 -2 -4
It is hard to put a finger on what makes Revolting is a word that is used when The whole being of the character sparks
people find the character unpleasant. someone speaks of the character. Most loathing. Everything the character
Their personality just radiates a of what they say and do is regarded as says and does is regarded by others as
distasteful and uneasy feeling. unpleasant and nasty. revolting. The character is repulsive and
detestable.
✦ CONSTITUTION ✦
Constitution describes a character’s physical well-being and fortitude,
that is, how healthy and susceptible to disease they are. A person with
high Constitution is almost always healthy and rarely gets sick.
POSITIVE
+4 +2 +1
The character belongs to a small group Even as a child, the character could The character has been hardened by
of men and women who are incredibly endure more than most others. The their upbringing and can stay out in the
resilient. Neither disease, weather, nor character could work longer than cold and wet longer than others. When
hardship faze them. most, seldom fell ill, and almost never the character gets sick, it is most often
complained of being cold in the winter. only for a short while, and sleeping
outside under a bear skin does not
bother them.
NEGATIVE
-1 -2 -4
The character has a hard time recovering The character has frail health and is The character has a permanent condition
from sickness, injuries, or a longer stay often sick. Making any effort is hard and or chronic disease that causes their health
in the wilderness. The character often arduous, and it demands that the character to be greatly reduced. It is a wonder that
feels ill and tired. spend lots of time in p reparation. they even made it to adulthood.
✦ DEXTERITY ✦
Dexterity describes a character’s movement ability: how supple,
agile, and quick to act the person is. A character with high Dexterity
maneuvers their body with ease and is swift to react.
POSITIVE
+4 +2 +1
It is said that there is no animal as agile The character is very agile and can The character is more nimble than many
as the drauglon that lives in Easthelm. stretch and contort their body in a way others and can perform movements that
When someone describes how agile the most people can only dream of. demand the body to be both fit and
character is, they often compare her to flexible.
the drauglon.
NEGATIVE
-1 -2 -4
The character’s body is stiff and clumsy. The character is significantly immobile. When trying to describe how clumsy the
While some people are significantly Most things that demand a lithe and fit character is, one might say that a dead
stiffer than the character, there are body are hard to carry out. It also hurts stump in the forest is more mobile. The
certainly situations where it would be an to make such attempts, which causes the character has had no luck in terms of
advantage to be more coordinated. character to try to avoid such situations. physical agility.
✦ INTELLIGENCE ✦
Intelligence describes a character’s ability to think logically and analytically. A person with
high Intelligence finds it easy to understand and learn through studying and manages to
solve most situations or problems that require consistent thinking and analytical skills.
POSITIVE
+4 +2 +1
The character’s mental capabilities The character has a well-developed The character has a knack for solving
are as sharp as a honed dwarven blade. intellect. The character’s mind and quick problems. While some people are
The character is clear of mind and finds wit outshine most others. The person significantly more intelligent than the
solutions to problems that few others can learns significantly easier and faster than character, in some cases he manages to
solve. The person learns with incredible others. see things in a way that makes him rise
ease. above the norm. The character learns
faster and more easily than others.
NEGATIVE
-1 -2 -4
While there are others who are much To be this stupid is not as bad as being The character is “troll-dumb,” a Trudvang
more dim-witted than the character, “troll-dumb,” but the character is never expression used to convey that most
intelligence is not one of her best
mistaken for being sharp-witted. Most trolls fall far short of the intelligence
attributes. With great effort, the
things that demand thinking seem that humans, elves, or dwarves possess.
character can solve most everyday
almost impossible. Problems that many While some trolls might prove smarter
problems, but her intelligence is not others can solve demand a great effort and more cunning, it is nonetheless a
enough for much more than that. The from the character to solve. The person name reserved for one that is so stupid
person does not learn as easily or as doesn’t learn anywhere near as easily or and unintelligent that problems can be
quickly as others. as quickly as others. solved only by brute strength. Absolutely
everything the person has to learn is hard
and takes a long time.
✦ PERCEPTION ✦
This trait describes a character’s ability to examine and evaluate the world
around them. A person with high Perception can use sight, smell, sound, taste,
and touch to perceive most of what exists and happens in the environment.
POSITIVE
+4 +2 +1
The observant character registers The character has an easy time seeing The attentive character rarely has to
everything in the vicinity. Nothing gets connections and patterns, but especially concentrate to perceive small changes or
past them. This is done by using all of things that are peculiar or unusual. A that which is hidden, and in large part
the senses, smell, taste, sound, sight, whisper, a print, a hidden switch, and they have no trouble discovering patterns
and touch, to their fullest. Every little other things that often go unnoticed are and contexts that normal people miss.
detail is acknowledged, and the tiniest discovered without effort.
divergence from the norm is registered
like a red blot on a white sheet.
NEGATIVE
-1 -2 -4
The character has a hard time The character would likely miss tracks The character is so absent-minded that they
concentrating, is distracted by details, made with muddy shoes, horse and cart hardly notice that it is raining before their
and has to use all their power to impressions furrowed in the road, or clothes are soaked, and barely even then. The
focus on one thing. Others regard the even someone whistling in the street. It’s character has as much difficulty p erceiving
person as unfocused. Where others difficult for them to tell if any changes have what is right in front of their nose as they
see connections and changes, the occurred, and the character has a hard time would in finding a needle in a haystack. Only
character has a hard time coming to any recognizing patterns and an even harder by pure coincidence do they find what seems
conclusions. time recognizing breaks in a pattern. incredibly obvious to others.
✦ PSYCHE ✦
Psyche describes a person’s willpower and mental health. A character
with high Psyche can cope with things that would cause others
mental stress.
POSITIVE
+4 +2 +1
The character has a willpower that It is hard to budge the character’s The character does not hesitate to
outshines most. Even if the character decision or will once their mind is set. take action once they decide to do
is not particularly strong or intelligent, The character can push themselves much so. While there are some people who
hardly anything can make them give up further than a normal person to achieve have significantly more willpower,
or change their mind. Whether cold, their goals. determination is one of the more
hungry, uncomfortable, or embattled, it prominent traits of the character.
does not matter; the character simply
will not quit until physical limitations
force them to stop.
NEGATIVE
-1 -2 -4
While there are some people who are The character is spineless and often The character is so weak-willed that the
significantly weaker-willed, the character lets others decide what is best. In many slightest setback causes them to give up,
is largely doubtful and i ndecisive. situations, they give up long before a
and the slightest attempt to persuade
Setbacks and situations that they don’t normal person would. them changes their mind. The c haracter
control are difficult to handle. is very easy to influence and often
switches views and allegiances because
they lack the ability to make decisions.
✦ STRENGTH ✦
Strength describes a character’s raw power, physical stamina, and
endurance. A person with high Strength is big, strong, durable, and
in good physical condition.
POSITIVE
+4 +2 +1
The character is as powerful as a large The character is almost as powerful as a The character is stronger than most
troll, and most people agree that troll troll. For some reason, their strength has others.
blood must run in their veins. developed more than normal and they are
well known for their incredible might.
NEGATIVE
-1 -2 -4
Physical prowess has never been the At some point during the character’s The character is anything but strong.
character’s most prominent trait. The childhood, their muscles stopped Lifting even the smallest object is d
ifficult.
character is weak and finds most things developing. They are quite feeble and
Most people agree that the character is
that involve muscle difficult. appear frail and thin. among the weakest of their kind.
✦ HUMANS ✦
Stormlander
Stormlanders are the main folk in the
east. They are tall and strong and
have been shaped by the harsh and
great
wilderness they live in. Typical
Stormlanders are taller than other
humans and have dark hair and black
eyes. Only those from Ejdland differ
from the typical Stormlander; they are
blond and have blue eyes. Sometimes one
may even find a Stormlander with yellow
eyes, which is said to be the heritage
from living side by side with trolls and
other dark breeds.
Virann
The humans living in the far west are
called Viranns. The typical Virann is
blond and has gray or dark brown eyes.
They are not known for great strength or
constitution but rather for their wisdom
and knowledge. Ever since they settled
down and learned agriculture, the Viranns
have valued the pursuits of knowledge
above those of strength and war.
✦ ELVES ✦
Korpikalli
The Korpikalli elves have abandoned the
old traditions to seek their new future in
the dark woods. When the gods left the
elves, the Korpikalli decided to leave the
gods behind as well. They don’t care about
those gods anymore. In fact, they disdain
and scorn the absent deities. The typical
Korpikalli has black hair and dark eyes, with
a body shaped from life in the wild woods.
These elves embrace nature, which they
worship with reverence. The Korpikalli are
more aggressive than the Illmalaini.
✦ DWARVES ✦
Borjornikka Dwarf-Trolls
The Borjornikkas are the most common Zvorda is the dwarvish name for
dwarves in Trudvang. They live under the offspring of a dwarf and a troll.
the earth in great cities and halls. Dwarves and trolls have always
✦ BARD ✦
✦ Core skills: Entertainment, Knowledge
Mittlander Bards
Elven Bards Of all the people of Trudvang, Mittlanders Virann Bards
The elves have always loved different are the most proud and have the longest The Viranns have no established art of
kinds of stringed instruments and flutes. traditions when it comes to bards and narrative, nor any aspirations to hear the
The instruments are often made out of chiefly storytellers. The Skwildhugla, tales of a bygone age. They do, however,
parts of animals, such as the jaw of a an ancient society of keepers of tradition appreciate dancing as an art form. Those
pike or the antlers of a stag, on which and storytelling, is so influential that no who spellbind crowds with their dance
strings are attached. The strings are in other society is said to have such power in Westmark are called “fulkas,” and a
many cases made of the hair of the elves over people as they do. To be admitted skilled fulka knows almost all the dances
themselves. For thousands of years, the to the Skwildhugla is no simple task and that are allowed. In less respectable
elves have bestowed upon the world requires decades of training and roaming places, there are other stories about the
beautiful music that makes wanderers the lands before one is accepted. fulkas. It is said that fulkas secretly belong
of the forests fall asleep or forget where Bards not part of the Skwildhugla are to an ancient society of assassins and
they were going. The elven bards are often travelling storytellers, going from “eitrspatters” (rogues who use poison).
masterful musicians who can, without village to village to share their tales of There are no doubts that the group is
uttering a single word, convey a feeling heroes and valour. They sometimes play an in many regards a secret society, but the
or sensation. Like their dwarven peers, instrument as well. Their stories are told in fulkas themselves intend for mystery
elven bards can play for hours, even days, a certain metre called “skwild,” which is why to be part of the dance experience, and
before they stop and fall into a deep sleep. the typical bard is called either “skwilde” or with these secrets and dance moves they
The elves who master these stringed “skwilda,” depending on gender. entrance their audiences.
instruments and flutes have many names,
but most common of all is “kjolltalinja,”
meaning “ring of the stars.” Stormlander Bards Wildfolk Bards
As with the Wildfolk, the bards of the The typical bard among the Wildfolk
Stormlands are often those who had a is old and feeble, an old man or woman
Dwarven Bards different trade when they were younger, who has seen it all but no longer has
For the dwarves, drums and tall horns but as they grew older and weaker, they the strength to hunt the great spirits.
have always been associated with retired to farms where they now tell Their tales are often about how to defeat
tradition and stories. Their way of
their stories. In the Stormlands, they are a powerful spirit or about great killers
entertaining is seldom done through
called “vudjun.” who slew beasts thought undefeatable.
words, but through drumbeats and horn But there is another, much younger, Wildfolk bards gather their crowds
blasts. For the same reason, it is common kind of bard that can be seen around the around the fire during cold, dark nights
for dwarven bards to first learn playing Stormlands. They play “ stormharjas,” and toss roots and herbs into it to make
both the small drum (the “rozorji”) and a stringed instrument, while they the flames crackle and shift in color. To
the large one (the “kalorva”), along with alternate between singing and telling
the sound of drums they tell their weird
the mountain horn (the “rogduboki”). tales of strange things. They are called tales.
A “zorjorn,” as the drummers are the “harjonturs,” and since they travel The Wildfolk call these storytellers
called, can practice his art for days from farm to farm, they often bring news “thowintuza” which in Wild Vrok means
without interruption. When a gathering to remote or desolate lands. “someone who speaks to the fire.”
✦ DIMWALKER ✦
✦ Core skills: Faith, Knowledge
✦ DWELLER ✦
✦ Core skills: Care, Knowledge
✦ RANGER ✦
✦ Core skills: Knowledge, Wilderness
✦ ROGUE ✦
✦ Core skills: Knowledge, Shadow Arts
✦ VITNER WEAVER ✦
✦ Core skill: Knowledge, Vitner Craft
✦ WARRIOR ✦
✦ Core skills: Fighting, Knowledge
✦ SKILLS ✦
The skills in Trudvang Chronicles are broad and inclusive, and they are
important because they determine what kind of knowledge and experience a
character has. The skills that a character is best at are very likely those they
can use to earn a living, but also those they trained in during their upbringing.
chapter 2. skills | 43
The table below shows the skill point EXAMPLE: SPECIALTY
cost for a new discipline or specialty at
each level, as well as the SV r equirement If a PC tries to ride a horse in a
to learn the knowledge. Note that the difficult situation and has an Agility
cost per level is identical for d isci Skill SV 10, Horsemanship Discipline
plines and specialties. This is because Level 2 (+2 to SV) and Riding
specialties give a greater bonus but to Specialty Level 4 (+8 SV) the PC has
a stricter field. a total of SV 20 (10+2+8=20).
Specialty
A specialty is a very specific field
of knowledge within a discipline. A
character who learns a specialty can
add +2 (per level) to their Skill Value
when taking an action that falls within
the scope of that specialty (as well
as the bonus from its corresponding
discipline). In the following pages the
specialties are indicated just after their
related discipline.
Order of Learning
To learn a specialty, the character must
first have learned the discipline to
which the specialty belongs. When the
character has mastered the first level of
a discipline, they can then learn all levels
of each specialty under that discipline
(provided they have enough Skill Value
in the general skill to do so).
You cannot learn a higher level of a
discipline or specialty without first having
44 | chapter 2. skills
chapter 2. skills | 45
Swimming
✦ Driving Riding
Wagon ✦
✦
Jumping,
Climbing &
Balancing
✦
✦
HORSEMANSHIP
✦ ✦ Combat Movement
BATTLE
Jestering ✦ MANEUVER ✦
✦ BODY ✦
CONTROL ✦ Evade
✦
✦
Ambidexterity
✦ Ironclad
✦
AGILITY
AGILITY
46 | chapter 2. skills
The Agility skill is used in most cases ✦ Up to 2 attacks at Evade level 3 modifiers from both Discipline and
when a person performs something ✦ Up to 3 attacks at Evade level 5 Specialty are stacked in order to offset
with their body. It may be, for example, the penalty for the shield hand. Once
when a character jumps, climbs, does a The player divides the total Skill Value both Body Control Discipline and the
handstand, balances, falls and lands on as he wishes among the number of Evade Ambidexterity Specialty have been
their feet, or leaps away from a runaway attempts that he plans. mastered to the highest level, the -15
horse. It is also used to Evade attacks. A character who has, for instance, penalty to the shield hand is completely
In addition to these maneuvers, Agility Agility 8, Battle Maneuver 2 and Evade nullified.
is used in a number of other physical 3 will have a total of 16 SV. He can dodge
situations, such as when the character drives up to two attacks per turn (because of
a wagon or sleigh, canoes, skis or rides a Evade 3), for example one attack with 9 Jestering
horse. Remember that in all these situations SV and another with 7 SV.
wearing armor will affect the results. A character cannot attempt to dodge ✦ Level 1-5: SV +2/level
In all areas, it is ultimately up to the the same attack more than once, neither The character has learned to perform
game master to determine when a Skill he can parry it with fire, juggling, and other jester
roll is needed, and what modifiers the tricks. The knowledge enables them to
character receives in each situation. breathe fire, pull their hands through
Ironclad flame, and juggle. When the game
master requires a Skill roll, the character
Battle Maneuver (D) ✦ Level 1-5: Armor Heft -1/level can add +2 to their Skill Value per level
The person finds it easy to move and in this specialty.
✦ Level 1-5: SV +1/level maneuver in armor. Their worn armor
This discipline allows the access to is counted as if it has 1 less in Heft (-1)
specialties which improve moving in for each level of specialty (minimum Heft Jumping, Climbing, and
battle and wearing armor. The bonus of 1) to assess the armor modifiers the B
alancing
modifier is used for Evade rolls. person receives.
✦ Level 1-5: SV +2/level
The character is adept at jumping in
Combat Movement Body Control (D) different environments and can add +2
to their Skill Value in the ability to jump.
✦ Level 1-5: special ✦ Level 1-5: SV +1/level With a successful Skill roll, they can leap
A person with this specialty can move The Body Control discipline develops up to 2 meters + 1 meter per level in
quickly and effortlessly during battle. the character’s ability to get the most out length (maximum 7 m), jump up to 60 cm
They can move 1 meter per level of their agility to duck, climb, land softly + 20 cm per level in height (maximum
(maximum 5 m) without spending on their feet after a fall, and so on. The 1.6 m), and fall up to 3 meters + 1/2
Combat Points and beyound the discipline can also be used to make flips meter per level (maximum 6 m) without
maximum movement. After moving in the air and engage in other acrobatic getting hurt. A successful Jumping roll
that distance, the character must spend maneuvers. The penalties on attacks for falls from heights also reduces the
2 Combat Points for every additional with the shield hand are reduced by 1 damage dice by one level (3d6 points of
meter they want to move. point per level damage becomes 2d6, and so on).
When a character wants to leap
farther, jump higher, or fall farther than
Evade Ambidexterity the level permits, it is up to the GM to
set a suitable modifier on the Skill roll.
✦ Level 1-5: SV +2/level ✦ Level 1-5: SV +2/level The character is also good at climbing
The character has perfected the art of The character improves their ability to and balancing. While balancing, they
avoiding or dodging an attack without fight even with the shield hand (which is move at about a third of their movement
parrying it. It takes an action to attempt the left hand for a right-handed person or ability under normal conditions.
to Evade, and it cannot be combined with vice versa). The penalties on attacks with While climbing, they move at about a
any other action. the shield hand are reduced by 2 points fifth of their movement ability under
Normally even those without this per level. By learning all levels of the normal conditions. Ultimately, the GM
specialty can try to Evade a single attack. Ambidexterity specialty and the Body determines how far a character climbs
However, high levels of Evade can allow Control discipline, the character becomes or balances during an action round based
multiple Evade attempts equally skilled at using both hands. The on the prevailing conditions.
chapter 2. skills | 47
Swimming After 3 action rounds (three cumulative during hunts, chases or in difficult
odifiers), the
m character has a -6 terrain or weather conditions.
✦ Level 1-5: SV +2/level modifier to succeed. On a failed roll, the
The character has learned to swim character must rise to the surface for
(without this knowledge, they cannot air. The movement speed is the same as Riding
swim) and can add +2 to their Skill when swimming.
