Fabled Lands - Core Rules PDF
Fabled Lands - Core Rules PDF
CREDITS
Written by
Shane Garvey and Jamie Wallis
Edited by
Rodney Leary and Andy Wright
We would like to extend a special thanks to Martin McKenna for his wonderful artwork and
continued help & support. Cheers mate.
www.greywoodpublishing.com
2
www.greywoodpublishing.com
ISBN: 978-0-85744-073-0
Fabled Lands is © copyright 2011 Dave Morris and Jamie Thomson and is
used under license.
Dave Morris and Jamie Thomson hereby assert their moral right to be identi-
ied as the authors of Fabled Lands in accordance with the Copyright, Design
and Patents Act 1988.
No part of this book may be copied or reproduced without the prior written
permission of the copyright holders.
Foreword
“What would you call the unknown lands across the sea?” said Jamie.
We both knocked back another shot of whisky. Might have been Talisker or Laphroiag, I can’t remember.
“Inconnu?” I said at last.
‘Ankon-Konu,’ Jamie wrote carefully on the map. “And who lives there?”
“The Golden Men?”
“I thought we decided they were Blue Men?”
“Both. Blue and Golden. They can’t stand each other.”
By the end of the night we had settled on a favourite dram. Probably Dalwhinnie. In the morning, bleary-
eyed, I looked for a place to put a glass of orange juice and a life-saving plate of bacon, and came across
the map.
We didn’t know it then, but we had begun a task that was to take the next two years of our creative lives.
The charting of the Fabled Lands.
Originally the realm of Harkuna had been created for a BBC radio serial that Jamie wrote with his brother
in the early 1990s. Long before that, the idea of a vast interlinked gamebook world where you could pick
from hundreds of quests, defining your own adventuring life story as you went, was something Jamie and
I had wanted to do since the mid 1980s. At first we’d pitched it as a choose-your-own-RPG-campaign set in
Camelot. The publishers didn’t get it – and why should they? They didn’t roleplay, so they didn’t under-
stand why we found the enforced quest of the typical gamebook so authorial and stultifying.
I had met Mary Tapissier when Min (Mark Smith) and I were shopping the Virtual Reality series around.
Mary was at the publishers Pan Macmillan, and she liked VR, but in the end we got a better offer from
Mammoth Books, now extinct. After VR, Jamie and I decided to take the world of his radio serial and ex-
pand it as a setting for our huge, open-structured, sandbox gamebook concept.
Mary bought it at once, gave us everything we wanted. The fold out covers, the colour regional maps. It
worried us that the marketing department fixed the price a bit low, just £1 above a regular gamebook,
which gave a lot less content and, if you’re asking us, a lot less quality in most cases too. I hate to be killed
because I didn’t follow the path the author set out for me. In Fabled Lands you might die; you often will.
But it’s never just so we could close off a branch of the narrative flowchart.
The rest is history, meaning you can probably find it on Wiki. Fabled Lands failed – and not because it
didn’t have many dedicated fans, but simply because the combination of low cover price and high pro-
duction costs meant the publisher wasn’t making enough of a profit. Mary Tapissier’s successor, Marion
Lloyd, came up with a plan to repackage the books in more affordable format, but it didn’t come together.
For fifteen years, Fabled Lands vanished into the mists of myth.
Yet all along there was a band of stalwart readers who had found a second home in Fabled Lands. Their
belief kept it alive. One in particular, Frank Johnson, had enough faith in me and Jamie to give us his finan-
cial support and business advice, and thus was born Fabled Lands LLP – a transmedia company devoted
to a wide range of properties, among them Fabled Lands itself.
When the good folk at Greywood Publishing got in touch, Fabled Lands was brought full circle. Because it
was always supposed to be more of a role-playing campaign world than a gamebook. And now, thanks to
the brilliant set of rules created by Jamie Wallis and Shane Garvey, that’s exactly what it has become. May
it give you many hundreds of hours of fresh adventures.
Dave Morris
6
Introduction
Fabled Lands is a role playing game of high determined rules. I say imagination because
adventure in the world of Harkuna. The game although your Gamesmaster may well provide
world took its initial form back in 1995 in the some visual aids for the game, the majority how
form of game books, written by Dave Morris you perceive of what is happening is conjured
and Jamie Thomson. The Fabled Lands game up in your own mind.
books were a new concept in the genre of This is how the game is played: the Games-
‘choose your adventure’ books, because these master creates a quest for the Players to follow.
were free roaming and what is sometimes called The Gamesmaster acts like a director in a movie
open world, or ‘sandbox’ today. This meant that and tells the players what they can see, hear and
your character was free to travel between books, what is going on around them. The players are
completing quests at their leisure as opposed to the actors; they take on the roles of their char-
being railroaded in a single direction towards acter and make the decisions as to what they
the book’s finale. will do during a quest. The aim is for the play-
ers to follow the Gamesmaster’s plot line in an
The Fabled Lands game books were planned attempt to complete the quest and gain ranks in
as twelve books; each detailing a specific prov- your chosen profession.
ince or country of the world. The aim was to
allow your character to pick up quests in one What You Need to Play
book, then traverse the world to complete those You don’t actually need much equipment to
quests. Unfortunately only six of the twelve play a Fabled Lands Role Playing Game ses-
books were ever published, and due to the pop- sion: a copy of this book (it is advisable for each
ularity amongst the fans,
s, became very dif-
dif player to have their
th own copy, but this isn’t a
ficult to find in book shops
hops or via mail necessity), some
som six-sided dice, pens, paper
order. and at least two people – a Gamesmaster and
This year, 2011, has seen the Fabled a player.
Lands phoenix rise from m its ashes.
Already released at the time of this Gamesmaster
Gamesmas
publishing are the secondond edition Being a Gamesmaster
Ga is a difficult, but
reprints of books one to o four of the ultimately rewarding, task. Your gam-
game book series, and thehe iPad and ing group is i expecting YOU to create a
quest for them
th to send their newly cre-
iPhone app designed by Megara
ated characters
chara on. They are expecting
Entertainment. Greywood ood Pub- YOU to haveha all the relevant game ma-
lishing has the license to
o produce terials, dice,
d maps, figures, and floor
the Role Playing Game me Core plans at your
y finger tips to enable the
Rule Book, as well as thehe twelve game session
ses to run smoothly, and they
source books based on the are expecting
exp YOU to know the quest
six published game books ooks inside
insid out and make the game
AND the six unpublished hed session
sess atmospheric and fun. It
ones. may
ma sound a little daunting to a
new
n role player, but there is a
great deal of satisfaction from
What is a Role watching
w the players try to un-
ravel your plots,
plo and watching them rise in
Playing Game? ranks and experience.
exper
So what actually is a role
le playing
game? A role playing game, or
RPG, is a game played in your
imagination using a sett off pre-
7
CHAPTER 1 - Character
Creation
As a player in the Fabled Lands RPG you will Academic
first need to create a character. Your character An academic background covers those people
is a representative of you in the world of the Fa- who put more value on study and learning when
bled Lands. You choose what he looks like, what they were younger than physical skill. Perhaps
his personality is, what he is and isn’t good at they grew up in an abbey or monastery where
and, most importantly, what actions he takes in the monks taught them about the world. Maybe
certain situations. they had a privileged upbringing where they
Creating a character is a 5-step process. Start had access to personal tutors. Or maybe they
with step 1 before proceeding through the steps just prefer the comfort of a book rather than the
in numerical order. outdoor life. Whatever the case, these folk value
knowledge over physical ability.
1. Choose background
If you choose the academic background, your
2. Generate description
character grew up studying and learning in-
3. Generate ability values stead of being out fishing and hunting.
4. Generate Stamina value Special Rules: As a character with an academic
5. Choose profession background, you gain 1 level in a Lore skill of
your choice.
1. Choose Commoner
Background Commoners make up the bulk of the popula-
tion of the Fabled Lands. They are the farmers
The first step in creating your character is to who tend the crops, the craftsmen who bake the
work out his background. Where did your char- bread and tend the forges, the fisherfolk who
acter come from before he began his life as an ply the waters and the merchants who sell the
adventurer? Was he a savage from the wilder wares. They are the innkeepers, blacksmiths,
lands, or a noble-bred fop with a penchant for traders and shopkeepers the characters meet on
the high life? Did he grow up around war and their journeys.
violence, or has he led a life of peace, making his
money as a trader? Your character came from this walk of life
before taking up adventuring. He has now
The following backgrounds may be chosen swapped his tools for weapons and armour.
for your character. Choose one of them and note
it in the ‘background’ section of your character Special Rules: As a character with a common-
sheet. Also note down any special rules that er background, you gain 1 level in the Craft or
may apply to your chosen background. Trade skill.
9
Fey-Blooded
Rarely do the faerie-folk of the Fabled Lands in-
teract with mortals. When they do, it is usually
to cause grief and mischief to their unwitting
victims. On very rare occasions, these fey beings
take human form and mate with a mortal, the
product of which produces a fey-blooded off-
spring. So rare are these liaisons that only a doz-
en or so fey-blooded people have been known
to have ever existed.
Your character is one of these exotic half-
breeds. Although outwardly you appear nor- Noble
mal, others always get the feeling that some- The noble households of the Fabled Lands are
thing is not quite right about you. many and varied and some people are able to
claim some link to the nobility, however tenu-
Special Rules: As a character with the fey-
ous it may be. Whether they are the distant
blooded background, you must reduce your
cousin to a minor duke of Golnir, the third son
Sanctity value by 1. However, you may increase
of a warlord of Akatsurai or claim some link to
your Magic value by 1 and you gain 1 level in
the High King of Old Harkuna, these people
the Craft (magic) skill.
use their name and position (however small) to
good advantage. They often have privellaged
Military upbringings, with much more money spent on
their education, training and possessions than
War, violence and bloodshed are an unfortunate
normal common folk.
but constant part of life in many parts of the Fa-
bled Lands. Some lands lie dangerously close to Your character is someone who has a claim to
monster-infested wilderness, while others are some form of minor nobility.
at war with neighbouring kingdoms or, even Special Rules: As a character with a noble back-
worse, in the grip of civil war. The streets of the ground, you begin play with an additional 100
cities are also dangerous places, with many bod- Shards.
ies decaying in the forgotten back alleys amidst
all the other waste and discarded rubbish.
10
Height
Roll a die to determine your characters height. You may roll twice and choose one of the results.
Build
Roll a die to determine the body build of your character. You may roll twice and choose one of the
results.
Age
Roll a die to determine the age of your character. You may roll twice and choose one of the results.
Personality
Your character’s personality is something you tive about your character; something that other
should come up with yourself, as it is your per- people would dislike about you, such as being
sonality that will help you role-play your char- greedy or self-centred.
acter. Your personality traits do not have any effects
You must come up with one ‘good’ trait and on the game rules, but they do provide you with
one ‘bad’ trait. Good traits are something posi- extra experience points if you role-play them to
tive about your character; something that other the satisfaction of the Gamesmaster. If you can-
people would say is one of your redeeming fea- not come up with your own personality traits
tures, such as being a sharing person or being you may roll on the tables below.
trustworthy. Bad traits are something nega-
Good Traits
Roll a die; on a 1-3, roll another die and consult table A to see what good trait you have. On a 4-6,
roll another die and consult table B.
Bad Traits
Roll a die; on a 1-3, roll another die and consult table A to see what bad trait you have. On a 4-6, roll
another die and consult table B.
Other Features
The following tables aid you in rounding out the description of your character. They do not have
any effect on the game other than to give you a complete picture of your character. Feel free to
choose or roll randomly for the following features.
Eye Colour
You may either choose your character’s eye colour or roll a die to randomly determine it.
Hair Colour
You may either choose your character’s hair colour or roll a die to randomly determine it.
Distinguishing Features
Your character’s distinguishing features is something that you should come up with yourself as
these features will make real the character that you have in mind. If you are stuck though, you can
roll on the tables below: on a 1-3, roll another die and consult table A to see what, if any distinguish-
ing feature you have. On a 4-6, roll another die and consult table B.
Birthplace
Roll a die; on a 1-3, roll another die and consult table A to see where your character was born. On a
4-6, roll another die and consult table B.
Name
If you are having a problem creating a name for your character then you can either use the table
below by cross-referencing 2 dice rolls or use it as inspiration for your own character name.
Dice Rolls 1 2 3 4 5 6
1 Liana Andriel Chalor Marana Ignatius Astariel
2 Jaluda Damontir Arcadia Silas Greymalkin Varkung
3 Kitunai Ilak Arabel Vilss Charyss Dilmun
4 Kintu Abraxas Panjang Nemora Shikibu Ithacus
5 Shana Jayme Dayv Mykel Konnar Leyam
6 Leane Ganeen Jarn Grum Shagar Pike
14
Charisma
This is the ability to befriend people. The higher
your Charisma value is the more likable you are.
Combat
This is the ability that governs fighting skill.
Characters with high scores in Combat can
stand toe-to-toe with the fiercest of enemies,
while those with low scores may be better off
running away as fast as they can!
Intelligence
This ability covers general knowledge. The
higher your Intelligence value, the smarter your
character is.
Magic
The Magic ability governs the art of spell cast-
ing. Characters with low Magic values often
have little to no magical talent at all.
Muscle
The Muscle ability is a measure of your charac-
ter’s physical strength. Skinny, gangly charac-
ters have low Muscle values, while tough, well-
built and fit characters have high Muscle values.
Sanctity
Sanctity is the gift of divine power and wisdom.
Spiritual characters often have high scores in
this ability.
15
Generating Ability Values If the total of your dice roll plus ability value
The exact starting score of your abilities is de- is higher than the Difficulty, then you pass the
termined by the rolling of dice. As stated ear- test. If the total of your dice roll plus ability val-
lier, abilities range in value from 0 to 12; you can ue is equal to or lower than the Difficulty, then
never have a score lower than 0 or higher than you fail the test.
12. It some circumstances the degree of success
Characters that are just beginning their careers (or failure) will also be important. The more
will have ability values between 1 and 6. With you pass (or fail) the test by, the more successful
experience they will be able to increase these (or worse the failure) will be. The Gamesmaster
values. will let you know whether the degree of success
or failure is important at the time.
To determine the value of your character’s
abilities, begin by rolling 8 dice. Assign each of Impossible Tests: It may be that some charac-
these dice rolls to one of your character’s abili- ters must make an ability test that they have no
ties. chance of passing, usually by the Difficulty be-
Example: We are creating a brand new charac- ing 12 or more points higher than their ability
ter for the Fabled Lands RPG. We first need to value. This is deliberate and means the charac-
generate our ability values. Rolling 8 dice we get ter has no chance of succeeding at that task. Al-
1, 2, 2, 4, 4, 4, 5 and 6. Deciding we want a good though this may seem harsh, it is a reality that
fighting character, we assign the 6 to Combat we cannot all accomplish everything; an Intelli-
and the 5 to Muscle. The 4s we give to Sanctity, gence 1 character should not be able to succeed
Scouting and Thievery. Magic and Intelligence at brain surgery, for instance.
get the 2s while Charisma gets the 1; our fight-
ing character is strong and fierce, but obviously Generate Stamina Value
gruff and not very friendly! All characters have another value that is very
Sometimes the dice can roll poorly and result important, and that value is Stamina. The Stam-
in a set of ability values well below average. For ina value is an indicator of the health and well-
this reason, if the total of all the dice rolled is 20 being of the character; if a character’s Stamina
or less you may roll them again. value is low, it means they may be close to death.
Once your ability values have been assigned, To determine the value of your character’s
remember to make any adjustments based on starting Stamina, roll 1 die and add 6 to the re-
your background. sult, for a total between 7 and 12. This is your
character’s starting Stamina value. Backgrounds
and character description may also alter your
Ability Tests character’s starting Stamina, so make those
At various stages throughout the game you adjustments now. Each time your character in-
will be called upon to make an ability test. The creases in level he will receive more Stamina
Gamesmaster will tell you which ability to test; (see advancing in rank later in this chapter).
he will say something like, “make a Muscle test” A character’s Stamina value will increase and
or, “make a Scouting test”. decrease throughout the course of a game. With
Making the test is easy. Simply roll 2 dice and one exception (which will be explained later) a
add the relevant ability value. For instance, if character’s Stamina may never exceed its start-
you are told to make a Scouting test, you would ing value, which we refer to as ‘maximum Stam-
roll 2 dice and add your Scouting value. ina value’.
Whether or not you pass or succeed depends If a character’s Stamina value ever falls to 0 or
on the Difficulty of the task you are attempt- less they have begun to die. Every turn that their
ing. The Gamesmaster will have a set Difficulty Stamina is 0 or less they must roll 1 die. On a roll
score, which will be a number such as 9, 10 or of 1 the character has died. This gives the other
even more. The harder the task you are attempt- characters a chance to heal their companion be-
ing, the higher the Difficulty score will be. fore he bites the dust.
16
While a character has 0 or less Stamina he is ability values are also important to the profes-
considered to be unconscious or otherwise out sion, but not as much as the primary ability. A
of action. An out of action character gains 0 AP character must have scores of 2 or more in his
per combat turn (see How to Fight for further profession’s secondary abilities.
details).
Weapons and Armour
This section lists what weapons and armour the
Choose Profession profession may use.
Now that you have your ability values and
Stamina value determined it is time to choose Skills
your character’s profession. As mentioned ear- Every character profession has a range of skills
lier there are eight professions to choose from, that they may choose from. These represent
each with their own strengths and weaknesses. specific talents that characters from that profes-
These are detailed below. sion may have trained in. Skills aid characters in
certain situations and represent what he is espe-
Profession cially good at.
Each profession begins with a description of Skills are further detailed in the Skills chapter.
the character type and the role they play in the For now, it is just important to know that the
world of the Fabled Lands. This section can help skills listed in this section are the ones a charac-
you come up with a suitable background and ter may choose.
personality for your character.
Powers
Primary Ability
Finally, we have powers. These are special tal-
Every profession has a primary ability value. ents and feats that a character has and can ac-
This ability is the one the profession has trained complish. Unlike skills, where some professions
the most in and thus the profession is known may have access to the same ones, powers are
to be good at it. To be able to choose a certain unique to each profession and represent some-
profession, a character must have a score of 5 or thing unique to that type of character.
more in that profession’s primary ability.
All starting characters begin with one power
Secondary Abilities chosen from their profession. As they advance,
In addition to the primary ability, each profes- they may gain new powers or additional uses of
sion also has two secondary abilities. These the same power.
17
Barbarian
The name barbarian is given to many of the Defence value). However, you must also reduce
more primitive people of the Fabled Lands. Liv- your Defence value by the same amount. Note
ing in the more remote places of the world far that use of this power is optional; you may ei-
from civilization, these people have developed ther choose to use it or not.
cultures of their own and are seen as savages by
Surge of Strength: By digging deep inside
the rest of the world.
yourself you summon forth a burst of raw pow-
Barbarian characters tend to be those who er, drawn from within your soul. You may auto-
have decided to journey into the more civilized matically pass a Muscle test you have to make,
nations for one reason or another. Maybe they but you must use this power before rolling the
have been banished by their tribe or clan, or dice for the test. You may use Surge of Strength
maybe they are just curious as to what lies in a number of times per quest equal to the amount
the wider world. They are often avoided and of times you have chosen it as a power.
looked down upon by those they meet, but this
Tough as Nails: Life in the wild and amongst
doesn’t worry the barbarian, who goes about his
your people has toughened you beyond normal
own business and deals with those that threaten
measure. Each time you choose Tough as Nails
him in the best way he knows how – violently.
as one of your powers, you may add 2 to your
Primary Ability: The primary ability value of a maximum Stamina (including starting Stamina
barbarian character is Muscle. if it is chosen at rank 1).
Secondary Abilities: A barbarian’s secondary
ability values are Combat and Scouting.
Weapons and Armour: Barbarians are trained
in the use of all weapons. They are also trained
in the use of light armour.
Skills: Barbarian characters may choose from
the following skills: Armour Training, Climb,
Forage, Intimidate, Jump, Navigate, Ride, Set
Trap, Shield Training, Swim and Weightlifting.
Powers
The following powers are available to barbarian
characters. A starting character may choose one
of these powers.
Mighty Blow: With brute strength you swing
your weapon at your enemy, your entire power
behind the swing in the hope of cleaving them
in half. You may add your Muscle value to your
Combat value for one turn of combat. You may
use Mighty Blow a number of times per quest
equal to the amount of times you have chosen
it as a power.
Primal Rage: You are known as a ferocious
warrior, a man who destroys his enemies in
a frenzy of bloodlust. You may add 1 to your
Combat value for each time you have chosen
Primal Rage as one of your powers (in this case,
this increase in Combat does not increase your
18
Druid
The druids are people who are more at home Beastology: Your study of nature and the ani-
in the wilderness than in the larger cities of the mals it contains has opened up the magical lore
Fabled Lands. Here they commune with nature of Beastology to you. When you choose this
through meditation and secret ritual in the hope power, you may cast spells from the Beastology
of learning all they can about the lore of the lore found in the Spells & Sorcery chapter. Each
world and its people. They are the lore-keepers additional time you choose the Beastology pow-
of the Fabled Lands and it is said that the knowl- er, you gain a bonus of +1 to your Magic value
edge of an experienced druid surpasses that of when casting a Beastology spell.
the greatest libraries of the world.
Herbcraft: Your study of nature and the plants
Druid characters will often travel the entire it contains has opened up the magical lore of
breadth of the Fabled Lands in search of obscure Herbcraft to you. When you choose this pow-
pieces of lore. Their experience in the wilder- er, you may cast spells from the Herbcraft lore
ness and their closeness with nature gives them found in the Spells & Sorcery chapter. Each ad-
an edge in outdoor quests, while their superior ditional time you choose the Herbcraft power,
knowledge makes them valuable members of an you gain a bonus of +1 to your Magic value
adventuring group. when casting a Herbcraft spell.
Primary Ability: The primary ability value of a Loremaster: With the wisdom of the ancients
druid character is Intelligence. to call upon, you are able to answer any ques-
tion posed to you. You may automatically pass
Secondary Abilities: A druid’s secondary abil-
an Intelligence test you have to make, but you
ity values are Magic and Scouting.
must use this power before rolling the dice for
Weapons and Armour: Druids are trained in the the test. You may use Loremaster a number of
use of basic weapons only. They are not trained times per quest equal to the amount of times
in the use of any armour. you have chosen it as a power.
Skills: Druid characters may choose from the
following skills: Camouflage, Evaluate, Forage,
Heal, Language, Lore (any), Navigate, Ride,
Swim and Weapon Training.
Powers
The following powers are available to druid
characters. A starting character may choose one
of these powers.
Animal Friendship: Your love and respect of
nature has led to you earning the friendship of
the animal kingdom. Each time you choose this
power you gain an animal companion who be-
comes your faithful servant. In effect it becomes
an extension of your character; you choose what
actions it takes, etc. The animal may not have
a Combat value greater than half your Intelli-
gence value, rounded down (so, if you have In-
telligence 5, the animal must have Combat 2 or
less). Each time you choose Animal Friendship
you gain another companion, meaning you can
have multiple companions if you like. If your
companions ever die they cannot be replaced,
except by choosing this power again.
