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THOMS' "I amnamed

Thom Hammerblade,
STORY weaponsmith from the
Kingdom of Throal. I
chose the Discipline of
the Weaponsmith to
The room grew
honor my father, killed
silent as the man stood to
years ago during the
face the assembly. His
Theran War. I shall
voice rang with author-
enter your kaer. But
ity, and the respect the
first, hear my story.
villagers accorded him
"Not long after my
marked his position as
initiation I left the
village leader. "We have
dwarf kingdom, bored
among us several visitors
with the comfortable
from far lands. We
life within the moun-
welcome you to the
tains of Throal. I
village of Tardim, and
sought adventure and
invite you to enjoy our
to help reclaim the
hospitality. Unfortu-
lands of Barsaive, both
nately, we must also ask
from the aftermath of
your help.
the Scourge and from
"Who among you
the power-hungry
will enter our kaer and
Therans who seek to
free it from the terror that
enslave us .
has taken Strathem, our
magician, from us?"
A dwarf bearing
colorful tatoos and sigils
on his face and arms
spoke first. The crowd
turned toward him
eagerly.

n1 am named Thom Hammerblade,


weaponsmith from the Kingdom of Throal."
"I left ship at Lake Pyros and traveled many
uFollozving a map gipen days encountering no one . A band of ork scorchers
to me by my mentor, discovered me one evening .as I slept and took me
captive. Death was to be my fate at their hands, but a
I found the Coil River a fezv raiding party of crystal raiders from the Twilight
days' journey from Throal." Peaks attacked the scorcher camp, and during the troll
raiders' assault, I managed to escape. My travels
eventually lead to your village.

As the Coil is but a tributary ofthe mighty


Serpent River, I knew that if I could find passage on a
riverboat it would take me to lands far away. I joined
the crew of a t'skrang riverboat soon afterward,
heading down the Serpent toward Lake Pyros and the
Servos Jungle.

"I have said I will enter your


kaer and confront whatever terror
awaits within. Who has the
courage to join nze?"
THOM
.HA:M:MBKBLADB
1st Circle Weaponsmith (Dwarf)

Attributes Talents
Dexterity (14): 6/DlO Avoid Blow (1): 7 /012
Strength (14): 6/D10 Forge Blade (2): 9/D8 + D6
Toughness (16): 7 /Dl2 Melee Weapons (1): 7 /D12
Perception (16): 7 /D12 Steel Thought (1): 7 /D12
Willpower (13): 6/D10 Weapon History (2) : 9/D8 + D6
Charisma (9): 4/D6

Movement Skills
29 yards per round Artisan /Body Painting(l): 5/D8
Dwarf History (1 ): 8/2D6
Damage Weapon Lore (1): 8/2D6
Death Rating: 39
Wound Threshold: 11 Combat
Unconsciousness Rating: 31 Physical Defense: 8
Recovery Tests per Day: 3 Spell Defense: 9
Recovery Dice: D12 Social Defense: 6
Armor: 4 (Leather/Buckler)
Equipment Mystic Armor:l
10 Silver pieces
50 feet of rope Initiative
Dice: D10
Backpack
Broadsw ord (Damage: 11 /DlO + D8)
Buckler
2 Daggers (Damage: 8/2D6)
Forging tools (hammer, small anvil)
Leather armor
Steel Spikes/Hammer
Traveling garb
2 Waterskins
2 Weeks of trail rations

Racial Abilities: Heat Sight Using Talents


To use a Talent, a player rolls the dice indicated for each talent.
Talents For example, when using Thom's Melee Weapons Talent, a player
Avoid Blow: Allows a character to dodge an attack at the last would roll a Dl2. The result of the roll is compared to the Difficulty
second. Can be used in the same Combat Round as an Attack Test. listed in the Talent description. If the result is greater than the
The Difficulty is the result of the opponent's Attack Test. Difficulty, the action is successful.
Forge Blade: Allows a character to improve the Damage Rating of
a weapon. The Difficulty is the Damage step of the weapon. Description:
Melee Weapons: Allows a character to attack an opponent with a Thom Hammerblade is a dwarf weaponsmith from the King-
melee weapon. The Difficulty to attack is the target's Defense. dom of Throal. He stands 4' 2" tall and .weighs 125 pounds. Thom
Steel Thought: Allows a character to temporarily improve his learned the Discipline of the Weaponsmith to honor his father, who
Mystic Armor. The roll result becomes the character's Mystic Armor was killed in the Theran War. Thom soon grew bored with life in the
for 1 Combat Round . Kingdom of Throal and at the age of 26 set out to seek adventure,
Weapon History: Allows a character to learn the history and abili- determined to help the people of Barsaive reclaim their world from
ties of magical weapons. The Difficulty is the Spell Defense of the the aftermath of the Scourge.
weapon. Thom distrusts all humans and particularly distrusts Th,erans.
The face he shows the world is somewhat harsh and bitter, but he is
a fair ai1d just man. His adventures since leavingThroal have taught
him much about the other races of Barsaive, and he has learned that
what a man can see is often only an illusion hiding the truth.
ARDIS
1FOAKK
1st Circle Wizard (Human)

Attributes Talents
Dexterity (13): 6/D10 Read and Write Language(l ): 7 /Dl 2
Strength (9): 4/D6 Read and Write Magic(1): 7 /D12
Toughness (12): 5/D8 Spellcasting (2): 8/2D6
Perception (15): 6/Dld Spell Matrix (1)
Willpower (16): 7 /Dl 2 Spell Matrix (1)
Charisma (12): 5/D8 Wizardry (2): 8/2D6