Value per level in the ability. They can ✦ Level 1-5: SV +2/level
normally move 1 meter per level per The character has learned to ride a horse
action round in the water, and hold Horsemanship (D) and is able to do maneuvers on horseback.
their breath underwater for 10 action Because of this, they get +2 on their Skill
rounds per specialty level (maximum ✦ Level 1-5: SV +1/level Value per level in the s pecialty whenever
50 action rounds, or four minutes and The Horsemanship discipline develops they try to ride fast, get the horse to
ten seconds, since an action round is the character’s ability to ride animals jump, or do other tricks.
five seconds long). A character without sitting up and to drive a chariot pulled The Riding specialty can also be used
this specialty can still hold their breath by four-footed animals. in conjunction with long rides, when
for 12 rounds if standing still, or for 6 battles are fought, or for complications
rounds if underwater or moving. in the wild.
Those who swim while wearing Driving Wagon Each combat round that a rider fights
armor can do so with armors up to Heft on horseback, they must pay 15 (-3 per
1 per level in the specialty (maximum ✦ Level 1-5: SV +2/level specialty level) Combat Points. So at full
Heft 5). They can easily move up to 3 The Driving Wagon specialty develops specialty level, there is no extra cost for
action rounds underwater. For each the character’s ability to drive a wagon fighting on horseback. More i nformation
additional action round, a Skill roll is coupled to one or more draft animals. on Mounted Combat is in the Game
required with a cumulative -2 modifier. Skill rolls are normally required only Master Guide book.
48 | chapter 2. skills
Cook
Hard Soft Brewer ✦
Peasant
Materials Materials Barber ✦ ✦
✦
✦
✦ ✦ Trader
Counterfeiting ✦
✦
HANDICRAFT
✦
✦
TRADESMAN
✦
Extracts &
Sage ✦ Potions
✦
CARE
CARE
chapter 2. skills | 49
The Care skill is both administrative clothing, fur, and leather. In case of of others through drugs and poisons.
and practical because it is used when the repairs, a successful Skill roll restores 2 To care for injuries and i llnesses, one of
character wants to know how something in the Breach Value per level of specialty the underlying specialties is required.
is handled, but also when they want to and requires one hour of work. Skill rolls performed using only
manufacture something. For example, knowledge of this discipline (without
the skill gives a person insight into any specialty) only stops the blood flow
how a town, farm, community, or army Handler (D) and allows the injured or sick to avoid
is managed and controlled. It ranges further damage.
from the administrative to the actual ✦ Level 1-5: SV +1/level
management of the business, farm, or The person has learned management and
town. The more practical side of the skill is administration in various forms. It can Extracts and Potions
when a person has learned various crafts. be anything from controlling a village or
Such a character can be a jack of all trades, town to planning wars and campaigns. ✦ Level 1-5: SV +2/level
but most specialize by acquiring key skills. The handler is the one behind a city’s The person has learned what
prosperity and knows why taxes are substances cause the body to react in a
needed, who runs the administration, certain way. In addition to the extract
Handicraft (D) and what they do. Even if the handler preparation, this specialty includes
does not know everyone personally, they what can happen to a person exposed to
✦ Level 1-5: SV +1/level know which authorities are responsible a particular extract and what can help
The character is good at building for which tasks. the victim overcome the drug’s effect.
and crafting things. This discipline is The person has learned to r ecognize a
linked to three different craft groups, specific extract depending on its taste,
Counterfeiting, Hard materials and Soft Commander smell, appearance, and effect when
materials, and each has their own specialty. someone has been exposed to it. After
✦ Level 1-5: SV +2/level determining the extract involved, the
The person has become proficient in character knows what can be used as
Counterfeiting the management of armies and warfare, an antidote to neutralize the effect. The
how to move troops, what it takes to character has also learned to improve
✦ Level 1-5: SV +2/level entertain troops, and which defenses the balance of the body and speed
The person has learned to forge should be built around the squad. In healing by applying various substances.
impressive objects that appear as close short, the specialty covers everything For this specialty, everything from
to the original as possible. The more connected with managing armies and diseases to broken limbs and wounds
time they spend with the original, the waging war. count as injuries.
more difficult it is to see through the
counterfeit. The person must also have
the specialty that the material requires. Sage First Aid and Nursing
✦ Level 1-5: SV +2/level ✦ Level 1-5: SV +2/level
Hard Materials The person has gained great insight The person has learned to take care of
into the city’s management and injuries. Any injury that is tended to
✦ Level 1-5: SV +2/level administration (or into that of the
immediately (within ten minutes) heals
The character has learned to make and country, later in their careers). Therefore, 1 Body Point per level of specialty, as
repair items of hard materials such as they may be involved in solving the city’s long as the injury being treated actually
stone, metal, wood, and bone. In case of or country’s problems. caused damage to BP.
repairs, a successful Skill roll restores 2 When applied to injuries which are
in the Breach Value per level of specialty older than 10 minutes, the specialty
and requires one hour of work. Healing and Drugs (D) does not directly heal BP but augments
the patient’s Natural Healing rate by
✦ Level 1-5: SV +1/level +1 BP per specialty level. However,
Soft Materials The Healing and Drugs discipline this assumes that the patient lies still
teaches a person to mend and take care and gets the treatment required within
✦ Level 1-5: SV +2/level of the sick and wounded in a way that a day, before the night sleep. The
The character has learned to make and enables them to recover faster than healer must spend at least two hours
repair items of soft materials such as normal, as well as to impair the health per attempt to care for their patient.
50 | chapter 2. skills
Tradesman (D) Trader what items can and cannot be sold, who
can or should be bribed, and so on. The
✦ Level 1-5: SV +1/level ✦ Level 1-5: SV +2/level person knows what papers are required
The person has learned to operate a The person has learned where to buy for admission to a town or for receiving
farm, an inn, a barber shop, or a trade goods cheaply and sell them at a higher approval to conduct their trade. The
that offers other services. Through this price elsewhere. The trader also knows person has also learned to appraise objects
skill, they also know who to bribe when what taxes to pay on goods, what it costs in terms of the current price and what
something needs to be smuggled or how to transport the goods in different ways, they could get by selling it elsewhere.
to evade taxes.
Barber
✦ Level 1-5: SV +2/level
The person has learned to cut and shave
hair, and also to pull out “evil” teeth.
Brewer
✦ Level 1-5: SV +2/level
The person has learned to prepare
delicious drinks. The brewer knows how
to produce everything from mead and
wine to the strongest of spiced spirits.
Cook
✦ Level 1-5: SV +2/level
The person has learned how to cook
good food.
Peasant
✦ Level 1-5: SV +2/level
A peasant knows when and how to carry
out animal care or trade in their farm’s
goods. They also know what it takes for
a farm to survive the winter and are well
versed in what needs to be done from day
to day.
chapter 2. skills | 51
Singing & Playing
Dance Instruments
✦ ✦
Great ✦ Acting
Gambler
✦
✦
MUSIC &
DANCING
✦
✦ ✦ Libel
Game ✦
Strategist STORYTELLING
✦
Cheater ✦
✦
GAMBLING
✦
ENTERTAINMENT
ENTERTAINMENT
52 | chapter 2. skills
This skill includes all kinds of Game Strategist Storytelling (D)
entertainment. A person with this skill
has learned the rules for gambling and ✦ Level 1-5: SV +2/level ✦ Level 1-5: SV +1/level
social games and can take part in such The person is good at seeing the smartest The person has learned the art of
activities. They can also sing common moves in strategic games such as Koke’s storytelling. They know how to speak
songs or tell of an event or legend Boxes, Bultconan, and Ship on Fire. The and act to evoke a certain mood among
with a skill great enough to spellbind person can add +2 to their Skill Value in listeners and can, without much
an audience. The person can perform the ability when playing a strategic game preparation, come up with a story about
common dances and act or pretend to be of any kind. anything or tell epic legends.
others (which may include dressing up
in costume to increase the authenticity
of their acting). Great Gambler Acting
✦ Level 1-5: SV +2/level ✦ Level 1-5: SV +2/level
Gambling (D) The person is an accomplished gambler. The person has learned, through acting,
They know how game rules work and to express feelings in such a poignant
✦ Level 1-5: SV +1/level how much and when to invest to win as manner that every observer is able to
The person has learned to play cards, stone, much as possible. The person can add +2 understand what they feel. The person
dice, and other forms of gambling, which to their Skill Value in the ability when knows how to speak and act to elicit a
often results in profit. This discipline gives playing games. The specialty is effective specific mood. By speaking mournfully,
the person the knowledge to succeed at only if the game has a stake. they can make listeners gloomy, and
the most common and best-known games by speaking inspiringly, they can rally
in Trudvang. When making a Skill roll others.
involving gambling, the character can add Music and Dancing (D)
+1 to their Skill Value.
✦ Level 1-5: SV +1/level Libel
The discipline gives a person the ability
Cheater to entertain others through music. ✦ Level 1-5: SV +2/level
The character can sing, dance, and The person can tell a false and
✦ Level 1-5: SV +2/level play instruments, as well as use many undermining story about someone.
The person has learned different tricks narrative techniques. The speaker often uses a real event but
to cheat in games. Cheating consists of a twists it to make the victim look bad.
positive modifier to the Skill roll’s Skill By succeeding with libel, the speaker
Value. The cheating player decides the Dance can make a crowd disapprove of the
size of the modifier, that is, how much ✦ Level 1-5: SV +2/level intended victim.
they want to cheat (maximum modifier The person knows how to dance. They
of +10). can add +2 to their Skill Value in the skill
Upon a successful Skill roll, the game when trying to capture an audience’s
master determines whether the opponent interest through dance.
discovers the cheat or not based on
the circumstances, the situation, the
opponent, and the cheater’s skill level. Singing and Playing
Opponents always get a chance to see Instruments
through the cheat with a roll for the
Shadow Arts skill (or the Gambling ✦ Level 1-5: SV +2/level
discipline or Cheater specialty, if those The person has a good voice that can
are higher). captivate an audience. The specialty also
If the cheater’s Skill roll fails, the gives them the ability to play music on
opponent gets the same positive most of Trudvang’s instruments. They
modifier that the cheater used when
can add +2 to their Skill Value in the
trying to cheat. ability to sing or play instruments.
chapter 2. skills | 53
Faithful Powerful Gavlian
✦ Bruid ✦
✦ ✦
✦ Ihana
✦
Rigorous DIVINE
✦
POWER
✦
✦ Noaj
Potent
INVOKE
✦
✦
✦
Lightning-Quick
Invocation ✦ Thuul
✦ GOD ✦
Forging
FOCUS
✦
Composed ✦
✦
✦ Stormkelt
FAITH
FAITH
54 | chapter 2. skills
The Faith skill is the knowledge of A character’s Skill Value in the Faithful
a race’s religion and how a faithful Faith skill corresponds to a Divinity
servant should behave in order to call Point (1 Skill Value equals 1 Divinity ✦ Level 1-5: SV +7 Divinity Points/
on the gods’ powers. The main religions Point). The total number of Divinity level
of people in Trudvang are Gerbanis, Points that a person has is called their The faithful one has delved deeply into
the Eald Tradition, the Tenets of Nid, “Divine C apacity.” The dimwalker religion and gains a further +7 Divinity
and Haminges. Dwarves may choose gains access to divinity capacity by Points per level to their divinity capacity.
to indulge only in Thuuldom, and the learning the Divine Power discipline Dwarves get +7 Divinity Points per
elves may indulge only in Toikalokke. and the specialties that are linked to level to insert into an object.
By gaining disciplines, the person their religion.
can learn to activate their religion’s The dimwalker’s total Divinity Points
divine abilities. A person can learn (divinity capacity) equals the unmodified Powerful
to use supernatural powers for only Skill Value in the Faith skill plus any
one chosen religion, and it is usually other Divinity Points gained through
✦ Level 1-5: SV +7 Divinity Points/
impossible to activate another race’s
the Divine Power discipline and its level
divine religious abilities. Half-breeds, specialties. Note that other Disciplines The dimwalker has learned to draw extra
like half-elves and half-trolls, must and Specialties which augment the Faith power from the divine source and adds +7
choose one religion and therefore count SV (e.g. Invoke, etc.) do not raise the Divinity Points per level to their divinity
as members of the race related to that Divinity points whose base is always the capacity. Dwarves get +7 Divinity Points
specific religion. For example a half elf unmodified Faith Skill Value. per level to insert into an object.
orphan, growing up in Westmark and
embracing the Tenets of Nid, cannot ✦ Divinity capacity = SV (Faith) +
activate Toikalokke powers, unless the divine points from the Divine Power God Focus (D)
GM allows a very good explanation discipline and its specialties.
about it. ✦ Prerequisites for using Divine ✦ Level 1-5: special/level
To learn supernatural powers, the Capacity to cast divine powers: Faith
faithful servant must first choose Skill, Divine Power Discipline, Invoke This discipline represents a deep focus
a specific religion by acquiring the Discipline and one of its specialties, at on the religious practices linked with
Invoke discipline and one of the least 1 Holy Tablet specialty. invocation of divine powers. It helps the
following specialties: Stormkelt (for
dimwalker with modifiers per level as
Gerbanis), Gavlian (for the Tenets of follows: +1 on situation rolls to remain
Nid), Bruid (for the Eald Tradition), or Divine Power (D) focused while distrurbed and -1 to rolls
Noaj (for Haminges). If the person is a on the table for fatal failure.
dwarf, the specialty is Thuul Forging ✦ Level 1-5: 3 Divinity Points/level
(Thuuldom), and if the person is an This discipline gives the human
elf, the specialty is Ihana (Toikalokke). dimwalker the ability to get power
Composed
When this is done, the faithful can (in the form of Divinity Points
learn supernatural powers belonging from their deity) and thus greater ✦ Level 1-5: SV +2/level
to the religion by purchasing Holy divinity capacity. The sum of the The dimwalker is rarely disturbed when
Tablets. discipline’s Divinity Points c onstitutes invoking a divine feat and knows how to
Holy Tablets can be chosen only the d imwalker’s divinity capacity. limit disasters. Anytime they must make
among those specific of a single religion. Therefore, a dimwalker at first level a Situation roll to see if they’re disturbed
Each Holy Tablet is a single specialty has access to 3 more Divinity Points enough to cancel the i nvocation is
and the character can buy up to five per day, while a dimwalker at fifth level modified by +2 per level. When rolling
levels in it. Anyone who gains a specialty has access to 15 more Divinity Points on the Table for Fatal Failure subtract -2
in a Holy Tablet up to a certain level can per day. By learning one or more levels per level of this specialty
also invoke all available divine powers at of a specialty associated with this
or below that tablet’s power level. discipline, the dimwalker can increase
To activate the divine abilities, divinity their divinity capacity even further. Lightning-Quick Invocation
capacity is required, which a dimwalker Dwarves who acquire this discipline
can acquire through the Divine Power receive as many Divinity Points as ✦ Level 1-5: SV +2/level
discipline. To activate the divine abilities, humans, but since these are specifically The dimwalker has learned to invoke a
the dimwalker must learn the Invoke tied to items, the points are consumed as divine feat extra quickly, which gives +2
discipline. soon as they are inserted into the object. per level on the initiative.
chapter 2. skills | 55
Potent specialties (Bruid, Gavlian, Noaj, or Bruid
Stormkelt) and then at least one Holy
✦ Level 1-5: -2 special/level Tablet specialty. ✦ Level 1-5: SV +2 /level
The dimwalker’s divine abilities are The dwarves have to learn the Thuul The dimwalker has chosen to indulge
extra powerful. When a victim makes a Forging specialty followed by at least in the religion of the Eald Tradition
Situation roll to avoid or stand up to a one Holy Tablet, and the elves have to and can learn to invoke the Flowras
divine ability, the roll is modified by -2 learn the Ihana specialty followed by at and their ancestors to activate
per level due to the dimwalker’s force. least one Holy Tablet. supernatural powers. By acquiring
A character can only invoke divine the Holy Tablet (the Eald Tradition)
powers related to their own race. For a specialty, the d imwalker can activate
Rigorous half-breed, it is up to the game master to the divine abilities in the learned Holy
decide whether the character can invoke Tablet.
✦ Level 1-5: -2/level on Fatale Failure table divine powers or not, and if so, which The specialty provides +2 in Skill
When rolling on the Fatal Failure race’s gods to involve. Value per level for performing blood
table this specialty gives -2 per level. The discipline also provides the oaths, which in turn give the bruid
In addition, the faithful one knows how faithful with the ability to go through additional temporary Divinity Points.
to spend power to increase the chances various rituals according to religion, By choosing this specialty, the
of success. By using extra Divinity and summon additional (but t emporary) character forfeits the opportunity to
Points during the prayer, the chances Divinity Points. These additional acquire any of the specialties of other
of success are increased. For each level Divinity Points disappear at a rate of religions.
of the specialty, the faithful one can use 1 point per day. The faithful cannot
2 Divinity Points to obtain a modifier perform another ritual until these
of +1 on the Skill roll. Thus, a faithful temporary Divinity Points are used up, Gavlian
one with level 3 in the specialty can either by running dry naturally or by
transform 6 Divinity Points into a being used to invoke a divine power. ✦ Level 1-5: SV +2 /level
+3 on the Skill roll. The faithful one The dimwalker has chosen to follow a The dimwalker has chosen to indulge
decides how many Divinity Points to specific religion and can learn to invoke its in the religion of the Tenets of Nid
use, up to the amount allowed by the aspects to activate supernatural powers. and can learn to invoke the god Gave
specialty level. By acquiring the Holy Tablet specialty, to activate supernatural powers. By
the dimwalker can activate the divine getting the Holy Tablet (the Tenets
abilities in the learned Holy Tablet. The of Nid) specialty, the dimwalker can
Invoke (D) specialty provides +2 SV per level when activate the divine powers of the
activating a power and performing the learned Holy Tablet.
✦ Level 1-5: SV +1/level task described in the table below, which The specialty provides +2 in Skill
This discipline gives the faithful the in turn grants additional temporary Value per level for performing prayers,
ability to call on their religion’s divine Divinity Points. which in turn provides the gavlian with
powers using Holy Tablets (sets of By choosing a particular religion additional temporary Divinity Points.
divine abilities). as a specialty, the person forfeits the By choosing this specialty, the c haracter
To be able to invoke a divine power, opportunity to acquire any of the
forfeits the opportunity to acquire any of
the faithful must also learn one of the specialties of other religions. the specialties of other religions.
INVOKE
Specialty Religion/Holy Tablet Powers Bonuses To
Bruid The Eald Tradition Invoking the Flowras and Blood oaths
ancestors
Gavlian The Tenets of Nid Invoking the god Gave Prayers
Ihana (elf only) Toikalokke Stellarmany and astrology Stargazing
Noaj Haminges Invoking spirits Stealing souls
Thuul Forging (dwarf only) Thuuldom Forging divine objects Creating items and inserting Divinity Points
Stormkelt Gerbanis Invoking the Stormasirs Blood gifting
56 | chapter 2. skills
Ihana Thuul forging is merely a generic For dwarves that call upon the
term for the ability dwarves have ountain’s spirit in their manufactured
m
✦ Level 1-5: SV +2 /level to bring life to the mountain spirit objects, the Holy Tablet specialty works
The elf has chosen to indulge in the through the materials coming out of a little differently. Each level of a Holy
religion of Toikalokke and can learn the mountain. The Thuul need not Tablet costs as many Divinity Points as
to decipher the stars through which to always forge metal, but can also create the level of the rune, in addition to the
activate the elven divine abilities. By objects from materials such as granite creation/adventure points spent. A rune
getting the Holy Tablet (Toikalokke) or precious stones. of level 3 thus costs 3 Divinity Points,
specialty, the faithful can invoke the By choosing this specialty, the and one of level 5 costs 5 Divinity Points.
godly powers in that Holy Tablet. character forfeits the opportunity to
Unlike in other religions, there is no cost
The specialty provides +2 in Skill acquire any of the specialties of other to activate a rune.