19
Mage
A mage is a character who studies the arcane item or creature within your vision. You will not
arts in the pursuit of power and knowledge. only know that they are magical, but also what
Most study in the larger cities of the Fabled magical powers they have. You may use Mage
Lands, pouring over dusty tomes in vast librar- Sight a number of times per quest equal to the
ies. Often they are part of a college of magic, a amount of times you have chosen it as a power.
university devoted to the secrets of sorcery. Sorcery: You know how to manipulate the
At times mages will travel, seeking knowledge forces of magic and can use this knowledge to
in other parts of the world. Unfortunately this cast spells. When you choose this power, you
often exposes mages to forbidden knowledge may choose one of the lores of magic listed in
such as the power of black sorcery; this type of the Spells & Sorcery chapter. You may now cast
magic, which has dealings with demons and the spells associated with that lore. Alternative-
devils, corrupts the mages soul and turns them ly, you may select a lore of magic you already
evil. Luckily most mages are sensible enough to know. You then gain a +1 bonus to your Magic
avoid this temptation. value when casting spells from that lore.
Primary Ability: The primary ability value of a Spellbinder: The arcane arts come quite natu-
mage character is Magic. rally to you and you are able to harness its pow-
er in a very effective way. You may automati-
Secondary Abilities: A mage’s secondary abil-
cally pass a Magic test you have to make, but
ity values are Intelligence and Thievery.
you must use this power before rolling the dice
Weapons and Armour: Mages are trained in the for the test. You may use Spellbinder a number
use of basic weapons only. They are not trained of times per quest equal to the amount of times
in the use of any armour. you have chosen it as a power.
Skills: Mage characters may choose from the
following skills: Craft (magic items), Evaluate,
Heal, Language, Lore (any), Search and Weapon
Training.
Powers
The following powers are available to mage
characters. A starting character may choose one
of these powers.
Counterspell: Not only can you know how to
use spells, you can also know how to counter
spells cast by others. You may use this power to
immediately cancel the effects of another spell.
That spell has no effect whatsoever. You may
use Counterspell a number of times per quest
equal to the amount of times you have chosen
it as a power.
Mage Sight: You are naturally attuned to the
magical world around you and know how to
detect creatures and items that may be imbued
with the power of sorcery. You may use this
power to immediately be aware of any magical
20
Priest
There are many different religious groups of times per quest equal to the amount of times
throughout the Fabled Lands and just as many you have chosen it as a power.
deities as well. Priests are dedicated worship-
Deliverance: Your pious nature allows you to
pers of the various gods and goddesses, spread-
call upon the aid of the gods in your time of
ing the word of their deity and carrying out
need. You may use your Sanctity value instead
His or Her work in the mortal world. They
of another ability value when you need to make
can be found all over the Fabled Lands, from
a test. You may use Deliverance a number of
the biggest cities to the most primitive of vil-
times per quest equal to the number of times
lages. Many even travel, spreading their beliefs
you have chosen it as a power.
throughout the world.
Exorcism: Priests of the Fabled Lands have spe-
Due to the varied nature of the deities of the
cial powers over the evil and foul undead crea-
Fabled Lands, priests come in all shapes, sizes
tures that stalk the shadows of the world. When
and varieties. Some are civilized men, holding
you encounter an undead creature you may use
sermons within the great temples of the cities.
your Sanctity value instead of your Combat val-
Others are more primitive, shamanistic people
ue when fighting it.
who call upon the spirits of their ancestors for
aid. Still others are wholly evil, worshipping the
darker powers of the Fabled Lands.
Primary Ability: The primary ability value of a
priest character is Sanctity.
Secondary Abilities: A priest’s secondary abil-
ity values are Charisma and Intelligence.
Weapons and Armour: Priests are trained in the
use of basic weapons only. They are not trained
in the use of any armour.
Skills: Priest characters may choose from the
following skills: Etiquette, Heal, Language,
Listen, Lore (religion), Persuade and Weapon
Training.
Powers
The following powers are available to priest
characters. A starting character may choose one
of these powers.
Bless: You have been granted the ability to be-
stow the blessings of your deity upon others.
You may bestow the blessings listed with the
description of your chosen deity (see the Dei-
ties & Religion chapter). You may use Bless a
number of times per quest equal to the amount
of times you have chosen it as a power.
Curse: You have been granted the ability to
curse your enemies in the name of your deity.
You may bestow the curses listed with the de-
scription of your chosen deity (see the Deities &
Religion chapter). You may use Curse a number
21
Powers
The following powers are available to rogue
characters. A starting character may choose one
of these powers.
Backstab: Your sneaky nature allows you to get
into a position near your enemies without them
being aware, and then strike suddenly and with
precision. You may add your Thievery value to
your Combat value for one turn of combat. You
may use Backstab a number of times per quest
equal to the amount of times you have chosen it
as a power.
Lucky Escape: You have a knack of being able
to avoid danger when you most need to. This
power allows you to cancel any one instance of
Stamina loss you suffer. You may use Lucky Es-
cape a number of times per quest equal to the
amount of times you have chosen it as a power.
Master Thief: Your dedicated training and de-
22
Troubadour
Bard, minstrel and storyteller are all other names he can wow his audience. When you choose this
for a troubadour. These characters are wander- power, you may cast spells from the Illusion
ing entertainers, travelling from one place to the lore found in the Spells & Sorcery chapter. Each
next, reciting stories, playing music and singing additional time you choose the Illusion power,
songs to any who will listen and pay. you gain a bonus of +1 to your Magic value
when casting an Illusion spell.
Troubadours often find themselves welcome
in many places, especially if they are willing to Master Minstrel: You sing from the heart, your
entertain. Taverns and inns will often give them stories are impassioned retellings and your
a free meal and room if they agree to play for dance movements are graceful and inspired.
the patrons. However, they never stay in one You may automatically pass a Charisma test
place for long, for they are always seeking out you have to make, but you must use this power
new stories, new songs and new forms of enter- before rolling the dice for the test. You may use
tainment. Master Minstrel a number of times per quest
equal to the amount of times you have chosen
Primary Ability: The primary ability value of a
it as a power.
troubadour character is Charisma.
Sonic Boom: A troubadour’s voice is his great-
Secondary Abilities: A troubadour’s secondary
est asset, but it can also be his best weapon. A
ability values are Intelligence and Thievery.
troubadour with the Sonic Boom power may
Weapons and Armour: Troubadours are trained use it to cause a loud concussive explosion of
in the use of basic weapons only. They are not noise that can harm his enemies. To do so, he
trained in the use of any armour. must make a Charisma test at Difficulty 9. For
Skills: Troubadour characters may choose from every point he beats the difficulty by, he causes
the following skills: Disguise, Etiquette, Haggle, all enemies in the area to lose 1 Stamina (so, if
Language, Lore (history), Lore (myths and leg- he rolled a 13 on the Charisma test, all enemies
ends), Persuade and Weapon Training. would lose 4 Stamina). You may use Sonic Boom
a number of times per quest equal to the amount
of times you have chosen it as a power.
Powers
The following powers are available to trou-
badour characters. A starting character may
choose one of these powers.
Enchanting Performance: Some troubadours
can create a performance so stunning, so en-
thralling, that it leaves the audience spellbound.
He can use this power to enchant his enemies.
By making a Charisma test at Difficulty 10, he
can cause his enemies to stand and watch him
and ignore everything else happening around
them. The affected enemies must miss their next
combat turn and can do nothing. The number
of enemies affected is equal to the amount you
pass your Charisma test by. You may use En-
chanting Performance a number of times per
quest equal to the amount of times you have
chosen it as a power.
Illusion: Occasionally a troubadour will decide
to enhance his performances with a little magic.
By creating striking visuals and intense sounds
23
Warrior
Conflict and war are commonplace in the Fabled add 10 instead of 5 to your Defence. This bonus
Lands. From tavern brawls to petty border skir- lasts for one fight or until you make an attack-
mishes to all out war, fighting is everywhere. ing action. You may use Defender a number of
Warriors are characters who are specially trained times per quest equal to the amount of times
for combat, possessing skill with the blade un- you have chosen it as a power.
surpassed by any of the other professions. Due Swift Strike: With lightning fast reflexes you
to the nature of the Fabled Lands, warriors are are able to draw your weapon and attack the en-
in high demand across the world. emy before they are even aware of what is hap-
Many warriors are or were soldiers in one of pening. You may add 1 to your strike value for
the armies of the various nations. Others are each time you have chosen Swift Strike as one of
mercenaries who travel the Fabled Lands, of- your powers.
fering their services to whoever can pay their Weapon Skill: Some warriors elect to specialize
asking price. These characters are never short of in one or more weapons, devoting a lot of their
work, for their skills are highly valued. training to them and learning how to use them
Primary Ability: The primary ability value of a to devastating effect. When you choose this
warrior character is Combat. power, choose a weapon. Whenever you use
that weapon, add 1 to your Combat value for
Secondary Abilities: A warrior’s secondary
each time you have chosen Weapon Skill with
ability values are Muscle and Scouting.
that weapon.
Weapons and Armour: Warriors are trained in
the use of all weapons, shields, and armour.
Skills: Warrior characters may choose from the
following skills: Climb, Heal, Intimidate, Lore
(warfare), Ride and Weightlifting.
Powers
The following powers are available to warrior
characters. A starting character may choose one
of these powers.
Blademaster: The Blademaster power enables a
warrior to make the perfect attack against an en-
emy. You may automatically pass a Combat test
you have to make, but you must use this power
before rolling the dice for the test. Using this
power will inflict 10 Stamina damage to an en-
emy automatically. You may use Blademaster a
number of times per quest equal to the amount
of times you have chosen it as a power.
Defender: By ignoring his offence and going
into full defensive mode, a warrior is able to
withstand even the strongest and most skilled
enemies for a short time. When you use this
power, you must give up all of your attacks; as
soon as you attack an enemy, this power ends.
While you are using it, you may double your
Defence bonus granted by your Combat value;
for example, if you had Combat 5, you would
24
Powers
The following powers are available
to wayfarer characters.. A starting
character may choose one of these
powers.
Hunter and Gatherer: er: Find-
ing food is never a problem
blem for
a wayfarer with this power.
When you use it, you can find
enough food to feed you and
your companions, even n in otherwise desolate
and arid areas such ass deserts or wasteland.
You may use Hunter and Gatherer a number
of times per quest equall to the amount of times
you have chosen it as a power.
25
CHAPTER 2 - Skills
In addition to ability values and professions, When you choose this skill, choose an armour
all characters professions have a set of skills type you are not already trained in. You may
that help to further define what they are good now benefit from the full Defence bonus of that
at. Skills differ from powers in that they are not armour.
unique to certain professions; many skills over-
lap between the different professions.
Whereas a character’s powers are often of lim- Balance
ited use, skills can be used over and over again (Rogue)
during a quest. In most cases a skill provides a
Sometimes you will find that you need to walk
bonus to one of the character’s ability values in
certain circumstances. For instance, a charac- across a narrow bridge or ledge, or over a slip-
ter with the Forage skill would gain a bonus to pery surface. This skill allows you to do it with
his Scouting value when attempting to look for ease and grace, granting you an agility others
food in the wild. would be jealous of.
All skills have levels, and how many levels You gain a bonus to your Thievery value equal
you have in a skill determines what bonus that to your Balance level when balancing on some-
skill adds to your ability value. For instance, if thing.
you had three levels in a skill, you would gain a
+3 bonus to your ability value when making the
test that skill aids in. Remember though, your Camouflage
ability values may never increase above 12, even (Druid and wayfarer)
with these bonuses.
Camouflage is the art of making yourself un-
The amount of levels you can have in each skill
is limited by both your Rank and your Intelli- seen in the wilderness. It allows you to blend
gence value. The levels you have in a skill must in to the surrounding natural environment by
be less than or equal to either your Rank or your knowing just how to hide yourself.
Intelligence, whichever is lower. So, if you were You gain a bonus to your Scouting value equal
7th Rank with Intelligence 3, you could not have to your Camouflage level when hiding outdoors
more than three levels in each skill. and in a non-urban location.
Starting Characters do not have any skills at
rank 1 and must rely on their base attribute
score when attempting skills. When they gain Climb
ranks they may only choose skills that their (Barbarian, rogue, warrior and wayfarer)
profession allows. This is listed in the previous
chapter and repeated in the skill descriptions When you need to scale that cliff, get over that
over the following pages. castle wall or just escape from a pit trap, the
Climb skill will help you do it. With this skill
you know just how to find the right hand and
Armour Training foot holds that will enable you to climb prop-
(Barbarian and wayfarer) erly.
Armour is heavy and bulky and for those not You gain a bonus to your Scouting value equal
used to it can make movement difficult. The
to your Climb level when climbing an object.
Armour Training skill allows characters to be
trained in the proper use of certain armour; how
to put it on, how to maintain it and how to wear
it properly.
27
Table - Skills
Craft Etiquette
(Mage) (Priest and troubadour)
Although not normally something an adven- Speaking with nobles and royalty can often be
turer would undertake, the ability to make like talking in another language. They tend to
weapons, armour and even magical items can like using long, flowery words and sentences
be a useful talent to have. This skill covers the constructed in what appears to be an arcane
knowledge of how to do this, from the materials manner. The Etiquette skill allows a character to
required down to the correct techniques needed. understand and communicate with high rank-
ing officials in a manner acceptable to them.
You gain a bonus to your Intelligence value
equal to your Craft level when making an item. You gain a bonus to your Charisma value equal
to your Etiquette level when attempting to per-
suade a noble.
Disable Trap
(Rogue)
Evaluate
Characters often find themselves facing a fiend-
(Druid and mage)
ish trap set by an enemy to slow them down,
hurt them or even kill them. If the characters This skill allows you to accurately determine
manage to detect it before blundering into it, the price of an item. This comes in handy when
disabling the trap means they will be able to dealing with a merchant who might be trying to
pass it safely. This skill allows a character to at- rip you off or when you are trying to sell some-
tempt to do this with a much greater chance of thing you have found.
success.
You gain a bonus to your Intelligence value
You gain a bonus to your Thievery value equal equal to your Evaluate level when attempting to
to your Disable Trap level when attempting to determine the value of an item.
disable a trap.
Forage
Didguise (Barbarian, druid and wayfarer)
(Rogue and troubadour)
Knowing how to trap or hunt an animal, or how
To change one’s appearance in a believable and to identify which plants and fruits are edible,
convincing manner takes some talent, and this can be the difference between life and death in
skill affords a character a greater opportunity the wild. The Forage skill grants the knowledge
to do so successfully. You know which berries of how to survive off the land.
make good dyes for colouring hair and skin
You gain a bonus to your Scouting value equal
and can change your voice and accent to better
to your Forage level when looking for food in
blend in.
the wilderness.
You gain a bonus to your Thievery value equal
to your Disguise level when disguising yourself
as someone else. Haggle
(Troubadour and wayfarer)
A character with the Haggle skill knows just
how to barter with a merchant to get a good
price. Whether buying or selling, this skill al-
lows you to get the best possible deal.
You may decrease the buying price or increase
the selling price of any items (not commodities)
by 5% for each level you have in Haggle.
29
Heal Language
(Druid, mage, priest and warrior) (Druid, mage, priest, troubadour and wayfar-
er)
The correct way to dress a wound, the right way
to splint a broken bone, the best cures for a dis- Study of foreign and ancient languages can be
ease: all of this and more is covered by the Heal a long but fascinating task. There are many dif-
skill. Characters with this skill have a better than ferent tongues spoken throughout the Fabled
average chance of being able to heal someone. Lands, and many different, subtle variations on
dialect. The Language skill provides a character
You gain a bonus to your Intelligence value
with a greater knowledge of the languages of
equal to your Heal level when attempting to
the world.
heal someone.
You gain a bonus to your Intelligence value
equal to your Language level when attempting
Hide to understand or communicate in an unknown
(Rogue) tongue.
Where Camouflage deals with making oneself
unseen in the wilderness, the Hide skill does the Lore
same thing for urban or indoor areas. With this
(Druid, mage, priest, troubadour, warrior and
skill a character can make himself virtually in-
wayfarer)
visible by hiding in the shadows and remaining
perfectly still. The Lore skill is not a single skill; instead it is a
collection of skills grouped together under one
You gain a bonus to your Thievery value equal
heading. When you pick this skill you must also
to your Hide level when hiding indoors or in an
choose one of a range of sub-skills, such as ge-
urban area.
ography, history, nature, religion, magic, war-
fare or a host of others. The selected sub-skill is
Intimidate an area of knowledge your character is an ex-
pert in.
(Barbarian and warrior)
You gain a bonus to your Intelligence value
A character with the Intimidate skill is able to
equal to your Lore level when testing to see if
use his might and presence to subdue others
you know something about your particular sub-
into doing what he wants. With a display of
skill.
power, a deadly stare or a loud, commanding
voice, others will often do as you bid.
You gain a bonus to your Muscle value equal to
your Intimidate level when attempting to per-
suade someone.
Jump
(Barbarian)
Characters with the Jump skill have powerful
legs that can carry them quite a distance when
they leap, whether it is vertically or horizontal-
ly.
You gain a bonus to your Muscle value equal to
your Jump level when jumping.
30
Navigate
(All)
A character with this skill has an uncanny sense
of direction. They know how to read the stars
and the movement of the sun. This skill is quin-
tessential to a ship’s captain when plotting a
course across the sea.
You gain a bonus to your Scouting value equal
to your Navigate level when testing to avoid
getting lost or plotting a course across the sea.
Persuade
(Priest and troubadour)
Your way with words and silver tongue allow
you to get what you want, when you want it.
When you talk people listen.
You gain a bonus to your Charisma value equal
to your Persuade level when attempting to per-
suade someone.
Pick Lock
(Rogue)
No door or lock is too much of a challenge for Ride
a character with this skill. With expert preci- (Barbarian, druid, warrior and wayfarer)
sion they are able to open even the most com-
plex and well-made locks and access the area or Although riding an animal is not usually a hard
goods beyond. task, riding an animal well is an entirely differ-
ent matter. The Ride skill allows your charac-
You gain a bonus to your Thievery value equal ter to ride horses and other beasts with much
to your Pick Lock level when attempting to pick greater ability than others.
a lock.
You gain a bonus to your Scouting value equal
to your Ride level when you must make a test.
Piloting
(All)
Search
Any player wishing their character to captain (Mage, rogue and wayfarer)
their own ship or boat at sea must have this
skill. Piloting is the knowledge of getting a ship Your eyesight is sharp. You are able to detect
or boat ready to sail, commanding a crew and things that others would miss, picking up on
loading or unloading cargo at ports. This skill the tiniest of details that would go unnoticed to
is used in conjunction with Navigate to sail the ordinary people.
vessel in open waters. A character without this You gain a bonus to your Scouting value equal
skill CANNOT pilot a boat or ship. to your Search level when searching for some-
You gain a bonus to your intelligence value thing.
equal to your Piloting level when testing during
storms.
31
This chapter looks at the use of magic on Harku- You should note that some spells have variable
na. It provides the rules necessary for charac- Difficulty scores. Casters can choose to increase
ters to be able to cast spells and details magic’s the Difficulty of the spell in order to increase its
many uses. range or effects. The decision to do this must be
made BEFORE the Magic test is taken. The final
In order for a character to be able to use any sort
Difficulty must still fall within the range allow-
of spell, they must first have a power that allows
able to a character based on his rank, as stated
them to do so. Only druids, mages and trouba-
above.
dours have the powers that grant them the se-
cret knowledge of how to manipulate magical Unless otherwise noted in the individual
forces and bestows upon them the knowledge write-ups, ranged spells such as wind blast,
of the mystical words needed to control it. lightning bolt, etc., can target an opponent up to
100’ distant (20 squares).
As you will see below, spells are separated
into different ‘lores of magic’, each with their
own distinct theme. For example, pyromancy is
the magic of fire, and necromancy is the magic AEROMANCY
of the dead.
Once a character knows a lore of magic, he
may use any spell from it. To use a spell, the
character must make a Magic test at the Diffi-
culty listed in the spell description. If he passes,
the spell works as desired. If he fails the test, the
spell either does not work, or may have an ad-
verse effect.
Aeromancy is the lore of wind and air. Charac-
Characters are restricted by the amount of ters who know this lore are able to control the
power they are able to channel when casting a direction and speed of the wind, summon tor-
spell. A character cannot cast a spell with a Diffi- nados and a variety of other things. The mys-
culty higher than 10 plus his rank. For example, tical colour of Aeromancy is cerulean, and the
a 3rd rank character could not cast spells with a mystical symbol is a cloud.
Difficulty higher than 13. This rightly limits the
more powerful magic to higher ranking charac- The most common uses of Aeromancy are:
ters.
The next few pages lists all of the lores of magic Summon or Dismiss Wind
and the suggested use of them in terms of spells. Difficulty: 12 (+1 per additional minute)
Please bear in mind that the spells listed within
the lores are not necessarily the only possible Duration: Rank + 1 minute
uses; if you, as a player, come up with a use for Target: Area Effect 100’ x 100’ cen-
the lore that the Gamesmaster approves of, then tred on the caster
the Gamesmaster should assign a Difficulty and
The caster is able to control the winds around
allow it to be used. Feel free to get creative with
himself by either calming or enraging them. For
your spells and come up with unique uses for
example, this spell can be used to disrupt ranged
them (within reason, of course).
combat (see Chapter 9 - For the Gamesmaster)
or calm winds so that lanterns and torches stay
lit.
33
Tornado ASTROMANCY
Difficulty: 17 (+1 per additional minute)
Duration: 1 minute
Target: Area Effect 25’ x 25’
The caster of this spell summons a small, de-
structive, and uncontrollable tornado to touch-
down in a location that the caster is able to see.
Once summoned, the tornado will move in a
random direction for the duration of the spell. Astromancy is the lore of light and the heavens.
Anyone caught in the tornado will be blown Characters that practice this lore are able to read
1d6x5 feet in a random direction and lose 3d6 the stars, create light, and various other things.
Stamina. Any buildings in the path of the tor- The mystical colour of Astromancy is silver and
nado have a 1 in 6 chance of collapsing. Those the mystical symbol is a crescent moon.
caught inside will lose 2d6 Stamina from falling
debris. The most common uses of Astromancy are:
Note: This spell cannot be cast underground.
Create light
Difficulty: 8 candlelight, 10 torch light or
Wind blast
12 sunlight
Difficulty: 10
Duration: Various
Duration: Instant
Target: Area Effect (various)
Target: 1 monster or enemy
A caster can use Astromancy to light up an
A wind blast is a concentrated burst of air that
otherwise dark area. The Difficulty of the spell
can harm enemies. An enemy targeted by a
depends upon the intensity of the illumination:
wind blast loses 1 Stamina for every point the
candlelight, torch light or sunlight.
character beats the Difficulty by (i.e. if a charac-
ter rolls 12 on his Magic test then the target loses Candlelight: 5’ by 5’ illumination and has a
2 Stamina). duration of 20 minutes.
Torch Light: 20’ by 20’ illumination and has a
duration of 5 minutes
Sun light: 100’ by 100’ illumination and has
a duration of 1 minute. This form of illumina-
tion will affect any monsters with an aversion
to sunlight, such as a vampire (see Chapter 10
- Monsters and Enemies).
Dispel light
Difficulty: 11 (+1 per additional minute)
Duration: 5 minutes
Target: Area Effect of 1 room (maxi-
mum size 30’ by 30’)
This spell allows a character to magically dark-
en a room. It can only be used indoors and ex-
tinguishes all light within the room. In addition,
no other light source can be used to illuminate
the room, unless that light is magical.