Movement Skills
30 yards per round Alchemy (1): 7 /D12
Artistan/Robe Embroidery (1 ): 6/D10
Damage Read Runic Carvings (1): 7 /D12
Death Rating: 34
Wound Threshold: 9 Combat Using Talents
Unconsciousness Rating: 26 Physical Defense: 7 To use a Talent, a player rolls thediceindicated for each Talent.
Recovery Tests per Day: 2 Spell Defense: 9 For example, when using Ardis' Spellcasting Talent, a player would
Recovery Dice: D8 Social Defense: 7 roll 2D6. The result of theroll is compared to the Difficulty listed in
Armor: 4 the Talent description. If the result is greater than the Difficulty, the
Equipment Mystic Armor: 2 action is successful.
50 Silver pieces
Backpack Initiative Spells
3 Daggers (Damage: 6/010) Dice: DlO Astral Sense: Allows a wizard to detect a presence in astral space.
Flint and Steel
The difficulty is the Spell Defense of the presence being sought.
Grimoire Spells Dispel Magic: Allows a Wizard to disrupt other spells and magical
Padded Leather armor Astral Sense effects. The difficulty is determined by the rank of the spell or
Quarterstaff (Damage: 8/2D6)
Counters pell magical effect.
2 Torches
Dispel Magic Flame Flash: Allows a wizard to attack an opponent with flames .
Traveling garb Flame Flash The difficulty is the target's Spell Defense. (Damage: 11 /D10+D8)
2 Waterskins Iron Hand Iron Hand: Increases the Damage step of a melee weapon by 3
1 Week of trail rations Mind Dagger steps. The wizard must touch the weapon to use this spell. This
effect lasts for 12 Combat Rounds.
Talents
Mind Dagger: Allows a Wizard to attack an opponent's mind. The
Read and Write Language: Allows a character to learn to read and
Difficulty is the target's Spell Defense. The target's Mystic Armor
write new languages. The Difficulty is determined by the language
reduces the damage of this spell. (Damage: 7 /D8+D6)
being studied.
Wall Walker: Allows a Wizard to improve the climbing ability of a
Read and Write Magic: Allows a character to learn new spells and
person. The Difficulty Number is the target's Spell Defense. If
write them into his grimoire. The Difficulty is based on the Rank of
successful, the recipient adds 5 to any Climbing Test result.
the spell.
Spellcasting: Used when a magician casts a spell. The Difficulty is
Description:
the Spell Defense of the target.
Ardis Foarr was born beneath the Theran outpost known as
Spell Matrix: Astral constructs that store spell patterns. Once a
Sky Point. Now 21 years of age, he is 5' 11" tall and weighs 170
magician places a spell pattern in a Spell Matrix, he can cast the
pounds. Sold into slavery by the Therans as a child, Ardis learned
spell. Each Spell Matrix can hold one spell.
of the atrocities of the Therans firsthand. He escaped from his slave
Wizardry: Allows a character to weave magical energy into a spell.
bargenear the Death Throat's Sea and fled toa small human village.
Magical energy is parceled into strands called threads. Threads
Itwasin this village that Ardis learned the Discipline of the Wizard.
woven into a spell give it its power and effect.
Ardis appears to be an adventurous type, always eager to risk
life and li~nb to help those in need. Actually, he is a scared young
man, still struggling to understand and control his newly acquired
magical abilities. He is still unsure of his magic, though none but his
closest associates know this.
ARDIS'
STORY

Excitement rose in the crowd as Thom


Hammerblade told his tale. When the dwarf sat down,
a young human stood, and the audience turned to
listen to his story.
"I will help purge your kaer of the Horror that
dwells within it. I am named Ardis Foarr, wizard.
"I come from the village of Farenn, which lies
beneath the Theran outpost called Sky Point. At the "I fled to a human village, where I learned the
age of nine I was enslaved on a Theran mining barge, Discipline of Wizardry. Just as I began to settle into my
and escaped from the Therans only five years ago. The new home, Therans sacked the village, killing nearly
barge was damaged during a gathering ritual on a everyone. Once again I escaped the Therans, but this
mining expedition near the Death Throat's Sea. I was time I found myself in a vast jungle.
able to escape in the confusion that ensued when the
barge crashed to the ground.

ul will help you purge your kaer of the Horror that


dwells within it. I am named Ardis Foarr, Wizard."
"The jungle crawled with "I awoke to see what appeared to be a group of
small, winged elves gathered around me . When I
creatures of this world inquired who they were and where I was, they
and others.' informed me I was in the windling community of
Flythia. The windlings had found me in the jungle and
brought me to their community to heal me. I remained
in Flythia for nearly a year. As I regained my strength,
I sought to continue my training in wizardry, and the
community's wizard, a female windling named Geena,
agreed to instruct me.
"When the time came for me to leave Flythia, I
traveled back toward Sky Point, for it was the only
place I knew as home. I was on my way there when I
came to your village.

Though my magic skills helped me fight off the


jungle monsters, nothing prepared me for what next
awaited me.
"One day, as I stopped to drink from a stream, I
heard a sound behind me. I turned and saw a mon-
strosity that defied description. So loathesome and evil
was it that I felt fear at the mere sight of it. I made a
feeble attempt to fight it off, but its power was great,
and it effortlessly tossed me aside as it strode past
through the jungle. I tried to crawl out of the jungle,
but I was weak and too badly injured. I faded into
unconsciousness, believing I would die.

"I shall join Th01n Hmn1nerblade


and enter your kaer. We do this to free
your village fr01n the
danger that
threatens it.
Who else will
join us?"
TO BE CONTINUED ...

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