Value per level for performing stargazing, religions. This specialty is acquired for every
which in turn provides the Ihana with new Holy Tablet the dimwalker learns.
additional temporary Divinity Points. Each dimwalker cannot acquire more
By choosing this specialty, the Stormkelt Holy Tablets than their skill level in the
character forfeits the opportunity to Faith skill.
acquire any of the specialties of other ✦ Level 1-5: SV +2/level The dimwalker chooses which tablet
religions. The dimwalker has chosen to indulge in the specialty includes from the list below.
the religion of Gerbanis and can learn to For details on Holy Tablets and their
invoke the gods to activate supernatural abilities, see Dimwalkers.
Noaj powers. By obtaining the Holy Tablet
(Gerbanis) specialty, the dimwalker can ✦ Gerbanis’s Holy Tablets: Influence
✦ Level 1-5: SV +2/level activate the divine powers in the learned of Jorn, Power of Enken, Strength of
The dimwalker has chosen to indulge Holy Tablet. Stormi, Warmth of Sunvei, Wisdom of
in the religion of Haminges and can The specialty provides +2 in Skill Windinna, Wrath of Tyrd
learn to invoke the spirits to activate Value for performing blood gifting, ✦ The Eald Tradition’s Holy
supernatural powers. By obtaining the which in turn gives the Stormkelt Tablets: Gift of Thanja, Halawen’s
Holy Tablet (Haminges) specialty, the additional temporary Divinity Points. Offering, Heritage of Majne, Magh’s
dimwalker can activate the divine powers By choosing this specialty, the Gift, Nema’s Usefulness, Tribute of
of the learned Holy Tablet. character forfeits the opportunity to
Morgu
The specialty provides +2 Skill Value acquire any of the specialties of other ✦ The Tenets of Nid’s Holy Tablets:
per level for stealing their victims’ religions. Tablet of Anger, Tablet of Grace,
spirits, which in turn provides the Noaj Tablet of the Knight, Tablet of the
with additional temporary Divinity Shield, Tablet of the Sun, Tablet of
Points. Holy Tablet (Selected Tablet) Voices
By choosing this specialty, the c haracter ✦ Haminges’s Holy Tablets: Power
forfeits the opportunity to acquire any of ✦ Level 1-5: 1 Holy Tablet of the Beast, Power of the Dragon,
the specialties of other religions. The faithful learns a Holy Tablet’s Power of Men, Power of the Scale,
divine abilities in a specific Holy Tablet Power of Thurses, Power of Trolls
associated with their religion. Each cult ✦ Thuuldom’s Holy Tablets: Anvil
Thuul Forging has its own prerequisites for allowing Shock, Borjorn’s Hand, Cave Spider’s
access to Holy Tablets. The details are Grip, Earthquake, Fang of Yukk,
✦ Level 1-5: SV +2/level explained in the Dimwalkers chapter. Gills of the Blackfish, Hammer Fists,
The dwarf has chosen to indulge in By learning this specialty, the faithful Healing Rune, Heat of the Depths,
the mountain’s ancient power and the can invoke any divine feat that exists Labyrinth Blood, Mark of Brokk,
holy Thuuldom, and can learn to create under the selected Holy Tablet at that Power of Repair, Scales, Stoneling,
rune-inscribed objects through which level. Each new level of the specialty Stone to Clay, Stoneshape, Well of
to activate the mountain’s forces. By provides all the divine abilities included Water
obtaining the Holy Tablet (Thuuldom) in the Tablet’s new level and in all the ✦ Toikalokke’s Holy Tablets: Animal
specialty, the dimwalker can activate the previous levels. For example, a faithful Mind, Lynx Power, Master of the
runes found in the learned Holy Tablet. who learned the third level of the Holy Elements
The specialty gives +2 in Skill Value Tablet (Power of Enken) specialty may
per level for creating items and runes and invoke the divine feats that belong to
inserting Divinity Points in the runes. the first three levels.
chapter 2. skills | 57
Brawling
Shield ✦
Wrestling
Bearer Two-Handed ✦
✦
1H Heavy
Weapons UNARMED
✦
FIGHTING Combat
✦ ✦
Actions
1H Light✦
Weapons
✦ARMED
FIGHTING Combat
✦
✦ Reaction
Crossbow ✦
Crossbow
BATTLE ✦
✦
Loader
✦
EXPERIENCE
✦
Bows &
Slings ✦
✦ Fighter
FIGHTING
FIGHTING
58 | chapter 2. skills
The Fighting skill is a person’s ability Bows and Slings knowledge, the person gets a further +2
in various forms of combat, ranging Combat Points per level to distribute
from wrestling and fist fights to armed ✦ Level 1-5: SV/locked CP +2/level on parries made with the shield. These
melee and the use of ranged weapons. This specialty develops the character’s Combat Points can be used only when
For every Skill Value a person obtains ability to use bows and slings. The the person parries with their shield.
in this skill, their ability to perform it character gains +2 per level in Skill
Characters with the Shield Bearer
increases. To get better at the different Value when using a bow or a sling. specialty do not suffer the usual -15
forms of fighting, it is important to learn modifier for performing acts with their
specialties. shield hand (applies only when using the
A Skill Value for the Fighting skill Crossbow shield).
corresponds to the same number of
Combat Points (1 Skill Value equals ✦ Level 1-5: SV/locked CP +2/level
1 Combat Point). The total number This specialty develops the character’s Throwing Weapons (Left or
of Combat Points that a person has is ability to use crossbows. The character Right Hand)
called “Combat Capacity.” By acquiring gains +2 per level in Skill Value on
disciplines and specialties, a person attacks made with crossbows. ✦ Level 1-5 : SV/locked CP +2/level
can increase their combat capacity This specialty develops a character’s
and gain more Combat Points, as well ability to throw weapons with fatal
as learn different fighting techniques. One-Handed Light Weapons accuracy. The specialty applies only to
However, many of these additional (Left or Right Hand) weapons suited for this purpose, such
Combat Points can be used only for as throwing knives, throwing axes, and
combat actions that correspond with ✦ Level 1-5: SV/locked CP +2/level stones. The character gets +2 per level
the discipline or specialty that grants This specialty develops the character’s ability in Skill Value when throwing weapons.
them. to use light weapons held with one hand, The specialty is tied to the right or left
The skill in its basic form, without any such as a dagger or a club. The character hand, just like the one-handed heavy or
disciplines, is simple. gains +2 per level in Skill Value when using light weapons. If the character wants to
one-handed light weapons. The specialty, throw weapons with both hands, they
✦ A person can use Combat Points to however, is tied to the right or left hand. If must learn the specialty twice, once for
perform combat actions each combat the character wants to use one-handed light each hand.
round. weapons in each hand, they must learn the
✦ Using the shield hand for either a specialty twice, once for each hand.
secondary weapon or a shield results Two-Handed Weapons
in a -15 penalty. To reduce this p enalty
one must take the Shield Bearer One-Handed Heavy Weapons ✦ Level 1-5: SV/locked CP +2/level
Specialty of the Armed Fighting (Left or Right Hand) This specialty develops the character’s
Discipline (Fighting skill) or the Body ability to use two-handed weapons,
Control and Ambidexterity Specialty ✦ Level 1-5: SV/locked CP +2/level such as a two-handed sword or axe.
from the Agility skill. This specialty develops the character’s The character gains +2 per level in Skill
✦ Combat Capacity = SV (Fighting) ability to use heavy weapons held in one Value when using two-handed weapons.
+ Combat points from specific hand, such as arming swords or battle At levels 3 and 5 in this specialty, the
disciplines and specialties. axes. The character gains +2 per level character also receives an extra weapon
in Skill Value when using one-handed action per round. Thus, instead of the
For more details about how battle heavy weapons. The specialty, however, usual two weapon actions per round,
works, see the Combat chapter in the is tied to the right or left hand. If the they could perform three (at levels 3 and
Game Master Guide book. character wants to use one-handed heavy 4) or four (at level 5) weapon actions
weapons in each hand, they must learn per combat round with a two-handed
the specialty twice, once for each hand. weapon.
Armed Fighting (D)
✦ Level 1-5: SV/locked CP +1/level Shield Bearer Battle Experience (D)
The person knows how to fight with
weapons of all kinds. This includes ✦ Level 1-5: SV/locked CP +2/level ✦ Level 1-5: SV/Free CP +1, +1 IM/level
ranged weapons as well as melee The shield bearer has learned the art of The person has been in battle many
weapons and shields. using a shield in battle. Because of this times and learned how to react, fight
chapter 2. skills | 59
and to attemt risky things. They parries). The specialty gives +2 Combat Fighter
receive an additional +1 Combat Point Points per level. These points can be
per level to use as desired, like the Free used only for actions related to a person’s ✦ Level 1-5: SV/locked CP +2/level
Combat points given by the Fighting role in combat, such as drawing weapons, The person has been in battle many
skill. The person also gets +1 per level standing up, or performing combat times and learned how to attack and
in initiative in combat. movement. defend. They receive an additional +2
Combat Points per level to distribute on
their attacks and parries during a combat
Armor Bearer Combat Reaction round.
Wrestling
✦ Level 1-5: SV/locked CP +2/level
The character has learned to wrestle and
perform combat actions such as grapple
and glima. The character receives +2
Combat Points per level when using
grapple and glima in combat actions.
Remember that, as per normal
Grapple rules, 2 combat points are
needed to produce 1 SV for the
attacker (e.g. spending 20 CP = SV
10) and 3 CP for the one who wants to
break free. The SV cannot be higher
than the total Wrestling SV including
the Unarmed Combat discipline and
the Fighting skill.
60 | chapter 2. skills
Monster Spirit
Lore Lore
Insight ✦ ✦ Bribery
✦ ✦
✦ Calculate
✦ ✦ Foreign
Tongue
LEARNING
Religion ✦
✦
✦
RACE ✦
Mother
Tongue
KNOWLEDGE
✦
✦ ✦
Lore & Silver
Legends ✦ Tongue
KNOWLEDGE
KNOWLEDGE
chapter 2. skills | 61
The Knowledge skill provides They can add +2 to their Skill Value Bribery
i nformation about a variety of per level when trying to learn about the
academic subjects that are mainly chosen race’s history. ✦ Level 1-5: SV +2/level
obtained through study and learning. The specialty focuses on a single The person has learned to gauge how
Examples include history, culture, culture: Stormlanders, Mittlanders, people react to bribes. The person
and communication. This means that Viranns, Wildfolks, Dwarves, and Elves. quickly discovers whether someone can
the person has learned about different be bribed, and if so, they know how it
cultures and gained insight and should be delivered and how much is
understanding of their history, customs, Religion (Specification necessary. By using this specialty, the
governance, warfare, gestures, taboos, R
equired) person can add +2 to their Skill Value
ceremonies, festivals, gods, clothing, per level when trying to bribe someone.
housing, attributes, and hobbies. ✦ Level 1-5: SV +2/level
This specialty tells how a culture’s
religion works. What gods exist, and Calculate
Culture Knowledge (D) what do they stand for? How do the
faithful live? What are their feasts? ✦ Level 1-5: SV +2/level
✦ Level 1-5: SV +2/level What is the religion’s history? All The person has learned to make d ifficult
This discipline covers most things these questions can be answered with calculations and solve mathematical
that have to do with a race’s culture, a successful Skill roll. The person can problems using addition, subtraction,
religion, history, and legends. add +2 to their Skill Value per level multiplication, and percentages. The
The person is familiar with the when trying to learn about a people’s person can add +2 to their Skill Value per
culture’s way of life, feasts, laws, and religion. level when trying to make a calculation
background. A character has level 1 of The specialty focuses on a single of some sort.
the discipline as a base (for the culture culture: Stormlanders, Mittlanders,
they originate from). Viranns, Wildfolks, Dwarves, and Elves.
Stormlanders, Mittlanders, Viranns, Foreign Tongue
Wildfolks, Dwarves, and Elves, all have (Specification Required)
their own cultures. Language (D)
✦ Level 1-5: SV +2/level
✦ Level 1-5: SV +1/level This specialty can be purchased multiple
Customs and Law The Language discipline develops the times, each for a different foreign
( Specification Required) character’s ability to express themselves in language. Some languages are harder to
a specific language (which would be their learn than others and therefore have a
✦ Level 1-5: SV +2/level Mother Tongue before they learn more requirement that the character achieve a
The person knows all about a culture’s languages). certain level of the Languages discipline,
laws and legal systems, customs, Vrok, which is the more widespread of even for the first level of this specialty.
gestures, taboos, food habits, rules of the two human languages, is spoken by
conduct, typical dress, and housing, people in Nhoordland, in the Stormlands,
as well as their common attributes, and in parts of Mittland and Soj. Rona, Mother Tongue
personalities, and appearances. The
the other human language, is spoken in (Specification Required)
person can add +2 to their Skill Value Westmark, Soj, and parts of Mittland.
per level when trying to learn about a Human characters from Mittland may ✦ Level 1-5: SV +2/level
people’s customs. choose which language they speak, with All characters speak their Mother
The specialty focuses on a single approval from the game master. If the Tongue fluently (Mother Tongue
culture: Stormlanders, Mittlanders, character is a supporter of the Tenets of specialty level 3).
Viranns, Wildfolks, Dwarves, or Elves. Nid, however, they should always speak
Rona.
In addition, there are other languages Reading and Writing
Lore and Legends such as Eika (spoken by elves), Futhark (Specification Required)
( Specification Required) (spoken by dwarves), and Bastjumal
(spoken by trolls and giants). ✦ Level 1-5: SV +2/level
✦ Level 1-5: SV +2/level A character cannot read or write until This specialty enables a person to read
The person knows a lot about a certain they acquire the Reading and Writing and write texts in the selected language.
culture’s history, myths, and legends. specialty. It can be purchased multiple times,
62 | chapter 2. skills
LANGUAGES SPOKEN Race Knowledge (D)
Language Spoken by
Eika Elves
✦ Level 1-5: SV +1/level
This discipline gives a person knowledge
Futhark Dwarves
about Trudvang’s different and
Rona Viranns and Mittlanders from the western and middle parts of Mittland exotic races such as trollkin, wyrms
Vrok Stormlanders and Mittlanders from the eastern parts of Mittland (
dragonbeasts), serguronts (ancient
Estiatic An ancient language used by scholars and sages spirits), and salhele (undead). The person
Wild Vrok Heathens
knows their ideologies, governance,
lifestyle, fears, strengths, weaknesses,
A dead language that was spoken by Thronelanders. Requires level 3 of the
Thronelandic and more. The person can add +1 to
Languages discipline.
their Skill Value per level when trying to
Bastjumal Trolls and giants. Requires level 2 of the Languages discipline. learn about Trudvang’s residents.
An ancient language spoken by heathens. Requires level 2 of the Languages
Ancient Vrok
discipline and level 2 of Wild Vrok.
Forneika Elves. Requires level 3 of the Languages discipline and level 2 of Eika. Monster Lore
Ancient Rona Viranns. Requires level 3 of the Languages discipline and level 2 of Rona.
Dragearthian Dragons. Requires level 4 of the Languages discipline.
✦ Level 1-5: SV +2/level
The specialty gives a person extra
knowledge about Trudvang’s beasts
each for a different foreign language. A involving a specific subject of their that are considered to be more than just
character must have the Foreign Tongues choosing. In principle, this can be animals, such as trolls, jotuns, tursirs
specialty for the selected language before anything: swords, literature, kings, (giants), wurms (dragons), and other
they can learn to read and write it. demons, symbols, or whatever is intelligent creatures. The person knows
desired. The discipline involves an their ideologies, governance, lifestyle,
infinite number of specialties where fears, strengths, weaknesses, and more.
Silvertongue each specialty is a specific subject. The The person can add +2 to their Skill
SV modifier given by the discipline Value per level when trying to learn
✦ Level 1-5: SV +2/level applies only to specialties that the about these types of creatures.
The Silvertongue specialty allows person has learned.
a person to speak with formal and The Geography discipline and its
technical words in complex sentences.
specialties under the Wilderness skill Spirit Lore
The person has also learned to quickly could be a theoretical knowledge skill.
and convincingly fabricate an untruth, In other words, the person studied the ✦ Level 1-5: SV +2/level
whether great or small. The person subject but did not experience it. The specialty gives a person extra
can add +2 to their Skill Value per level knowledge about the undead, spirits,
when making a Skill roll to determine mist creatures, demons, and similar
success when lying or using eloquence Insight (Specification entities. The person knows their
for something such as persuasion. R
equired) ideologies, governance, lifestyle, fears,
strengths, weaknesses, and more. The
✦ Level 1-5: SV +2/level person can add +2 to their Skill Value
Learning (D) The person knows a lot about a per level when trying to learn about
particular chosen subject. The person these types of creatures.
✦ Level 1-5: SV +1/level can add +2 to their Skill Value per level
The Learning discipline gives a person when trying to learn about the chosen
education and extensive knowledge subject.
chapter 2. skills | 63
Sneak
Attack Walking in Locks &
Disguise Traps
Finding &
✦
Shadows ✦
✦ Stealing
✦
Spotting ✦
✦
✦
Shadow
World
Camouflage
& Hiding
✦
✦
Thief
✦ Signs
✦ THIEVERY
SHADOWING ✦
✦
SHADOW ARTS
SHADOW ARTS
64 | chapter 2. skills
The Shadow Arts skill is for times when such as a tent, a rowboat, or a wagon, Walking in Shadows
a character wants to do something in but also smaller items like traps, chests,
secret. This includes sneaking, picking swords, and books. It also includes hiding ✦ Level 1-5: SV +2/level
locks, following someone, and hiding oneself or other people. Camouflage is The person has learned to sneak around
oneself or something else. Shadow used mostly in the great outdoors where without being detected. They know
Arts is not just for thieves, spies, and the person can take advantage of things how to step in ways that generate as
assassins, but also hunters. The higher like tall grass, shrubbery, and trees, but it little noise as possible. The specialty is
the Skill Value, the better the character can also be used in environments such as good not only for sneaking, but also for
hides, sneaks silently, or moves around caves and rooms. movement in various environments such
without being detected in different as shadows, brush, and wilderness, and
environments, whether in public or off also through crowds. Walking in the
the beaten path. Finding and Spotting shadows has limits. One can move only
The skill can receive modifiers (to up to half their maximum movement
be established by the GM depending ✦ Level 1-5: SV +2/level when trying to remain hidden, and only
on whether the appropriate equipment This specialty gives the person the up to 20% of the maximum movement
(lockpicks) or clothes (soft shoes and ability to notice hidden things, such when also trying to remain silent.
dark garments) are available.) A person’s as people and creatures that are hiding
perception and cognition are also tied or sneaking, but also things that are
to the skill. A person with a high Skill cleverly concealed in objects, buildings, Thievery (D)
Value in Shadow Arts more easily spots or terrain. The person develops a
hidden things and people, hears sounds trained eye to spot what is hidden ✦ Level 1-5: SV +1/level
and whispered conversations, and uses beyond the first glance. Examples This discipline enables the person to get
their other senses such as smell, taste, include a hidden poison thorn in a into locked places and steal items from
and touch to great effect. drawer, a stashed object, a trap in the locations or people. They also know the
There are times when different uses floor or the ground, a secret door in the hidden signs of the underworld that
of the Shadows Arts skill oppose each wall, and so on. criminals use to communicate.
other. Somebody using “Finding & This specialty may allow spotting
Spotting” clearly opposes another using rolls even when one is not actively
“Camouflage and Hiding” or “Walking in searching. The GM decides whether it is Disguise
the Shadows”. The GM is the final arbiter the case or not.
on such struggles, for example making ✦ Level 1-5: SV +2/level
both parts rolling and considering as a The person is good at dressing up
winner the lowest roll compared to the Sneak Attack convincingly and mimicking people.