34
Combat sense
Difficulty: 10/12/14/16/18
Duration: 3 combat rounds
Target: Caster only
Battle Magic can be used to enhance the caster’s
awareness of the fighting going on around them.
If successful, they gain a bonus to their Combat
score for a limited amount of time. The bonus
starts at +1 (Difficulty 10) and goes up to +5 (Dif-
ficulty 18). The caster must choose the level of
enhancement prior to casting the spell.
Note: Combat sense can only be cast once per
day. If the spell is unsuccessful then the caster
will have to wait 24 hours before it can be cast
again.
35
DIVINATION Scry
Difficulty: 13 (+2 per 20 additional
miles)
Duration: 1 minute
Target: Caster only
Scrying is the art of looking at something in a
Divination is the lore of prophecy and second
different location. For instance, the caster could
sight. Diviners are able to predict the future and
use it to view the inside of a locked room, or to
view far away locations with their magic. The
see what his archenemy is doing in a city up to
mystical colour of Divination is grey and the
20 miles away; the distance can be increased by
mystical symbol is an eye.
increments of 20 miles by adding 2 to the Dif-
The most common uses of Divination are: ficulty.
ILLUSION
Breathe underwater
Difficulty: 13 (+1 per 30 minutes and +1
per additional person)
Duration: 30 Minutes
Target: 1 person
This use of Hydromancy allows a character to
breathe underwater for 30 minutes. While af-
fected by this spell the character will not drown.
TRANSPORTATION
Telepathy is the lore of the mind. With Telepa-
thy a character can read the minds of others and
send telepathic messages. The mystical colour
of Telepathy is purple and the mystical symbol
is a spiral.
It should be noted that Telepathy does not work
on creatures without a mind, such as undead, Transportation is the lore of movement. With
artificial life and plants. it a character can levitate off the ground, fly
through the air or even instantly teleport him-
The most common uses of Telepathy are: self to another part of the world. The mystical
colour of transportation is red and the mystical
symbol is a pair of wings.
Mind reading
Difficulty: 11 (+4 to access deep The most common uses of Transportation are:
thoughts)
Duration: Instant
Fly
Target: 1 enemy or monster Difficulty: 13 (+1 per additional 10 min-
This use of the Telepathy lore allows the caster utes)
to read the surface thoughts of a nearby enemy Duration: 10 minutes
or monster. It will only allow the caster to know Target: 1 person
what the target is currently thinking in moving
images only; deeper audio thoughts are hidden, This use of Transportation allows the caster or
but can be accessed by adding 4 to the Difficulty. another willing creature to fly though the air.
The recipient will only be able to carry a maxi-
mum of 5 EV. Combat while airborne will suffer
Psychic blast a -2 Combat penalty.
Difficulty: 10
Duration: Instant Levitate
Target: 1 enemy or monster Difficulty: 11
A psychic blast is a pulse of pure mental energy Duration: 50ft of levitation (or 2 min-
that is designed to do incredible damage to the utes)
target’s mind. An enemy targeted by psychic Target: 1 person
blast loses 1 Stamina for every point the charac-
ter beats the Difficulty by (i.e. if a character rolls This spell allows the caster to move themselves,
12 on his Magic test, the target loses 2 Stamina). or another willing person, up and down through
the air. The recipient can move at the rate of 10
feet per 10 seconds. The spell lasts for a total
Thought speech of 50 feet of movement (or 2 minutes duration,
Difficulty: 10 (+1 per additional mile) whichever come first), after which the subject
floats gently back to the ground. Levitate only
Duration: 5 minutes
allows movement up and down, it does not al-
Target: 1 person low horizontal movement.
45
CHAPTER 4 - Equipment
commonly occurs when you have two identical Close Combat Weapons
items (say, two pairs of gloves, or two helmets)
that provide bonuses to different ability values. Close combat weapons provide a bonus to a
Obviously you cannot wear to helmets at the character’s Combat value when used in hand-
same time, so you should only claim the bonus to-hand fighting. A character who enters a fight
from one of the items. without a close combat weapon suffers a -2 pen-
In every situation common sense should ap- alty to their Combat value. A character who en-
ply. The Gamesmaster has final say over which ters a fight with a weapon they are not trained
items can be used or not if any dispute arises. to use only gains half of the listed Combat bo-
nus (round down).
1 These weapons are two-handed. They cannot be used at the same time as a shield and cannot
be used if fighting with two weapons.
2 This weapon can only be used on horseback and only when charging.
3 These weapons are heavy and ponderous. Reduce your Strike value by 2 when using one of
these weapons.
4 These weapons are light and well-balanced. Increase your Strike value by 2 when using one
of these weapons.
49
Armour
Armour protects a character from harm during All armour provides a bonus to your Defence
a fight. Weapons glance off it or cannot pierce value as is listed in the table below. If you are
it, making it difficult for an opponent to wound not trained in the armour you are wearing, the
the character. A suit of armour normally consists Defence bonus is halved (round down).
of a helm, a breastplate for the torso and body,
sleeves and gauntlets for the arms and hands,
cuisses, greaves and boots for the legs and feet.
Table - Armour
Armour Defence bonus Type Cost EV
Chain mail +3 Heavy 200 Shards 2
Heavy plate +6 Heavy 1600 Shards 3
Leather +1 Light 50 Shards 1
Plate +5 Heavy 800 Shards 2.5
Ring mail +2 Heavy 100 Shards 2
Shield1 +1 Shield 75 Shards 1
Splint +4 Heavy 400 Shards 2.5
Vulcanium mail +7 Heavy 3200 Shards 2
1 This item adds its Defence bonus on top Armour Weight (EV)
of other bonuses from armour. The EV of armour represents the weight of a
worn suit, as its weight is evenly distributed
over the body. If the suit of armour is carried
then its EV is doubled.
51
Potions
A potion is a magical liquid that has been spe- Note: If a player under the effects of a potion
cifically brewed by a sorcerer or wizard. When drinks a second potion BEFORE the first po-
drunk, a potion provides the character with a tion’s effects have run out, the second potion
short term bonus to an ability or will restore lost comes into effect and the first potion’s effects
Stamina. The effects of a potion will last a set will stop. This rules only effects potions with
amount of game minutes with the exception of a a durational effect. It does NOT affect potions
healing or restoration potions, whose effects are with an instant effect.
immediate. A character may only benefit from
one potion at a time, and these bonuses stack
with bonuses from other equipment.
Table - Potions
Potion Bonus Cost EV Duration in game
minutes
Aggressiveness Combat +1 50 Shards 0.5 10
Comeliness Charisma +1 50 Shards 0.5 10
Godliness Sanctity +1 50 Shards 0.5 10
Healing* Restore 5 Stamina 50 Shards 0.5 Instant
Intellect Intelligence +1 50 Shards 0.5 10
Nature Scouting +1 50 Shards 0.5 10
Restoration* Return Stamina to max 250 Shards 0.5 Instant
total
Sorcery Magic +1 50 Shards 0.5 10
Stealth Thievery +1 50 Shards 0.5 10
Strength Muscle +1 50 Shards 0.5 10
* A character may drink multiple Potions of Healing and Restoration during the same scene.
52
Miscellaneous
This category is a catch-all group for items that mundane things such as lanterns and rope to
are not weapons or armour. It includes things magical wands and potions, this category cov-
that adventuring characters are likely to find ers it all. It even covers food and lodgings, ani-
extremely useful at times during a quest. From mals and vehicles such as ships.
CHAPTER 5 - Combat
Ranged Combat Actions Note: This combat action can only be used by
These combat actions can only be used by an at- an attacker that is not adjacent to an enemy, or it
tacker who is using a ranged weapon to attack will receive an opportunity attack. There MUST
from a distance rather than toe-to-toe. be a clear line of sight between the attacker and
the target. If there is an obstacle, including an-
Ranged Attack other character or monster, between the attack-
er and his target, then a ranged combat action
Cost: 1 AP CANNOT be made.
A ranged attack allows you to use a ranged
weapon, such as a bow or dagger, to shoot or Aimed Attack
throw a projectile at your opponent. Ranged Cost: 2 AP
combat is resolved the same as close combat,
The attacker is taking their time lining up the
but Ranged Combat tests must take into account
target in their sights. This combat action will
the opponent’s distance from the shooter.
grant a +1 Combat bonus for this combat round.
A target at short range will not add a penalty
Note: This combat action can only be used by
to Combat; a target at medium range will cause
an attacker that is Free from Combat, and there
a -2 penalty to the combat test; a target at long
MUST be a clear line of sight between the attack-
range will cause a -4 penalty to the combat test
er and the target. If there is an obstacle, includ-
(see Chapter 4 - Equipment for a list of weapon
ing another character or monster, between the
ranges).
attacker and his target, then a ranged combat
action CANNOT be made
The female warrior cannor fire a ranged weapon at giant rats 1 or 2 because the male
priest is blocking her line of sight (LOS). She can only use a ranged weapon against giant
rat number 3.
59
Miscellaneous Combat Actions Note: This combat action can only be used by
These combat actions involve special types of an attacker that is Engaged in Combat. It can be
attacks or actions not defined by the other head- used on opponents the attacker’s size or smaller
ings. ONLY.
This combat action will allow a combatant to This combat action will allow a combatant to
draw and ready a new weapon. use an item, such as a potion, in combat. It also
covers situations like opening or shutting doors
Note: This combat action can be used by a com- and other similar actions that the Gamesmaster
batant at any time. However, if it is used while deems appropriate.
adjacent to an opponent, then they will suffer an
opportunity attack. Note: This combat action can only be used by
a player character or enemy that is Free from
Disarm Combat. If it is used while in any other combat
Cost: 1 AP mode then they will suffer an opportunity at-
tack.
This combat action can only be used against an
enemy who is using a manufactured weapon Use Power
and not a natural weapon, such as a claw or bite. Cost: 1 AP
Make a Combat test with a Difficulty equal to
10 plus your opponent’s Combat value. If you This combat action will allow a combatant to ac-
succeed, you knock your opponent’s weapon tivate it’s power.
from his hand, meaning he will have to either Note: This combat action will provoke an op-
draw a new weapon next turn, pick his dropped portunity attack if there is an enemy in an adja-
weapon up, or fight on without a weapon. cent square that is free from combat.
Note: This combat action can only be used by an Defensive Withdraw
attacker that is Engaged in Combat.
Cost: 2 AP
Knockdown This combat action allows a combatant to back
Cost: 1 AP away and withdraw from combat. The player
The knockdown combat action allows a player character or enemy doing the defensive with-
or enemy to barge into an opponent with the draw will suffer an opportunity attack while
intension of sending their opponent sprawling doing this combat action. If they survive, the
to the ground. When the knockdown action is defender may be positioned up to 30 feet (6
used, make a Muscle test, with the Difficulty squares) away from their original position, but
being 4 plus the opponent’s Defence value. If the new position MUST be Free from Combat.
successful, the opponent is knocked to the floor. If the character cannot be positioned within 30
A prone combatant suffers a -2 penalty to both feet in a Free from Combat position, then this
their Combat and Defence values until they combat action CANNOT be used.
stand up. Note: This combat action can only be used by
To stand up, a knocked down combatant must a combatant that is Engaged in Combat. If the
take a move (walk) combat action, but they will character or enemy doing the Defensive With-
not suffer an opportunity attack for doing this. draw passes through a square adjacent to their
No actual distance is covered in this instance, enemy that is not involved in combat, then they
the character just changes from prone to stand- will provoke an opportunity attack.
ing.
61
EXAMPLE OF COMBAT
Thomas of Golnir, is about to enter combat with 3. Thomas needs to make a Combat (Diffi-
2 ratmen. Thomas rolled his strike order on 2d6 culty 9) test to hit the ratman. He rolls 2
and got an 11. The Gamesmaster then rolls for dice and gets 10, he then adds his Combat
all the enemies (ratmen) collectively and scored to that score to get a total combat score of
a 5. 14. The Combat total is 5 greater than the
1. Thomas must first get close enough to a Ratman’s Defence and so it loses 5 Stami-
ratman to use his sword so he spends his 2 na. The Ratman has just 1 Stamina left!
action points on Engage and moves three If Thomas would have taken a different route
squares at walking pace to confront the towards his intended ratman victim and passed
ratman. through one of the squares adjacent to the other
2. Thomas is a 2nd Rank Warrior with Com- ratman, Thomas would have suffered an oppor-
bat 2 and Defence 4. He carries a sword tunity attack for wandering too close to an en-
and wears Leather armour for a total of emy. Note that Thomas did not incur the oppor-
Combat 4 and Defence 5. He also has 15 tunity attack for entering the adjacent square,
Stamina. The Ratmen both have Combat only for moving through it.
3, Defence 9 and Stamina 6
62
The gods play a huge role in the lives of people blessing/curse. Only one attempt at a blessing
in the Fabled Lands. For the characters, the gods or curse can be tried per target per day. So if it
are quite important, for they may call upon the fails, the target must wait until the next day for
gods for aid in their times of need. This is very the Initiate to try again.
true for priest characters.
The subject of a blessing may use it only once;
Priests are dedicated to the gods in a way most once used, it is then lost. He can use it whenever
ordinary people aren’t. They worship them and he is allowed, and doesn’t have to use it at the
live by the ideals of their religion. In return, the first opportunity.
gods themselves bestow special powers upon
A Curse affects the target until it is removed or
their worshippers, allowing them to perform
otherwise stated; any priest can remove a curse
blessings or other miraculous feats.
with a successful Sanctity test at Difficulty 12.
A priest character must choose one of the dei-
ties listed in this chapter as the god he worships.
The character immediately gains all of the ben- Resurrection
efits being a worshipper of that god entails and Some gods bestow upon their worshippers the
becomes an ‘initiate’ of that deity. In this case, a ability to resurrect the dead. This is a draining
character must only pay 25% of the tithe to be- and difficult exercise. An initiate of one of these
come an initiate. gods must make a Sanctity test at Difficulty 18
A character can only ever worship one deity at in order to achieve this. If successful, the tar-
a time. However, it is possible to change the de- get is instantly returned to life, at full Stamina.
ity you worship. You may do this whenever you However, the subject of the Resurrection loses 1
gain a rank. Firstly you must renounce the wor- point from their starting Stamina each time they
ship of your current deity, meaning you lose are returned to life.
any special rules (such as blessings and curses)
that deity provides immediately.
Special Rules
In order to worship a new deity, a character Some characters gain special rules for worship-
must present themselves to the temple of that ping a particular deity. If this is the case, any
deity and undertake whatever task they are told special rules that apply are listed with the god.
before they can be accepted into that religion. It should be noted that these special rules only
Often this is simply a monetary donation to the apply while the character is an initiate of that
temple, but it sometimes takes the form of a particular deity; should they renounce the wor-
quest or other undertaking. ship of that deity, they lose the special rules.
THE GODS
The rest of this chapter is dedicated to the gods,
their worshippers and the blessings they allow.
The gods presented here are not the only gods
of the Fabled Lands, but they are by far the most
common. Other regional gods may and do exist,
and can be expanded upon by players and the
Gamesmaster.
According to legend, there were three gods
that created the Fabled Lands. Their names were
Harkun, He Who Is Like Harkun, and the Third
God. Sometime after the creation of the world
these three died; it is not known exactly how
this occurred, though there are theories: that the
gods died in war with each other, that they sim-
ply abandoned their creation or that they were
killed by the new gods that came after them.
The new gods were not as powerful as the first
three, though they were more numerous. Now,
every culture in the Fabled Lands has their own
set of deities that they worship and their own
beliefs.
Elnir Lacuna
Elnir, called the Lord of the Sky, is the god of Lacuna, or the Huntress as she is sometimes
storms, kingship and law. He is also said to be known, is worshipped in Sokara and Golnir as
the ruler of the gods. His devotees believe that the goddess of the wilderness and the moon.
his dreams are the clouds before the storm, and She is the patron goddess of hunters, woods-
that thunder is the voice of Elnir, shouting in an- man, travellers and, as far as characters are con-
ger at those who displease him. He has several cerned, wayfarers. She is said to not only protect
sons, foremost of which is Sul Veneris, who is nature and those who respect the natural world,
tasked with keeping the storm demons under but to punish those who would seek to harm it.
control. Elnir dislikes the storm demons, which
Temples to Lacuna tend to be small, wooden
create thunder and lightning without his per-
affairs, often log halls or woodland shrines. Re-
mission.
gardless of the form it takes, a temple to Lacuna
Elnir’s temples are often very tall, elaborate is always decorated with sweet-smelling flowers
buildings, decorated with statues of eagles, a that can overwhelm the senses. Lacuna is gener-
bird sacred to the Skylord. He is a well-respect- ally only worshipped in Sokara and Golnir.
ed and feared deity; even the Baroness Ravayne,
ruler of Golnir, has a chapel dedicated to him in Becoming an Initiate
her keep. He is generally worshipped in Sokara To become an initiate of Lacuna, a character
and Golnir. must pay a tithe of 600 Shards at one of her tem-
ples. A character seeking to become an initiate
Becoming an Initiate of Lacuna must be female.
To become an Initiate of Elnir a character must
pay a tithe of 600 Shards at one of his temples. Blessing
A priest of Lacuna may bestow a blessing of
Blessing Scouting upon another character. That character
A priest of Elnir may bestow a Charisma bless- may re-roll all failed Scouting rolls for the next
ing on another character. That character may 24 hours. Difficulty: 12
re-roll all failed Charisma rolls for the next 24
hours. Difficulty: 12 Curse
Priests of the Huntress may bestow a Scouting
Curse curse. The target has their Scouting score re-
Priests of the Lord of the Sky may bestow a Cha- duced to 0 for the next 24 hours. Difficulty: 11
risma curse. The target has their Charisma score
reduced to 0 for the next 24 hours. Difficulty: 11 Resurrection
No.
Resurrection
No. Special Rules
A priest of Lacuna may re-roll all failed Scout-
Special Rules ing
g tests.
A priest off Elnir may re-roll all failed Charisma
tests.
65
Maka Resurrection
Maka is the goddess of disease and famine, a No.
terrible and dreaded goddess. She is also the
goddess of the spring harvest, and farmers pray Special Rules
to her and offer up sacrifices of livestock to en- A priest of Maka is immune to all disease and
sure that their crops will be healthy and boun- poison.
tiful. She can also be a beneficial goddess, for
her priests have the ability to cure disease and
poison from the masses. Molhern
Molhern is a god with many aspects. He is wor-
Maka’s temples tend to be found under-
shipped as the god of craftsmen, scholars and
ground, dug into the earth itself. When they are
knowledge. In some communities – most nota-
above ground they are made of mud and clay,
bly the Isle of Mystery – he is also worshipped
with very few windows. The interior of her tem-
as the god of magic (in these locations he is of-
ples are always dark and gloomy. Maka is gen-
ten referred to as Molhern Magister). It is said
erally only worshipped in Sokara and Golnir.
that Molhern gave mankind the secret of fire,
Becoming an Initiate and also taught them how to write.
To become an Initiate of Maka, a character must Molhern’s temples vary in their shape and size.
pay a tithe of 500 Shards at one of her temples. Some are small affairs, others elaborate towers
and keeps. In just about every temple, though,
Blessing you will find a forge and a library. Molhern is
A priest of Maka may bestow a blessing of normally worshipped in Golnir and Sokara,
Immunity on another character. For the and in some other isolated places such as
next 24 hours, that character is immune the Isle of Mystery.
to disease and poison. Difficulty: 12
Becoming an Initiate
Curse To become an Initiate of Molhern a
Priests of Maka may bestow a character must pay a tithe of 500
Taint curse on another crea- Shards at one of his temples. Upon
ture. The target has all of becoming an initiate, a character
their ability values must choose either Intelligence
reduced by 1 for or Magic as the focus of
24 hours. his blessings.
Difficulty: 12
66
Curse
Nagil A priest of Nagil cannot bestow curses.
Nagil, the Lord of the Lands of the Dead, is the
god of death. It is he who oversees the souls of Resurrection
the deceased and escorts them to the Under- Yes.
Special Rules
A priest of Nagil counts as having chosen the
Necromancy power once.
Sig
Also known as the Larcenous One and the Di-
vine Bard, Sig the Cunning is the god of vaga-
bonds, troubadours, lovers, thieves and rogues.
He is said to be a handsome god who is whimsi-
cal and fun-loving.
The temples of Sig are usually found in out
of the way places, areas such as harbours, back
alleys and near taverns and inns. He is wor-
shipped mostly in Sokara and Golnir.
Becoming an Initiate
To become an initiate of the Larcenous One, a
character must pay a tithe of 600 Shards at one
of his temples.
Blessing
A priest of Sig may bestow a blessing of Thiev-
ery upon another character. That character may
re-roll all failed Thievery rolls for the next 24
hours. Difficulty: 12
67
Curse Curse
Priests of the Divine Bard may bestow a Thiev- Priests of the Three Fortunes may bestow a
ery curse. The target has their Thievery value curse of Misfortune on others. The target must
reduced to 0 for the next 24 hours. Difficulty: 11 re-roll all successful ability tests for the next 24
hours. Difficulty: 12
Resurrection
No. Resurrection
No.
Special Rules
A priest of Sig may re-roll all failed Thievery Special Rules
tests. A priest of the Three Fortunes may re-roll all
failed ability tests.
City services will be offered in most large towns Buying a sea-going vessel
and cities although not every service will be The table below shows the types of sea-going
available at each one. Some of the services, such vessels available to the players. Not every class
as boats and ships, are only available to a city- of vessel will be available at every port in Harku-
port or large fishing town whereas merchant na. The class of vessels available will be given in
services are available to all. the harbour section of a city description.
Ship Type - Describes the size of the vessel and
Boats and Ships its broad group name. A ship’s size is deter-
mined by its class with class 1 being the smallest
There will come a time in most adventuring and class 5 being the largest.
party’s lives when they decide to take to the
open seas. The options available to the captain Small Fishing Boat: This boat is a small 2 man
of a sea-going vessel are plentiful. They can fishing boat. It is much sturdier than a rowing
use their ship to travel to foreign lands, dock- boat with higher hull sides and is approximate-
ing at unfamiliar ports, get rich buying and sell- ly twice the length. This boat requires a mini-
ing their cargos or just to look around for new mum crew of 1 person but has the capacity to
quests and adventure. To do all of this the play- take an additional passenger.
ers must first acquire a boat or a ship. Large fishing boat: This boat is a much larger
The basic definition of a boat in this book is one than the small fishing boat. It has a single mast
that is less than 15 feet in length and requires a and two decks; the lower deck is used for stor-
crew of less than 5 people. A vessel qualifies as ing fish on a large bed of ice and has room at the
a ship if it is larger than a boat. rear for hammocks. This boat requires a mini-
mum crew of 3 people.