SV to hit. With the right accessories, they can
✦ Level 1-5: SV +2/level blend into the environment. The person
When successfully using Camouflage can add +2 to their Skill Value per level
Shadowing (D) and Hiding or Walking in Shadows to when trying to blend in. By changing
sneak up on a target, they can launch a both body language and speech, they can
✦ Level 1-5: SV +1/level Sneak Attack. Only melee weapons can imitate another person (including the
The Shadowing discipline is used when a be used, not ranged ones. opposite sex) so well that others who are
person wants to go unnoticed, sneak up The attack hits automatically and not familiar with the intended person are
on someone, hide, or get someone to look provides an additional open roll of likely to believe the deception. However,
the other way. The Discipline includes damage no matter the result of the first to prevent a close friend from noticing
also the spottiing or finding of hidden roll. In addition to the open roll, the the deception, a very good disguise is
things victim takes an additional 2 points of required.
damage for each level of Sneak Attack
that the attacker has learned.
Camouflage and Hiding The Sneak Attack applies only for the Locks and Traps
specific attack. Afterwards, the sneaking
✦ Level 1-5: SV +2/level attacker is detected. ✦ Level 1-5: SV +2/level
The person knows how to make an object If the person fails with Walking in The person has learned to pick
blend into the surroundings and thus Shadows, they are discovered before locks and knows how most locking
become more difficult to detect. This striking the blow, and combat c ommences mechanisms function. They can add
specialty includes not only large objects as usual with no sneak attack. +2 to their Skill Value per level when
chapter 2. skills | 65
Stealing
✦ Level 1-5: SV +2/level
The person has learned the basics of
stealing items from other people and
can add +2 to their Skill Value per
level in the ability. People present when
the theft occurs are allowed to make a
specific Situation roll decided by the
GM or a Shadows Arts (Finding and
Spotting) Skill roll to try to discover or
notice the theft.
Thief Signs
✦ Level 1-5: SV +2/level
A person with this specialty can read
thief signs and create simple thief
signs to communicate with. A thief
sign could, for example, be a symbol
carved on the foundation of a house or a
gatepost, stones laid in a certain pattern,
or something else that most people
would not notice. Each sign has its own
importance and can tell the experienced
interpreter how many people are living
in the house, whether they are rich or
important, how many hirdmen are in the
area, which is the best escape route out
of the city, where a secret passage can be
found, and so much more. The use can
be almost limitless, depending on what
trying to manipulate or pick a lock. This specialty is also used to build traps the person who placed the sign wanted
Without this specialty, the person to hinder prying or to warn when someone to convey. Most signs consist of at least
cannot pick locks at all. or something is coming. The person has two parts: a main idea and something
All locks have a difficulty level (which also learned to gradually and methodically specific about it. Most important is the
is also the modifier on the character’s examine traps without activating them. part that conveys the main message, for
Skill Value) that is up to the game After some careful e xamination, they know example, whether there are guards at the
master to decide. A basic door lock has how the trap is constructed and therefore place. The other part tells something
a difficulty of -1, and a very advanced can disable it easier. about the main message, for example,
lock has a difficulty of -20. Any attempt how many guards there are. A person
to pick the lock takes 2 action rounds, with this specialty can read and create
where each successful attempt reduces Shadow World thief signs with two or three additions
the lock’s difficulty level by two steps. to the main message, such as “murderous
An unsuccessful try returns the lock ✦ Level 1-5: SV +2/level guards here,” “fourth plank cracks,” or
to its original difficulty level. Several The person has learned the ways “10 shifts of guards.”
unsuccessful attempts risk breaking of the shadow world: how to obtain Thief signs are created in places
off the pick in the lock, which would counterfeits and contracts, how to
that are hidden to the untrained eye,
make any further attempts impossible. receive and send information that can but for the initiated they are quite
When the lock’s difficulty level reaches lead to better thefts, and how to find and obvious. A person just needs to know
a positive value, the lock is opened. use black markets. where to look.
66 | chapter 2. skills
Sejding Vitner
✦ Runes
Galding ✦
✦ Vyrding
✦
Hwitalja
Vitner ✦
Weavers ✦
✦
VITNER
Darkhwitalja
Safe- SHAPING ✦
weaving ✦
✦
CALL OF ✦
VITNER ✦
Vaagritalja
✦
✦ VITNER
Potency ✦
FOCUS ✦
Vitner Habit
✦
VITNER CRAFT
VITNER CRAFT
chapter 2. skills | 67
The Vitner Craft skill is the Call of Vitner (D) The choice to weave dark vitner,
knowledge of vitner, which gives a however, brings consequences to the
person the ability to understand the ✦ Level 1-5: 5 Vitner Points/level conjurer, who can never learn Vaagritalja
energies used in spells. The skill gives This discipline is the first step to see and or Hwitalja after learning this specialty.
knowledge about vitner, its history, call for the vitner and receive a Vitner Dark vitner has the following effects
its writing and symbolic language, its Capacity. But a character also must on the conjurer:
three forms, and the various ways to learn one of the specialties (Hwitalja,
draw it out and direct it. Darkhwitalja, or Vaagritalja) in order to ✦ Darkhwitalja increases vitner capacity
There is no real perception of the use the Vitner Points that the discipline by +20 Vitner Points.
Vitner before reaching Vitner Craft gives. Seeing the vitner is a long process ✦ Darkhwitalja can never get perfect
Level 4, learning the first level of that is described in more detail in the results because of the impure vitner.
the “Call of Vitner” Discipline and Three Types of Vitner section in the ✦ Darkhwitalja misses can be fatal. In
pursuing one of the three specialties Weavers of Vitner chapter. The conjurer case of a fatal failure, the D
arkhwitalja
Hwitalja, Vaagritalja, or Darkhwitalja. increases their vitner capacity by +5 rolls 1d10 (OR 8-10) on the fatal
Only those who have these skills can Vitner Points per level of the discipline. magic table.
see glimpses of the world behind the ✦ The description of each specific Vitner
veil, visible only for real enchanters of Tablet includes the specific effects of
Trudvang. Hwitalja Darkhwitalja, usually in terms of
In order to evoke spells, vitner Vitner points cost.
capacity is required, which the conjurer ✦ Level 1-5: 10 Vitner Points/level
receives through the Call of Vitner The conjurer has, after years of study,
discipline. The conjurer then gains a found the way past both dark vitner Vaagritalja
vitner capacity equal to the Skill Value and vaagri vitner to eventually find the
in Vitner Craft plus any vitner capacity purest form: white vitner. The conjurer ✦ Level 1-5: 15 Vitner Points/level
gained through the discipline and its has now become a Hwitalja and belongs The conjurer has, after years of study,
specialties. In order to shape and weave to those who bring light. found the vaagri vitner, which is a mix
the vitner so it results in a spell, the The choice to weave white vitner, between the dark and white vitner.
conjurer must learn the Vitner Shaping however, brings consequences to the This is the vitner they shall weave
discipline and at least one of the vitner conjurer, who can never learn V
aagritalja in perpetuity. The conjurer has now
weaving specialties Galding, Sejding or Darkhwitalja after learning this become a V aagritalja and belongs to the
or Vyrding.. specialty. ones called the wave masters.
A conjurer starts with a number of White vitner has the following effects The choice to weave vaagri vitner,
Vitner Points equal to the unmodified on the conjurer: however, brings consequences to the
Vitner Craft Skill Value. The total conjurer, who can never learn Hwitalja
number of Vitner Points a person ✦ Hwitalja increases vitner capacity by or Darkhwitalja after learning this
has is called “Vitner Capacity.” The +10 Vitner Points. specialty.
practitioner gains access to more
✦ The conjurer weaves the vitner Vaagri vitner has the following effects
Vitner Points by learning the Call of perfectly on a roll of 1-2. on the conjurer:
Vitner discipline and its specialties. ✦ In case of a fatal failure, only 1d10 (OR
Note that other Disciplines and 10) is rolled on the fatal magic table. ✦ Vaagritalja increases vitner capacity
Specialties which augment the Vitner ✦ The description of each specific Vitner by +15 Vitner Points.
Craft SV (e.g. Vitner Shaping, etc..) do Tablet includes the specific effects of ✦ Vaagritalja otherwise has no
not raise the Vitner points. Hwitalja, usually in terms of Vitner positive or negative effects on the
points cost. conjurer’s ability to learn to weave,
✦ Vitner capacity = SV (Vitner Craft) + refine vitner for extra power, access
vitner capacity from the Call of Vitner the vitner or weave perfectly. In case
discipline and its specialties. Darkhwitalja of a fatal failure, the Vaagritalja rolls
✦ Prerequisites for weaving vitner: 1d10 (OR 9-10) on the fatal magic
Vitner Craft SV 4, Call of Vitner ✦ Level 1-5: 20 Vitner Points/level table.
Discipline and 1 specialty (Hwitalja, The conjurer has, after years of study, ✦ The description of each specific Vitner
Darkhiwitalja, Vaagritalja), Vitner found the dark vitner and can summon Tablet includes the specific effects of
Shaping Discipline and at least 1 it. The conjurer has now become a Vaagritalja, usually in terms of Vitner
specialty (Galding, Sejding, Vyrding), Darkhwitalja and belongs to the dark
points cost.
at least 1 Vitner Tablet specialty. tamers.
68 | chapter 2. skills
Vitner Habit a Situation roll to see if they’re individual, and the same spell may
disturbed enough to cancel the spell, sound completely different if another
✦ Level 1-5: 10 Vitner points/level the roll is modified by +2 per level. conjurer were to evoke it. For one of
The conjurer reaches an important See the Being Disturbed section in the them the spell can be a beautiful song,
insight into the vitner art, which Weavers of Vitner Chapter. while the same spell for someone else
increases their ability to draw in vitner could be a gurgling sound deep in
from the surroundings. their throat. Some conjurers even use
The conjurer must have a minimum Strenuous instruments of various kinds that,
level of 1 in one of the other specialties: together with voice and sound, attract
Hwitalja, Darkhwitalja, or Vaagritalja. ✦ Level 1-5: special and shape the vitner.
They increase its capacity by +10 Vitner The conjurer concentrates especially Regardless of how the spell sounds,
Points per level of Vitner Habit. hard when weaving the vitner. By using it can often be heard from afar, which
extra vitner during a spell, the chances means that the conjurer is easily detected
to succeed increase. For each level of and recognized as such.
Vitner Focus (D) this specialty, the conjurer may use 2
Vitner Points to get a +1 modifier on
✦ Level 1-5: +1/level on special the Skill roll. A conjurer with level 3 of Sejding
The conjurer has learned to focus their the specialty can therefore use an extra
mind on the vitner energies receiving 6 Vitner Points to get +3 on their ✦ Level 1-5: SV +2/level
the following modifiers per level: +1 on Skill Value, and a conjurer with level The one who Sejders up a spell molds the
situation rolls to remain focused while 5 can use an extra 10 Vitner Points to vitner using different movements and
distrurbed and -1 to rolls on the table get +5. How many Vitner Points the gestures. The conjurer must therefore be
for fatal failure. conjurer wants to add is up to them, able to use both their hands for weaving.
provided that they do not exceed what Otherwise they cannot control the vitner
their specialty level permits. needed for the spell. This spell method
Potency is quiet but startling since the conjurer
must gesticulate with both arms and
✦ Level 1-5: -2 special/level Vitner Shaping (D) hands.
The conjurer’s spells are very powerful.
All Situation values that the victim ✦ Level 1-5: SV +1/level
must roll at or below to resist a spell Vitner can be shaped through various Vitner Runes
are reduced by -2 per level due to the methods:songs and sounds (Galding),
conjurer’s force. gestures (Sejding) and thoughts ✦ Level 1-5: SV +1/level
The conjurer can also put up great (Vyrding). This discipline give modifiers The person has learned to decipher the
resistance to spells directed toward to all three but the conjurer must know complicated symbols that make up the
them. All Situation values that the at least one of the related specialties in vitner craft’s written language.
conjurer must roll at or below to resist order to cast a spell. The three ways
or reduce a spell’s effect are increased by cannot be combined with one another; a
+2 per level. spell is Galded, Sejded, or Vyrded. The Vitner Tablet (Selected
discipline also provides knowledge of the Tablet)
written language of the incantation arts.
Safeweaving ✦ Level 1-5: +1 Vitner Tablet/level
By learning this specialty, the conjurer
✦ Level 1-5: -2 special/level Galding can shape the vitner to a spell in the
The conjurer is meticulous when selected Vitner Tablet. Each new level of
weaving spells. On the occasions that the ✦ Level 1-5: SV +2/level specialty provides all the spells included
conjurer’s spell malfunctions, because of The conjurer specializes in singing up a in the Tablet’s new level and in all the
this specialty they subtract -2 per level spell. Galding means that the conjurer previous levels. A conjurer who, for
from the roll on the fatal magic table (see weaves and shapes vitner into spells example, learned the third level of the
the Fatal Magic section in the Weavers entirely through mysterious songs and Vitner Tablet (Delusion Vitner) specialty
of Vitner chaper). sounds. Some songs are both long and could conjure any of the spells belonging
The conjurer is also very hard to complex, while others are no more than to Delusion Vitner’s first three levels.
disturb when preparing or conjuring a protracted tone at the right time. The This specialty is acquired for every
a spell. Anytime they must make songs and sounds are, however, highly new Vitner Tablet that the conjurer
chapter 2. skills | 69
learns. For more details, see Vitner Vyrding thought force, and the only indication of
Tablets and Spells in The Weavers of trying to create a spell is the virtually
Vitner chapter. ✦ Level 1-5: SV +2/level non-existent gesture or movement that
The following are the Vitner Tablets: The spell method known as Vyrding finally channels the magic out through
Animal Vitner, Body Vitner, Delusion is quiet and tranquil, and often goes the body.
Vitner, Dimvitner, Flame Craft, completely unnoticed until the effect
The movements may be a simple twist
Perceiving, Power of Thought, Power of arrives. Conjurers who Vyrd fill of a wrist, a flick of the fingers, or a wink
Vision, Soil Craft, Vitner Craft, Vitner of themselves with vitner and, for a
of an eye. The downside to Vyrding is
Objects, Water Craft, Wind Craft, and moment, become one with their own that it takes twice as long to shape vitner
Witchcraft. being. They mold the vitner with pure into a spell as in other styles.
70 | chapter 2. skills
Tracker Botany
Hunting ✦ Animal ✦ Zoology
& Fishing Species Weather- ✦
Wilderness Friend ✦ man
✦ Hunter ✦
✦ Signs
✦
Carve &
Butcher ✦ ✦
NATURE ✦ Navigation
KNOWLEDGE
✦
✦
✦ Seaman
Land HUNTING ✦
Knowledge EXPERIENCE SEAFARER
✦ ✦ ✦
City
Knowledge ✦ Camper
✦
✦ GEOGRAPHY
✦ ✦
Orienteering ✦ Path-
& Cartography walker
Sea ✦
SURVIVAL ✦
✦
Knowledge
✦
✦Terrain
Weathered Experience
WILDERNESS
WILDERNESS
chapter 2. skills | 71
The Wilderness skill gives a person a of things like where the ruler lives Hunting Experience (D)
greater knowledge of nature and the and where trading houses, inns, baths,
ability to survive in the wild. The skill sacred buildings, and other places of ✦ Level 1-5: SV +1/level
includes hunting, survival experience, interest are located. The specialty With the Hunting Experience d iscipline,
nature awareness, geography, and must be designated to a specific town a person knows how to track and hunt
navigation at sea. or city. prey, as well as how to survive in the wild
The person can use their survival and difficult environments. The person
experience when they cannot find knows a lot regarding different prey and
things necessary to survive in the wild Land Knowledge has learned to read their trails, habits, and
or perhaps lack tools to hunt game or (Specification Required) behavior. They also know the best way to
set up camp. Their experience provides chase prey and fish in different waters.
the knowledge of how and where to ✦ Level 1-5: SV +2/level
find water; which insects, berries, moss, The person has knowledge r egarding a
and roots are safe to eat; and how to country’s geography and can add +2 per Carve and Butcher
set up the best protection with what’s level to their Skill Value when trying
available. to learn about its forests, rivers, lakes, ✦ Level 1-5: SV +2/level
coastlines, mountains, cities, trails, and The person has learned to carve meat
more. Every country in Trudvang (e.g. and butcher animals properly, and can
Geography (D) Vortland, Wildland, Nojd, etc.) has its get 10% more daily rations than usual
own Land K nowledge specialty. through hunting or fishing. The person
✦ Level 1-5: SV +1/level is also good at skinning animals and
With the Geography discipline, a person taking care of the fur. The more skillful
knows what the environment looks like Orienteering and Cartography the person is, the greater and finer piece
and how it is laid out. This gives the of fur they can get from a killed animal.
ability to interpret and create maps, know ✦ Level 1-5: SV +2/level The specialty bonus is used when the
where different places are in relation to By comparing famous landmarks, and person is skinning an animal in order to
others, and which d irection to travel in the positions of stars and celestial bodies take care of the fur.
order to reach a certain destination. in relation to each other, a person knows
The discipline allows the person to their current location and in which
get a rough idea of how the selected direction they are moving. The specialty Hunting and Fishing
part of the world is constructed. They helps them take the quickest and most
know which countries exist and all direct route possible from one place to ✦ Level 1-5: SV +2/level
boundaries, popular routes, and towns another. The person is good at hunting in the
and villages that exist. The person The person has also learned how wilderness or on a lake. The person
receives a bonus of +1 per level to a to make maps by being observant can also build and manage traps used
Skill roll to d etermine if they have of how areas look and being careful in hunting. The specialty bonus is used
knowledge regarding the area. when calculating distance and space. when the person goes hunting or fishing.
Characters begin with level 1 in this If the mapmaker can read and write,
discipline and level 1 as a basic specialty the information on the maps they
in Land Knowledge, specified according create is much easier to understand. Species Hunter (Specification
to the country where they grew up. A mapmaker can only draw a map of Required)
The discipline must specify one of an area that they have visited and
the following countries: Westmark, witnessed. ✦ Level 1-5: SV +2/level
Mittland, the Stormlands, N hoordland, This specialty is for hunting a specific
Muspelheim, or Soj. In effect each c ountry animal. The character has learned how and
requires its own different Discipline. Sea Knowledge (Specification where the animal lives and which tracks to
Required) search for when stalking it. Animal species
may include hare, wolf, bear, fox, lynx,
City Knowledge ✦ Level 1-5: SV +2/level wild horse, deer, salmon, and so on. The
(Specification Required) The person is familiar with the sea that specialty bonus is added to bonuses from
surrounds a specific coast, and can add other relevant specialties (e.g. Tracker,
✦ Level 1-5: SV +2/level +2 per level to their Skill Value when Hunting &Fishing, etc.) when traking the
The person has learned all about a trying to learn about the seas of a chosen animal and also when hunting in
particular city and gained knowledge selected region. the area where the species dwells.