Barque: A barque is a small cargo ship with a Hull Points: This figure determines how tough
main mast and a smaller one to the aft. This ship the hull of the ship or boat is. The greater the
has plenty of room below decks to safely store number shown in the column the more resistant
its cargo and house its crew. Although this ship that the vessel is to damage at sea. A boat or
has the capacity to house a crew of 30, it can be ship that is reduced to 0 hull points has been
run with a minimum crew of 20. smashed beyond repair and will sink. The crew,
including their captain, are now floating in the
Brigantine: A brigantine is larger cargo ship
sea at the mercy of Alvir and Valmir.
than the barque and has the space below decks
to carry twice as much cargo. This ship has two
main masts and a smaller one to the aft. The Lost at Sea
minimum crew needed to man this vessel is 30
Any characters that find themselves floating
Galleon: A galleon is the largest sea going vessel out at sea due to bad weather conditions must
in Harkun and, although it has a generic shape roll on the following table. It is assumed that
and design, there are some exotic examples to the crew will be lost regardless of the dice roll
be seen. A galleon is much larger than the brig- unless the game master deems otherwise. The
antine ship needing a larger minimum crew of result is subject to the following modifications
40 and holding 50% more cargo. The large hull determined by the type of storm in which the
and decks support three large main sails. boat or ship was sunk:
Cost – This is the price in Shards to buy a boat Perfect weather to Mild storm +0
or ship, if available.
Heavy storm +2
Capacity: This column shows the storage capac-
ity of cargo that the ship or boat can safely carry Severe storm +4
below decks. Hurricane +6
Availability: Not all ships or boats will be avail- Dice Roll Effect
able at the ship yard due to both demand and
2 Picked up by Pirates
building space. To determine the availability of
a ship or boat, the Gamesmaster must roll 2d6. If 3-9 Picked up by a passing vessel
the number rolled is equal to or greater than the 10-11 Washed up on a random beach
number shown in the column then that vessel is 12+ Drowned at sea
available to buy.
71
his boat, any cargo and will have to roll on the made. The bank will again exchange any invest-
lost at sea table. The cost of a crew per member ments with a contract that must be presented
per week is listed below: when checking in or cashing out any Shards.
Poor 1 Shard per week each If a player has lost his contract for any reason,
the money will remain within the bank. If it is
Average to Good 2 Shards per week each
not touched for 3 years the bank will claim it for
Excellent 3 Shards per week each. their own. The player can check on his invest-
Example: A captain of a galleon with an excel- ments once a month with the minimum wait
lent crew will have a wages bill of 120 Shards for the first check being 1 month. When invest-
per week (40 crew x 3 Shards each). If he down- ments are looked at, roll on the table below:
graded to a poor crew the wages bill would
Dice Roll Investment profit/loss
drop to just 40 Shards per week (40 crew x 1
Shard each). 2 Lost entire investment
3-4 Lose 50% of investment
5-6 Lose 10% of investment
MERCHANT’S GUILD 7 Investment remains unchanged
FACILITIES 8-9 10% profit on investment
10-11 50% profit on investment
The merchant’s guilds of the big towns and cities
offers all manner of services related to money. 12 Investment doubled
CHAPTER 8 - Harkuna
The world of Harkuna is split into several dif- Great then was the cataclysm. His body shat-
ferent known lands: Sokara, Old Harkuna, Ut- tered, Harkun himself became the foundations,
taku, Atticala, Ankon-Konu, Akatsurai and the and the roots that brought the world to life. His
Forbidden Realm to name a few. All of these spine formed the mountains of the world, his
provinces/countries hold their own mysteries, flesh the continents. His blood formed the seas
religions, hierarchy, ancestry and way of life. and rivers, and from his blood life began to blos-
We will begin our journey into the Fabled Lands som. And thus was the body of Harkun trans-
by first noting the chronology of ages past. formed into the world of Harkuna.”
Derrak, Lord High Priest of Harkun (0412 TOH)
CHRONOLOGY
These documents were collated from the divine ERA OF DARKNESS
archives of The Temple of Elnir in Yellowport. (UNKNOWN)
Most of these archives were beyond reading but In the time when Harkuna was laid in darkness
thanks to the aging Farrun, the head librarian
neither man, dragon or insect roamed the land.
and book keep, we were able to fill in the blanks.
Farrun’s history is something of a mystery. As It is said that during these times, known to us as
far as the library goes he is almost a piece of the the era of darkness, the Gods used Harkuna as
furniture, if not older. a playground. Obviously no records exist dur-
ing this time but it is thought that after the fall
To the residents of Yellowport, Farrun has al-
ways been the librarian, a fact made even more of the great god Harkun and the basics of the
believable due to his elderly appearance. How- lands had been formed, the younger god’s an-
ever some with a long standing history in the tics formed the details. For example, once upon
region say that even their grandparents remem- a time the islands of Akatsurai formed the east
ber him holding the same position, and that he coast of the land that is now known as Sokara.
hasn’t changed a bit. Whatever the reason for The king and queen of the sea, Alvir and Valmir,
Farrun’s longevity, his position as head librar- were seated upon their seashell thrones arguing
ian and book keep will remain, as will his unri-
about what to call the new oceans of the world.
valled historic knowledge.
The queen, in a raged voice, boomed so loudly
at her brother that the lands beneath them shook
THE CREATION violently and a huge chunk split away. As the
argument continued, so the lands moved fur-
The creation of Harkuna is a fabled tale in-
scribed in the prologue of every holy book in ther and further apart. These lands also broke
the world. In fact, the creation is one of the only into smaller pieces and formed what is now
religious preaching’s that the pantheons of the called the Dragon Island and Yodoshi, Toho and
world actually agree on. Below is a passage Shaku islands (Akatsurai). The Jawbone Islands
from the Harkonicon, the holy book of creation: are said to be the teeth of Alvir, created after his
“Harkun, he who is mighty, once ruled the sister threw her crown at him and knocked sev-
heavens. But the young gods were jealous of his eral of this teeth out. This was later proved to be
power. Led by Elnir, the sky god, they strove nothing short of an old wives’ tale as it is well
against Harkun, and overcame him. Defeated, documented that Captain Ashdey discovered
he fell from the heavens, down, down through and mapped these islands during the Age of
the black sky he fell, until he struck the barren Discovery. He named them the Jawbone Islands
lifeless lands. because of their likeness in position to that of
teeth in a lower jawbone.
74
Many other geographical features on Harkuna surrounding mammals. He learned that living
have similar stories and tales about how par- in caves too small for the dragons to enter was
ticular islands, mountain ranges, forests and by far their safest option. From the solace of
deserts were formed. It is at this point that the these caves they learned how to make weapons
tales of further creation start to differ. Each sa- and clothes, hunt and form large social groups
cred order to their specific god tells stories of with a discernable language. However some-
how their deity played the major role in shaping thing else was stirring in these caves: a gift from
the world as it is today. The holy book of Al- the gods to help man fight for survival from the
vir and Valmir, for instance, states that the seas dragons – the gift of magic. Some men learned
of the world brewed up into a terrible storm how to harness these powers and conjure up
that raged for thousands of years. During this great feats of magic. The time for man to rise
time the seas carved the land masses into their and dominate was fast approaching.
shapes and scared the surface so that rivers can
flow to the hungry mouths of the seas.
1ST AGE – THE AGE OF TROUBLE
It is not agreed which god or gods played the
major role in the shaping of the world. All that is (-0600 TO 0000 TOH)
known is that the different gods from the north, Most of the era of man, known as the first age,
south and eastern pantheons each played their is documented in some form or another, be it
part and helped to spread life to the lands. They stone tablets, drawings on walls and caves and
now sit in the heavens looking over the world later the written word on parchment.
and listening to the prayers of their faithful. It is known that man emerged from the caves
and conquered the dragons using their weapons
and magic. This Dragon war raged for many
ERA OF LIGHT (UNKNOWN) hundreds of years resulting in the Dragons,
The era of light is the time in which the gods which had dominated Harkuna for thousands
breathed life onto Harkuna. Each of the gods of years, being hunted almost to extinction.
gave the gift of life to the planet: animals be- Man spread through the lands building villages,
gan to walk on the land, aquatic life began to towns and cities; breeding at a fast rate and ris-
swim in the sea and avian life began to fly in ing to the top of the world’s hierarchy.
the skies. The gods agreed that something was
missing from the world; something to fill a gap
in the hierarchy of life. This is when man and
humanoids were created; they were created in
the image of the gods. This was the last addi-
tion to Harkuna. Now the gods sat back and
watched the world evolve over millions of years
with great interest.
2ND AGE – THE AGE OF Sokara is a mixture of stone and brick built
houses and castles with wooden or straw
DISCOVERY (0000 TO 0412 TOH) thatched roofed buildings in the smaller towns.
The age of discovery denotes man spreading The cities of Yellowport and Marlock City (for-
to the four corners of Harkuna and develop- merly Old Sokara) have long rows of terraced
ing their own identity, way of life and cultures houses lining the streets, with many of these
within their lands: rows numbering 20 or 30 houses.
Sokara, Golnir and The High Seas Golnir’s architecture is a direct representation
Appearance: The people of Sokara, Golnir, of rich and poor. In the southern city ports of
ocean dwellers and Island residents of The High Metriciens and Ringhorn, lavish high-domed
Seas are very similar in both physiological ap- castles made from exotic marble can be seen
pearances and culture: all have pale pink skin from miles away. The towns and inner cities do
from the northern hemisphere’s cooler climate, not bare the profligate designs of the rich mer-
and grow to similar heights (on average 6 feet chant prince’s castles, their abodes more resem-
tall for men and 5 feet 7 inches the women). ble those of Sokara: long lines of terraced houses
Town and city folk tend to wear cotton or hes- with smaller, thatched roof, farm and village
sian garb with leather moccasins or boots, while houses.
adventurers, Sokarian merchants and travel- The Islands in the Violet Ocean vary depend-
lers are mainly seen in armour of one type or ing on their location. The southern lying islands,
another. Sokarian dialect has been described as such as the Island of Fire, do not have any large
almost boring on Harkuna with no discernable cities. Their human inhabitants live in commu-
accent (plain speaking is a common description) nities rather than towns or villages comprising
whereas Golnites have a more regal tinge to of mud huts with thick wooden roofs to ward
their tones expressing their wealthier life styles off the rain. Each of these communities have
and living. specific buildings used for meeting and dining.
Wealthy merchants from the Cities of Gold and The city of Dweomer on the Sorcerers’ Isle
Glory are never seen in anything less than silk takes up most of the northern island and rivals
attire adorned with lavish jewellery. The mer- some of the main cities of Sokara in size. The
chants in the cities of Metriciens and Ringhorn city is constructed of stone, with narrow streets
on the southern coast of Golnir are by no means sporting large gothic edifices used as the sorcer-
a reflection of the standard of living through- ers’ colleges. The streets are lines with cobbled
out the whole province. The central lands have stone that, in some places, have been shaped to
a plethora of farms and fields suited only to form mosaic patterns visible only from the high-
working class farmers and their dirty, working est of the towers.
man’s clothes.
Sailors of the high seas, the collective name for
the Violet Ocean, Sea of Whispers, Sea of Hy-
dras and The Unbounded Ocean, have a very
strange ‘twang’ to their dialect and often extend
the last word in a sentence or add an expressive,
almost know-it-all, noise.
The inhabitants of the southern-most islands
of the high seas have a different appearance
sporting darker skin, flatter noses and many fa-
cial and body tattoos. Their dialect is very sharp,
to the point and uses many hand signals and
gestures when communicating.
Architecture: The architecture of these three
provinces vary greatly.
78
3RD AGE – THE AGE OF UNREST men and women of high adventure and won-
der-lust that travelled the lands from Yarimura
(0413 TO 0490 TOH) to Aku, Sokara and beyond. These brave souls
War broke out all across the lands. Warlords de- helped to shape the world as it is known today
clared lands as their own and fought violently by killing ancient monsters defeating evil rulers
to keep them. Pirates ruled from the Sea of Stilts and freeing kings of old.
to the Sea of Hydras. Trade routes that had been
laid during the second age were disrupted by War and civil unrest raged throughout the
pirates and military vessels, causing unrest lands. Some provinces, Sokara being a good ex-
within city walls while people starved. ample, overthrew corrupt royalty in an attempt
to bring peace and fair living to the land. All it
Warlords took ruler ship of lands by force, pay- actually created was an ongoing civil war that
ing mercenary soldiers to collect taxes from wanted to protect the new government on one
neighbouring towns and villages and expand- side, and restore the rightful heir to the throne
ing their ill-gotten lands. on the other. Wars caused the ushering of the
second dynasty, seeing many lands, countries
and provinces with new rulers, kings, queens,
4TH AGE – THE AGE OF KINGS warlords and pirate clans. If there was ever a
(0491 TO 0980 TOH) time for high adventure, this age of Harkuna is
As time passes on Harkuna, the warlords domi- certainly it.
nation over their lands become less of a dictator-
ship, in many parts, and more a royalist state.
Rulers whose parentage have ruled the lands for HARKUNA CALENDER
more than two generations declared themselves
The world of Harkuna revolves around its sun
Kings, Queens, Barons, Baronesses or Emperors.
once every 300 days. Because the world spins on
This appointment as a fixed bloodline ruler ship
its axis, it is not subject to varying weather con-
signified the first dynasty of Harkuna. From
ditions in the north and south hemispheres (i.e.
this point onwards the offspring of the rulers
the time of snow in the northern hemisphere
became the next in line to the seat of power with
is also the time of snow in the southern hemi-
most of the royal families or empires following
sphere). There is an equator that runs the cen-
this unwritten rule: The first child is heir to the
trally, horizontal circumference of the world;
throne of their parent with male children taking
most places situated here are subject to intense
precedence over female children i.e. if the first
heat and dry land. The north and south poles
child is female then the second child is male, the
spin furthest away from Sun and are the coldest
male child would be heir to the seat of power.
places known to Harkuna.
Not all of the established power bases turned
Sailors plot their sea-going courses according
royalist. Some of the empires of the world ruled
to the stars and so the time of the year is impor-
with an iron fist over their subjects making life
tant to travellers. The constellations mark direc-
almost unbearable for the working man. It is
tions by their positions in the sky during each
these dictatorships that ushered in the fifth age.
month, although the Spider and Lizard indicate
north and south respectfully all year round.
5TH AGE – THE AGE OF WAR (0981 People born in a specific month have a star
TO THE PRESENT YEAR 1203 sign associated with them. This star sign bears
no significance what so ever to the people born
TOH)
under it, although some preachers believe that
Many of the provinces, declared countries and as the Sun moves through each constellation,
islands on Harkuna, lived under their rulers people born under the star sign gain luck or
in relative peace. Heroes were born in this age; good fortune. This is of course, hokum.
81
mothers see their children being chosen as traders have nicknamed it. The proud people
slaves as a blessing, proud that their child was of this city have been in dispute regarding the
born to serve their god. Children of high rank- political running of their government for many
ing or royal families are immune to this law. It years. This dispute has managed to divide the
is their children who marry the women of the city into north and south Pethumar and is now
lower ranked tribes and are taught in the ways run by two governments: the Larmen in the
of the warrior and hunter. north and Leem in the south. Strangely enough,
both of these political parties worship the same
The Innka people wear bright multicoloured,
goddess, Sirocco the Desert Wind, but their feel-
hand embroidered tunics with a cape draped
ing towards how Pethumar should be run con-
across the shoulders and fastened just below the
stantly results in violent bloodshed! To stem the
neck-line. Family elders carry a wooden staff
civilian deaths a wall has been erected through
decorated at the top with feathers. The hierar-
the middle of the city, joined only at the far east-
chy of the tribe is represented by the coloured ern edge of the metropolis by a large double gate
feathers used to decorate the staff top: Red de- opening out into The Blue Grassland.
notes the clan leader, with blue being the next
in line followed by green and finally yellow. To the north-west lies the magnificent City of
Stargazers. The location of the city in conjunc-
During the ceremony of Quezzaal, an annual
tion to the north divide of the Serpent’s Tail
celebration that takes place during the month of mountain range gives the city walls the illusion
Tyr, the clan elder can promote or demote fami- of shining golden during the day and an illumi-
lies depending on their deeds during the year; nating blue after the sun goes down. Many say
how many slaves have been born to a family, that Stargazers was once the Golden City called
the amount of animals hunted and killed and Ark and that the wizards and sorcerers of the
the amount of daughters married to higher city moved it here by magics never again seen
ranking families are common point scorers. on Harkuna. The theory of the teleporting city
has never been proved but, then again, it has
The western side of the continent is divided never been disproved either.
from the Weeping Jungles by a huge mountain
range. This range, known as the Serpent’s Tail The occupants of the City of Stargazers are
amongst the most creative artificers and wizards
by the Innkas, denies the passing of cooling
known to these parts. It is not unknown to see
winds to the western lands resulting in a large, vessels designed to travel on the sea floating in
harsh expanse known as the Desert of Bones to the skies under the mass of a giant balloon. The
the south and the Blue Grassland to the north. inhabitants have built tall tower-style houses
It is said that the Sea of Stilts once spread as far where the topmost towers can only be reached
inland as the Serpent’s Tail mountain range. A via flying carpets, chairs or pillows. Some of the
great golden cityport called Ark was once a pre- wealthier and noble families even have genies
dominant and prosperous trading city nestled under their servitude.
in the southern mountains. Ark was responsible The young ruler of the City of Stargazers is the
for many imports and, more importantly, the ex- 16 year old Prince Ghataan. He is the sole surviv-
ports of rare animals and clothing from the cities ing member of the house of Taan when several
of Noral, Chundor, Pevek and Korevar. A cata- months ago a mysterious illness swept through
clysmic event resulting from a great ball of fire his parents, grandparents and siblings while he
falling from the sky some 600 years past caused was at the golden oasis with his minder, Rasoul.
the shoreline to sink back many hundreds of On his return to the palace he was devastated
miles. The great trading vessels of the golden to hear of the tragedy and immediately assigned
his mentor, the Sultan Barazeer, to lead a thor-
men of Ark still remain buried in the sands of
ough investigation into the deaths. But, consid-
the desert of bones. No one knows what became ering it was Barazeer who poisoned the water
of Ark. The great Golden City seemed to vanish supply to the royal household in the first place,
with the receding sea. he made up the mysterious illness story to cover
The inhabitants of the western province are far his own tracks. Prince Ghataan now lives bliss-
removed from their brethren in the central con- fully unaware of the planned usurping of his
tinent: just north of the Desert of Bones lies the small kingdom.
City of Pethumar, or the city of two halves as the
84
has announced his rule by proclaiming himself Almost the entire central region of Golnir is ded-
Shogun. Yoritomo proudly displays his duelling icated to farming, Delpton grew from a small
katanas while traversing ‘his’ lands, an honour community of adjoining farms into the prosper-
allowed only by a shogun. His rule is absolute ous farm town that it is today. The grains reaped
from the huge fields are ferried down the river
as is his following. Yoritomo is amassing an
to be brought by merchants in Ringhorn. These
army to sweep across the land and destroy the merchants then mark-up the prices per unit and
Starburst clan once and for all. sell it to traders, who in turn sell it to local towns
and cities as well as distant lands.
This huge country has been without a single
FORBIDDEN ruler, such as a King or Queen, for many years.
The blood lines to any of the diminished monar-
REALM,THE chy can no longer be traced and it very possible
As we speak, the famous captain Agar Fistan of that peasants or noblemen go about their nor-
the merchant ship Drago is on his way to Gash- mal everyday lives blissfully unaware that they
are heir to a long-lost kingdom. The merchant
muru Gulf to map the coast of the Forbidden princes, named due to their wealth and power
Realm. His voyage is funded by none other than and having no royal connections what-so-ever,
Grieve Marlock, Protector General of Sokara run the province in an efficient manner. Because
who has decided that uncovering the myster- the country relies on trade and has prospered
ies of this land are long overdue. Only a cou- from it, it only seemed natural that two of the
ple of months ago, a navy ship from Marlock wealthiest merchants(Kaleer and Marlesh)
City was blow off course during a routine escort would gain power and control over the main
of two merchant ships to Akatsurai. The ves- cities, Metriciens and Ringhorn respectfully.
sel sailed blind for several days before sighting The rest of the country is ruled by local land-
land. What they saw and reported back to the owners, sheriffs, Barons and Baronesses. These
General is what whetted his appetite: the cap- local rulers have had titles and lands passed
tain spoke of golden cliffs miles high with, what down through the generations of their families
and guard them fiercely. One such ruler is the
they thought was a city high up in the clouds! Baroness Vanna of Ravayne who resides in Cas-
There will be more information when, or if, tle Ravayne just north of Ringhorn. The castle
Agar Fistan and his crew return. (see Source- area is so huge that could be classed as a small
book 11 - Dangor - The City in the Clouds) city in its own right. Surrounding the city are a
multitude of farms, all taxed under the rules of
the Baroness.
GOLNIR
Golnir is a prosperous merchant kingdom nes- The Cities of Gold and Glory
tled between Sokar to the east and Old Harkuna The abundance of wealthy cities, prosperous
to the west. The rich cities and ports of the land, farming towns, and titled landowners in Gol-
such as Metriciens and Ringhorn, have been nir, has rightly earned it the nickname - The
forged by the vast wealth of the merchant princ- Cities of Gold and Glory. Metriciens is a coastal
es. Most of the exported goods from this region port comprising of vast, broad market plazas;
are grain and cloth. one could almost say that the entire city is un-
der a market canvas. Not only are there three
main market areas in the city, but many of them
spill down the interlocking side streets as well.
Built around the outskirts of Metriciens are the
merchant prince’s palaces. The buildings range
from small castle towers to the immense palace
royal in the centre of the city.
88
The Whistling Heath The resident outlaw band, known as the Wolf
This large area of high hills looks quite out of Pack, has recently been charged with the rob-
place against the flat plains of the farmlands. The bery of some priests of Lacuna. The priests were
area gains its name from the strong winds that on a pilgrimage to Marmorek on the Rese Riv-
rush from the plains and up through the craggy er in the west of Golnir. It was rumoured that
tors of the higher hill tops. The gusts make an some of the children belonging to the prospect-
eerie keening sound like that of a baying wolf, ing families in the foothills nearby have been
often fooling travellers through these parts. The suffering with some strange illness. The priests
Whistling Heath is home to numerous beasts; decided to take the long journey across land,
some who attack without notice, such as the bringing food and supplies to the families and
ogres, and others who simply hinder and annoy their children. On the third day of travel the
travellers, like the prank-playing goblins. priests passed by the infamous Haunted Hills.
Gathered on the lowlands close to the road
were a small pack of wolves. The priests paid
The Haunted Hills the wolves no mind but as they neared the pack,
to their surprise, they stood up on two legs and
The Haunted Hills are virtually uninhabited
rushed in to attack. The tactic of hiding under
and have no settlements for miles around. With-
wolf furs until an unsuspecting traveller passed
in the hills reside the mischievous will-o’-the-
by was used a lot by the Wolf Pack outlaws. The
wisps, small dancing balls of light that can lead
aim was to leave none alive to tell of the attack
you either to or from danger, as well as bands of
so that it would continue to be a successful tac-
cutthroat outlaws and wandering dead souls in
tic in the future. Unfortunately for the outlaws
the guise of ghosts.
one priest escaped and fled back to monastery.
A reward has been issued for the capture of this
outlaw band.
89
ers and wizards on Harkuna. The entire city is Island where it lived with him at his collage for
dedicated to the teaching of magic through a a couple of years. The unicorn soon outgrew
network of schools, colleges, and universities his small apartment on the campus grounds,
that line the streets and alleys. The streets are so Kallos needed to come up with a safe place
adorned with picturesque cobbles that wind for the Blue Unicorn to live. The sorcerer and
their way through the city. There are three main his unicorn travelled to the deserted south side
plazas in Dweomer that house the three larg- of the island and there Kallos began the incan-
est of the colleges of magic: Carminry College tation to grown an arboreal home for his new
which specialises in magic of a curing nature, friend. The huge trees began to push their way
Fortuity College which specialises in charms through the soil like desperate zombies escap-
and luck, and Fulgur College which specialises ing from a grave. The sorcerer watched as the
in the conjuring field of magic. Surrounding Blue Unicorn disappeared into the trees, al-
each plaza are the smaller, but still impressive most sad to see him go. He visited as often as
colleges, each with its own specialisation in a he could but as old age came to Kallos, so the
specific field. visits lessened. Years after the passing of Kallos,
the unicorn, the very last of his breed, died too.
Fulgur College is a prime example of what
His body became one with the soil of the forest
beautiful architecture can be accomplished by
and had a profound effect: each new leaf that
magic. The whole building, including the tall
grew from that day onwards sparkled with an
towers that reach far into the clouds, is forged
azure hue. Even the trunks of the trees began to
from a single piece of obsidian. For 50 days the
turn in colour. The population of Dweomer call
Headmaster and his 12 senior black ranked wiz-
it the Blue Forest, but those who remember the
ards of the collage summoned lightning storms
old sorcerer who bred the Blue Unicorn refer to
that shaped the outside of the building with
it as Kallos’ Forest.
their powerful bolts of electricity. Giant elemen-
tal creatures from their astral planes were sum-
moned to gouge out the rooms, corridors and
stairs. The result was a magnificent and highly SOKARA
intricate building, but it was located hundreds Sokara is a kingdom of immense beauty, civil
of miles from Dweomer! This is where the sen- war, devious fay and hungry monsters. These
ior members of Tempra College of Teleportation lands of mystery and intrigue are situated on the
came in. It took almost a month of incantations, farthest east coast, below the Spine of Harkuna.
devotion, and in some cases blood and sweat, Only a handful of the bravest adventurers can
to teleport the college to its present location in boast that they have seen as far north as the Cit-
the Dweomer Plaza. This process also happened adel of Velis Corin, as far west as the Forest of
with the other 2 main colleges with the only dif- Larun, as far south as Yellowport, or as far east
ference being that Carminry College is made as the Blessed Springs.
from a single piece of white stone, and Fortu-
ity College is made from a single piece of red These lands were, until recently, ruled by King
quartz. Corin VII. Corin ruled the land with a corrupt
hand: he over-taxed the cities and merchant
One of the island’s most astonishing and in- traders, took from the rich and poor alike and
triguing sights is the Blue Forest. Some say that executed any who opposed him or his ways of
the indigo coloured bark and sparkling azure leadership. Rumour has it that King Altar III,
leaves are the result of a failed spell of a sorcerer Corin’s father, was planning to abdicate his
long passed. This story is almost true with the throne to his eldest daughter Amelia instead
exception that the spell worked exactly as the of his scheming son. However, Altar III died
sorcerer Kallos had intended. Kallos was the mysteriously in his sleep before anyone could
headmaster of Figro College until he quit his be told of his abdication plan. The only member
job to recapture his youth and once again ad- of the royal family who knew of this plan was
venture through the Fabled Lands. On one of Amelia herself and unfortunately she died in
his quests, in fact the last of his quests, Kallos a horse riding accident a few days after her fa-
found a very rare creature indeed - a blue uni- ther’s death. Corin was crowned King Corin VII
corn foal. He brought the foal back to Braelak
91
one week after his father’s funeral in Sokar City location of the last jousting contest of Sir Franc-
(Princess Amelia was never publicly buried and es of Sokar. During that night Marlock dreamed
her resting place still remains a mystery). that he was walking in that field with Sir Franc-
es and they conversed about everything that
The King’s royal bodyguard for most of his had happened in the years since his passing.
reign was Captain Grieve Marlock; a middle- Towards the end of their converse, Sir Frances
aged war veteran who had fought in many of rested a gauntleted hand on Grieve’s shoulder
the kingdom’s great battles and risen through and said, ‘Don’t you think that Sokara deserves
the army ranks. Marlock started his life as a to be free?’ Marlock woke with a start to see his
Paige to Sir Frances of Sokar City. He served his soldiers saddling their horses and preparing for
master faithfully for many years, and in return, the impending slaughter of Trefoille. ‘STOP!’
was given a roof over his head, taught the art of he ordered, ‘This is not the way that Sokara
sword-play, and combat tactics. One dark rainy should be ruled. The Freemen are right by op-
night during late Vumal (February), Sir Frances posing a tyrant king that would give the order
and Marlock were ambushed while travelling to slay hundreds innocent people in the hope of
back from a joust near to the town of Trefoille. silencing a few. It is time for change. Should any
Sir Frances received a mortal wound to his chest of you
y here with me today y wish to down arms
during
uring the fracas but lived long enough to see and return to Sokar City, you will do so without
his
is young protégée cut through the five assail- challenge. However, when we meet in combat
ants
nts as if his sword were a natural extension of on the ramparts of Sokar’s defences you will die
his
is own arm. After he had buried his master, like the tyrant King’. Not a single man
Marlock returned to Sokar City and joined left Marlock’s side. He rode alone in
the
he Militia. to Trefoille and met with the Free-
men of Sokara. The rebellion had a
Sokara was beginning to choke under the
new leader.
rule
ule of their young King and although
Corin
orin VII still had a large fol- Three months to the day of
lowing
owing of royalists in leaving the city of Sokar,
many of the Grieve Marlock and his
towns 2000 strong Freemen of
and
nd cit- Sokara returned. A battle
ies,
es, he engulfed the city. Mar-
had
ad also made a large number lock and his faithful broke
off enemies too. A band of rebels through the northern gate
calling
alling themselves the Freemen of at midnight on the second
Sokara
okara began secretly recruiting mem- night. Upon entering the
bers.
ers. News of the rebellion spread far and metropolis, the city militia
wide and it was only a matter of time until threw down their weap-
the
he King himself became aware of it. He ons and pledged
ordered
rdered Marlock to take 200 of his finest allegiance to
soldiers
oldiers to Trefoille, the rumoured base Marlock and
off the Freemen of Sokara, and raise it
his cause. They
to
o the ground. His specific instructions
included
ncluded the slaughter of every man, dragged the
woman, child, and beast, in a 2 mile tyrant king
radius
adius of the town. Four days later from his
Marlock and his men were camped throne
onn a ridge overlooking Trefoille. r o o m
In
n the distance a fog could be seen across
sett
ettling on the Curstmoor like a
soft
oft blanket being laid on a royal
mattress. Marlock reflected on the
teachings
eachings of his old master as he
looked
ooked down on the field that
200 years earlier had been the
92
mud laden streets to the statue of Corin that matter of importance. To this day the city still
marked the city centre. It is here that King Corin smoulders while masons and carpenters work
VII of Sokara was executed for crimes against on its rebuilding. Marlock assures the refugees
the people of the land. The Royal bloodline was that a phoenix will rise from the ashes of the old
ordered to be similarly executed so that none city, metaphorically speaking of course.
remained, but unknown to Marlock, the King’s
The Protector-General of all Sokara rules with
son and only remaining heir to the throne of
an iron fist, and although some deem his actions
Sokara was secretly smuggled out on the night
and punishments very severe, the majority of
that the city was put under siege. Prince Ner-
the population much prefer his ruling ways. In
gan and a handful of his loyal servants escaped
order to police the province and avoid another
across the Curstmoor and hugged the east edge
major battle such as the one at Trefoille, Mar-
of the Forest of Larun until they could see the
lock installed a garrison of militia in every ma-
Coldbleak Mountains. Here they sought refuge
jor town and city. These troops live in specially
and planned a return to Sokar City to reclaim
built barracks and operate under the command
the throne.
of a Sergeant at Arms for the smaller garrisons,
The people hailed Grieve Marlock as the new and a Provost Marshal assigned to the cities.
lord of Sokara, a title that he dismissed imme- One such Provost Marshal is Marloes Marlock,
diately. I am not your ruler he stated, I am your the Protector-General’s brother. He was as-
protector. From that day onwards he was known signed the task of watching Yellowport after the
as the Protector-General of all Sokara. To usher dissolving of the former city council.
in the new regime, Marlock renamed the city of
Sokar after himself. Marlock City remains today
as the capital city of Sokara; charred remains of Forts of the Eastern Marches
royalist are hung from the main gates as a warn- To the north east of Sokara lies the peninsula
ing to any that are still loyal to the royal blood- known as Nerech, Land of the Manbeasts. The
line, and the tyranny that it represented. monsters that inhabit the wind-blasted lands re-
Ironically, the city of Trefoille was the fo- semble men, for the most part, but have gnarled,
cal point of a huge battle during the civil war disfigured bodies, covered in silver-grey hair,
that wracked the province during the first few with heads covered by bestial iron helms. These
months following the occupation of Marlock Manbeasts once posed a real threat to the peo-
City (previously known as Sokar City). An ple of Sokara, stealing livestock, food, and even
army of followers loyal to Prince Nergan and farmers, taking them back to the rolling hills of
his claim to the throne of Sokara occupied the Nerech to feed. In order to prevent an invasion
city that represented the starting point of Mar- of these monsters on northern Sokara, the King
lock’s military coup. Marlock himself led his ordered that a wall be built to keep the Man-
army to Trefoille, recruiting many hundreds beasts on their own secluded land.
of mercenaries on the way. During the parley The wall was a massive undertaking that took
before the battle it was agreed that the city be over a thousand men to build, spanning from
evacuated as the good people of Trefoille were the shores of Disaster Bay in the north, to the
not to blame for the impending destruction of White Cliffs of Nerechin in the south east. It
their once great city, nor was it representative stands twenty five feet high, six to ten foot thick
of either sides’ objectives to use the people as at the base, depending on the geographic loca-
a shield during the war. When the last of the tion, and almost seventy five miles long. Three
refugees were clear of the city, the battle began. major forts are positioned along the wall at equal
The battle of Trefoille raged for three days and distances apart, and smaller outposts and guard
nights. Many of the outer walls to the city were towers are dotted in-between. Each of the three
reduced to rubble. The houses and shops of the forts, Brilon, Estgard, and Mereth, are responsi-
city burned in a fire so bright that the occupants ble for one third of the wall. This responsibility
of Marlock City could see the orange glow on covers the repair and maintenance of their sec-
the night horizon. With the royalists crushed at tion of the wall, patrolling on the Sokara side,
the expense of one of the province’s most pros- occasional recons into the unforgiving lands of
perous crossroad towns, the order was given Nerech, and supply trips to the neighbouring
to rebuild the burnt out husk of Trefoille as a towns and villages.
93
Slavery and punishment are also rife here, al- tries of Harkuna. The Uttakin armies marched
though it is kept well out of sight of the public. boldly across the northern continent conquer-
Slavers sell their captured stock to the miners ing any that stood in their path. The gladiatorial
of the Bronze Hills to increase their digging ar- ways and teachings of the Uttaku army made
eas, and to improve the chance of finding pre- them ruthless and unforgiving in combat. Even
cious metals. Yellowport and Marlock City use unarmed, the Uttakin were deadly masters of
the area as punishment for crimes committed their own martial art known as the Blue Grass
against the new regime. In both of these uses of Way. Once the lands had been conquered, the
the mines, not many of those sent below the sur- god Ebron bestowed another gift on his faithful
face to dig, ever come out again. people - a Faceless King. Ammunas the Baptiser
was the first of this ruling dynasty having no
recognisable facial features whatsoever, aside
UTTAKU & OLD from tiny indents where the eyes should have
been.
HARKUNA Once a year to the day that Uttaku united as
Uttaku has a proud history. For many centuries a single clan, they celebrate with a special fes-
this noble land ruled most of the northern con- tival known as the Holy Day of the Recanta-
tinent of Harkuna. New archaeological finds of tion of the Soul. During this celebration, every
Uttakin origins are still being found today, such single countryman, including those away from
as the remains of an ancient city beneath Yel- Uttaku, such as merchants, must wear a blue
lowport. spotted scarf. Anyone not doing so is fined 75
1500 years ago, the Uttakin were known as lit- shards and sentenced to a week of hard labour.
tle more than nomadic tribes living in the Blue Those unable to pay are imprisoned and await
Grassland of Ankon-Konu. Over time the tribes trial before the Arbiters of the Word of Ebron.
merged into larger clans and settled within their Not many of these heretic Uttaku are ever seen
own towns and cities, rather than tents and pa- again. To honour the Faceless King, the lords
vilions, but their existence was a constant strug- of the lands wear brightly coloured wooden
gle due to the age-old war between them and masks in public to hide their faces, and most of
the Golden Men and their ark ships. After being the population of Uttaku will never see the true
beaten into retreat by the superior Golden Men, faces of their lords.
the Uttaku took to their ships and sailed north Over time, the Uttaku Kingdom was forced
for many weeks until discovering a new land back to the country from whence it came. The
that they named in their honour - Uttaku. old hierarchy remains to this day, with the
Around 500 years ago, an abnormal blue- next dynasty of the Faceless King ruling over a
skinned hybrid child was born to the leader smaller, but still proud, powerful, and utterly
of one of the town clans. Word spread of this cruel kingdom.
child and as it did, it was discovered that several
more had been born all around the country on
the same day. The families of the children trav-
elled to the largest of the cities, Aku, where they
were declared nobility. Unknown to the Uttakin
at this time, the blue-skinned noble was a direct
gift from the god Ebron, for the upmost dedi-
cation of the tribes to him over the decades. As
the hybrids grew, they took over the rule of the
clans from their advisors.
Every clan in Uttaku united under the ban-
ner of Ebron, and his avenging demons - the
Usskhem. This made them a powerful force in-
deed as they were unified as a single country
unlike the other warring provinces and coun-
95
is an archway adorned with mystical runes and Arch 6 will teleport the user to the
ancient scripts. The runes glow with an eerie front gates of Pethumar in
blue light giving the illusion that the archway Western Ankon-Konu
itself is glowing. Each archway will teleport the
Arch 7 will teleport the user to the
user to a specific location on Harkuna:
Dunpala in Central Ankon-
Arch 1 will teleport the user to the Konu
front gates of Aku in Uttaku
Arch 8 will teleport the user to the
Arch 2 will teleport the user to the Bluewood on the Sorcerer’s
base of Sky Mountain in The Isle
Great Steppes
To keep the purpose of the location a secret, the
Arch 3 will teleport the user to the priests created a magical plinth to seal the top of
front gates of Trefoille in the staircase so that none without the special key
Sokara could enter. To finish the Way Room, eight huge
stones were placed at even intervals around the
Arch 4 will teleport the user to the
central plinth to represent the eight teleport des-
front gates of Metriciens in
tinations. The key is now lost to time. No one
Golnir
knows for sure where it is, and very few people
Arch 5 will teleport the user to the know of its purpose.
front gates of Imperial Cham-
bara in Akatsurai
97
an example and feel free to use the way it is laid 1. Determine a fixed amount of experience
out as a template for creating your own quests. points that should be awarded for the
You will note that during scene 9 in Lair of the completion of the quest (or each quest be-
Ratmen there is a place for you to continue the longing to the same campaign). This fixed
quest and expand the sewers should you wish experience points will be divided out
to do so. equally between the players as a base for
their individual experience gained from
The first thing you need to do is come up with
the quest.
a back story for your quest. What is the object
of the quest? Do the characters have to rescue a 2. Award individual experience points to
kidnapped princess? Are they required to slay a players who played a key role in the
mighty dragon? Or do they need to find a rare quest. Maybe they heroically saved anoth-
gem for an old mage? If you cannot find inspi- er player, fought hard to defeat a monster,
ration, look to your favourite fantasy novels found a secret door that was hard to find
or, even better, the Fabled Lands gamebooks, or performed a skill or attribute test that
which can serve as a huge source of ideas. was close to impossible.
3. Finally, award individual experience
points to players that role played their
character well, such as performing actions
within their personality.
Remember that as a Gamesmaster you can also
penalise a player for role playing against what
the characters personality is defined as, but this
is entirely up to you.
The amount of fixed experience (the experi-
ence evenly distributed between characters at
the end of the quest) that you should set de-
Once you have the back story you need to de- pends on the length of the quest. Award up to
cide where in the Fabled Lands to set it. This is 10 fixed experience points for a short quest (like
largely a matter of taste, but obviously it also the quest in the back of this book), up to 20 fixed
needs to make sense in terms of the story. If experience points for an average sized quest
the quest you have devised involves trekking (one that has 20 or so scenes) and up to 30 fixed
through a jungle then setting it in Golnir is obvi- experience points for a long quest (one that has
ously not going to work as there are no jungles 30 or so scenes). As a rule of thumb you may
there. Ankon-Konu would be the perfect place wish to use the following formula:
to have a jungle quest. 1 scene in a quest = 1 fixed experience point
Where you set the quest will obviously influ- (rounded up or down to equally distribute
ence the people and creatures found there. Fur- amongst the players).
ther on in this book you will find an overview Note that you should only assign a fixed expe-
of the entire Fabled Lands, while future sour- rience that distributes evenly between the play-
cebooks will explore each province/country in ers so, for example, if there are 4 players doing a
greater depth. short quest then the fixed experience should be
either 4 or 8 (or possibly 12)
Awarding Experience Throughout the gaming session it is important
At the end of every quest you need to award the that you keep notes regarding the actions of the
characters experience points. This is very im- individual players, that way you can justify the
portant, for without experience points the char- experience awarded. It is very likely that some
acters can’t advance. For a guideline, experience players will gain less experience from a quest
points should be awarded to the players in the than the others and they will want to know why.
following manner:
100
Climbing
Characters will often find themselves having to
climb a wall or a cliff to continue with their ad-
ventures. Sometimes they will have succumbed
to a trap and fallen into a pit which they then
must find their way out of. In these cases the
character will have to make a Scouting test in
order to successfully do this.
101
lary. Whatever the case whenever a character don’t lead them to believe something that isn’t
attempts to disguise himself he must make a right. If the players happen to beat the Difficulty
Thievery test. The Difficulty of the test depends by 5 or more then they must be told the exact
on the extent of the changes to his appearance value of the item.
and on how familiar the onlookers are with the
If the test is failed the players cannot deter-
character.
mine the value of the item. Each player can only
Situation Difficulty try to determine the value of a particular item
once.
Base Difficulty Difficulty 9
Onlooker is somewhat famil- Difficulty +1 Situation Difficulty
iar with character Common Item Difficulty 8
Onlooker is very familiar Difficulty +3 Rare or Exotic Item Difficulty 11
with character
Magical Item Difficulty +2
Attempting to look like dif- Difficulty +1
ferent humanoid race Falling
Attempting to disguise age Difficulty +1 Characters that fall from great heights are un-
or gender likely to survive. At the very least they will take
Attempting to disguise Difficulty +2 some damage to their Stamina. A character loses
height 1-6 Stamina for every 10 feet that he falls. For
Low-light conditions Difficulty -1 instance, if the character falls 30 feet, roll 3 dice
and deduct the result from the character’s Stam-
Eating ina.
Like everyone else, characters need to eat to sur- If the character is lucky enough to fall onto
vive. Every character must eat at least one meal something soft (such as fresh snow, or mud)
every day or suffer the effects of hunger; they then you may halve the damage. In other words,
suffer a temporary -1 penalty to all of their abil- roll 1 die for every 20 feet fallen instead of every
ity values until they eat again, and also lose 1-6 10 feet, or roll 1d6 and divided by 2 for every 10
Stamina points. feet fallen and half the results. In this case a 1-2
is a 1, a 3-4 is a 2 and a 5-6 is a 3.
Characters that are not carrying any meals
with them can forage for food in the wild. To do
this they must make a Scouting test at Difficulty Healing
9. If they succeed they find enough food for a
Characters will lose Stamina throughout the
meal. For every 2 points they succeed by, they
game at quite regular intervals. Injury, disease,
find enough food for an additional meal. For in-
starvation and poison can all contribute to this.
stance, if they roll a total of 11 or more on the
Luckily, the body can also heal itself naturally
Scouting test they find enough food for 2 meals,
over time.
13 or more means they find enough food for 3
meals, and so on. When a character gets a full night’s rest (at
least 6 hours uninterrupted sleep) he will regain
1 Stamina point. This is best done in a safe loca-
Evaluating Items tion because sleeping in the wild can have dan-
It is inevitable that the players will come across gerous consequences.
treasures that they will try to sell. But how much Characters can also perform first aid on others
should they be sold for? No doubt your players and themselves for minor wounds of less than
will ask you if their characters know how much half their total Stamina. This requires an Intel-
an item is worth. If they do they may make an ligence test at Difficulty 9 (Difficulty 12 if using
Intelligence test. If they pass then you may give on oneself); if successful, the character instead
them a rough idea (for example, you might tell regains 2 Stamina points with a full night’s rest.
them the item is worth ‘around 100 Shards’ or it Characters may only have first aid performed
is worth ‘80-100 Shards’). Be fair with this and on them once each day; if the attempt fails then
they will only regain the 1 Stamina point.
103
Hiding Knowledge
Although not very heroic, the characters will What characters know and what players know
sometimes find it within their best interests are two different things. Although a player may
to get out of sight and hide themselves away. know a particular fact about the world doesn’t
There could be numerous reasons why they mean his character does. When there is some
would; trying to avoid being seen by an enemy question over whether or not a character knows
patrol perhaps, or attempting to hide from the something they must make an Intelligence test.
town guard after finding themselves in trouble If they pass, they know something about the
with the law. Regardless of the reason, a Thiev- object in question. If they fail, they don’t know
ery test (in cities, buildings and underground) anything about it and may not try again.
or a Scouting test (in the wilderness) bust be
passed to avoid the searching gaze of those who Situation Difficulty
might see them. Obviously, a failed test means Common knowledge Difficulty 7
the characters have been spotted. Average knowledge Difficulty 9
Situation Difficulty Uncommon knowledge Difficulty 11
Plenty of places to hide Difficulty 7 Rare knowledge Difficulty 13
Some places to hide Difficulty 9 Lost knowledge Difficulty 17
Few places to hide Difficulty 12
No places to hide Difficulty 15 Languages
Searchers are NOT actively Difficulty -2 As most people on Harkuna are human and it
looking for characters is assumed that most characters can speak with
3-5 searchers Difficulty +1 anyone else they come across (a common tongue
More than 5 searchers Difficulty +2 if you like). There will, however, be occasions
Searchers using animals Difficulty +2 when a character comes across a language he is
unfamiliar with. In these cases an Intelligence
Low-light Difficulty -1 test must be made to see if the character can un-
No light Difficulty -3 derstand it. This applies to both unfamiliar spo-
Characters invisible Difficulty -6 ken and written languages.
Success on the test means the characters has a
basic understanding of what is being communi-
Jumping cated. Success by 4 or more means the character
The act of jumping across chasms, rivers, lava has understood exactly what was being com-
flows and pits is governed by the jumping rules. municated.
In order to successfully jump across something
a character must make a Muscle test. If he pass- A failure on the test means the character hasn’t
es, he makes the jump successfully. If he fails, understood at all. However, a failure by 4 or
he misses the jump and will suffer any conse- more means the character has not only misun-
quences (usually falling). derstood, but interoperated it in the wrong way!