72 | chapter 2. skills
Nature Knowledge (D)
✦ Level 1-5: SV +1/level
The Nature Knowledge discipline gives
the person knowledge regarding the
flora and fauna of Trudvang as well as
the ability to predict weather. The person
knows what plants are located in an area,
which animals and beasts are there, how
they behave, and why. The person also is
familiar with the landscapes and terrains
of Trudvang, and what characterizes a
particular area.
Animal Friend
✦ Level 1-5: SV +2/level
This specialty gives a person improved
knowledge regarding the lives of animals.
The specialty bonus is used when
the person wants to know something
regarding their ways and patterns. The
knowledge is also used to train an animal
to perform tricks and activities.
The person has also learned to train
wild animals so as to domesticate them.
To domesticate an animal, it must first
be captured. A caught animal becomes
domesticated if the tamer succeeds on
five rolls for the Wilderness skill. The
tamer may roll only once per week. Thus,
it takes at least five weeks to domesticate
a wild animal.
Because there are a great variety of
animals in Trudvang, it is up to the game
Tracker could convey how rich the area is with master to determine which ones can be
animals, if there are trolls in the forest, trained and for what. Some examples
✦ Level 1-5: SV +2/level how many trolls there are, what kind of of animals that can be trained are
The person is good at spotting trails in trolls, that a good resting place is a half horses, dogs, birds, cats, bears, snakes,
the terrain. The specialty bonus is used day’s march eastward, that there is a and rodents. The specialty bonus is
when they try to find or follow a trail. risk of landslides, and much more. It all used when the person wants to train or
depends on what the person who made command an animal to do something.
the sign wanted to convey. Most signs Different animals can be taught
Wilderness Signs consist of several parts. Most important different skills (see the Trained
is the part that conveys the main message, Animals section in the Game Master
✦ Level 1-5: SV +2/level such as “Beware of trolls.” The other Guide book for more details). There
A person with this specialty can read and parts expand the main message, such as are eight different types of training:
create wilderness signs. A wilderness detailing what kind of trolls, how many fetching, jumping, hunting, couriering,
sign could, for example, be a symbol there are, and in what direction they went. sprinting, tracking, combat, and
carved on a tree trunk or a gatepost, Signs are positioned in places that guarding. All these training areas have
stones positioned in specific patterns, or are not obvious to an untrained eye, five capability levels: obedient, capable,
anything else that only the skillful can but to an experienced person they are excellent, skilled, and masterful. A dog
find. Every sign has an importance and quite clear. can therefore have excellent training
chapter 2. skills | 73
in fighting and capable training in expected in various sea environments, Camper
guarding. However, an animal cannot as well as which signs to follow to find
be trained until it is first tamed. the right place on the high seas. ✦ Level 1-5: SV +2/level
The person is good at building camps in the
wilderness. Primarily, it is not just about a
Botany Navigation camp you set up for the night, but a camp
where you can stay for several days to hunt,
✦ Level 1-5: SV +2/level ✦ Level 1-5: SV +2/level repair equipment, or simply rest. The camp
This specialty gives a person more By comparing famous landmarks at sea, takes eight hours to build and requires a
knowledge regarding the trees and and the positions of stars and celestial successful Skill roll. If the person manages
flowers of Trudvang. The specialty bodies in relation to each other, a person to build a camp, it means that those in the
bonus is used when the person wants to knows their current heading or direction camp will not suffer negative modifiers for
know something regarding plants. as well as location. The specialty helps being in the wilderness. People can also
a person take the best and most direct rest and recover from injuries just like they
possible route from one place to another at would if they were in a city.
Weatherman sea. Depending on distance and weather, The person is also good at making fire
the game master determines how often without a tinderbox or other tools.
✦ Level 1-5: SV +2/level a navigator needs to succeed with a Skill
The person has learned to interpret roll to stay on the right course.
the signs of nature and can use them to If a person has a good sea map that Pathwalker
predict the weather for the next few days. shows landmarks, they can determine
The specialty bonus is used when the their location and heading with great ✦ Level 1-5: SV +2/level
person tries to predict weather for the accuracy. The person has great stamina when
next two days +1 day per level. traveling in the wild. The specialty bonus
is used when a Skill roll is required during
Seaman long trips through the wilderness. A person
Zoology with this s pecialty also increases the distance
✦ Level 1-5: SV +2/level covered during one day by 10% per level.
✦ Level 1-5: SV +2/level The person is familiar with spending long
This specialty gives a person extra periods of time at sea and does not need
knowledge regarding creatures in to go ashore as often as someone with less Terrain Experience
Trudvang that lack higher intelligence. experience. The person uses this specialty (Specification Required)
The person is familiar with these when a successful Skill roll is required
animals’ strengths and weaknesses, to keep from getting sick on the stormy ✦ Level 1-5: SV +2/level and +2 Days
how they live, what they fear, what ocean, or anything that has to do with of Persistence in the wild/Level for
tracks they make, and much more. The life on board a ship. The person has also the specific terrain
specialty bonus is used when the person learned most of the common routines and The person has great expertise r egarding
wants to know something about a chores that are required when working survival in a certain terrain. The specialty
particular creature. on a ship. The person knows, for example, bonus is used when a Skill roll is required
how to set sail, how to load the cargo, to find shelter, food, water, or other
which ropes and knots to use, and perhaps necessities in the selected terrain. Available
Seafarer (D) most importantly, how to sail. terrain are mountain, forest, sea, arctic,
plains and Muspelheim.
✦ Level 1-5: SV +1/level
The Seafarer discipline provides Survival (D)
knowledge of the sea and the basics of Weathered
how to operate various types of boats. ✦ Level 1-5: SV +1/level and +1 Day of
The person knows how things work on Persistence in the wild/Level ✦ Level 1-5: Level 1-5: SV +2/level and
a boat, such as how teams of workers This discipline makes the person a +2 Days of Persistence in the wild
should look and act, how to load the true survivor who can subsist on the The person is used to spending long
cargo, which ropes and knots to use, how few assets that nature has to offer. The periods of time in the wilderness, and can
to set sails, and most importantly how discipline bonus is used when the person therefore endure rain, wind, and cold. The
to sail and steer a ship. Seafaring also has to survive in the wild and must find specialty bonus is used when the person
provides knowledge of which winds are shelter, food, water, or other necessities. needs to overcome the weather in the wild.
74 | chapter 2. skills
chapter 2. skills | 75
Chapter 3
✦ WEAVERS OF VITNER ✦
There are three types of vitner that together form the worldwide
force, which makes up all of the worlds as well as the gap between
them. Together, the three powers build and surround everyone
and everything, from the smallest piece of gravel to the largest
mountain, from the smallest mouse to the largest giant.
Vitner: Magic Energy The njord fires flow forth like streams, and beings also harbor a disharmony
Vitner form objects, beings, and even rivers, and huge waterfalls. At some places among the three. They receive power
the worlds themselves in two different their force and power is so strong that and properties reflective of the
off-
forms. One of these forms of reality is even vitner masters are overwhelmed. balance energy within.
referred to as “Havvitner,” the external Other places, h owever, are almost empty
energy, and the other is “Rimvitner,” the of vitner and the njord fires move at a
internal energy. The three energies are slow, almost stagnant pace. Mistvitner, the Hidden Magic
called: The hlogres are mighty and There is often talk of another vitner
impressive. These are spots where the that incorporates all the other vitners as
✦ White vitner njord fires join and create a central one, an energy that does not d istinguish
✦ Dark vitner source of power, which throws its energy between type, level, or even how it is
✦ Vaagrivitner out to the surrounding areas. Usually developed. These rumors speak of the
these places are of great importance to “Mistvitner,” the hidden magic, the one
“White vitner” is light and pure, and Trudvang’s wizards, who gather there that the misturelves once used, long
gives life. “Dark vitner” is dark and frequently to study the vitner. before they learned how to conjure the
impure, and is used like a poison to break Each of the three forms of vitner flow separate parts in order to teach others.
down the life that white vitner fosters. amidst the njord fires and intersect at the Today there are few, if any, who know
“Vaagrivitner” is a combination of the powerful hlogres. But their appearance how to deal with such ancient vitner, which
two energies, a tight and inseparable does not always look the same. At some is rumored to be able to break worlds and
pattern that divides the others. places, the darker energy gets more create new ones. It is believed that the
It is easier to see and master the current in the njord fires and permeates magic the fjol trolls use is closely related
gloomy and impure dark vitner, and the ground with its dark force. At other to mistvitner, but nobody knows for sure.
harder to see the light and pure white places, the light energy is more powerful. Humans who have experienced
vitner. But in most njord fires, the three energies this vitner shaping refer to it as
flow in harmony and equilibrium. “Bjaustavitner” (wild magic).
The njord fires and hlogres do not
Arteries of Vitner exist only in Trudvang’s soil. Objects
“Njord” fires can be found all over and beings have these forces as well, The Wizard’s Choice
Trudvang. The njord fires are like though on a much smaller scale. Just like All wizards start by deciding which
giant arteries of vitner that come from there are places where the three types of vitner they wish to study and hopefully
different central sources called “hlogres.” vitner are out of harmony, some objects master. The choice is made when the
Hwitalja, the Ones Who Bring knowledgeable and highly respected by than the other two types. They describe
Light kings, warriors, and even the other two the vitner as a muddy lake, a tormented
The elves describe the white vitner as a types of mages. and silent wasteland, and a road to the
sparkling meadow of beautiful flowers, Enchanters who choose Hwitalja, the darkest of all realms. Here, one finds only
like the light at the heart of a flame or bright way, have to remember that great death and decay, just like at the bottom of
a calm and crystal-clear lake. One who accuracy is needed for their spells, which a poisoned well. Those who use the dark
learns to see this beautiful vitner and means it is not only difficult to learn new vitner to shape their spells speak of their
manages to master it is called Hwitalja. spells but also difficult to use the vitner energy as if it were an untamed wild horse.
Hwitalja create spells from the to reach higher levels of power. The But it is not as obscure and sinister as many
lightest and purest energy, often with positive side, however, is that the vitner would suggest. One simply needs to take in
noble purposes as well. There are far is very reliable and is not as devastating and master the wild energy, and once that
fewer Hwitalja in Trudvang compared with fatal magic. is accomplished, it can be used to achieve
to Vaagritalja and Darkhwitalja great things. There is nothing wrong with
because pure energy is much more Darkhwitalja, the Dark Weavers trying to bend an iron pole or tame large
difficult to see and master. Those who The dark vitner is both alluring and creatures to serve the enchanter’s purpose;
use it, however, are usually extremely inviting. More people can see this vitner this is the perspective of the dark weavers.
Negations
One of the biggest reasons that mages
are both feared and revered relates to the
erratic behavior of the vitner. Whenever a
mage conjures a spell by weaving vitner,
it is pulled from somewhere else in the master to decide how big or powerful vitner is creative in nature. This means
greater vicinity where there is now a lack a negation gets, as well as whether it that some Vitner Tablets will match
of vitner, resulting in what is called a affects the player characters. And the some vitner types better than others.
negation. Suddenly, for no apparent reason, more frequently an enchanter weaves the Below each Vitner Tablet is a
unexplainable things start to happen vitner in short periods of time, the closer description of how the different types
that can affect the environment and the and more concentrated these negations react when used to weave spells from the
people within it. A negation of a spell acts will become. In order to help the game tablet.
much like an opposite or c ounterpoint to master to decide about negations, various
a spell that is being conjured nearby. For examples and indications are given in Level and Cost
example, if a mage conjures heat in one the description of each individual Vitner Before every spell’s name is a value from
place, the negation would be inexplicable Tablet. 1 to 5, which shows the level of specialty
cold in another place, and vice versa. If Negations are one of the reasons the mage has to learn of the Vitner
they weave a protective concealing layer (along with the fear of fatal magic) that Tablet to be able to cast that spell.
around a being so that it becomes hard to mages do not want to weave vitner As soon as a mage learns a p articular
detect, another being elsewhere suddenly unnecessarily. level of a tablet, they can conjure all of
becomes incredibly noticeable and much the spells that belong to that tablet’s
easier to detect. And so on. Vitner level and below.
A negation does not have to be All mages choose the type of vitner they The level also signifies the cost of
negative for the one experiencing it. In will weave their spells with by p urchasing the spell and whether it has any spell
many cases, mages attempt to weave one of the three knowledges: Hwitalja, modifier. Read more about this under
spells that have a negative effect on a Vaagritalja, or Darkhwitalja. Weaving a Spell, above.
target. The negation of such a spell The Darkhwitalja weaves the dusky
would likely be perceived as incredibly and ashen vitner, which exists in Modifier
positive, even miraculous. abundance and is easiest to discover;
Depending on the level of the spell b eing
Often these sporadic negations last for the Vaagritalja weaves the mixed vitner, conjured, the difficulty to s ucceed weaving
only a few moments and in small doses, which partly consists of white vitner will vary. This is different from the
because the negation of a spell happens and dark vitner, interlaced to become a initiative modifier, which is
determined
in several places at the same time and balanced power; and the Hwitalja weaves solely by the level of the spell.
to a much smaller degree. But it is not the pure and powerful white vitner that
unknown for a negation to have the same is hard to get and hard to discover, but Type
great power and focus as the spell being much safer to use. The dark vitner is There are four types of spells that
conjured. It is completely up to the game destructive in nature, and the white demand different levels of concentration
The pattern that the mage weaves the ✦ Cost/Modifier: 2/-2 ✦ Cost/Modifier: 2/-2
vitner in is specifically connected with ✦ Type: Lasting ✦ Type: Preserving
animals and their spirits. For example, ✦ Duration: Special ✦ Duration: 1 minute
the mage can summon animal spirits to ✦ Range: 100 meters ✦ Range: 50 meters
frighten or shock someone, or use them ✦ Weaving time: 5 action rounds ✦ Weaving time: 1 action round
to send messages to people far away.
With the help of vitner, the mage can By singing a special song, the mage This spell creates a spiritual link between
call upon wildlife nearby and compel can use creatures nearby to pass on a the mage and a chosen animal within
them to obey, even against their will if message. It does not matter what type 50 meters. The link allows the mage to
they are not friendly. With the power of creatures hear the mage, as all within communicate with the animal, who will
of the mind, the mage can communicate range are affected and will pass on the attempt to answer the mage’s questions
with animals or even shift his own message. The animals will not change to the best of its limited ability.
consciousness into the creature’s body their current behavior or itinerary to Keep in mind that most animals are
and control it as if it were his own. deliver the message, but will simply unintelligent and will not be able to give
pass it on to others they encounter on straight answers most of the time. Thus,
the way. This means that there is no the information the mage receives is
Negations for Animal Vitner way to predict how long it will take often unreliable. However, this is never
When a mage directs and manipulates for the message to be delivered. If the intentional on the part of the animals,
the vitner toward animals or their mage is lucky, it will take only a short as they always try to do their best.
spirits, a negation happens somewhere time; if unlucky, it might take forever. Questions must be asked in basic forms,
else in the vicinity. If the mage wants The animal can also pass the message and the answers will also be very basic.
to control an animal, another creature on to intelligent beings, who hear the Below are typical questions and potential
elsewhere (possibly even a domesticated words of the original mage, but the answers.
one) suddenly becomes unruly and acts recipients must decide for themselves
out in a manner completely unexpected whether or not to pass the message on ANSWERS FOR SPEAK TO ANIMALS
or disobedient. If the mage wants to further. It is up to the Game master to Question Answer
summon an animal, another runs away; if decide how long it takes for a certain Did any two-legs Yes/No.
the mage wants to shift his mind into an person or being to receive the message pass by here?
animal, another person might suddenly In the spell’s basic version, the mage
Which way did they That way.
be possessed by the mind of an animal can command one creature within go?
and act as if she were an animal for a hearing distance of the song. The
Was anyone wearing White? Cloak?
while. When the mage tries to send a message can contain a maximum of three
a white cloak?
message, another creature somewhere words and can travel 10 kilometers.
fails to deliver its own message or Did they bring any Bring? Prisoners?
prisoners?
delivers the wrong one. LEVEL OF POWER: MESSENGER
When did the two- Several sun-ups ago.
Cost Extra Level of Power
legs pass? (Measurements of
Vitner Type Effects for 1 Increase the number of creatures time can be difficult
who hear the song by 1 to explain.)
Animal Vitner
1 Increase the number of words the
message can contain by 1
✦ White Vitner: No modifier.
2 Increase the range the message can
✦ Vaagrivitner: Levels of power cost -1, LEVELS OF POWER: SPEAK TO
travel by 10 kilometers
but not less than 1 per level. ANIMALS
✦ Dark Vitner: Levels of power cost +1. Cost Extra Level of Power
1 Increase the range by 10 meters
Animal Vitner is balanced in nature.
2 Increase the duration by 1 minute
It creates and changes creatures of
nature.
✦ Cost/Modifier: 2/-2
✦ Type: Instant
✦ Range: 5 meters
✦ Weaving time: 1 action round
2: Hearing/Deafness
“Heirkraftla”
✦ Cost/Modifier: 4/-4
✦ Type: Lasting
✦ Duration: 1 minute
✦ Range: Contact
✦ Weaving time: 2 action rounds
This spell can increase the hearing of the Situation roll with a Situation value of 8 2: Sense of Smell
enchanted for the duration. It also acts as a (Constitution modifiers apply). “Ulvakon”
filter to protect the ears against unwanted
noise, dampening all high-pitched and LEVELS OF POWER: HEARING/ ✦ Cost/Modifier: 4/-4
loud sounds that would otherwise cause DEAFNESS ✦ Type: Lasting
damage. The enchanted receives +3 on Cost Extra Levels of Power ✦ Duration: 1 minute
all Situation rolls and Skill rolls for which 1 Decrease the victim’s chance of
✦ Range: Contact
hearing could be considered a significant succeeding on the Situation roll ✦ Weaving time: 2 action rounds
factor for success. by -1
The spell can also evoke a negative 1 Increase the duration by 1 minute
This spell can temporarily increase the
effect, diminishing the sense of hearing. enchanted person’s sense of smell. The
2 Increase the positive/negative
The victim receives -3 on all Situation enchanted receives +3 to all Situation
modifier by ±1
rolls and Skill rolls related to hearing. rolls and Skill rolls in which the olfactory
Any creature enchanted with enough 3 Affect an extra being (with the ability is a significant factor for success.
spell’s basic version)
extra levels of power to receive -10 is For example, they can use their sense of
considered to be deaf and cannot hear 3 Increase the duration by 1 hour smell to determine whether anyone is
anything for the duration of the spell. 8 Increase the duration by 1 day hiding in the room or even around the
The creature exposed to this negative 20 Increase the duration by 1 week corner. The enchanted can detect smells
effect can resist it by succeeding on a within a range of 50 meters.