If a character wishes to communicate with
Situation Difficulty
someone speaking an unfamiliar language, an-
Jump Difficulty = number of feet other Intelligence test must also be made. Again,
needing to jump success means the recipient understands the ba-
Run up start Difficulty -2 sics of your communication, while success by
4 or more means they know exactly what you
communicated.
Failure means they do not understand your
communication, while failure by 4 or more
means that they have misinterpreted and think
you mean something you don’t.
104
B – Very cold temperatures with snow Heavy rain will cause a -4 penalty to
(foggy mornings) ranged combat and -3 penalty to melee
combat.
Very cold temperatures can still be fatal if ad-
equate clothing is not worn. Overland movement during heavy rain
will half character movement in a day.
Characters exposed to these conditions
will lose 1-6 Stamina every 10 hours un- E – Moderate temperatures with light
less precautions are made. rain
Snow is very hard to fight in. Ranged com- Moderate temperatures are the perfect adven-
bat will be impossible and melee combat turing conditions; not too hot or cold.
will suffer a -3 to fighting and ranged
Light rain will cause a -1 penalty to ranged
combat will suffer a -4 penalty.
combat.
The only effect fog has is to limit visibil-
ity. Depending on the thickness of the fog, F – Hot temperatures with possible light
visibility may be limited to 10-50 feet. It rain
counts as low-light for the purposes of Hot temperatures can be uncomfortable to be in
some rules. over a prolonged period of time but will not af-
fect a character’s health.
Overland movement during snow will
quarter character movement in a day. Light rain (see above).
The only effect fog has is to limit visibil- Ranged combat will suffer a -1 penalty
ity. Depending on the thickness of the fog, due to sun glare.
visibility may be limited to 10-50 feet. It G – Very hot temperature
counts as low-light for the purposes of
Very hot temperatures will cause exhaustion
some rules.
and heat stroke over a prolonged period of time.
C – Cold temperatures with light snow or Anyone who spends more than 6 hours in
rain/hail/strong winds the sun without shade or adequate water
will suffer 1d6 Stamina damage.
Cold temperatures can still cause fatalities over
a period of time. All combat will suffer a -1 penalty
Every full day that a character is exposed to Overland movement during very hot tem-
cold conditions they will lose 1-6 Stamina. peratures will half character movement in
a day.
110
Boat or Ship Type Heavy Storm: To sail through a heavy storm the
Small Fishing Boat +6 captain must make a Piloting (Difficulty 10) roll.
Success will result in the ship maintaining the
Large fishing boat +4 correct course and taking no damage. A failure
Barque +2 will result in the following:
Brigantine +1 1d6 damage to the hull per hour.
Galleon +0 Navigate (Difficulty 10) roll or -2 to the
dice roll for distance travelled today (min-
Crew imum of 10 miles).
Poor +2 Severe Storm: To sail through a heavy storm
Moderate to Good +0 the captain must make a Piloting (Difficulty 12)
roll. Success will result in the ship maintaining
Excellent -2 the correct course but still taking 1d3 hull dam-
Perfect Weather: The conditions for your voy- age. A failure will result in the following:
age are absolutely perfect. You may add +1 to 2d6 damage to the hull per hour.
the dice roll for the distance your vessel has
travelled today. Navigate (Difficulty 12) roll or -3 to the
dice roll for distance travelled today (min-
Calm Seas: Normal sailing conditions. imum of 10 miles).
Mild Storm: To sail through a mild storm the Hurricane: To sail through a hurricane the cap-
captain must make a Piloting (Difficulty 8) roll. tain must make a Piloting (Difficulty 15) roll.
Success will result in the ship maintaining the Success will result in the ship maintaining the
correct course and taking no damage. A failure correct course but still taking 1d6 hull damage.
will result in the following: A failure will result in the following:
1d3 (1 dice divided by 2) damage to the 4d6 damage to the hull per hour.
hull per hour.
Navigate (Difficulty 15) roll or -4 to the dice roll
Navigate (Difficulty 8) roll or -1 to the dice for distance travelled today (minimum of 10
roll for distance travelled today (mini- miles).
mum of 10 miles).
113
A - Marshal Citadel and Crom has been charged with the policing of the
streets. Crom has recently replaced the previous
Courthouse lieutenant, Pintos, after an uprising of royalists
This large and impressive building stands at in the city attacked the army with devastating
the top of a small hillock toward the northern consequences; several rows of shops and houses
end of the city. The small citadel was originally opposite the citadel burned to the ground, while
the home to the city mayor as well as the meet- the streets ran red with the blood of many civil-
ing rooms for the city council. Since the King of ian men, women and children. Pintos will live
Sokara was overthrown by Grieve Marlock and out his life rotting in the city prison for his in-
his provincial army, the council of Yellowport competence regarding lack of knowledge of the
has been dissolved and the mayor executed. rebellion, and failing to contain it before it got
General Marlock’s younger brother, Marloes, so out of hand.
now acts as the city’s governor and judge. Mar-
loes ordered a fortified wall to be built around After the recent rebellion and the bloody bat-
the citadel to make it more defendable should tle being in such close proximity to the citadel,
the city come under attack from a royalist army, Marloes now lives in fear of another uprising,
or if there is another rebellion. and has not set foot outside the citadel since. In
fact, even his duties as High Judge at the new
The inside of the citadel is even more impres- courthouse on the lower level of the citadel have
sive than the outside: marble floors adorn the been delegated to one of his advisors just in case
main reception area and continue through to there is an assassination attempt on his life. The
the main hall and stairs. Lavish drapes and cur- harsh sentence given to Pintos is a reflection of
tains made from silk imported from Akatsurai, the fear Marloes lives in. The people of Yellow-
hang from the high internal walls in between port live in fear of his unforgiving judgements,
golden shields, antique vases and marble stat- and live in disgust of his high taxes to fund his
ues (it isn’t difficult to see where the old mayor lavish lifestyle.
and council spent the hard earned taxes of the
city residents). The second tier of the citadel The upper level to the citadel is Marloes’ liv-
housed the original meeting rooms for the coun- ing quarters. As you would imagine, the deco-
cil, but is now used as war offices for Marloes ration here is as fabulous, if not more so, than
and his military advisors. Four of the rooms on the other levels which Marloes deems fitting
this level have been converted to living quarters for his position as the ruler of Yellowport. His
for the Marshal’s aides and next in command: bed is fashioned from golden oak imported
Captain Royzer is Marloes’ right hand man, from the distant Forest of Remorse in Atticala,
military advisor, and second in command of the his bed sheets are rumoured to be woven from
city; Lieutenant Jenas, a ruthless female officer, the silky underbelly fur of a Gryphon, and his
is in charge of the policing of the city walls and clothes and shoes are handmade, free of charge
gates; Lieutenant Tarrack is in charge of training of course, by the most skilled tailors and cob-
both the army and city militia, and Lieutenant blers in the city.
115
B - Plaza of the Gods munity. Each of the pilgrims told the same story
This decorative and diverse feature of the city is as to why they were there; they had been sent a
one of the most popular tourist attractions and message from their god in the form of a dream.
pilgrimages alike. The Plaza of the Gods plays The vision was of a golden walled city, prosper-
host to four temples; a temple to Maka, Elnir, ous and with a large population. A light shone
Alvir and Valmir, and Tyrnai. Each of these down from the heavens onto the spot where the
temples has their own unique features and is pilgrims now stood and each of them saw it as
described in more detail in the places of interest a sign to travel to the fishing community, where
section below. the city would rise up, and teach the word of
their god. The pilgrims got to work on their
There has always been speculation as to why teachings straight away by talking to the town’s
four very different religions decided to build folk of Yellow Grass, aptly named due the sul-
lavish temples in the same location within the phur stained yellow grass that grew along the
city. Normally, and Marlock City is a prime ex- banks of the Stinking River. From the recruit-
ample of this, the high priests and priestesses of ing of the four religions came another strange
their religion like to build their temples as far coincidence; each one had recruited exactly one
away from existing religions as possible. Many quarter of the fishing community into his or her
stories have been told as to the origins of the flock. The four pilgrims (Francis of Skios - Priest
close proximity of the four temples. One of the of Elnir, Vorn of Ringhorn – Priest of Tyrnai, Jil-
more interesting stories about the Plaza of Gods lia of Marmorek – Priestess of Maka and Hirn of
goes like this: Eighty years ago, Yellow Grass, as Sokar – Priestess of Alvir and Valmir) all decided
Yellowport was known then, was nothing more that the dream and the recruiting was more than
than a fledgling trading/fishing outpost on the a simple coincidence and that the four gods sent
south coast of Sokara with a population of less them for a reason. The land where the pilgrims
than one hundred people. The outpost survived converged was deemed holy ground and was
on a different industry in those days; the abun- split into four equal segments with Maka’s land
dance of smoulder fish swimming down the being beneath the surface. Strangely enough,
Stinking River from the Lake of the Sea Dragon although each of the temples that stand today
attracted shoals of red-fin sharks and brought depicts a religious pilgrim of their faith stand-
them close enough to the bay for the fishing ing under a bright light from the sky, none of
boats to catch them. The meat of these large sea the other pilgrims are present.
dwelling predators was, and still is, a delicacy in
many parts of Sokara and Golnir, and the fisher-
men would make a tidy profit from their catch. C - Castle View (Rich Quarter)
One cold winter’s day during the month of Bron Castle View is a small segment of the city that
(November), four religious pilgrims from lands is positioned near to the east gate and is the fur-
afar converged at exactly the same time on a thest residential area away from the Stinking
spot of land just northwest of the fishing com- River. Only a very small percentage of the hous-
116
es in Castle View have been subjected to the livered to her shop as soon as it arrives for the
yellow sulphur deposits of the Stinking River, a minimal fee of one shard (it is rumoured that
very desirable quality in such a prosperous city. old Jenkins the Harbourmaster is smitten by the
Even the smell of the river rarely reaches this aging seamstress).
far east. The cross breeze that whistles up the
Shops and Taverns in Castle View (see expand-
narrow streets from the sea seems to funnel the
ed map below):
fumes away from most of the north east portion
of the city. During the Time of Flowers (sum- 1- The Gold Dust Tavern (see Places of Inter-
mer), when the sea is calm and the winds are est)
almost silent, Castle View is as much a victim to 2- Fey Guard Inn
the stench of the river as any other place in the
city. No one escapes the Stinking River all year 3- Silver Phial – Medicines, salves and balms
round. 4– Torric’s Shop – General store
The Rich Quarter, as it has come to be known, 5– Wanderer’s Rest – Boarding house
is home to some of the wealthiest residents and
shop owners of Yellowport. The King’s Way is 6– House for sale (400 silver shards)
the longest street in the city running from the 7– Fine Meats – Butchers and live poultry
East Gate, through the Plaza of the Gods, over
8– The Copper Bell – General store
the Smoulder Bridge to the West Gate. The
southern end of Castle View hugs this main 9– The Silk Dress – Fine fabrics
road from the East Gate right up to Citadel Road 10 – Prancing Horse – Iron Horn Merchant
and it is here that some of the finest shops and Guild House and Bank
taverns can be found:
11 – Gold and Silver – Jewellery and trinkets
Mrs Amandar Holgar owns and runs a fab-
ric shop (The Silk Dress) along that very way.
Amandar can trace her family tree right back D - Main Harbour
to the times when the settlement was known
Yellowport’s harbour is a teeming hive of activ-
as Yellow Grass and is very proud of it. Her
ity with as many as thirty cargo vessels com-
fine silks, woven blankets and lavish curtains,
ing and going from the port every week. The
are exported all along the south coast and are
dockland area of the harbour is immense, and
the pride and joy of many a nobleman’s wife.
spreads from just east of the Stinking River es-
Amandar is such a well-known and liked lady
tuary, all the way across to the southern-most
of Yellowport that she no longer has to wait
defence tower. At any given time there can be as
at the docks for her shipments of fabrics and
many as many as fifty vessels docked in the Yel-
cloths. The harbourmaster has it specially de-
117
lowport harbour, many of them of exotic design at repairs, and can patch up any type of ship in
from far away countries. no time at all.
The harbour is not only used as a port for im- Note: All of the ship classes are built in the Yel-
ports and exports of goods, it is also home to lowport ship yard but are subject to availability
many fishing vessels whose trade helped to lay (see Chapter 7 – City Services)
the foundations of this thriving city. The fishing
boats range from the smaller, independent fish- Cargo Prices
ermen who only travel one or two miles out to The following lists of prices apply to Yellowport
sea and make an honest living from their hard only. The prices given are the average price per
work, all the way up to the huge trawlers and unit in a given month, but these are subject to
whaling ships. It isn’t unknown for the larger fluctuation.
fishing ships to be away from port for weeks
Cargo Prices in Yellowport
at a time, mainly circumnavigating the Violet
Ocean, and reaping a plentiful bounty of silver Cargo To Buy To sell
fish and the larger tundler fish. The far east of Furs 190 Shards 170 Shards
the port is home to the ship yards. It is here that
boats are made, bought, sold, and repaired for Grain 200 Shards 180 Shards
a modest price (see below for prices). The ship Metals 600 Shards 500 Shards
yards rely heavily on imports of timber from Minerals (sulphur) 350 Shards 250 Shards
Ankon-Konu. The Tinderbark trees found in the Spices 900 Shards 810 Shards
Weeping Jungle are both pliable and extremely
Textiles 350 Shards 300 Shards
durable, making them the preferred choice for
the hulls of the ships. Timber 180 Shards 160 Shards
E - Brimstone Plaza Market storage, while Trom watches over the market
The market is positioned on the corner of Brim- traders. Each of these guilds wear different col-
stone Plaza, just off Wellguard Street, and is the oured hats and tunics to distinguish themselves
busiest place in the whole city. Hundreds of city from one another, but each bare the same insig-
folk and traders can be found here selling their nia of TIH.
goods from daybreak to sunset five days a week. A large majority of the store and warehouses
The foundations of Yellowport were also built situated around the docklands belong to and
around the Brimstone Market. Fishermen from are overseen by, the Iron Horn Merchant’s
Yellow Grass, as the city was known back then, Guild. The guild rents out the warehouses to
would sell their fish to travellers and locals. The all manner of clients, including individual trad-
fish market gained quite a reputation and peo- ers, for a varying degree of fees, depending on
ple would travel from miles away to buy the how much space is required and how long it is
red-fin shark meat. Of course, it wasn’t long needed for. For an additional fee the guild will
before other traders wanted to set up here and also police the rented warehouse and even offer
piggy back off of the success of the fish market. an insurance policy against stolen goods. These
At one point the market guild, a group of the services can be brought from TIH HQ, known
original fish marketers who oversaw the grow- as The Prancing Horse, in Castle View, and the
ing market, had been asked to move the stalls price list and descriptions are listed below:
well away from the overpowering stench of the Warehouse Capacity Rent*
river. The guild refused this request point blank, Size
but they did sympathise with the new traders
Small 1 cargo unit 3 Shards per
who were not used to the sulphur fumes of the
week
Stinking River. As a compromise the guild posi-
tioned torches burning incense on the corners of Medium 3 cargo units 5 Shards per
the market area. The incense helped to mask the week
rotten egg smell of the river, and the new trad- Large 5 cargo units 7 Shards per
ers were happy with the result. This practice is week
still used in the Brimstone Plaza market today, Gigantic 10 cargo units 10 Shards per
although there are a lot more torches burning week
and a man is employed to walk around the mar-
ket perimeter reigniting and replacing spent *please note that the minimum length of time
torches. that a warehouse can be rented is for 1 week, so
even if the cargo is only going to be stored for
You can find just about anything you want or a couple of days, a week’s rent must paid (see
need at the Yellowport Market. The prices for rent below).
these items can be found in the equipment list
in Chapter 4 - Equipment. Warehouse Size: All of the warehouses are built
on a sturdy wooden frame with slatted wooden
walls and a reinforced inner wooden lining to
F - Merchant Guild Buildings prevent break-ins. The smaller warehouses re-
There are several large merchant guilds oper- semble large sheds while the large and gigantic
ating within Yellowport. Yumbar, Kalesk and ones look like ship yard hangers.
Trom, three of the largest guilds, are subsidiary Capacity: The maximum amount of cargo units
guilds working under a parent house called The that can be stored in the warehouse.
Iron Horn. Each of these guild houses offers the
Rent: The cost in Shards to rent the warehouse
same services to their customers but they oper-
for a single week. A contract is signed at TIH
ate in different parts of the city: The Iron Horn is
HQ and a week’s rent must be paid in advance,
based in Castle View (the Rich Quarter), Yum-
as well as 1 weeks rent as a deposit (returnable
bar is based in the Poor Quarter, Kalesk oper-
at the end of the renting period).
ates within the docklands supervising the cargo
119
Insurance and policing will cost the tenant that moved to help build their own house, and
an additional 50% (rounded up to the nearest the council extended the King’s Road and built
Shard) per week. This policy will cover the cost two bridges across the river to access the new
of stolen cargo up to the value of 5000 Shards West Gate.
while under the guard of the Guild Harbour Po-
The poor quarter streets and alleys are main-
lice. A small and medium sized warehouse will
ly mud tracks, very different from the cobbled
be policed by a 2 man team, the large warehouse
streets of the original city. During the Time of
by a 4 man team and the gigantic warehouse by
Rain, horses, carts and people are often stuck
an eight man team of guild police. The exact
knee-deep in the orange coloured mire, and
cargo stored in the warehouses, its registered
have to be hauled out via rope by the town mili-
owner, and its value at the time of the shipment
tia. It has been promised for many years that the
being stored, is logged at the guild HQ.
streets in West Port will be paved and cobbled,
The merchant’s guild in Yellowport offers eve- but so far only the King’s Road and Harbour
ry merchant service available (see City Services Walk, the two main routes through the city,
for more information on merchant services). have undergone this improvement.
It’s sadly apparent in most downtrodden areas
G - West Port (Poor Quarter) that crime is rife, and West Port is no exception
to this ambiguous rule. The Black Hood Thieves
West Port covers the entire area of the city west Guild operates a lucrative business here that
of the Stinking River and can only be accessed comprises of house breaking, pick pocketing,
across the King’s Bridge, Port Bridge or via the racketeering and gambling. More recently a
West Gate. The Yellowport slums, or Poor Quar- new underworld business has sprung up call-
ter, as West Port has come to be known, is home ing themselves the Poisoned Talon Assassin’s
to many of the poorer populace, the less desir- Guild. The guild was formed by an ex-soldier
able inns and taverns, and the seedy underbelly who survived the royalist’s failed defence of
of the city’s criminal organisations. This isn’t to Trefoille. Wounded and bleeding, he staggered
say that everyone living in this portion of the city from the burning crossways town, receiving no
is bad or an evil doer, far from it in fact. There help from passers-by. The soldier, Arillion De-
are some very notable shops in West Port and garth, bore disfiguring burns across his head,
many of the houses overlooking the bay fetch a face, chest and right arm. He vowed revenge for
good price, but, as with all down-trodden areas, his wounds on both the royalist and Marlock
there are still quite a few that would stab you in armies of Sokara, hunting down and killing sol-
the back for a couple of Shards! diers and officers throughout the land. Arillion
It is strange how West Port came to be such a finally arrived at the city of Yellowport with the
poor area to live in considering it is the newest intension of getting a job and settling down, but
part of the city. The original Yellowport ended he was shunned by the locals and referred to
on the east banks of the Stinking River and the as a freak. He tried his hand at many different
original crumbling towers and wall foundations jobs, attempting and failing at running his own
have survived to this very day. Forty years ago, businesses due to the jeering population of West
the town council extended Yellowport across the Port. Arillion soon realised that the only trade
river in an effort to alleviate the over-crowding known to him was killing… and he was bloody
of the city. A small grant was offered to those good at it!
120
Yellowport Places of Interest known to undertake such quests but none have
1 - Temple of Elnir returned to claim their position. The cardinal
himself is not allowed to undertake such a quest
The most impressive of the temples at the Plaza
as only he is empowered with the coronation of
of the Gods is the Temple of Elnir. This mag-
the new high priest (see Chapter 6 – Deities and
nificent building is the tallest in Yellowport and
Religion for more information).
is crafted from engraved grey stone inset with
yellow marble found only in lands north of the 2 - Temple of Maka
Spine of Harkun. It is thought by the priests of
Maka is the Goddess of Disease, Famine and of
Elnir that as their deity is the God of the Sky and
the Harvest. The original priestess who founded
the ruler of the Gods, he deserves a remarkable
this temple, Jillia of Aku (again, Aku is a city ded-
place of worship.
icated to Ebron), wanted it to be close to the roots
The inside of the temple is equally as remark- of the land, for Maka demands a plentiful harvest
able with the high ceiling being held up by or he will smite the land with disease and famine;
huge pillars carved from the same yellow mar- killing livestock, slaying farmers and their fami-
ble found on the outside. The alter stands high lies with unnatural ailments, and reducing the
above the congregation, depicting the illusion of land to an unfertile state for evermore.
the priest giving prayers from the skies as El-
In the very centre of the Plaza of the Gods stands
nir would. Many of the windows show stained
an ornate statue depicting large healthy wraps of
glass murals of Elnir sitting on a golden throne,
corn and wheat on one side, and withered, fly-
with many other gods bowing at his feet, a mu-
infested crops, on the other. The entrance to the
ral that other priests of the plaza find insulting.
temple is via some wood-lined steps that lead
The Yellowport Temple of Elnir has been with- down between the healthy and withered crops,
out a High Priest for some years now, and op- to a pair of double doors that continue the mural
erates under the watchful eye of Cardinal To- from above. Inside, the walls are just bare, natu-
bias Whent. The status of High Priest can only ral earth, with wooden struts and beams for sup-
be given to an individual who has displayed port along both the centre and side walls. These
both a lifetime of dedication to Elnir, and has supports were added just a decade ago to keep
undertaken a great quest given to him or her by the roof from collapsing under the weight of the
Elnir in the form of a dream. Many have been plaza.
121
All priests and acolytes of Maka wear the same ies from priest to priest, but must consist of the
brown robe made from cloth, held together at following garments: a suit of metal armour cov-
the waist by a finely woven piece of hemp. The ered with a white tabard displaying the emblem
way that the hierarchy can be identified is by of Tyrnai, a two-handed weapon, and a helm or
counting the number of knots hanging once the coif. Due to the appearance of these ‘holy cru-
hemp is tied around the waist. An initiate of the saders’ they are often given the nickname The
order will have no knots, an acolyte will have Battle-Priests of Tyrnai. The senior priest of a
one knot, a priest will have two knots, and the Tyrnai Temple is known as the Holy General-at-
high priest will have four knots. Arms (see Chapter 6 – Deities and Religion for
more information).
The High Priestess of the Yellowport Temple
today is Harrun Swiftscythe. Harrun joined the 4 - Temple of Alvir and Valmir
order of Maka many years ago, working her
This temple, dedicated to the King and Queen
way from initiate though acolyte and priest, and
of the Ocean, has been created in the form of a
is now the longest serving High Priestess of this
galleon positioned upside-down in the ground.
temple to date.