1: Animate Undead
“Sálhelekallja”
✦ Cost/Modifier: 2/-2
✦ Type: Lasting
✦ Duration: 3 days
✦ Range: 10 meters
✦ Weaving time: 3 hours
✦ Cost/Modifier: 2/-2
✦ Type: Lasting
✦ Duration: 5 minutes
✦ Range: Contact
✦ Weaving time: 2 action rounds
1: Retrace Tracks
“Veigvisu”
✦ Cost/Modifier: 2/-2
✦ Type: Lasting
✦ Duration: 1 hour
✦ Range: Contact
✦ Weaving time: 3 action rounds
Cost Extra Levels of Power Mischievous The target is inspired by all sorts of mischievous antics. Pulling the chair out from
someone who is about to sit down, tinkering with someone’s personal possessions,
1 Increase the duration by 1 minute or weaving elaborate lies are common pranks the target thinks are fun.
2 Decrease the target’s chance of Patroniz- The target speaks condescendingly to anyone they meet, claiming that no one
succeeding on the Situation roll(s) ing else is as significant as they are.
by -1
Boastful The target boastfully talks about everything they have done (or would like to
2 Increase the range by 5 meters have done) and liberally exaggerates the details.
(contact is no longer necessary)
Truthful The target opens their heart and shares secrets and hidden desires to nearby
2 Affect an extra being (with the friends. The target must succeed on another Situation roll with a Situation
spell’s basic version) value of 10 (Psyche modifiers apply) to keep from sharing significant or
6 Increase the duration by 1 hour incredibly incriminating secrets (up to the game master to determine whether
a secret is revealed or not).
Insecure The target feels worthless in everything they do and believes that nothing
3: Imagining they attempt will succeed. The target must succeed on another Situation roll
with a Situation value of 10 (Psyche modifiers apply) to keep from suffering -3
“Skenhuga”
on all Skill Values and Situation values for the duration of the spell. If the roll
is successful, the target suffers only a -1 modifier.
✦ Cost/Modifier: 6/-6
✦ Type: Lasting
✦ Duration: 5 minutes For example, if the thought was “I’d LEVELS OF POWER: IMAGINING
✦ Range: Contact like to jump off this cliff,” it likely Cost Extra Levels of Power
✦ Weaving time: 1 action round wouldn’t work unless the creature was 1 Increase the duration by 1 minute
incredibly stupid or impulsive. Any
2 Decrease the victim’s chance of
The enchanter uses the vitner to create reasonably intelligent creature would
succeeding on the Situation roll
a thought and plant it in another probably push aside such a thought as by -1
intelligent being’s mind. The target a crazy whim and ignore it, no matter
2 Increase the range by 5 meters
believes that it conceived of the idea how nagging or natural it appears.
(contact is no longer necessary)
itself and does not reflect further, However, thoughts like “I wonder if
instead taking action as if the thought my best friend is trying to fool me; I 6 Increase the duration by 1 hour
were perfectly acceptable. How exactly probably should be suspicious of him,”
the target reacts to this new thought or “Maybe I should give my money to 3: Memory
is decided by the game master. The this poor beggar with the funny hat, “Húgstyrkja”
target can unconsciously resist this since he seems to need it more than I
spell, however, through a successful do,” or “This looks a good group; of ✦ Cost/Modifier: 6/-6
Situation roll with a Situation value course I’ll let them in,” should work ✦ Type: Lasting
of 8 (Psyche modifiers apply). If the just fine. Other examples of what ✦ Duration: 5 action rounds
Situation roll fails, the thought is
might work are “I have to run away ✦ Range: Contact
implanted in the target’s mind and from here because it isn’t safe,” or ✦ Weaving time: 1 minute
gnaws at their consciousness until the “That guy by the fireplace frustrates
duration of the spell expires. me; now he’s getting it,” or “How tired Through this spell, the enchanted
An implanted thought is usually I have become! I need to sit down and c haracter is able to remember
unable to overcome common sense. rest for a while.” everything that happened to them over
2: Scanning
“Tingspyrja”
✦ Cost/Modifier: 4/-4
✦ Type: Preserving
✦ Duration: 9 action rounds
✦ Range: Contact
✦ Weaving time: 1 minute
2: Far Sight
“Fjarrskönja”
over a ravine, swimming, or riding a a single hair, a drop of blood, a ✦ Cost/Modifier: 4/-4
horse), small pieces of vitner light will ngernail, or something similar from
fi ✦ Type: Lasting
collect on the water or in the air to the one being pursued. The object used ✦ Duration: 2 action rounds
indicate the direction. The enchanter can will be consumed once the enchanter ✦ Range: Contact
also follow tracks of a creature that has successfully weaves the spell, so the ✦ Weaving time: 1 action round
been enchanted with the Traceless spell. spell cannot be repeated unless the
In order to use the vitner to track enchanter finds another item from the The mage concentrates on a space, and
a creature, the enchanter must possess creature. the swirling energies there form a tunnel
Negations for Vitner Craft Vitner Craft is manipulated and created 1: Vitner Pouch
The negations that occur when weaving through itself. Its power is to give “Vitnasakje”
a spell remain the direct opposite of what knowledge, create, and control the very
the spell invokes. If one being receives a nature that empowers it. ✦ Cost/Modifier: 2/-2
beneficial enchantment, one or several ✦ Type: Lasting
other beings experience bad luck and ✦ Duration: 1 hour
horror for a while. When an enchanter 1: Channeling ✦ Range: Contact
creates a sigil, no negation occurs when “Vitnasammel” ✦ Weaving time: 1 minute
the spell is bound to it, but an extremely
large negation occurs when the spell ✦ Cost/Modifier: 2/-2 The enchanter weaves vitner together
is used. The reason for this amplified ✦ Type: Lasting to create an astral pouch. This bag
negation is that the vitner is formed and ✦ Duration: 1 minute is not visible in the physical world,
woven for a much longer period, during ✦ Range: Contact and only the enchanter or those who
which the pressure builds up as it tries to ✦ Weaving time: 15 minutes understand vitner are able to perceive
return to its original shape. it. Furthermore, only those who can
When an enchanter protects against The enchanter can benefit from see the pouch can carry it. The bag
a vitner attack, the negation that the help of others while weaving a can hold any objects or beings with
occurs is the effect of the spell that was spell. Any helper(s) must participate a combined weight of up to 2 kg.
blocked, woven somewhere else in the voluntarily. By succeeding with this Anything kept in the pouch adds no
world. The effect may not be as strong spell, the enchanter gains 5 Vitner extra weight for the carrier.
as the original, as it can occur with Points from the individual(s) helping. A creature who unwittingly gets
less potency in several places at the Because vitner is life, each Vitner caught in the pouch can attempt to free
same time. When the enchanter takes Point drawn out this way also deals 1 itself by making a successful Situation
vitner from a living being and places point of damage to the assistant that roll with a Situation value of 8 (Psyche
it in an object, nothing else happens, it is drawn from. If there are several modifiers apply).
5: Wave Master
“Vannkongr”
✦ Cost/Modifier: 10/-10
✦ Type: Lasting
✦ Duration: 1 hour
✦ Range: 100 meters
✦ Weaving time: 1 minute
STORM’S POWER
Victim’s Weight Situation Value Distance Thrown Modifier on Actions
3 times affected weight - - -
2 times affected weight 18 1m -2
1.5 times affected weight 14 1d3 m -4
Affected weight 10 1d6 m -6
Half of affected weight 6 1d10 m -8
One third of affected weight 4 2d10 m -10
✦ DIMWALKERS ✦
The ancient elves always said that the presence of the gods was best
represented by the mist, that the gods and the fog were one and the
same. Maybe from this stems the same belief that the humans have
embraced regarding the gods and divine beings.
The dimwalkers the mighty creators wandered the Path of the D imwalker
For as long as they have walked lands of Trudvang. Thousands and A dimwalker must choose a religion to
Trudvang, the humans have believed thousands of seasons ago, most gods follow in order to create a bond with
that the gods hide in the fog and that abandoned the world and found their their gods.
such is a manifestation of their presence. way into the darkness beyond. As a For humans, there are four religions
Anyone who was able to walk this fog trail they left small points of light (specialties are given in parentheses and
and speak with the gods within it came that shimmer and twinkle in the they represent the specific names of the
to be known as a dimwalker. dark night sky. But some gods never priests or holy persons in each religion):
In contrast to the weavers of Vitner quite relinquished their connection, Gerbanis (Stormkelt), the Tenets of Nid
who weave power themselves, it was the and those are the gods worshiped in (Gavlian), the Eald Tradition (Bruid),
mission of the dimwalkers to decipher various forms today. and Haminges (Noaj).
and convey the wisdom of the gods, and There are hundreds of different The religion of the dwarves is called
in this way they were bestowed divine religions and cults, all of which claim Thuuldom (Thuul), and the religion of
powers. In the religion of Gerbanis, contact with divine powers. This book the elves is called Toikalokke (Ihana).
people believed that both the storm describes how some of these religions are Everybody can obtain a deep
gods and the chaos gods enveloped practiced among the races and peoples of knowledge of all religions, but must be
themselves with fog to walk unseen Trudvang. loyal and devoted to only one. In order to
among mortal men. In the Tenets of Humans have four main religions: be given the power to use divine abilities,
Nid, it has long been considered that Gerbanis has a stronghold in the the faithful one must be rewarded with
one of the many manifestations of Gave Stormlands; the Eald Tradition is a Holy Tablet from the gods. These
is the fog, and the Mittlanders have holding a desperate and fading grip tablets of power can be received only if
always thought that their kin were on Mittland; the Tenets of Nid rules the faithful one has shown true loyalty
birthed from the fog, being the bosom Westmark and is gaining an increasing toward the religion. To show this loyalty,
of the gods. presence in Mittland; and Haminges, the faithful one must become a Stormkelt,
The concepts and belief in salvation the dark faith, has grown quite Gavlian, Bruid, Noaj, Thuul, or Ihana.
by divine grace and the worship of powerful among Wildfolk, trolls, and As with the vitner (see the Weavers
higher powers have existed since the other creatures beyond what we would of Vitner chapter), there are few who are
dawn of time. In contrast to enchanters consider civilization. awarded the opportunity to have their
and weavers of the vitner, the faithful Elves and dwarves commit themselves invocations answered. Those who have
find force and power in higher beings to their own religions: Toikalokke and lived strictly in accordance with the will
who have existed since the era when Thuuldom, respectively. of their gods, without overlooking any
Range
The range of an ability designates how
far from the dimwalker it can be activated,
as well as how large of an area it affects.
Some divine feats designate the range as
Contact, which means they affect only the
dimwalker or someone (or something) the
dimwalker touches during the invocation.
Others designate the range as Personal,
which means that only the dimwalker can
be affected by the ability.
Invocation Time
Because some abilities are more advanced
than others, it takes different amounts
of time to invoke them, which means
that invocation times vary. The more
advanced an ability is, the longer it takes
to invoke.
A divine feat’s invocation time also
reflects how much the dimwalker
needs to perform in order to invoke the
ability. A short invocation time means
the dimwalker has to devote very little
time and effort to invoking the ability, Some abilities with long invocation is injured during the invocation time, not
while a long invocation time means times are called rituals. The invocation just once per action round.
the opposite. This also means that the itself is really a full ritual, no matter how
longer the invocation times, the easier it long it takes to invoke an ability.
should be for others to notice what the If a dimwalker is injured or pushed to Initiative Modifier
dimwalker is doing. A short invocation the ground during the invocation time, A divine ability’s initiative modifier is
time grants the dimwalker much they must succeed on a Situation roll with deducted from the dimwalker’s initiative,
greater chance of avoiding interruption. a Situation value of 6 (Psyche modifiers but it applies only in the action round
The shortest invocation time is 1 action apply) to maintain concentration and when the invocation is completed to
round, which means that the divine feat avoid failing with the ability. This roll determine when the ability takes effect.
is in the same action round. must be made every time the dimwalker If the ability has an invocation time of
only 1 action round, the modifier applies
immediatly since the invocation and the
EXAMPLE: INVOCATION TIME effects of the invocation happen in the
same round.
A divine ability with an invocation time of 1 action round is activated in the same An ability’s initiative modifier is
round in which the dimwalker began the invocation. A divine ability with an equal to its level. So a level 1 divine feat
invocation time of 3 action rounds is activated on the third round, beginning with the always has an initiative modifier of -1,
round in which the invocation began. A divine ability with an invocation time of 1 a level 2 feat always has an initiative
hour is activated one hour from the start of the invocation. modifier of -2, and so on. The modifier
caps at -5 for a level 5 feat.
The following ranks apply to the In extreme cases, it may involve ✦ In order to succeed in conducting a
ierarchy of priests in the Gerbanis
h sacrificing an eye, a finger, an ear, or blood gift, the dimwalker must succeed
religion. even crushing a limb. Most often, on a Skill roll for the Faith skill
however, it is about cutting open a together with the Invoke discipline
✦ In the Gerbanis religion, every large wound or burning oneself with and the Stormkelt specialty.
dimwalker starts as a Blue Bloter,
a branding iron on a particular part
which is the lowest rank of bloters and of the body. Whatever the sacrifice, it In order to make a proper blood gift, the
the ceremonial helper of the Stormkelt. should reflect the divine ability that dimwalker must have a dedicated blot pole
✦ Stormkelt is the name for the religious the dimwalker desires to learn. or blot rod. Whether a specific offering
leader within Gerbanis. There is This sacrifice will not hinder the requires a pole or a rod is described in the
a Stormkelt in most villages. The character in such a way as to result in Blood Gift Offerings table below. A blot
dimwalker is tethered to the gods of any negative modifiers, but it may result pole is often a broad ornamented pole of
Gerbanis, promises to follow the wills in practical disabilities. These sacrifices iron oak, which rises several meters above
of the gods of the Stormlands, and will likely be visible as well and will ground and has solid iron rings at its top
lead others in the same. make an impression on others. These and center. A blot rod is a much smaller
✦ Over the Stormkelt stands the Blot injuries cannot and should not be healed version of the blot pole; in fact, some
Lord or the Blot Lady, leader of a stave in any way. dimwalkers carry one around as a heavy
church. walking stick. A blood gift offering would
✦ A Blot Lord who is entering the normally be hung on the blot pole or rod
master level can become a “Duty Blood Gifting so it hangs freely. In some cases, this may
King” when he leads one or more stave Blood gifting is the source of power be rather difficult, especially when a major
churches but also rules over a region, from which the Stormkelts draw their blood gift is being held with offerings such
commanding over beliefs, life, and
strength. The worthier and the bigger as a hrimturse (frost giant) or a m
astomant.
death. A female of this rank instead the blood gift is, the more power the If the offering is in contact with the
carries the title Duty Mistress. kelts will add to their divinity capacity. ground, only half of the indicated Divinity
✦ A Duty King or Mistress reaching Without blood gifting, Gerbanis Points are obtained from the sacrifice.
the level of legend can develop into dimwalkers have only their own limited The Blood Gift Offerings table also
the Brycker. The Brycker is the power to use for their abilities. Blood shows how many offerings of the same type
mouthpiece of the gods in the land gifting can thus generate extra Divinity can fit on a single pole or rod. A big pole
where he or she rules. Points for the dimwalker in addition to is a larger version of a blot pole that often
their natural divinity capacity. reaches higher than 10 meters. A huge blot
A blood gift is a blood offering ritual to pole is more than 30 meters high, with a
The Sacrifice honor the gods. A blood offering is usually girth of at least 8 meters and needs to be
held at a ritual killing spot where a blot made of the very largest iron oak.
✦ Gerbanis’ prerequisite for Holy pole or a blot rod has been erected, here A dimwalker can make only one blood
Tablets the offering is drained of its blood by a gift at a time, and cannot do so again until
sacrificial blade. This blood is then drunk all Divinity Points from the previous blood
To learn a Holy Tablet that the gods by the dimwalker and showered over gift have been used or disappeared. If a
of the Gerbanis faith offer, dimwalkers others who take part in the blood gift. person blood gifts again while there are
must sacrifice something of themselves Divinity Points still remaining from the
during the invocation. It’s not a matter ✦ Unused Divinity Points generated by previous blood gift, “gloomgifting” will be
of possession or a promise, but about a blood gift disappear at a rate of 1 considered to have happened (see below for
giving something of flesh and blood. point per day. specific rules on the matter). However, a
Gloomgifting
If a dimwalker offers another blood gift as
a separate sacrifice, on another occasion,
while the effects of a previous gift are still
active (i.e. the dimwalker still has Divinity
Points from the first gift), it is considered
to be a “gloomgift”, and a great insult
to the gods. The ground at the site of
the gloomgifting becomes tainted and
can never be blood gifted upon again. If
an intelligent creature is slain or offered
as a blood gift in an area tainted by a
gloomgifting, there is a risk that the
ground awakens dark dwellers (see the
Gloomgifting Consequences table below,
as well as dark dwellers in Game Master’s
Guide or in Jorgi’s Bestiary). Because of
the risk, every stave church has a blood gift
master who decides who can and cannot
blood gift at the church. Gloomgifting
generates no further Divinity Points.
Every 10 Divinity Points a
gloomgifting would have generated as
a normal blood gift adds +1 to the roll
on the table below, which determines the
outcome of the gloomgifting. However,
if a dragon is gloomgifted, the roll is
modified by +20 (instead of just +10).
GLOOMGIFTING CONSEQUENCES
1d10 + (DP/10) Consequence
1-3 Nothing special happens. The next time someone blood gifts at the scene, the outcome of the gloomgifting die roll is doubled.
4 Dark dwellers are awakened within the ground. The next time someone blood gifts on the ground, there is a 50% chance
that 1d3 dark dwellers rise up and attack.
5 One dark dweller awakens, rises from the ground, and attacks.
6 1d3 dark dwellers awaken, rise from the ground, and attack.
7 1d3 + 1 dark dwellers awaken, rise from the ground, and attack.
8 1d6 + 1 dark dwellers awaken, rise from the ground, and attack.
9 1d6 + 3 dark dwellers awaken, rise from the ground, and attack.
10-20 1d6 + 3 dark dwellers (+1 dark dweller for every step over 9) awaken, rise from the ground, and attack.
21-24 An area of 1 km² with the blood gift site at its center becomes permanently tainted. In addition, 1d10 (OR 9-10) + 10 dark
dwellers rise at the site of the gloomgifting, and every creature slain in the area will awaken yet another dark dweller.
25-27 An area of 100 km² with the blood gift site at its center becomes permanently tainted. In addition, 1d10 (OR 7-10) + 10
dark dwellers rise at the site of the gloomgifting, and every creature slain in the area will awaken yet another dark dweller.
28-30 An area of 1,000 km² with the blood gift site at its center becomes permanently tainted. In addition, 1d10 (OR 7-10) + 20
dark dwellers rise at the site of the gloomgifting, and every creature slain in the area will awaken yet another dark dweller.
Influence of J orn The Stormkelt claps their hands, which 1: Wall of Dusk
The Stormkelt has strengthened their hurls a booming wave of pressure and
loyalty to the god Jorn in order to receive force that damages every undead being ✦ Cost/Modifier: 2/-2
the Influence of Jorn. With this Holy within range. The divine energy deals ✦ Type: Lasting
Tablet, the Stormkelt can be bestowed 1d5 points of damage. Normal armor ✦ Duration: 3 action rounds
with the power to smite the undead, gives no protection. ✦ Range: 10 meters
summon steeds from the storm and the ✦ Invocation time: 1 action round
gods, and invoke the darkness of the night. LEVELS OF POWER: DEATH GUST
Cost Extra Level of Power With this ability the Stormkelt can conjure
2 Increase the range by 5 meters
a wall of darkness anywhere within 10
1: Death Gust meters. The Stormkelt is given 20 square
5 Increase the damage by one step:
meters of darkness to shape to their liking.