The hull of the boat is crafted from fine woods
The Temple of Maka in Yellowport offers all built on a frame in exactly the same way that
of the services available (see Chapter 6 – Deities an ocean-going vessel would be. The hull stands
and Religion for more information). much higher than a regular galleon, and is sup-
ported on the inside by large mast-like wooden
3 - Temple of Tyrnai poles. The wide front of the temple has been
Tyrnai is the God of War, so it is fitting that his shaped outward in the middle so that a porch
temple is shaped in the form of a spear head. and large double doors can be set there. The in-
The Temple of Tyrnai has a very long nave, side of the temple is decorated with a beautiful
decorated with many, many stone pillars run- coral altar, seaweed drapes, and sea shells that
ning in parallel down the centre of this place of reflect the light entering through the portholes.
worship, right up to the alter at the far end. The Old sea-dogs from the Yellowport harbour tell
main doors to the temple are adorned on either tales of the galleon temple once being a sea-
side, by two very imposing stone statues of Tyr- going ship. It was thrown from the ocean by a
nai himself. Both statues stand over twenty feet huge wave and ended up buried where it stands
tall and portray the god in his well-known form, today. No doubt those visitors new to the city
that of a blood-drenched warrior wearing or- will believe such a tail, but it is untrue non-the-
nate armour, carrying a huge two-handed axe, less.
and bearing the head of a maddened jaguar.
Damian of Yellowport is currently the High
Acolytes of the God of War undergo a unique Priest of this temple. He was only given the po-
initiation test that involves knowledge of the sition a few weeks ago after the temples most
teachings of Tyrnai, skill with a weapon, and the prized artefact, the Golden Net, was stolen by
use of a shield while wearing heavy armour. A the ‘repulsive ones’ of the sea. Curren Malk, the
priest of Tyrnai is not allowed to wear their full previous High Priest, took it upon himself to
attire while within the temple walls, but when retrieve the golden net from the repulsed ones
outside the walls it is mandatory. The attire var- city beneath the sea by himself. Unfortunately
122
his body was found washed up on the beach a The Gold Dust Tavern price guide:
couple of miles from Yellowport. The net still Board and lodgings
remains lost to this day (see Chapter 6 – Deities
and Religion for more information). Straw bed in communal room 1 Shard
Comfy bed in separate bedroom
5 - Gold Dust Tavern & hot bath 3 Shards
The Gold Dust Tavern is a plush establish-
ment close to the East Gate. Its owner, Rygar Horse stabled for one night and fed 1 Shard
Helmsworthy, is a retired adventurer who Food and Drinks
bought the tavern from riches that he ‘acquired’
Flagon of ale 3 Pares
from Vayss, the infamous Sea Dragon, several
years ago. Any new patrons to the tavern will Flagon of honey mead 2 Pares
be regaled with the story of how he hitched a Cup of spiced wine 3 Pares
ride to the cave of the Sea Dragon by hanging
onto its tail after the monster had capsized his Salted meat and potatoes 4 Pares
fishing boat for not giving it any silver. Rygar Hot broth/stew 3
hid in the shallow waters of the cave then stole Pares
the treasure while the huge monster slept. Reg-
ulars to the Gold Dust Tavern always laugh Bread 1 Pare per loaf
when he tells his tale of bravery and cunning Adventurer’s pack (2 day supply of dry food
because it seems to get more exaggerated each and water) 1
time. Rygar’s impressive sword hangs behind Shard
the bar on a specially built plaque, alongside his
Any player that spends a night in the communal
dragon scale shield. None can doubt the brave
room will gain 1 Stamina point for a night’s rest.
adventures of Rygar because of the physical
Any player that spends a night in a bedroom
scars he bears, and the wondrous items he ac-
will gain 2 Stamina points for a good night’s
cumulated during that time in his life. Rygar
rest. This represents the total Stamina gain and
is known to favour young fledging adventures
is not in addition to that gained normally for a
that pass though his tavern, often giving them
night’s rest. If a player pays for food as well as
free board in one of the six bedrooms, or help-
lodgings, they will gain an additional 1 Stamina
ing to kit them out with packed food, the odd
point for a night’s rest.
weapon, and even a bag of Shards.
123
profitable street in the Poor Quarter of the city, creased volume of Shards that exchange hands
such as this one, has attracted more than its fair here. A few years back, some of the shops would
share of attention from the Thieves Guild. All reluctantly sell stolen jewellery for the Guild but
of the shops here have to pay an insurance fee this ended almost as quickly as it started, as it
to the guild to keep them safe from robbery or was an obvious place for the victims to look for
vandalism. The Guild could make more Shards their missing heirlooms and treasures.
from raiding the shops and selling the goods,
The shops on Tinker Street:
but inevitably this would cause the shops to
close, and besides, the steady flow of patrons Obrey’s Treasures – Proprietor: Gorrin
creates the perfect pick-pocketing opportuni- Obery. His family have run this shop for 6
ties and training ground for the fledgling guild generations. The shop specialises in gold
members. jewellery only.
Shops on Riverside Street: Challis– Proprietor: Marry Smith. The
shop is run by Marry and her 3, not so
Tabitha’s Knot – Fine chains, rope, cords
comely, daughters. The shop specialises
and hemp
in silver adorned plates, ornaments and
Open Chest – Pawnshop, and general cutlery.
equipment. No weapons or armour (see
The Shining Star – Proprietor: Sagram of
equipment prices)
Sokar (he realises that the city has changed
Rusgard – Carpenter, cabinet and bed names but it was his family name). Sa-
maker gram’s is the 4th generation of Sokars to
run this shop. The shop specialises in gem
The Silver Trinket – Silver jewellery shop
encrusted jewellery.
Black Horse – Tack shop
Rocks – Proprietor: Hanrey En’var. Hanry
Gryphon Skull Tavern – Good quality recently lost his wife to illness, and so his
food and board two sons run the business. The shop spe-
Mimie Grimes – Clothes shop cialises in cut gem stones.
“I approached the dragon in her lair and intro- a spell, the tattoos glow a soft red giving him a
duced myself. She was angry to see me at first, look to match his powerful abilities.
demanding that I leave her lair or she would
As you would imagine, a mage of Szordrin’s
incinerate me with her fiery breath. I told the
age and power will have collected many differ-
dragon that I was here to recover the Wand of
ent magic items in his life time. Szordrin set-
Avacus, and asked what I could do for her in ex-
tled in Yellowport 10 years ago, and bought a
change for the artefact. She told me that she was
large shop in which to sell some of his magical
lonely having not seen another Hygron since
potions, weapons, armour, cloaks, medallions,
her husband was killed many moons hence. I
gauntlets, rings, and all manner of other items.
thought on this for a while, then changed my
Three members of the Thieves’ Guild showed
body into that of a Hygron and conversed with
up at the shop shortly after Szordrin’s arrival
Gravaak, as is her name. We spoke for several
to acquire the first of many insurance payments
weeks until her son, Jarraak, hatched from the
expected by the Guild. The three men have not
egg. Gravaak was no longer lonely, and as pay-
been seen nor heard of since and the Guild de-
ment for the companionship and friendship that
cided not bother the wizard again.
I had showed her, she gave me the wand of Ava-
cus.” The shop is fairly unimpressive from the out-
side, with darkened windows that you cannot
The academy elders looked on in both amaze-
see in through, and a single hanging sign with
ment and admiration for the compassion and
the words ‘Szordrin’s Wondrous Emporium’
resourcefulness shown by the young wizard.
swinging above the door. Inside is even less im-
Having realised that Szordrin and his magic
pressive; a counter stands at the back of a com-
ability was not a threat to the world, in fact he
pletely empty room next to a curtained off door
was an asset, he graduated with honours. All of
way. A sign on the desk reads ‘Browse at your
that happened almost two hundred years ago.
leisure and please ring the bell for assistance’. If
Szordrin’s longevity remains a mystery to him;
the bell is rung, Szordrin will enter via the cur-
maybe he has not fulfilled the tasks that the
tained door, introduce himself and ask what is
gods sent him here to do? His body is beginning
wished to be purchased. When people say to the
to age at last, and he has the appearance of a 50
wizard that his shop appears to have nothing to
year old man. He stands tall for a human, and
sell, he asks them to look again. When they do,
has pale, almost white, skin. His head is bald
the walls are covered with a plethora of shelves
and bears a mystic tattoo that runs down his
bearing labelled potions, shields, swords, jewel-
nose and across his right cheek. When he casts
lery, staffs, wands, and many, many other items.
chance that old remains of Uthwa were discov- There are many creatures to be found in the Yel-
ered. During the building of the West Port por- lowport sewers; giant snakes and spiders are
tion of the city, well holes were dug as a source commonplace, feeding on the small rodents,
of clean, natural water. The wells that were dug ratmen of course, as well as the occasional
deep enough, burrowed into some of the Uttak- deep faery folk who come up to cause mischief
in buildings that now lie twisted and turned in and reek havoc. Foolhardy adventurers could
the underdark-like ancient catacombs. Ratmen spend quite some time in the old sewers; the
who had burrowed into the old remains from riches of Uthwa are there for the takings, but
outlet pipes located under the Stinking River, beware, there are some very unstable sections
lived in relative peace from the city above for to the sewers and the deeper you go, the more
many years. It is only recently, since a new rat- dangerous it gets!
man King has been crowned, that the city has
There is an adventure included in the appen-
started to have problems. Ratmen crawl along
dix of this book titled Lair of the Ratmen. It de-
the rough caverns beneath the city, and climb
tails a portion of the old sewers of West Port and
up through wells or sewage holes during the
includes plots for further adventures.
night hours. They raid homes, merchant store
houses, and shops, stealing anything shiny or
edible. Recently the Merchants’ Guild has start-
ed offering rewards for ratmen heads, in partic-
ular King Skaab’s head.
131
City Personalities
Arillion Degarth (Assassin’s Guild -
Warrior 4/Rogue 7)
Charisma 1
Combat 6
Intelligence 4
Magic 2
Muscle 4
Sanctity 3
Scouting 6
Thievery 9
Stamina 29
Armour and Weapons: Black k
leather armour, blackened magi--
cal scimitar +2 COMBAT
Powers: Weapon Skilll
(scimitar) II, Backstab I, Masterr
Thief and Lucky Escape
Additional Notes: The leaderr
of the twelve-strong assassins’’
guild is a merciless killer. Hiss
disfigured face and body match h his disfigured
personality; Arillion is unforgiving
ving to say the
least. Once a contract has been signed, the as-
sassins’ guild makes sure that the contract is
carried out. Money for a hit is paid
aid upfront and
varies greatly, depending on the target.
Arillion is never seen in the city ty during day-
light, and although he likes to prowl the city
after dark he is never seen then hen either. The
master assassin wears black from m head to toe,
with oiled leather being his preferred
ferred armour,
although heavier armour is occasionally
casionally used
for harder targets. The assassin’s ’s weapons are
always blackened with soot and d mud, so that
they do not reflect the city torches
es after dark.
132
High Priestess - Harrun Swiftscythe his wrecked ship, Damian prayed to the gods of
(Priest 7) the sea for mercy. When he was close to death
Charisma 6 from heatstroke and dehydration, he saw a vi-
sion of the twin gods standing on the sea before
Combat 2 him. They told him to drink the sea water. When
Intelligence 7 he did, he didn’t taste salty sea water, instead
the water was fresh and clean. Damian survived
Magic 4 a further three days in the water before being
Muscle 1 picked up by Yellowport fishermen. He imme-
diately travelled to the temple and never looked
Sanctity 9 back since.
Scouting 2
Thievery 1
Stamina 26
Armour and Weapons: scythe
Powers: Bless II
Additional Notes: Harrun is the longest serv-
ing High Priestess of Maka that the Yellowport
temple has ever had. She is about to start her
thirtieth year in the position, having become in
initiate some forty years ago. Despite her silver
hair, the High Priestess is looking good for her
age, putting her younger looks and complexion
down to eating uncooked vegetables, roots, and
fruit fallen from the trees.
Armour
mour and Weapons: magic plate mail
(DEFENCE
EFENCE +1) and a magic War hammer
(COMBAT
OMBAT +1)
Powers:
wers: Bless I and Curse I
Additional
ditional Notes: The Yellowport Temple’s
resident
ident leader is Torrick Sunblade, a battle
hardened
rdened man in his late 50s who stands 6
feett and 5 inches tall. His armour is dented
andd torn with the tales of many battles and
crusades
usades in the name of his lord. Sunblade
lostt his right arm at the elbow, while sin-
gle-handedly
-handedly defending a small chapel
fromm a brigand attack, intent on stealing
anyy valuables. It was this devotion to his
lord
d Tyrnai that earned him the position
that
at he holds today.
140
ENEMY NAME
Description: A brief description of the monster or enemy will be given here.
The Gamemaster should also take into account • They are unaffected by darkness.
that not all monsters of a given Threat Level are
• They do not breath, eat, or sleep, nor can
necessarily equal when compared to a given
they be forced to.
party. For example, a party with magic items
and spells to protect against spiritual attacks • They are immune to spells and powers
will find an attack by a chimerical beast less of that affect the mind, such as illusions, mind con-
a challenge than one without, making it very trol, fear, etc.
difficult to devise a system to truly gauge the • They are immune to disease as well as
threat to all player characters equally. effects that drain or alter their ability values.
A Note About Undead: Several of the following • They are unable to heal naturally unless
creatures are actually members of the undead, they possess an Intelligence score.
monsters that while no longer living, have not
truly passed on. These beings are susceptible to • They are subject to resurrection if a
a number of special rules that are detailed be- physical body is present, returning to life as per
low. the normal rules.
The rest of this chapter is dedicated to the mon-
sters and enemies found throughout Harkuna.
These are listed in alphabetical order for ease of
reference.
143
ASSASSIN
Description: An assassin is a hired and
d professional killer. They are trained murderers, with the
ability to dispatch of an enemy in many
y different ways, from straight out bloody murder, to more
subtle methods, such as poison.
Assassins are found all throughout thee Fabled Lands. Many nobles use them to eliminate rivals,
while evil-doers hire them to take out their
heir enemies. In some cases, they may be part of a brother-
hood of assassins, each one them a deadly
dly foe. In other cases they may be loan warriors, working
without the support of a larger network;
k; this does not make them any less deadly, however.
When encountered by a group of characters,
acters, it is usually because they annoyed someone who is
now seeking revenge. Assassins usuallyy use daggers or knives, sometimes coated in venom, and
wear little armour so that their movements
ents are not impeded.
Cha Com
om Int Mag Mus San Sco Thi
Assassin 2 6 3 2 3 1 5 5
Defence: 8
Stamina: 8
Special Rules:
• Assassins are likely to coat their blade with poison, but this is at the Gamesmaster’s discre-
tion (see Chapter 9 - For the Gamesmaster
esmaster for more information on poison)
Threat Level: 6
BANDIT
Description: Bandits are a true plague on society. Also know
known as outlaws, highwaymen, or a vari-
ety of other names, these men and women prey on hapless tratravellers, robbing them of their money
and other valuables. Merchants in particular are common tar
targets, and for this reason many travel-
ling traders employ bodyguards to help protect them from theth frequent attacks.
Bandits can be found anywhere within the Fabled Lands. TheyT are usually poorly dressed and
condition. Most bandits will be found using
dirty, though their weapons are usually kept in good conditi
basic weapons and armour, though some fortunate ones may have picked up better weapons dur-
ing their attacks.
GHT
BARROW WIGHT
Description: Barrow wights are fearsome creatures found in the burial mounds of the dead
dead. They
are the animated remains
mains of the person buried within, bought back to a state of unlife by
b dark
magic. Although nott necessarily evil, a barrow wight will attack anyone foolish enough to come
d, for within it there is likely to be rich treasures.
near its burial mound,
A barrow wight looks ks like a decaying human, with grey, pallid skin, rotting robes, and the stench
of death. They will use even their
se whatever weapons are available to them to defend their mounds, eve
long nails and teeth if they have to.
CHIMERICAL BEAST
Description:
tion: Very little is known of this creature. Some believe it is a creature su
summoned by pow-
erful magic,
gic, others think it is a monster sent by the gods to punish the wicked. Still others believe
it is a beast
ast born from nightmares, made real by the power of the mind.
Whatever er the case may be, these creatures only appear rarely. Their true form is obscured by a roil-
ing blackk cloud, though some people have reported seeing a massive, black tentacled
ten thing within
it. It makes
kes those who see it feel small, frightened and insignificant, and the baleful
bal feeling it gives
people often
ften leaves them badly shaken.
RAGON
DRAGON
Description:
cription: The dragons of the Fabled Lands are truly magnificent beasts, spoken of in legend
legends
and sung about in songs of bards and minstrels. They are rarely seen, but when they are, trouble
troub
is not
ot far away.
Dragons
gons vary in shape and size, but all share similar characteristics. They are long and serpentin
serpentine
in nature,
ature, with lizard-like heads filled with sharp fangs. Most of them have wings that allow the
them
to fly great distances, and sometimes people see them high in the sky, gliding across the world.
There
re are many different species of dragon throughout the Fabled Lands. Some of the more com com-
monn include the ice dragon that can breathe a frozen gust of air over its enemies; subterranean
subterranea
cavee dragons that live beneath the earth and belch forth scorching flames from their mouths; an
and
sea dragons who, despite the name, also inhabit lakes and deep rivers, and breathe clouds of acid
acidic
gas.
Then and
n there are the tatsu dragons, who live in Akatsurai. These dragons are huge and majestic, an
both
h respected and feared. They are slightly more common than the other dragon species, but still
st
rare enough that seeing one is a once in a lifetime event.
EKUSHKA
Description: The ekushka are a type of horse that lives in the waters along the coasts of the Fabled
Lands. They are shaggy beasts the size of a normal horse, and have coats made of kelp and eyes
that glow with a phosphorous light. They are carnivorous and often attack beach-goers in an at-
tempt to find their next meal.
The ekushka are normally solitary creatures but are sometimes found in small herds. Legend has
it that should someone be skilled enough to train an ekushka to be ridden, then the beast will take
them into the depths of the oceans where they will find many riches and treasures.
ELF
Description: Elves are part of the race of faerie, a magical, almost mythical race of beings that mmost
normal folk think of as make-believe; stories
tories told to frighten or entertain children on a rainy night.
nig
The truth is they are real, but rarely seen
en in the mortal world.
An elf is a slender figure, their bodies tall and thin, their faces long and vulpine. They live in very
v
out-of-the-way places, hidden by magicc and almost impossible to find without arcane aid, for theirth
homes are surrounded by illusion and enchantment.
For the most part, elves leave the mortal
al world alone, only venturing into it when the situation re-
quires. If a mortal somehow manages to stumble into their realm, they are quick to defend it, first
with magic and then combat if need be.e.
AERY HOUND
FAERY
Description:
scription: As black as night, with glowing, ruby-red eyes, faery hounds are a type of guard d
dog
used
ed by the Trau race. Their forms are shadowy and hard to make out, making them hard to fi fig
ght,
which
ich can be a real problem due to the row of razor-sharp teeth they possess.
Luckily,
ckily, faery hounds are said to have a weakness. It is said that beautiful music or singing can
soothe
othe them so much that they will fall into a deep sleep.
FLYING HEAD
Description: The race of faerie
rie is a strange one, and the flying heads are one of the strangest. They
come from a sub-race of goblin-folk,
blin-folk, who are able to detach their heads from their bodies, which
then float and bob through the
he air, scaring the innocent, and attacking people.
Flying head goblins are even
n rarer than normal faery folk, and for this reason are often thought
to be nothing more than a myth. The only place where they seem to be slightly more common is
Akatsurai.
ARK
FLYING SHARK
Description: Sharks
arks are a menace to fishermen and sailors at the best of times, but the flying sharks
of the Violet Ocean
ean are very dangerous indeed. They look much the same as normal sharks, but
their fins are diff
fferent,
erent, allowing them to leap out of the water and glide through the air over short
distances.
Some fishermen will deliberately hunt flying sharks, for it is said that their meat is even better tast-
ing than that of normal sharks.
FURY
Description:
n: The furies are minions of the gods of Atticala, semi-divine beings who aare used to
seek revenge
ge on those who have wronged the Atticalan pantheon. There are only three o of them and
they appear
ar as hideous, winged crones or hags, wearing tattered clothing and with ha hair bedrag-
gled. They carry brass-studded whips which they use to lash their victims, normally stop
stopping only
when they have killed him (unless their masters have instructed them otherwise).
The Furiess are extremely cruel, and left to their own devices, will torture a victim mercilessly.
m
However they hey are eager to please their divine masters and will always try to obey their orders,
or even
if it is with great reluctance.
GHOST
Description: A ghost is a spectral image of a dead person, summoned back to the realm of the liv-
ing by powerful necromantic magic. They ey appear as they did in life, with the same features and
clothing. However they are insubstantialal and can be seen through; they can also move through
n there.
solid objects as though they weren’t even
Ghosts are normally found haunting ancient
cient ruins and keeps, wandering the halls of their former
homes. Most ghosts will attack mortal creatures
eatures on sight with loathing and a touch of jealousy, for
they wish they could still live and experience
ience the wonders of life.
Cha Com
m Int Mag Mus San Sco Thi
Ghost 2 7 3 4 0 0 2 4
Defence: 16
Stamina: 7
Special Rules:
• Ghosts are undead and thus are susceptible
usceptible to any special rules affecting them.
• A ghost can only be harmed by magic
agic or a magical weapon
Threat Level: 11
GHOUL
Description: A ghoul is the rotting remains of a corpse, reanimated by dark magic so that it can
walk the earth once more. They look much like a zombie: decaying flesh, stench of rotting meat,
fevered yellow eyes and jagged, black teeth.
Ghouls hate sunlight and will therefore usually only be encountered at night. They love to eat
warm human flesh and will attack with a frenzy and vicious blood-lust. If they cannot find warm
flesh (or it is too dangerous to attempt it) they will
w seek the flesh of the dead; for this reason, they
are often encountered in graveyards, tombs, and crypts, where there is a veritable feast waiting for
them.
T
GIANT
Description:
on: Standing at least 20 feet tall (and some much bigger), a giant resembles his
h smaller
human cousins
ousins in outward appearance. They are quick to anger, and will often eat humans
hu and
other creatures
atures for snacks. They are strong and aggressive, but luckily they are not too bright
b and
sily tricked.
can be easily
Giants aree not normally seen much throughout Harkuna and when encountered it is ofteno in re-
mote out-of-the-way
-of-the-way places. Much like their smaller cousins, mankind, a giant may be kind and
caring, or a harmless soul who just wants to be left alone. Others though may be cruel and
a heart-
less, black-souled
k-souled individuals, who terrorize villages and towns for fun.
GIANT
NT CHAMELEON
Description:
ption: Chameleons are lizard-like creatures who have the almost magical ability to cha change
the colour
our of their skin so that they can better blend in with their surroundings. If they are lying
lyin in
the grass
ss their scales would be green, for instance, while when sunning themselves on the rocks ro
their scales
ales might be brown or grey.
Giant chameleons
hameleons grow up to eight feet in length and are found in tropical and desert areas.
PIDER
GIANT SPIDER
Description: Found in the depths of the most tangled forests all over the Fabled Land Lands, giant spi-
ders are a dangerous
ngerous and often deadly menace to animals and travellers alike. Many o of them grow
to the size of a large bear, and instead of flies and other insects, eat any animals, or even
ev humans,
who might wander into their sticky webs.
GOLEM
OLEM
Description:
scription: A golem is a magically animated statue that is often used to guard an impo important
building
lding or room. They can take many forms but are usually larger than a man, standing over eight
feett tall. Their height and form is only limited by the imagination of their sculptor, however. Typi-
callyy they are man-shaped but often have an animal head, such as that of a bull or a lion.