1d5 g 1d10 g 1d10 (OR 10) g
✦ Cost/Modifier: 2/-2 1d10 (OR 9-10) g 1d10 (OR 8-10)
A dimwalker who has 20 m² can thus make a
✦ Type: Instant g .+1 OR range per further level wall that is 1 m wide and 20 m long, a wall 5
✦ Range: 5 meters (max OR 5-10) m wide and 4 m long, and so on. The height
✦ Invocation time: 1 action round of this area extends as far as the eye can
2: Bold
✦ Cost/Modifier: 4/-4
✦ Type: Lasting
✦ Duration: 1 minute
✦ Range: Contact
✦ Invocation time: 2 action rounds
The Stormkelt prays to Enken and is weapons. However, the wind shield does Enken flow through them. For one
granted courage for herself or bestows not protect against magical weapons. minute, the dimwalker will be able to see
courage upon a chosen individual. everything that is not hidden or altered
The person who is granted this power LEVELS OF POWER: WIND SHIELD by magic within a 10-meter range.
receives the exceptional trait of Psyche Cost Extra Levels of Power When the Stormkelt opens their eyes,
+6 for the ability’s duration. 1 Increase the duration by 1 action
the eyes resemble those of a frost bear,
round and as long as the dimwalker maintains
LEVELS OF POWER: BOLD concentration, they can view everything
3 Increase the range to 5 meters
Cost Extra Levels of Power (contact is no longer necessary)
that is happening within range. This
1 Increase the duration by 1 minute
means that objects such as walls are
3 Increase the Protection Value by
unable to block the vision of the S
tormkelt.
10 Increase the duration by 1 hour +1 (maximum 4 levels of power)
However, no other sense is affected by the
5 Increase the duration by 1 minute ability beyond sight.
2: Wind Shield The dimwalker may add +5 as a
3: Soul Sight modifier to the Skill Value in the Shadow
✦ Cost/Modifier: 4/-4 Arts skill when attempting to find
✦ Type: Lasting ✦ Cost/Modifier: 6/-6 hidden doors or traps.
✦ Duration: 1 action round ✦ Type: Preserving
✦ Range: Contact ✦ Duration: 1 minute LEVELS OF POWER: SOUL SIGHT
✦ Invocation time: 1 action round ✦ Range: 10 meters Cost Extra Levels of Power
✦ Invocation time: 1 action round 2 Increase the duration by 1 minute
The Stormkelt summons a shield of small
2 Increase the range by 5 meters
storm flurries, which provide a Protection The Stormkelt closes their eyes and
Value of 1 against melee weapons and a concentrates on the surroundings,
3 Increase the modifier of Shadow
Protection Value of 3 against ranged letting the highly attuned senses of Arts by +1 to see hidden things
Followers of the Eald Tradition are their weapon is drawn, to always sleep on Once the dimwalker swears a blood
organized as follows. the bare ground, never flee from a battle, oath, they receive extra Divinity Points
and so on. This promise must be declared in addition to those usually generated
✦ Those who are pure exemplars of nearby the associated element of the chosen through the Faith skill.
the Eald Tradition are called Bruids, Flowra (for example, promises to Nema are Divinity points gained from blood
which roughly means “heroes to be” or made on the windswept plains, and promises oaths don’t disappear like those gained
“promising warriors.” They are role to Morgu are made on the b attlefield) or through the blood gifting of Gerbanis
models in their society. where a large crowd is gathered to serve as or the Tenets of Nid’s prayers. An oath
✦ The Bruids often follow and serve the witnesses to the promise. and the Divinity Points generated last
Eald Tradition’s traditional warriors, A promise must never be about until they are spent, or for one full year,
the “Curadd.” something transient, such as killing a
or until the oath is fulfilled. If the oath
✦ Esteemed over the Curadd are the certain person or singing a certain song in has not been fulfilled by the end of this
“Rigfhennid,” Oath Kings and heroes a certain place. Instead, it must be a promise period, it is considered broken.
among the people, who are a source of of a perpetual behavior or a goal that the Divinity points still unspent once the
inspiration and courage. dimwalker will pursue all of their life. deed of the blood oath is accomplished
✦ A Rigfhennid reaching the master level disappear instantly upon its fulfillment.
can receive the title of “Teyrn.” A Teyrn Each blood oath costs the hero 1 Body
is incredibly close to the Flowras and is Blood Oaths Point that will not heal until the oath is
lauded as a hero in many books. If there Blood oaths are rituals that heroes of the fulfilled. If the blood oath is not fulfilled
is anyone who can rule a country with Eald Tradition use for gaining extra power after a year, this injury becomes p ermanent.
order and peace, it is a Teyrn. A female to fuel their divine feats. Unlike the initial It can never be healed in any way.
Teyrn is called a Teyrna. promise a dimwalker makes for learning The effect of a blood oath cannot be
✦ Any heroes who reach legendary level divine feats, blood oaths are related multiplied if the oath is sworn several times.
are called “Ardrigh,” Supreme King of to performing certain specific deeds. Be sure to keep track of the blood oaths
Flowras, who cannot be ruled over by These deeds should be tasks that can be a character has sworn and the number of
any earthly authority. Their word is law, accomplished within a year, such as killing Divinity Points granted by writing them
and their every action is a tradition. a certain monster, taking a pilgrimage to a down on the character sheet. It is especially
specific place, or building a shrine. important to keep track of whether or not
A blood oath cannot be a promise for the Divinity Points from the oaths have been
The Promises something perpetual, such as clearing
used, what Divine Ability they were used for,
Trudvang of trolls, defending the innocent, and when the blood oaths were sworn. Blood
✦ Eald Tradition’s prerequisite for Holy or speaking entirely without lies. These types oaths are not to be handled lightly.
Tablets of promises are the kind the dimwalker would The maximum number of blood oaths a
make in order to learn the Holy Tablets. hero can be held accountable for during one
In order to learn a Holy Tablet that A blood oath should have a clear and year depends on the hero’s Body Points,
Flowras offers, the dimwalker must make a viable goal (see the Blood Oaths table). since every blood oath costs 1 Body Point.
promise to perform a certain daily duty or A blood oath takes a full minute (or 12 If this number is exceeded, the character
task, uphold a particular virtue or standard, Combat turns) to swear. To succesfully will perish beneath the weight of his oaths.
or abstain from something. In order to seal perform a blood oath, the dimwalker must The table below shows some of the
the promise, they cut a wound on their succeed on a Faith Skill roll. The Invoke blood oaths a hero can swear in order to
arms that will eventually heal and leave discipline and the Bruid specialty also gain Divinity Points. It is ultimately up to
a scar. The promise of the dimwalker for raises the Skill Value for succeeding with the game master to determine how many
example may be to kill someone whenever a blood oath. Divinity Points a blood oath can generate.
The followers of the Tenets of Nid are seek out a temple or a monastery and ✦ The Divinity Points generated by a
organized as follows. study there diligently for 1d6 weeks. prayer are unstable and fade at a rate
During this time, the only permitted of 1 point per day.
✦ Within the Tenets of Nid, everyone sustenance is simple water, bread, and ✦ In order for a prayer to generate
starts as young brothers or young spirituality, accompanied only by the Divinity Points, the dimwalker must
sisters, novices to full-fledged Gavlians. holy scriptures and the presence of succeed with a Skill roll for the Faith
✦ A Gavlian may also be referred to Gave or one of his sacred saints. In the skill, along with the Invoke discipline
as a priest, and is the lower ranking monasteries of Westmark, where the and the Gavlian specialty.
religious leader within the Tenets of monastic cells are particularly spartan,
Nid. A Gavlian may be a missionary, the priests and holy warriors are The base amount of Divinity Points
a monk, a nun, or the head of a prayer locked up in order to focus on study, far generated by a prayer depends on how
house or of a smaller oakchurch. from mundane distractions, and they much time the dimwalker devotes to
✦ Presiding over the Gavlians is the have fully discovered and accepted the praying to Gave or one of his saints. To
“Oaklord,” who is a revered temple powers bestowed by Gave or his saints. determine exactly how many Divinity
lord. No one, not even the Ovus, it is said, is Points are generated by a prayer, see
✦ An Oaklord who reaches the master allowed to visit them during this time. the Prayer’s Duration table below.
level can become a “Rowthlord,” or The table indicates the fixed times
a “Grand Gavlian” as they are also required to receive a certain number
called. The Rowthlord leads a greater Prayers of points. If the dimwalker prays for
oakchurch or a monastery, or possibly Prayer is the sole source of power from one full hour, they receive 1 Divinity
travels across the world to spread the which the priests of the Tenets of Nid Point. If the dimwalker continues
faith in foreign countries. draw their strength. The worthier the praying, but not long enough to reach
✦ A Rowthlord who becomes legendary location and the longer the prayer, the the next step (four hours), they still
can reach the rank of “Siro.” Very few more power the priests will garner to receive only 1 Divinity Point for that
Gavlians ever become a Siro, which fuel their holy abilities. Without prayers, prayer. The specified prayer duration
not only guarantees that Gavlian a the Gavlians have only a limited amount is a minimum requirement to gain the
place in the Counsel of Rowth, but of power to use for their abilities. Prayers indicated amount of Divinity Points.
also earns them such great respect can thus generate extra Divinity Points Furthermore, Divinity Points cannot be
that they may aspire to become for the dimwalker. accumulated through the use of several
“Ovus” (the head of the tened of A prayer is a ritual in which the separate prayers. Instead, a single
Nid religion) or even be canonized Gavlian, alone or with the assistance of prayer must reach the next time interval
after death. A female Siro carries the other dimwalkers, quietly recites verbal before Divinity Points are generated.
alternate title of Sirja. mantras for a prolonged time of fasting. Once all prayer has been concluded
The more sacred the location and the for that period and full Divinity Points
longer the prayer, the more powerful allocated, the priest can begin a new
The Studies the effect. prayer for further Divinity Points.
Tablet of A nger The priest prays that Gave will show value of 12 (Psyche modifiers apply). If
The Gavlian has embarked on the path the dimwalker’s enemies just how much the Situation roll is unsuccessful, the
of the inquisitor, and Gave bestows the the god suffered on that black oak. victim must deduct -1 from every Skill
power to purge the undead, lapidify The victims of this prayer immediately roll and Situation roll for the next 1d6
creatures, and even manifest stigmata on begin bleeding from open wounds in hours.
enemies’ bodies. their hands and feet, which inflict more
mental anguish than physical. Armor LEVELS OF POWER: POWER OF
or natural protection therefore have no BLOOD
1: Power of Blood effect. Cost Extra Levels of Power
The priest causes one enemy to bleed 1 Increase the number of wounds
✦ Cost/Modifier: 2/-2 profusely from a single wound. Every that bleed by +1 (maximum 6)
✦ Type: Instant wound causes the victim 1 point of
2 Affect another enemy (maximum 4)
✦ Range: 5 meters damage.
✦ Invocation time: 1 action round To resist the psychological pain (but 2 Increase the range by 5 meters
not the damage), they must successfully
make a Situation roll with a Situation
3: Recall
✦ Cost/Modifier: 6/-6
✦ Type: Permanent
✦ Duration: 1 hour
✦ Range: Contact
✦ Invocation time: 1 minute
The priest is embodied in part with the not even scars remain. The priest may
4: Breath of Gave healing power of Gave, and places their also apply this prayer to himself.
hands over the wound of an injured
✦ Cost/Modifier: 8/-8 person in their care. This ability heals LEVELS OF POWER: BREATH OF
✦ Type: Lasting the injured person of 6 Body Points per GAVE
✦ Duration: 3 minutes minute for the duration of the ability. Cost Extra Levels of Power
✦ Range: Contact Broken bones, internal injuries, and 2 Increase the duration by 1 minute
✦ Invocation time: 1 action round exposed wounds heal so completely that
2: Rowthguard’s Cuirass
✦ Cost/Modifier: 4/-4
✦ Type: Lasting
✦ Duration: 4 action rounds
✦ Range: Contact
✦ Invocation time: 1 action round
LEVELS OF POWER: 3: Majestic Revelation the god’s increased presence is tangibly felt.
ROWTHGUARD’S CUIRASS People around the priest fall silent and
Cost Extra Levels of Power ✦ Cost/Modifier: 6/-6 prefer to flee rather than oppose them. In
1 Increase the duration by 1 action
✦ Type: Lasting this way the priest can quiet a crowd and
round ✦ Duration: 1 minute receives a bonus modifier of +3 to any
✦ Range: 10 meters Skill or Situation rolls for persuading
2 Increase the Protection Value by
another +1 (maximum +7/+5)
✦ Invocation time: 2 action rounds people for the ability’s duration. Anyone
who tries to oppose what the priest says
2 Increase the range by 5 meters
The prayer invokes Gave’s presence and must first succeed a Situation Roll with
(contact is no longer necessary)
holiness. The priest raises their hands, SV 7 (modified by Psyche). Anyone who
5 Increase the duration by 1 minute loudly recites the prayer, and then lowers tries to attack the priest or speak lies in
their hands slowly. The air grows thick as their presence must first succeed on a
The dark religion of Hamiges follows the battle in order to bind it to their will. inhabited, which become relics. In order
following organization. The dimwalker is always victorious for a Noaj to utilize a divine feat, he must
in this battle if they have previously have contact with the spirit through its
✦ Within the dark faith (Haminges), defeated the creature, though the process relic. A relic is usually something like
the Noaj is the lower ranking spirit of binding a spirit to a relic usually takes a skull, a hand, a claw, a tooth, or some
conjurer, the main disciple to the one to two days and requires the spirit other significant bone, or in rarer cases
Tadsijers. conjurer’s full concentration. The ritual it might be dried body parts or furs
✦ Among the Wildfolk, the Tadsijers is performed by the spirit conjurer, who from the creature. The exact type of
are the chosen ones, the wisemen or spends a full night and day with the creature needed to learn a Holy Tablet
wisewomen that others turn to with relic, cramped up in a small, confined is indicated below, in the description of
their questions of spiritual matters space. With the help of incense, the spirit each Holy Tablet.
and healing needs. They often become conjurer slips into a trance that ferries The spirit of the defeated creature is
advisors to a leader, or leaders of small them to the spirit world where they bound to the physical remains (relic) and
tribes themselves. can battle and conquer the creature’s serves the Noaj by granting power in
✦ Over the Tadsijers are the Moguls, spirit. With great care and attention, the form of a Holy Tablet, as long as the
the family leaders. the dimwalker removes all muscle and dimwalker continues to feed the spirit
✦ A Mogul who reaches the level of flesh from the relic, which is then treated with Divinity Points. The Noaj wears
master is called an “Ogalod.” An with oils prepared from trees and herbs different relics upon their body like
Ogalod is the Lord of the Dead, selected by the spirit conjurer. If the relic trophies or jewelry.
possessing great knowledge of both is bone, tooth, or claw, it is polished, and The relics have limited durability, and
life and death and a powerful force if it is fur, it is boiled in oils and hung any time a dimwalker is struck by an
to reckon with. They are usually the up to dry in an incense-filled enclosure. attack, there is a risk that one of the relics
leaders of major tribes, or at the very Greatly experienced spirit conjurers is hit as well. The probability of this is
least advisors to the great rulers. even carve small runes and symbols 5% (1 on a 1d20 roll) for each relic the
✦ An Ogalod reaching legendary status into their newly acquired relics, though dimwalker wears. Thus, if a dimwalker
may be called “Khagan.” The Khagan is the only purpose of these markings is wears three relics, when that dimwalker
usually the ruler of an entire country to give the objects a more impressive is hit by an attack, a randomly selected
or a renowned warlord to be reckoned appearance. relic is also hit if the dimwalker rolls 1-3
with. A female Khagan is called Khaga. If a dimwalker tries to bind a relic on 1d20. If the hit causes fewer than 5
belonging to a creature they have not points of damage, the relic absorbs the
previously defeated, the outcome of the damage without breaking. However,
The Spirit Battle spirit battle is not guaranteed. In such if the hit causes 5 points of damage or
instances, the dimwalker must defeat more, the struck relic breaks. When a
✦ Haminges’ prerequisite for Holy the spirit through a successful Situation relic breaks, it absorbs the full damage
Tablets) roll with a Situation value of 7 (Psyche from the hit. No damage is dealt to the
modifiers apply). If the roll fails, the relic Noaj but the relic is lost to the d
imwalker.
For followers of the dark faith, learning is useless to the dimwalker. A broken relic can no longer keep a spirit
and progressing is quite an ordeal. In bound, and the Noaj will lose the ability
order to gain a Holy Tablet, they must to use that Holy Tablet. The knowledge
use a sacred relic of a corpse (described Relics acquired does not d isappear, which
below). There is also a required ritual Unlike members of other religions, the means the dimwalker can use that Holy
that invokes the spirit of the relic, and Noaj bind defeated spirits to the physical Tablet again after binding another relic
the dimwalker must defeat the spirit in remains of the bodies those spirits once (similar to the one lost) to himself.
Spirit Theft
When a spirit conjurer needs more
divine power, the follower of Haminges THE DIMINISHED VALUES OF DIVINITY POINTS WHILE STILL HOLDING
gets it through what is known as “spirit TEMPORARY DIVINITY POINTS
theft.” By slaying a victim and stealing Noaj Specialty Level Modified Amount of Divinity Points
its last breath, a spirit conjurer can suck Level 1 10 %
up the victim’s soul and thus obtain extra
Level 2 20 %
divine power.
In order for a spirit theft to generate Level 3 30 %
Divinity Points, the dimwalker must: Level 4 40 %
Level 5 50 %
✦ Be the one who slays the victim.
✦ Suck up the victim’s last breath in the EXAMPLES: RELICS, SPIRIT THEFT
action round following the killing blow.
✦ Succeed on a Skill roll for Faith, The Noaj Huglakk is carrying a human skull that is firmly tied to his left shoulder
together with the Invoke discipline and it is linked to the Power of Men Holy Tablet.. Huglakk is wearing leather armor
and Noaj specialty. all over his body as well. During a battle, he is struck by an axe that causes 8 points of
damage. The player rolls 1d20 to see if the relic is hit, and rolls a 1. Since the damage
A spirit theft bestows varying is 5 or more (before armor is factored), the relic breaks. Now Huglakk can no longer
amounts of Divinity Points upon the use the Power of Men Holy Tablet until he has defeated another human being and
spirit conjurer. For each level the spirit tied their spirit to a new relic. However, the bright side of breaking the relic is that the
conjurer has in the Noaj specialty, 8 points of damage Huglakk would have suffered otherwise is negated.
they can steal a greater portion of the
victim’s soul. The full value of the soul is Huglakk has bound a spirit to an elf skull, and purchased the first two levels of
equal to its total number of Body Points. the Holy Tablet: Power of Men specialty. He can use only the divine powers that are
The table below shows how much of the listed in those specialty levels when he has that relic, and he can have only one elf skull
soul (Body Points) the spirit conjurer as a relic at a time. He cannot slay two elves and tie their spirits to their respective
is able to convert into Divinity Points skulls; he can bind only one of the spirits to its remains. If the elf skull breaks, Huglakk
depending on their specialty level
would have to seek out another elf to slay in order to gain a new relic.
(standard rounding rules apply).
Divinity points that a character gains Huglakk slays a human who has a total of 33 Body Points. Huglakk then succeeds in
from the spirit theft ritual are temporary, devouring the person’s soul with the spirit theft. Since he has level 3 in the Noaj specialty, he
and disappear at a rate of 1 point per day. is able to gain 60% of the 33 Body Points, which is 20 Divinity Points (19.8 rounded up).
Unlike the dimwalkers of other
religions, a follower of Haminges can Huglakk slays a troll with 28 Body Points only a few rounds after stealing the
acquire additional Divinity Points before soul of the human in the previous example. Huglakk succeeds with the spirit theft once
those gained from a previous spirit again and has level 3 in the Noaj specialty, but this time he gains only 30% of 28
theft have been used or disappeared. (using the modified table), which is 8 additional Divinity Points (8.4 rounded down).
However, the dimwalker is unable to
Power of the B east The spirit gives power to the dimwalker 1: Mind of the Predator
The Noaj has become the master of that manifests in a greater chance of
beasts, gathering relics of a mastomant withstanding opposition or enduring ✦ Cost/Modifier: 2/-2
or a wolf or a cave boar. injury. The spirit conjurer receives ✦ Type: Lasting
the exceptional characteristic of ✦ Duration: 3 action rounds
Constitution +4 for the duration of the ✦ Range: Personal
1: Resilience ability. ✦ Invocation time: 1 action round
✦ Cost/Modifier: 2/-2 LEVELS OF POWER: RESILIENCE With the spirit of the wolf, the spirit
✦ Type: Lasting Cost Extra Levels of Power conjurer unleashes the hunter within and
✦ Duration: 1 minute 1 Increase the duration by 1 minute
can stalk the dark depths of the wild as
✦ Range: Personal a predator rather than prey. The spirit
10 Increase the duration by 1 hour
✦ Invocation time: 1 action round conjurer receives +1 on the SV of all combat
actions when battling beasts and animals.
1: Constriction
✦ Cost/Modifier: 2/-2
✦ Type: Lasting
✦ Duration: 3 action rounds
✦ Range: Personal
✦ Invocation time: 1 action round
The spirit conjurer can add +1 to the The spirit conjurer can add +3 to The spirit conjurer calls upon the
Skill Value of any single Skill roll the Skill Value of any single Skill dwarves’ feared fighting techniques and
attempted within the ability’s duration. roll attempted within the ability’s becomes more proficient at handling
duration. weapons in combat. The conjurer receives
LEVELS OF POWER: +5 Free Combat Points per action round
ACCOMPLISHED LEVELS OF POWER: MASTERFUL for the duration of the ability.
Cost Extra Levels of Power Cost Extra Levels of Power
LEVELS OF POWER: WEAPON
1 Increase the duration by 1 minute 1 Increase the duration by 1 minute
PROWESS
Increase the bonus to the SV by +1 Increase the bonus to the SV by +1
2 2 Cost Extra Levels of Power
(maximum +3) (maximum +6)
6 Increase the duration by 1 hour 6 Increase the duration by 1 hour 2 Increase the duration by 1 action
round
With this relic, the spirit conjurer can ✦ Cost/Modifier: 2/-2 ✦ Cost/Modifier: 4/-4
create a healing potion through the ✦ Type: Lasting ✦ Type: Lasting
power of the bound spirit. The brew ✦ Duration: 2 action rounds ✦ Duration: 3 minutes
requires a pinch of grass, earth, water, ✦ Range: 5 meters ✦ Range: Personal
and a drop of blood or other bodily fluid. ✦ Invocation time: 1 action round ✦ Invocation time: 1 action round
The brew must be mixed over a flame.
This brew has a divine healing effect but The spirit conjurer directs their The spirit conjurer calls on the power of
lasts for a limited amount of time. After powerful gaze at an opponent who the lindwurm and gains the ability to heal
the duration has expired, the brew is suddenly feels his mind begin to petrify. 1 Body Point per minute for the duration.
nothing more than a vile liquid. The opponent suffers a -2 initiative
The potion heals 2d10 + 2 Body modifier and -1 on all combat actions LEVELS OF POWER:
Points if ingested within the duration. for the duration of the ability. REGENERATIVE BLOOD
The spirit conjurer can have a maximum This ability can be used only on people Cost Extra Levels of Power
of one brew at one time. and creatures that are close to human- 2 Increase the duration by 1 minute
sized (from half the size of a human up to
LEVELS OF POWER: LIFE ELIXIR OF 1.5 times the size of a human).
THE DEVOURESS 3: Blood of the Lindwurm
Cost Extra Levels of Power LEVELS OF POWER: SHATTERED
2 Increase the duration by 1 day
MIND ✦ Cost/Modifier: 6/-6
Cost Extra Levels of Power ✦ Type: Lasting
2 Increase the maximum number of
1 Increase the duration by 1 action
✦ Duration: 5 action rounds
potions that the spirit conjurer can
have at once by +1 (maximum 2) round ✦ Range: Personal
✦ Invocation time: 1 action round
2 Increase the range by 5 meters
Power of the S cale 3 Increase the negative modifier by The spirit conjurer calls on the power
-2 on the initiative and -1 on all
The Noaj has become master of the of the lindwurm and gains the ability to
combat actions (maximum -6/-3)
scaled beasts by gathering the relics of heal 1 Body Point per action round for
a braskelwurm or a lindwurm. the duration.
2: Terrifying Howl
LEVELS OF POWER: BLOOD OF THE
1: Dreadful Screech ✦ Cost/Modifier: 4/-4 LINDWURM
✦ Type: Instant Cost Extra Levels of Power
✦ Cost/Modifier: 2/-2 ✦ Range: 10 meters 2 Increase the duration by 1 action
✦ Type: Instant ✦ Invocation time: 1 action round round
✦ Range: 5 meters
✦ Invocation time: 1 action round
5: Petrify
✦ Cost/Modifier: 10/-10
✦ Type: Lasting
and unwieldy, and cannot be used for ✦ Duration: 1 day
3: Limb of Stone anything. ✦ Range: 10 meters
If a petrified limb is ever struck by a ✦ Invocation time: 1 action round
✦ Cost/Modifier: 6/-6 powerful force, there is a risk that it might
✦ Type: Lasting be shattered or fall off. This is ultimately The spirit conjurer directs their
✦ Duration: 3 action rounds up to the game master to decide, powerful gaze at an opponent who turns
✦ Range: 10 meters depending on the force of the strike. to stone. The opponent becomes a statue
✦ Invocation time: 1 action round The target can attempt to resist for the duration of the ability if they are
petrification by making a Situation
unable to resist by making a Situation
The spirit conjurer directs their roll with a Situation value of 6 (Psyche roll with a Situation value of 4 (Psyche
p etrifying gaze toward an opponent’s modifiers apply). A successful roll
modifiers apply). If the spirit conjurer
limb, such as an arm or a leg. That avoids petrification entirely. spends a raud while using this ability, the
body part is turned to stone for the This ability can be used only on people petrification becomes permanent if the
duration of the ability, along with and creatures that are close to human- opponent fails the Situation roll.
any armor or garment that covers it. sized (from half the size of a human up to This ability can be used only on people
A petrified limb becomes quite heavy 1.5 times the size of a human). and creatures that are close to human-
Thuuldom is the closest thing to any strong that only the Thuul who created Thuul Craft
sort of religion that the dwarves have. the sacred object can activate its runes. Thuuls are capable craftsmen who put
Dwarven priests, the Thuuls, obey the A Thuul can learn a Rune (Holy Tablet) just as much effort and time in finding
stone peaks that they call home and in many ways (visions from the Mountain, and deciphering the raw materials as in
create a strong bond with that part of old Thuuls’ teachings, etc.) but the only the crafting process itself. Therefore,
the mountain, which they tie their fate wat to it (and to spend Divinity Points) is these dimwalkers rely heavily not only
and force to. to inscribe the Rune on a Sacred Object. on the Faith skill but also on the Care
The dwarves’ god is the mountain Otherwise, Divinity Points remain “stored skill, with the Handicraft discipline and
itself: the stone, the gravel, and the metal ” inside the Thuul and are not spent. specialties of Soft Materials and/or Hard
within. The art of refining the mountain Once the Thuul has created his Materials. A strong investment in all of
is the very essence of the dwarven object, it is time to complete the Thuul these is quite important to a Thuul.
religion of Thuuldom, and learning to Forging ritual by imbuing the object
utilize and purify the raw material from with Divinity points. For the limit of Divinity Points and the Cost of
the stones is an art that is worshiped and how many points can be locked in an Runes
practiced by all dwarves. object see below. The Thuul first burns By learning the Thuul Forging specialty,
Most dwarves are skilled blacksmiths the rune of power into his body during the dwarf gains access to an amount of
and craftsmen who are renowned for a ceremony that concludes with him Divinity Points equal to his Skill Value in
creating the most impressive objects. marking the object with the same rune. the Faith skill. Thereafter, the Thuul is able
However, the truly awe-inspiring objects If the Thuul succeeds with this, he has to gain more Divinity Points through the
are manufactured by the sacred smiths: created a sacred object with a divine rune Divine Power discipline and its specialties.
the Thuuls. The Thuuls search long and of power. The Thuul does not regenerate Divinity points are used by a dwarven
hard through their mountain homes for the Divinity Points imbued in an object: dimwalker to imbue an object with a new
the perfect material to process. They they are locked and tied to a specific rune. rune of power or to fuel an existing rune
study and interpret the interior of the Whenever the Thuul gains more with more power by advancing it to a
mountain to discover what the raw Divinity Points, he can create a new new level.
material is destined to become, and then sacred object, invest the new points into Using runes has two costs. The first
create the finest and most exquisite an old object or just leave the points cost is in Creation/Adventure points
objects from it, just as the material was unspent for future use. paid to learn a Rune (Holy Tablet)
intended to be used. When the Thuul learns a new rune level. It is the usual cost of specialties.
(Holy Tablet) or a new level of an old rune, After this cost is paid, the knowledge
these have no effect until they are attached of a level is gained, and there is not
The Sacred Objects to a new object or to an old object whose need to pay it again if the same level
old rune is “expanded” (see below). of the same rune is imbued in another
✦ Thuuldom’s unique way to use Holy
Tablets (Runes) COST FOR LEVEL OF RUNE POWER
Level Learning cost (Creation or Adv. Point) Use Cost (Divinity Points)
The Thuuls have not only learned to 1 7 1
decipher the mountain itself, but also
2 14 2
learned the art of etching power runes
on their objects. These are mighty runes 3 21 3
that evoke the spirit of the mountain and 4 28 4
forge a divine link between the dwarf and 5 35 5
the object he has created. This link is so
Anvil Shock time the weapon’s damage roll scores Cave Spider’s Grip
an open roll, the victim is exposed to the
✦ Type: Permanent Anvil Shock’s effect, which depends on the ✦ Modifier: -4
level of the rune (see the table below). ✦ Type: Lasting
The rune is attached to a blunt weapon This rune is always active but must ✦ Duration: 2 minutes / level
(any non-edged weapon), which is then still have the requisite number of ✦ Range: Personal
capable of causing an earth- shattering Divinity Points linked to it. ✦ Activation: 1 action round
shock whenever the Thuul attacks. Any ✦ Activations per day: 1
victim struck by this shock is paralyzed
by the force and incapable of acting. Every Borjorn’s Hand The rune makes it possible for the Thuul
to climb vertical walls. The Thuul’s
LEVELS OF POWER: ANVIL SHOCK ✦ Type: Permanent movement value is halved (2 CP = 1/2
Level Effect ✦ Range: Personal m, Max Movement halved) but he gains
1 The victim suffers -2 on all actions
✦ Activation: 1 action round +1 free meter per rune level.
for the remainder of the current ✦ Activations per day: 2 The Thuul needs to use both hands
action round as well as the entire and feet to climb at full movement on
next action round. When the Thuul activates the rune, he vertical walls or a ceiling. However, the
2 The victim suffers -4 on all actions receives guidance from the mountain Thuul can carry the same amount as
for the remainder of the current that will aid him in the next action he he normally would when walking on
action round as well as the entire undertakes. The table below shows how the ground. If the Thuul is still off the
next action round. much assistance the Thuul receives (in ground when the duration expires, he
3 The victim suffers -6 on all actions the form of modifiers to the Skill roll). will immediately fall..
for the remainder of the current
action round as well as the entire LEVELS OF POWER: BORJORN’S ✦ Cave Spider’s Grip has the following
next action round. HAND traits:
4 The victim becomes incapable of Level Effect ✦ Movement/2, +1 per level
acting in any way for the remainder
1 +2
✦ At level 4, the Thuul gains the ability
of the current action round as well to walk on the ceiling
as the entire next action round. 2 +3
5 The victim becomes incapable of 3 +5
acting in any way for the remainder 4 +10
of the current action round as well
5 +15
as the next two action rounds.
Fang of Yukk
✦ Type: Permanent
Earthquake on the Thuul. Depending on the size of LEVELS OF POWER: FANG OF YUKK
the creature affected, there is a risk of that Level Effect
✦ Type: Instant creature losing its balance and being unable 1 +1 damage
✦ Range: Special to act for the remainder of the action round.
2 +2 damage
✦ Activations per day: 3 For each level of the rune beyond 1,
the Thuul can shift the epicenter of the 3 +2 damage and the chance of an
The Thuul drives the sacred object into the earthquake by 3 meters. This means that open roll is increased by 1
ground and calls for a heavy earthquake, with a level 2 Earthquake rune, the Thuul 4 +3 damage and the chance of an
which shakes the ground and everything can center the quake up to 3 meters away, open roll is increased by 1
around him. The earthquake has a radius and with a level 4 rune he can center it up 5 +3 damage and the chance of an
of 2 meters per level of the rune, centered to 9 meters away. open roll is increased by 2
Star Harp
✦ Toikalokke’s prerequisite for Holy
Tablets (one single harp for all tablets)
Animal Mind as likely to attack the chosen one’s Whenever the Ihana chooses, they
The elf can, through this high gift, companions. They may also attack the can leave the tracks of an animal
acquire a unique bond with the animals chosen one in self-defense or to protect when treading instead of their own
of the forest. This often means that an their homes or families. prints. The tracks are no different
Ihana is better suited to deal with animals Additionally, ridable animals bend to from normal animal prints and are
than with others, and the animals react the will of the chosen one, which grants p ermanent (meaning that this is not an
subserviently to the elf. the Ihana a positive modifier of +1 per illusion that fades, though the tracks
The Ihana has a certain spiritual bond level of this tablet to the SV of any Skill can be covered or washed away). The
to one specific animal race of the forest, rolls for the Horsemanship discipline. duration of the ability determines how
and the gift even allows the elf to take long the elf produces these animal
on the shape of this animal. The Ihana LEVELS OF POWER: ANIMAL tracks. It is important to remember,
decides which forest animal this is. FRIEND however, that this does not cause the
Cost Extra Levels of Power elf to lose their scent.
2 Increase the range by 10 meters
1: Animal Friend LEVELS OF POWER: ANIMAL
2 Increase the duration by 1 hour
TRACKS
✦ Cost/Modifier: 2/-2 6 Increase the duration by 8 hours
Cost Extra Levels of Power
✦ Type: Lasting 2 Increase the duration by 10
✦ Duration: 30 min minutes
✦ Range: 10 meters 1: Animal Tracks
4 Increase the duration by 30
✦ Invocation time: 3 action rounds minutes
✦ Cost/Modifier: 2/-2
10 Increase the duration by 12 hours
Forest animals that are not sick or under ✦ Type: Lasting
magical control never willfully attack ✦ Duration: 10 action rounds
the chosen one, but instead respectfully ✦ Range: Personal
walk away. However, they are still just ✦ Invocation time: 4 action rounds
3: Animal Spirit
✦ Cost/Modifier: 6/-6
✦ Type: Lasting
✦ Duration: 10 minutes
✦ Range: Personal
✦ Invocation time: 6 action rounds
The Ihana can move through the forest The Ihana causes a wall of earth to shoot The Ihana can purify up to 1 liter of water.
at double their normal movement rate. up from the ground for protection. The To purify a drink that has been poisoned or
total volume of the wall is 1 cubic meter, has magical attributes, the chosen one must
LEVELS OF POWER: FOREST PATH which is shaped however the elf desires. succeed on a Situation roll with a Situation
Cost Extra Levels of Power Once the duration expires (or the wall value of 15, with a negative modifier based
2 Expand the ability to include
is destroyed), the earth wall sinks back on the strength of the poison or spell level.
another landscape (mountains, down into the soil and disappears. Each
swampland, etc.) cubic meter of earth can endure 30 LEVELS OF POWER: PURIFY WATER
3 Increase the duration by 1 hour
points of damage before crumbling. Cost Extra Levels of Power
6 Increase the duration by 3 hours 2 Affect 1 additional liter of water
LEVELS OF POWER: EARTH WALL
2 Add a +1 modifier to the Situation roll
Cost Extra Levels of Power
5: Pathfinder
2 Increase the amount of earth by
1 m3
1: Gift of Water
✦ Cost/Modifier: 10/-10
2 Increase the duration by 30
✦ Type: Lasting minutes
✦ Cost/Modifier: 2/-2
✦ Duration: 3 hours ✦ Type: Lasting
6 Increase the duration by 3 hours
✦ Range: Personal ✦ Duration: 1 hour
✦ Invocation time: 5 action rounds ✦ Range: Personal
1: Control Fire ✦ Invocation time: 4 action rounds
The Ihana can travel through
otherwise impassable forest or
✦ Cost/Modifier: 2/-2 The Ihana feels right at home in the water,
shrubbery when desired. The forest or ✦ Type: Lasting as if it were their natural environment
undergrowth parts as the dimwalker ✦ Duration: 10 action rounds (allowing the character to swim even
approaches and then closes once they ✦ Range: 10 meters without the Swim specialty). Under
have passed. This temporary path ✦ Invocation time: 2 action rounds normal conditions, the Ihana can swim
leaves no visible trace whatsoever. in calm water for as many hours as the
The path that opens around the Ihana The elf can control fire to a limited duration of the ability without needing to
stretches for 3 meters in front of and extent. Each action round, the Ihana make any Situation rolls at all. If a Skill
behind the elf, with a width equal to can make 1 cubic meter of fire move roll for the Agility skill is required, the elf
half the elf ’s length. up to 2 meters. The elf cannot directly receives +2 per level to the roll.
create or extinguish fire in this way (by The elf has no problem reaching
LEVELS OF POWER: PATHFINDER increasing or decreasing its size), but depths equal to three times her own
Cost Extra Levels of Power they can set other things ablaze as the length in meters. For each meter beyond
2 Expand the ability to include
flame passes near those items or kill the that, the elf suffers a negative modifier of
another landscape (mountains, flame by moving it to a location where -2 to the Skill Value (though the Ihana
swampland, etc.) there is nothing to sustain it. still accounts for the positive modifier
3 Increase the duration by 1 hour
indicated above). The consequences of an
LEVELS OF POWER: CONTROL FIRE unsuccessful Skill roll are up to the game
6 Increase the duration by 3 hours
Cost Extra Levels of Power master to decide.
2 Increase the duration by 10 action
Master of the E lements rounds LEVELS OF POWER: GIFT OF
The elf possesses the rare ability to shape WATER
4 Increase the duration by 10
and control the four elements. minutes Cost Extra Levels of Power
8 Increase the duration by 1 hour 2 Increase the duration by 1 hour