A golem will usually be made out of stone or clay, but other materials such as wood and iroiron are
also
o used. Sometimes more exotic elements are used to sculpt a golem, such as gold or silver, while
other
er times macabre materials are used, such as bone or flesh.
GORGON
Description: Gorgons are hideous and dangerous beasts easts who prey on villagers and farmers. They
look human, but are far from it: although their bodieses and limbs are undoubtedly those of a wom-
an, they are old, bent and twisted, very hag-like in their
heir appearance (although some gorgons mask
their body through magic to make themselves appear ear young and beautiful). It is their hair that
marks their monstrous ancestry though, for instead d of human hair they have a nest of twisting,
writhing snakes.
In combat, the snakes bite and snap at the gorgon’s opponents, but that is not the worst part, that
comes if you happen to look into a gorgon’s eyes, for they have the power to turn a person to stone.
GORLOCK
LOCK
Description:
tion: Gorlocks look like the by-product of the
th dreams of a mad and obviously insane wiz-
ard. Thiss beast has the legs of a bird (that point backwards),
back the body of a reptile, two short fore-
nd a beaked, lizard-like head. When it or its llair is threatened, it lets out a shrieking cry and
limbs, and
rushes forward,
orward, attacking whatever or whoever it pe perceives as a threat.
A Gorlock
ck makes its lair in caves hidden in the hills. These caves are often littered with the bones -
and treasures
sures - of its victims.
Y WORM
GREY
Description:
ption: The grey worm is a legendary beast native to the Great Steppes. It is huge, growing
g
to up to
o three times the size of a man. It lives underground, digging great tunnels and emerging
em
only to eat.
It is said
d the grey worm is practically invulnerable. A popular story tells that the grey worms
worm once
rolled in free of the
n the magic dust of the gods, which protect it from harm. Only their snouts were fre
dust, andnd thus this is said to be their vulnerable spot.
GRYPHON
HON
Description:
ion: Making their nests on the peaks of the highest mountains in the Fabled Lands, a
gryphon is a fabulous beast that is half-lion and half-eagle. Its body, legs, and tail, are those
t of a
lion, while
le its wings and head are that of the eagle.
While they
ey are generally passive, they become aggressive when their nests are threatened,
threatened as these
creatures are fiercely protective of their young.
HYDRA
Description: Travelling across the Fabled Lands is filled with danger, and one of the deadliest en-
counters is the hydra. This is a gigantic serpentine creature, three times the size of a man, with not
one head but many. The exact number varies, but is usually between five and twelve. They can be
found anywhere, but are usually in swampy areas or other regions with water nearby.
The danger posed by a hydra is threefold. Firstly, their mouths drip deadly venom that will stop a
man’s heart within moments. Secondly, they are able to spit burning acid at their foes that can burn
through even the toughest armour and strip the flesh off of a creature. Lastly, their many heads
have the ability to regrow themselves if they are decapitated. This happens within seconds, which
can be extremely disheartening for a hydra’s foes.
JEWELLED SERPENT
Description: Found in the forests of Golnir, jewelled serpents are large, anaconda-like snakes that
th
attack by constricting their victims before swallowing them. Their emerald-coloured scales make
makes
them hard to spot in the tree canopies where they live, meaning that they are very dangerous to t
those travelling through the woods.
KELPIE
Description: Thee kelpie is a supernatural water horse. In its natural form it ap appears as a large,
powerful and muscular
uscular horse with pure black, leathery skin like that of a seal, and
an a mane of hair
that drips with water. However, the kelpie is a shapeshifter and is able to alter its form in a couple
s.
of different ways.
When it is away from water it will appear as a normal pony, galloping across the land. It will ap-
proach travellers,
s, hoping to lure them back to its watery home in order to attack them. The only
thing that gives a kelpie away in this form is its unique footprints, which are not like
lik those of a reg-
ular horse. When n it attacks, the Kelpie grows horns on its head and uses them to b butt its enemies.
The second form hands and feet and a
m a kelpie can take is that of a small furry fellow with webbed hand
thick heavy tail. They use this form when they are in the water in order to lure in their prey .
KER’LIK
Description: The depths of the oceans are home to all manner of beasts, some benign, others hide-
ous and terrifying. The Ker’lik belong to the latter group. They look like large lobsters, with many
spines and thick, chitinous armour. Their large pincers are used as weapons in combat.
Ker’lik attack living creatures in order to use them as hosts for their young. When they kill their
opponents they inject their eggs into the still warm bodies, which act as an incubator for the eggs.
When the eggs hatch, the young ker’lik eat their host from the inside out, before emerging into
fresh air.
MANBEAST
Description: The land of Nerech,
ech, north east of Sokara, is a forbidden land where no one dar
dares to
travel. The Sokarans have evenn built a wall along their common border, with three great fortre
fortresses,
in order to protect the kingdom
om from the dangers of Nerech, and these dangers come in the fform
of the manbeasts.
The manbeasts are vicious beings,
ings, as tall as a human but covered in shaggy hair of varied colours,
colo
but usually grey or brown. They
hey have long claws instead of nails on the end of their hands, and
sharp, pointed teeth much likee fangs. On their heads they wear great iron helms sculpted to resem-
res
ble the faces of ferocious beasts,
sts, such as lions, bears, and birds of prey. They are aggressive and
often form large raiding packs,
s, where they will attack travellers or attempt to breach the wall into
Sokara.
The origin of the manbeasts iss shrouded in mystery, but the truth is that they are magically alt
altered
to their animalistic form. For what purpose and by whom this was done is unclear.
OGRE
Description: Ogres are monstrous beasts that look like larger, much uglier
u versions of humans.
These brutes stand around nine feet tall and live in the wild, usually making
ma their homes in caves.
They remain some distance from civilisation, but close enough that they can raid villages for live-
stock, and even the occasional human, which is their preference; ogre ogres consider human flesh a
delicacy and will take it whenever they can.
RATMAN
Description: Beneath the cities of the Fabled Lands lie secret worlds normally unseen
uns by the eyes
of man. Sewerr tunnels twist and turn, hiding all manner of secret societies, thieves,
thieves dark cults and
monster lairs.
One of these hidden worlds belong to creatures known as the ratmen. These creatures
creatu - who look
like rats that walk upright like a human and who stand around five feet tall - infe
infest the sewers of
many cities, including
ncluding Yellowport in Sokara. Here they live, raiding the surface once
onc in a while for
food and trinkets
kets (basically anything shiny). They live in secret, trying to remain unseen so that
they can betterr slink through the streets at night, taking what they desire.
REPULSIVE
VE ONE
Description: The seas of the Fabled Lands are dangerous, not least because of the creatures kknown
as the repulsive
ve ones. These creatures look like giant squids, but their black eyes shine with intel-
ligence and malevolence.
alevolence. They often use rudimentary weapons such as spears and trident
tridents, and
wear simple armour
rmour made of coral and shells.
The repulsive ones live in temples deep beneath the waves. These temples are dedicated to their
horrible deity, the fish god Oannes. These religious buildings often contain many treasures, stolen
from sunken ships
hips (many of which the repulsive ones had a hand in sinking).
SCORPION
ON MAN
Description:n: The scorpion men of southern Sokara are, as the name suggests, a hybrid of man and
hey have the bodies, legs, and tail of a giant scorpion, but their upper bodies
scorpion. They bodie and head
are that of a human. They have glowing yellow eyes, and human arms, which often carry ca weapon
and shield.
The scorpion mounds con-
n men build large mounds in the ground, in which they then live. These m
tain many tunnels
unnels and chambers, which are used for living, storage, and breeding. Sco
Scorpion men
will often raid
aid nearby towns and villages in search of food and loot.
STORM DEMON
Description: These malevolent beings are aggressive and spiteful. They can take on many forms,
but their favourites
rites are gigantic cloud-shaped beings, or man-sized whirlwinds. Wh
When they speak,
their voices sound
und like rolling thunder, and when they shout, like a massive thunder
thund crack. They
use the winds and lightning that rage around them to harm their enemies.
The storm demons ons have an intense hatred of Sul Veneris, Lord of Thunder, and one of the sons of
Elnir. They willl stop at nothing to cause harm to this minor god or his followers.
TROLL
Description: Trolls
rolls are large, hairy humanoid creatures that live in forests and other
oth wild areas.
They are the same
ame size as an ogre, but look more bestial. Trolls are carnivorous mmonsters with a
particular liking
g to cows, pigs and humans.
As a result, trolls
lls are very aggressive towards humans if hungry, and unfriendly if not. Trolls will
often lurk around
und crossroads or bridges, where they will prey upon travellers w wishing to pass
along that particular
icular path. They will usually attempt to extort some sort of toll out o
of the traveller,
usually money or some other trinket. If the traveller pays, the troll will allow him to continue, oth-
erwise it will att
ttempt to take the payment by force.
159
VAMPIRE
Description: Princes of the night, lords of darkness, drinkers of blood: all are names associated
with the wicked creatures known as vampires. These nightmarish creatures look much like a hu-
man, but with pale skin, and long, fang-like teeth. They are found all over the Fabled Lands and
pose a danger to all.
Vampires live by hunting animals and humans and drinking their blood. They prefer the blood of
a sentient being, for it is sweeter than that of base animals. Still, they take whatever they can get.
They hunt only at night, for the warmth of the sun burns their skin. Sometimes alone, sometimes
in packs, vampires are ruthless and relentless.
Perhaps the scariest thing about vampires though, is that they are immortal. There are very few
things that can kill a vampire, such as a wooden stake through the heart. Getting close enough to
accomplish this is another matter entirely.
COMMON ANIMALS
APE
Description: Apes are large and powerful primates
mates that are native to jungles across Harkuna. A
typical ape resembles a gorilla in many ways, but
ut they are much stronger and far more aggressive.
aggressive
Apes kill and eat anything that they can catch, growing to over 5ft in height and weighing in ata
over 300 pounds!
BADGER
Description: The badger is the largest member of the weasel family. Although these creatures are
relatively small in size, they can pack a vicious bite when threatened or cornered. Badgers are com-
mon in forests all over Harkuna.
BAT (VAMPIRE)
Description: Vampire bats come in many shapes and sizes. Their strength lies in their numbers;
vampire bats swarm about their prey biting them into submission before latching on and sucking
their victim of every drop of blood. Vampire bats are particularly fond of human blood.
These creatures live in caves in warm climate countries all over Harkuna. They only hunt at night.
BEAR
Description: A bear is a common animal found throughout much o of the Fabled Lands, making
their homes mostly in woodland regions. There are a variety of differen
erent species of bear, but they all
share common characteristics: a large body with stocky legs, a long snout,
s and shaggy hair. Most
bears are omnivorous, found in both the wilderness and forests over aall of Harkuna.
Hunters throughout the Fabled Lands hunt bears for their meat and
an fur, which can fetch high
prices if sold to the right buyer.
BOAR
Description: Boars are not carnivores but they are very bad tempere
tempered creatures. If disturbed or
surprised they are very likely to attack. Adult boars are big, standing ov
over 3 feet tall at the shoulder,
and measuring up to 4 feet long. Boars are native to countries with a h hot climate and can be found
in jungles.
CAMEL
Description: Camels are capable of carrying
rying huge loads over very long distances without eating
and drinking. Camels are common to hott places such as deserts and stand well over 7 feet tall (their
humps give them extra height and sitting
ng in between them makes a usable saddle).
Cha Com
m Int Mag Mus San Sco Thi
Camel 0 1 1 0 3 1 1 1
Defence: 4
Stamina: 8
Special Rules:
• A camel is capable of carrying 50 EV with little problem.
Threat Level: 1
CROCODILE
Description: Crocodiles are vicious and deadly predators that resid
reside in swamps and rivers close to
jungles, or warm temperature forests. These huge reptiles have been known to grow over 20 feet in
length, with powerful jaws that grip their prey then drag it into the water.
DOG (HUNTING)
Description: A hunting dog makes a loyal and fearless p
pet. These creatures are normally breeds
such as Wolfhounds, Boarhounds, Mastiffs and Hunting
Huntin Hounds. Dogs are common all over
Harkuna.
ELEPHANT
NT
Description:: Elephants are huge herbivores that, in many cases, can have a serious attitude
it problem
making then
n very unpredictable. They are common to warn climate countries and can be trained as
easts of burden that are able to drag immense weights.
mounts or beasts
HAWK
Description: A hawk is a bird of prey that looks similar to an eagle only slightly smaller. An aver-
age hawk has a wing span of about 2 feet. Hawks are native to temperate climate countries but will
not be seen where it is hot.
HORSE
Description: Horses are common throughout Harkuna. They can be used in a number
numb of ways but
the most commonmon is as a riding animal. Bigger horses are trained as warhorses to carry knights
fearlessly into battle.
ION
LION
Description:
escription: A lion is a dangerous beast indeed that weighs in at over 400 pounds, and has been
known
nown to reach 8 feet long! Lions are found in warm areas, mainly in the wilderness.
RAT (GIANT)
Description: A giant rat can grow as big as 4 feet long. They have razor sharp teeth that not only
cause
ause a nasty wound, but often carry fatal diseases like the Plague. Giant rats are commonly found
in
n sewers and swamps.
D-FIN SHARK
RED-FIN
Description:
cription: Red-fin sharks are extremely common in the Violet Ocean, in particular the coastal
co
waters
ers of Sokara. Although these huge aquatic predators can rip a man-sized victim to shreds
shred in
minutes,
utes, their meat is also considered a delicacy. Red-fin Sharks grow to 15 feet in length.
SNAKE
AKE
Description:
ription: Snakes come in sizes and are common all over Harkuna. Snakes have two categ categories:
viper and constrictor. The viper grows to about 4 feet in length and is very poisonous. A const
constrictor
ks by wrapping itself around its victim and squeezes the life out of it. Once dead, the victim
attacks vic is
devoured
ured whole and digested over a number of days. Constrictors can grow up to 20 feet in le length!
nakes are lightning fast.
All snakes
TIGER
Description: Tigers, like lions, are large predatory felines, but this is where the similarity ends. A
tiger is a solitary creature that spends most of its life on its own. It grows bigger than a lion, meas-
uring 10 feet long on average, and is also much heavier, at around 500 pounds. Tigers are mainly
found in the warmer jungles of Harkuna.
WOLF
Description: A wolf is a predatory animal found in the forests, hills, and mountains of Harkuna
Harkuna.
They
hey hunt in packs and look similar to a large dog. They only rarely attack humans, and usuall
usually
this
his is because of hunger.
The
he black wolf is a larger, more aggressive breed that will attack humans.
Appendix
Quest - Lair of the Ratmen
This quest originally appeared in the first of the You push open the guild’s door with your deposit
Fabled Lands game books called The War-Torn contract grasped firmly in your hand. Standing
Kingdom. Everything that happens within this in a group near the desk are three portly gentle-
adventure is based on the original, but some men dressed in banking attire and a fourth man,
parts have been embellished upon, while others larger around the waist than the others, and
have been further developed. dripping in lavish clothes and jewellery. You
If you are not the Gamesmaster, then STOP quickly recognise him as Guildmaster Vernon of
READING NOW. What follows is for the Yellowport, one of the most powerful men in the
Gamesmaster only! city. The four men watch you approach one of
the desks and hand over your contract. The clerk
takes it and disappears downstairs, which you
INTRODUCTION can only imagine is where the vault is located.
The Guildmaster nods to his companions and
This introduction is designed to be read the
approaches you. ‘Well, well young adventurers
players if they are starting their adventuring
about to take their first steps out into the wide
life in Yellowport. If the players undertake this
world. It would seem that this is your lucky day
quest, but are either seasoned adventurers and/
indeed. We have a small problem that would be
or not from Yellowport, then the Gamesmaster
fitting for you brave young souls. Would you be
will have to adjust the text accordingly.
interested in hearing a proposition?’
Any passages written in bold italics, like this,
The players have the option of declining the
are to be read aloud to the players.
Guildmaster for whatever reason; maybe they
Yellowport has been your home for many are just passing through the City or maybe they
years now. Having been born and raised here, are not quite up the challenge as yet, and would
the stench emanating from the Stinking River prefer to look around the parts of the city that
doesn’t really affect you, in fact you hardly no- they don’t get to see very often. When the play-
tice it at all. At last you have come of age; a ers are ready to listen to the Guildmaster, read
time when you can leave your family homes and them the following:
travel the world of Harkuna. Your first port-of-
‘We have a problem with some ratmen that
call will be the Merchant’s Guild bank close
have set up a base in our city sewers. They come
to your home. Here you can extract what little
out at night and raid the merchant warehouses
savings you have earned from delivery jobs, and
and homes. As you can imagine, this is not good
the washing down of the the fish storage bins at
for business. The merchant from Ringhorn that
the docks. Today life begins.
came into port a couple of days ago, had heard
The Merchant’s Guild bank is a very impres- of our problem and refused to come ashore and
sive building on the outskirts of the docks, and view our export cargos! This problem needs
many ships and fishing boats come and go from sorting very quickly. We have discovered that
the harbour on a daily basis. Only the other the ratmen are under the rule of their king. If
day, your last day working for Mr. Gillmore he were to be destroyed, then the other ratmen
in those stinking fish bins, a magnificent war wouldn’t be able to function and would disap-
galleon bearing the flag of Ringhorn in Golnir, pear back to where they came from. The guild is
sailed into the dock like a prince walking down willing to pay you 450 Shards in total on your
a red carpet. Everyone watched in awe as the return with proof of the king’s demise. We have
rich merchant trader, obviously the owner of been informed that he possesses a copper amu-
the galleon, ordered his shipment of fine silks let as some sort of status symbol, bring us this
unloaded to the docks. The ship didn’t stay amulet and the Shards are yours.’
long in Yellowport, but you did manage to race
around to the furthest jetty and watch the levia-
than sail back out into the Violet Ocean.
171
If the players accept this quest they will be told 1 - BOTTOM OF THE SEWER
that the entrance to the sewers can be found in
the west of city in the poor quarter. He will then
ENTERENCE
turn and rejoin his fellow merchants. When the players descend to the bottom of the
sewer, read them the following:
When the characters reach the old sewers, read
them the following: The bottom of the sewer pit is not a pleasant
place at all. The stench is almost unbearable
You cross the King’s Bridge that leads from the
and you cannot help retching several times.
Plaza of the Gods across the Stinking River and
There are four exits from the square-shaped
into West Port, or the poor quarter as it has
room, but three of them (south, east and west)
come to be known. This side of the river does
are only small outlets for the sewage to drain
have a bad reputation due to the seedy drinking
pits and undesirables, but these are just a few out. The raised edges are for the sewer caretaker
bad apples that spoil the crop. Most of the peo- to stand on and brush any clogged sewage down
ple in West Port are just normal, hard-working the outlets, but since the ratmen have taken res-
folk, trying to go about their daily lives. idence down here, the caretaker has dared not
come down and has removed his ladder. The
After the new section of the city was complete, sewage is beginning to build up quite a bit now.
grants were offered to people in the crowed east The only exit big enough for you to walk down,
side to move over the river and build new homes. is the north exit.
Thousands of people jumped at the chance to
live in the newest (and cleanest) part of the city; The light streaming down the sewer shaft is
the cobblestoned King’s Road was extended all enough for the characters to see in this room
the way to the West Gate, and it was promised only. Once they venture from here they will
that every street created would undergo this im- need a light source to be able to see. If the char-
provement as well. The promise was never up- acters do not have a light source such as a torch,
held, not due to King Corin VII unfulfilling his candle, lantern or magical means, then it will
word, but due to the civil war and usurping of become impossible for them to get more than
the throne by his bodyguard, the now, Protec- twenty or thirty feet along the northern passage
tor-General of all Sokara - Grieve Marlock. It without bashing body parts on the rough and
is his brother, Marloes, who now runs the city sharp walls. If they are persistent, and continue
from the converted council house in the Rich without a light source, then have them start to
Quarter. His selfish ways and hoarding of taxes take damage from hitting the walls (1 or 2 points
has stopped all city improvements, to concen- Stamina damage here and there). You can also
trate on his own personal defences, should an- have them hear strange scratching noises, but
other uprising occur. will have trouble pinpointing where it is com-
At last you reach the sewer entrance; a small ing from.
stone construction similar to a well but with-
out the bucket. As you approach you can see
an old lady is emptying a bucket of rotten food
and waste down the shaft. She nods at you and
walks away in the direction of her home. The
smell rising from the sewer is very different
from the Stinking River, but just as bad. Look-
ing over the edge of the entrance you can only
see down into darkness. There is no ladder that
descends into the depths, so you will have to
climb down.
Any player that wishes his character to climb
down the sewer must make a Thievery (Diffi-
culty 9) roll (they can add +2 to the roll if they
are using rope). Any character that fails will
fall to the bottom, taking 1 dice damage to their
Stamina.
173
3 - MISTRESS SPIDER
As the players venture into this tun-
nel, read them the following:
There appears to quite a bit of mois-
ture here, and the walls in this tunnel
nel are be-
coming damp. Hanging from the wallss and ceil-
ing are wispy cobwebs that start to get much
denser as the tunnel progresses. You stop
top when
you find the husk of a ratman wrapped pped in
web hanging from the roof of the tunnel.
nel.
The tunnel is home to Escra the Giant
Spider. She wanders the tunnels looking
oking
for stray ratmen or patrols that are off their
guard. The ratmen know of Escra and nd avoid
that end of the tunnels at all costs.
If the characters proceed past the dead
ad ratman,
Escra will detect their movements through
h h the
th
web and move in to attack.
175
7 - OLD WEAPONS ROOM tage wine that one of the ratmen found, but if
As the players approach this room, read them the characters try to drink some, it tastes like a
the following: very weak Acid. On the walls hang the ratmen’s
shortswords and shields. They don’t need them
This room has a very old but sturdy looking at that the moment, because they are all in a par-
door on it. It looks as though someone has tried ty in the kitchen (encounter 6).
to hack the door down judging by the scars in
the wood.
This door is locked. The ratmen have never
9 - INTO THE DARKNESS
managed to open it despite numerous attempts. This corridor leads to a dead end that is the re-
Any player that can make a successful Thiev- sult of a cave-in. There is nothing of any value
ery (Difficulty 14) roll will manage to pick the or importance here, but you may wish to extend
lock. The room inside is an old weapons locker this quest and have the players venture further
belonging to the Uttakin warriors. Most of the into the old Uttakin city at a later point. This
weapons and armour have decayed and rusted, would be the perfect place for you to extend the
rendering them useless. Any player that wishes map.
to search through the room can make a Scouting
(Difficulty 12) test. If successful they will dis-
cover an ivory wand (MAGIC +2), and a suit of EXPERIENCE REWARD
magical Chainmail (DEFENCE +1). It is suggested that the Gamesmaster set a fixed
experience reward of 8, rounded up or down to
equate to an equal amount per character. Any
characters that fight valiantly against the rat-
men with magic or weapons, or the one that
discover the secret door (without knowing the
original adventure of course) should receive an
additional point.
Character’s Name
Height Personality
Age Traits
Features
Build God
CHARISMA COMBAT
INTELLIGENCE MAGIC
MUSCLE SANCTITY
SCOUTING THIEVERY
Powers
Armour Worn
Shield
Combat Bonus
Weapon #1
Weapon #2
Weapon #3
Equipment EV
Starting Stamina
Experience Money
Permission is granted to print this character sheet for personal use only